Cub Scout and Boy Scout Games


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4 Way Tug-o-War

Intended for:Boy Scouts, Bear Scouts, Webelos Scouts
Required:4 teams
4 25foot lengths of rope
kerchief or rag
Preparation:Tie the 4 lengths of rope together into a circle.
Lay the rope out in a square on the ground with the knots at the corners.
Put a rag in the very center of the square.
Instructions:Each team lines up on a side of the rope square.
On the 'GO' signal, everyone picks up the rope and starts pulling.
After a set time limit, the stop signal is given and the team that has made the most progress away from the center marker wins.



 
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500
A Favorite Game

Intended for:All Scouts
Location:This Game should be done Outside.
Required:frisbee, softball, rubber ball, football, or any other throwing item.
Instructions:The object is to catch the frisbee enough times to become the thrower.

One scout starts as the thrower and the other scouts gather around the throwing distance from the thrower.
The thrower yells out, "100" or "200" or any amount he wants the throw to be worth. Then, he throws the frisbee towards the group of scouts.
Whoever catches the frisbee gains the stated points.
The first person to reach 500 becomes the thrower.


Variations:
  • When a new thrower is up, everyone starts over at zero or keeps their current tally, whatever is decided at the start of the game.
  • Dead or Alive - two values can be assigned to a throw, such as "100 dead 400 alive". If a person catches it in the air, he gets the 'alive' value. If it hits the ground first, he gets the 'dead' value. Values like "200 dead -400 alive" are legal.
  • If using a bouncy ball, standard values can be assigned such as 200 in the air, 100 after 1 bounce, 50 after 2 bounces, or 25 for all others.
  • Grab Bag - if the thrower yells "Grab Bag" for a throw, then the scouts have no idea what the value is. It may be 500 or -10,000. This one is usually specifically ruled against at the start of a game.
  • Jackpot - whoever catches this throw is automatically the next thrower. Usually used by someone who has been up a long time or needs to leave.




 
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Ace-King-Queen

Intended for:All Scouts
Required:3 or more scouts
1 bouncing rubber ball
Instructions:Ace-King-Queen is a "work your way up" game for any number of scouts with a hard floor and wall that can be hit by a small rubber ball. It's great as a gathering game or any time there's some dead time.

Scouts line up from left to right, with the "Ace" on the far left, "King" next, then "Queen", "Jack", "10", ... and so on for as many scouts as exist.
If playing on a sidewalk, each scout has his own square of cement to control - in a gym, tape on the floor can be used.

The Ace serves the ball by hitting it with the palm of the hand so that it first bounces in the Ace's box one time, then hits the wall, then bounces in the King's box or any other box down the line.

The player in that box must hit the ball in the same manner before it hits the ground twice. If he fails to hit the ball, he gets a point and moves to the far right end of the line while everyone else moves up.

If a player hits the ball and it does not bounce first in his box before hitting the wall, or flies out of bounds, he gets a point and moves to the end of the line.

A player can hit the ball into any other player's box, either up or down the line, or into his own box. He may hit it to himself a few times to line up just the shot he wants - sometimes a limit is set for self-serving.
When a scout reaches a pre-determined score such as 7 or 15, he is eliminated while the field is whittled down to a champion. This is usually followed immediately by a new game.
If there is no way to mark boxes on the ground, then the game is played in rotation and there is no self-serving.



 
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Aerobic Tag

Intended for:All Scouts
Required:frisbee, beanbag, or nerfball
a stopwatch
Instructions:Mark off a large playing area.
Divide into 2 teams or each patrol is a team.
Referee keeps track of possession time.

Object: Keep the item in your team's possession for a set length of time (20, 30, 60 seconds).

Rules:
  1. The scout with the object avoids opposing players.
  2. If scout with object is tagged with 2 hands by opposing scout, he must immediately get rid of the object by dropping or throwing it.
  3. The scout can not directly receive the item after getting rid of it.
  4. If a teammate gets the item, time continues to accumulate for his team. If an opposing scout gets the object, time starts over at 0 for that team.


Be prepared to impose penalties for roughness, not getting rid of the item fast enough, or leaving the play area.



 
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All Aboard

Intended for:All Scouts
Required:2x2 plywood for all to stand on, solidly raised off the ground 6 inches.
Notes:An initiative game to have a group cooperate to reach a goal.
Instructions:See how many scouts can stand on the platform with no body parts touching the ground. They must stay on board for 10 seconds.

If an entire patrol can do it, try combining groups to set a record.



 
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Alphabet Bag

Intended for:All Scouts
Required:paper grocery bag for each patrol.
marker for each patrol.
Instructions:Give each patrol leader a large paper grocery bag.

Goal: Collect an item for every letter of the alphabet.

Rules:
  1. Bag must have patrol name or symbol on it.
  2. Every item must fit inside the bag.
  3. Each item can only be used for one letter.
  4. 1 point per letter.
  5. No letter can be skipped - if you have A, B, C, D, F, G, ... you only get points for A, B, C, D because E was skipped.
  6. 10 or 12 minute time limit.
  7. Patrol symbol design is tie-breaker


Best score wins.



 
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Ankle Fights

Intended for:Cub Scouts
Instructions:Draw a 6 foot or larger (depending on size of group) diameter ring. Players all stand in ring and grab their own ankles.
On the whistle, try to push your opponent over, or make him let go of his ankles, or step out of the ring. If any of those happen, the scout leaves this round.
Last scout wins the round.



 
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Arm Wrestling

Intended for:All Scouts
Notes:Have members of each patrol battle against each other.
Instructions:One scout from each patrol lays on his stomache on the floor, facing his opponent.
Place right elbow on the floor in front and lock hands with opponent.
On signal, be the first to force the back of opponent's hand down to the floor while keeping elbows on the floor.



 
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Atomic Particle Collecting

Intended for:Cub Scouts
Required:Per team:
- 1 pair work gloves
- 1 plastic jar with lid
- 1 paper plate
- 50-100 popcorn kernels
Notes:Depending on age of scouts, you may want to pop the corn kernels to make them easier to pick up.
Instructions:Your space exploration team has been searching for new fuel sources across the galaxy and has discovered a planet with a source of highly radioactive fuel. Each small piece can power a city and is worth $10M. But, they can not be touched and extended exposure to them will kill you.

Each team lines up single file at the start line. The plate is placed about 30 feet away covered with popcorn kernels.
Each astronaut must:
  • Put on protective gloves to shield him from the radioactivity.
  • Take the shielded fuel container (jar) out to the fuel source (plate with popcorn).
  • Open the container.
  • Place 5 pieces of fuel in the container.
  • Close the container.
  • Bring the container and gloves back to the next astronaut.

At the end of a time limit, each team determines the value of the fuel they have collected.




 
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Back Lift

Intended for:Boy Scouts, Bear Scouts, Webelos Scouts
Instructions:Two scouts stand back to back and interlock arms at the elbows.
On signal, each tries to lift the other off the ground.

When both feet are off the ground, a point is awarded.



 
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Ball of String Relay

Intended for:All Scouts
Required:Big ball of string for each patrol.
Small metal washer for each patrol.
Preparation:People on a team stand in a circle facing inward.
Instructions:One scout holds the ball of string and the washer.
On 'GO' signal, the scout keeps hold of the end of the string, but hands the ball of string to his neighbor. He then slides the washer onto the end of the string and slides it down the string to his neighbor. In this manner, the ball of string is passed around the circle with the washer following right behind.

When the string is completely unwound, tie the washer to the end of it and wind the ball of string back up as it is passed backwards around the circle.

Can give points for speed and size of finished ball - smaller is worth more.



 
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Ball Scramble

Intended for:All Scouts
Required:a volleyball or similar ball
Preparation:mark off a playing area with a side for each patrol - a triangle if three, a square if four, a pentagon if five patrols, ...
Instructions:Each patrol gathers outside the play area on one of the sides.
One scout from each patrol is blindfolded.
When the ball is tossed into the middle of the play area, each blindfolded scout tries to locate it and retrieve it to his goal line.
Patrol members yell directions to their retriever.

When a scout finds and picks up the ball, his patrol receives 2 points.
Any scout that tags the scout with the ball receives 1 point for his patrol.
The patrol whose goal line the scout with the ball crosses receives 1 point.

Play a set number of rounds to determine the winning patrol.



 
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Ball Toss Relay

Intended for:All Scouts
Required:Ball, frisbee, or beanbag per patrol
Instructions:Patrols line up with at least 10 feet between patrol lines.
Patrol leader steps out in front of patrol about 20 feet and faces patrol.
Each patrol leader is given a ball.
The patrol leader throws the ball to the first scout in line. He catches it, throws it back, and sits down.
Repeat until all scouts in patrol are sitting.

If a scout misses the ball, he must go retrieve it and return to his position before throwing it.

Optional: Extend the game by now rolling the ball. Once everyone is seated, roll the ball to the first scout who catches it, stands up and rolls it back. The patrol leader must roll the ball between the legs of standing scouts to the first sitting scout in line.



 
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Balloon Basket

Intended for:Cub Scouts
Required:different colored balloons for each team.
one large container such as a refrigerator carton.
Instructions:Give each scout on a team a balloon of the same color. Give balloons of a different color to all scouts on each other team.

Place the 'basket' at one end of the room and have all scouts line up at the other end of the room.

On 'Go' signal, everyone blows up their balloon until a judge says it is big enough. They then tap their balloons in the air across the room and try to bat them into the container. As soon as a scout's balloon goes in the container, he should run back to the start and do another balloon. Scouts that hold or carry their balloon must return to the start.

When the container is full or a 2 minute time limit is reached, stop and count the balloons in the basket. The team with the most balloons wins that round.

Save the blown up balloons for other balloon games.



 
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Balloon Hanging

Intended for:All Scouts
Required:lots of balloons
Notes:A fun, active game to play indoors. 
Now that you have all these balloons blown up, follow this with another balloon game such as Balloon Symphony, Balloon Artists, Balloon Bed, Balloon Juggling, and finally Balloon Stomp.
Instructions:Pile all the deflated balloons in the center of the room.
Assign each patrol a section of wall as their own.
On 'Go' signal, members of each patrol grab a balloon, blow it up, rub it on their hair or clothes, and stick it to their wall.

At the time limit, stop play and count which patrol has the most balloons on their wall - the winner!



 
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Balloon Hot Potato

Intended for:All Scouts
Required:6 or more balloons
slips of paper, pencil
Preparation:Write messages on the paper, slip one in each balloon, and blow them up.
The messages could be like:
'Recite the Scout Oath'
'Tell the Scout Motto'
'Tell 3 components needed for a fire'
Or, any other questions about your theme.
Instructions:The group stands in a circle. The leader has the balloons. One at a time, a balloon is passed from player to player around the circle, until the leader blows a whistle. The player holding the balloon when the whistle blows goes to the center of the circle and sits on the balloon until it pops. He reads the note and performs the action or answers the question contained in the message.



 
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Balloon Monster

Intended for:All Scouts
Required:50 balloons and roll of tape for each team.
Preparation:Mark a starting line and cone or marker around which contestants must race - about 30 yards away.
Instructions:Each patrol blows up balloons to a minimum diameter - you might want judges to approve the sizes or have a loop of string through which the balloons can not pass.

The tape is wrapped around the patrol volunteer with the sticky side out.
Each balloon is stuck to this scout.
When all balloons are stuck on, he runs around the course and back.
10 points for the first patrol finished, 7 for 2nd, and 3 for 3rd.
3 points for each balloon that is still on the runner at the end.

This race favors larger patrols, so you may decide to have some sit out to even the teams.



 
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Balloon Relay

Intended for:Cub Scouts
Required:6 balloons for each team.
Different color balloons for each team makes it easier.
2 large garbage bags for each team.
2 sheets of paper and a marker for each team.
Notes:This game differs from some other balloon games in that the scouts do not have to blow up and tie the balloons. Thus, it is suitable for younger scouts too.
Instructions:Blow up the 6 balloons per team and put three in each garbage bag.
Give each team their two garbage bags.
Have each team number off.
Have the even numbers of each team go to one side of the play area and the odd numbers go to the opposite side. Each group takes a garbage bag of balloons and sheet of paper with them.
Give the marker to the first person of each team on the odd-numbered side of the play area.

At the whistle, one scout from each team on the odd side starts tapping their balloon to the even side. When they get there, they have to tap their balloon into the garbage bag being held open by another player. Once the balloon is in the bag, the scout makes a mark on the sheet of paper with the marker and then hands the marker to the next player. That scout gets the balloon out, and taps a balloon to the odd side of the room to get his balloon into the garbage bag on that side.

If a balloon pops, the player must go back to their bag to get another balloon and start tapping all over again. No carrying of balloons. It is fine for a balloon to hit the floor, and or be kicked. The scout just can’t take a step while holding the balloon.

When a 2 minute time limit is reached, stop and count the marks on the sheets of paper. The team with the most balloons wins that round.

(Variations, scouts can only kick the balloon, or use their hands, or use a ruler to tap the balloon)



 
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Balloon Stomp

Intended for:All Scouts
Required:Small Balloons - 3 per scout
String - 2 foot lengths
Preparation:Blow up all the balloons very full so they are easier to pop.
Tie a string to each balloon.
Instructions:Mark off a safe play area with a circular rope.
Tie a balloon to each scout's left foot.
Everyone tries to stomp all the other balloons.
When your balloon is popped, you leave the play area.
Last one with a balloon wins.

If played indoors, play in stocking feet to make smashed feet less of a problem.

Have patrols play as teams to see which patrol is left. Even if you do not spell this out, it is good to have a very short reflection to discuss if it was fun, if there was any teamwork going on, what strategies worked.

In this, as in almost all elimination games, if a patrol works together, they tend to have a better chance at winning.



 
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Bang the Can Relay

Intended for:Cub Scouts
Required:4 metal garbage cans, or coffee cans, or other items that can be hit and make noise.
2 dowels or sticks about 1 foot long for batons.
Preparation:Set the 4 cans out in a large square raceway.
Instructions:Divide in 2 teams or have patrols compete.
One team has a starting line halfway between 2 cans. The other team's starting line is halfway between the 2 opposite cans.
One team runs clockwise, the other counter-clockwise around the course.
One scout from each team starts with their baton in hand. He runs around the square and must hit each can with his baton. If he fails to hit a can hard enough for the judge to hear, he must repeat his lap.
When the scout finishes his lap, he hands off the baton to the next scout.

The scouts waiting in line must stay out of the way of running scouts.



 
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Base Attack

Intended for:All Scouts
Required:tennis balls
Notes:Keep an eye out for anyone throwing excessively hard.
Instructions:The Empire has sent a group of star cruisers to destroy your rebel bases. Your job is to defend your base as long as possible.

If played in a smaller group, one scout is the attacking star cruiser.
If played in a large group, one patrol are the attackers.

The attackers gather at one end of the play area. They are given the tennis balls to use as interstellar missiles. All other players scatter around the play area and stand with their feet spread more than shoulder-width apart. These are the Bases.

A base is destroyed when a tennis ball passes between their legs. They can protect their base by bending at the waist and catching or deflecting thrown tennis balls. They may not bend their knees.

When a base is destroyed, that scout sits down.

Star cruisers can take up to 3 steps while carrying a missile, but only if they make star cruiser noises ( whatever those may be :-) ).

If a star cruiser carrying a missile comes within 10 feet of a base, the gravitational pull will destroy the cruiser. (this is to give the bases a chance.) A destroyed cruiser stands on the sidelines until the round is over.

The last base alive is the attacking star cruiser for the next round, or his patrol becomes the attackers.

Referees along the sidelines may be needed, depending on the trustworthiness of the players.




 
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Beachball Ballyhoo

Intended for:All Scouts
Required:1 large beach ball per patrol
Instructions:Each patrol has a beach ball that they hit into the air as many times as they can without it touching the ground.
No one may hit the ball twice in a row.
Count one point per hit and try for new records.

Optional Competition:
  1. Use a different colored ball per patrol and allow scouts to bat opposing balls out of the way. No physical contact to inhibit scouts from reaching their ball.
  2. As a teamwork exercise, have the entire troop keep one ball in the air and set a troop record.
  3. With a stopwatch, see how long all the patrol balls can be kept in the air - start over when one touches the ground.



 
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Bicycle Races

Intended for:All Scouts
Required:bicycles
marbles
4 coffee cans per patrol
chalk
Instructions:Slalom Race: Set the 4 cans 6 feet apart in a straight line. Mark a starting line. Rider cycles from the starting line weaving between the cans, around the last can, and back to the starting line. Next scout rides.
If a rider touches a can or touches the ground, he must start his ride over.
Fastest patrol time wins.

Marble Drop: Draw a starting line. Place the cans in a straight line 8-10 feet apart. Each scout gets 4 marbles. Scout rides past the cans and drops a marble in each one. Score one point per marble. Lose one point for touching the ground or a can. Not a timed race.

Turtle Relay: Using chalk, draw a 3foot wide path about 50 feet long. Mark the ends of the path with chalk. Split the team in half with half at each end of the path. Using one bike, a scout rides from one end of the path to the other as SLOWLY as possible. When the front tire crosses the end line, time is stopped until the next scout starts his ride. Time is deducted for touching the ground or having a tire touch the path edges. Slowest patrol wins.




 
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Birds of a Feather

Intended for:All Scouts
Required:Slips of paper with a bird name written on each one - chicken, turkey, goose, duck, chickadee, crow. If you have 24 people, make 4 of each. If 42, make 7 of each.
Preparation:Hand out a paper slip to each scout.
Notes:Since the groups constantly change, there is no real team that wins. It should only take about three minutes to get a winner so many rounds can be played.
If you are going to give out any small prizes, do it right after the round since you'll have no idea who gets the prize later.
Instructions:On 'GO' signal, scouts mill about the room exchanging slips as many times as they can with as many different scouts as possible. They do not look at what is written on the paper.
On 'STOP' signal, scouts stop and look at their paper.
On 'FIND YOUR FLOCK' signal, scouts try to find all others of their kind and then sit down together. The last group to sit is out, taking their papers with them.
Repeat until only one flock is left.

Alternate: When finding your flock, you can only make the noise of the bird you have, no talking.

Alternate: Use any animals rather than just these birds.



 
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Bizz Buzz

Intended for:All Scouts
Notes:Improve mental quickness and concentration. 
Good for a filler while sitting around.
Instructions:Group sits in circle facing in.
In a clock-wise direction, scouts count up from 1.
Instead of 7 and all multiples of 7, and all numbers that contain 7, say 'Buzz'.

For example, 1, 2, 3, 4, 5, 6, Buzz, 8, 9, 10, 11, 12, 13, Buzz, 15, 16, Buzz, 18, ...

If there is a mistake, start over at 1 with the next scout in line.

Once it is going well and the group has reached 50 or so, stop them and add 'Bizz' to the game. Now, substitute 'Bizz' for 5.

For example, 1, 2, 3, 4, Bizz, 6, Buzz, 8, 9, Bizz, 11, 12, 13, Buzz, Bizz, 16, Buzz, 18, 19, Bizz, Buzz, 22, ...

If the number is a multiple of 5 and 7, or has 5 and 7 in it, like 35 or 57 or 70 or 75, say 'BizzBuzz'!

Try for a group record or reaching 100.

Eliminate scouts that make mistakes until only the champion is left.



 
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Blind Balloon Volleyball

Intended for:All Scouts
Required:rope
plastic tarp
6 or so balloons
Preparation:String the rope between two trees or two posts - at least a foot higher than the tallest scouts.
Drape the plastic tarp over the rope so teams can not see each other.
Mark court boundaries on the ground.
Instructions:Divide into two teams.
Object is to make the balloon touch the ground on the other team's side.

Start a balloon on one side of the court.
A team can hit the balloon as many times as they want before hitting it over the net.

Add another balloon after scouts get the hang of it. Add more balloons if the skill level warrants them.



 
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Blind Corners

Intended for:Cub Scouts
Preparation:Mark out a square play area about 25 feet on a side.
Instructions:One scout is it. He is blindfolded in the center of the play area.
All other players stand in one of the four corners.
'IT' points to one corner (or as close as he can). All scouts in that corner step out of the play area and remain quiet.

Leader counts off 5 seconds 5 - 4 - 3 - 2 - 1 while remaining scouts choose a corner.

Repeat until only one scout is left and he gets to be 'IT' for the next round.




 
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Blind Observations

Intended for:All Scouts
Required:Per scout:
blindfold
paper
pencil

Various other items
Preparation:Give each scout a paper and pencil
Instructions:Group into patrols, sit down, and blindfold everyone.

  1. Noise Identification: Write down what you think a noise is. After all noises, remove blindfolds and each patrol creates a master list of all noises in proper order and turns it in.
    First list turned in gets 5 points bonus. 3 points for each correct noise. 1 point extra if it is in the correct order.
    Noises to use: striking a match, popping a balloon, pouring a glass of water, zipping a zipper, ripping open velcro, sharpening a knife, flag flapping in wind, breaking a stick, deflating a sleeping pad, tearing paper, ...
  2. Smell Identification: all blindfolded patrols stand in a long line or large circle. An item is carried around the circle pausing under each scout's nose. As above, each scout writes down guess and master list is turned in.
    Smells to use: coffee, vinegar, onion, garlic, mint, orange, dirt, crushed pine needles, ...
  3. Member Identification: All blindfolded patrols sit down. Write down the name, address, phone number of all members of your patrol. Turn in lists - 1 point for each name, 1 for each address, 1 for each phone.
  4. Blind Navigation: Line up with each patrol at least 10 feet apart. Blindfold first scout in line. He walks straight out 20 steps, turns around, and walks back 20 steps. A referee measures the distance from start to ending position. Add up distances for each patrol and divide by members to get average distance. Patrol with smallest difference wins.




 
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Blind Referee

Intended for:All Scouts
Required:large rubber ball or nerf ball
whistle
blindfold
Preparation:Divide into two teams.
Have one non-blindfolded referee right on the center line to judge points.
Instructions:One team on each side of the center line.

The ball is placed on the center line.
One person is blindfolded and given the whistle.
When he blows the whistle, the game begins.
When he blows the whistle again, whichever side of the center line the ball is on receives one point - even if the ball is in the air and has not touched ground on that side.
Play resumes when he blows the whistle again.

The team with the fewest points after a set time limit wins - 5 minutes.

Mix teams after a few rounds if it is very one-sided.




 
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Blob Tag

Intended for:All Scouts
Instructions:Three scouts join hands and start out as the 'Blob' and they try to tag other scouts.
When tagged, a scout joins the blob by grabbing the last hand in line.

When the blob has at least 6 scouts, it can break into two 3-scout blobs. The blob can break and join whenever it wants, depending on the plan being tried.

Last 3 scouts begin the next round as the blob.



 
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Blowhard Relay

Intended for:Cub Scouts
Required:straw for each scout
item to race for each team
Notes:Items should be light, such as styrofoam or paper, but not round like a ball. This should be done on non-carpeted floor, such as a gym or cafeteria floor.
Depending on what holiday is close, you can use themed items, such as spiders and ghosts, elves and snowmen.
Instructions:Each scout receives a straw.
Teams line up at the starting line. The first scout in line is on his knees with the racing item in front of him.
On 'GO', first scout in each team uses his straw to blow air at his item to move it around the course and back to the next scout.



 
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Borg Tag

Intended for:Cub Scouts
Required:yellow ribbons
Instructions:One scout is the Borg.
When someone is tagged, he is assimilated and becomes a Borg. He then helps assimilate more Borg.
To identify the Borg, give every scout a yellow ribbon to keep in their pocket. When they are Borg, they tie it on their wrists or waists.

The last human left can be the first Borg of the next round.



 
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Bubble Gum Relay

Intended for:All Scouts
Required:12 pieces of bubblegum or chewing gum for each patrol
1 paper grocery bag for each patrol
1 pair of work gloves for each patrol
Instructions:Patrols line up in single file at the starting line.
A closed bag containing gum and gloves is place 20 or 30 feet away from each patrol.

The first player on each team runs to the bag, opens it, puts on the gloves, digs down into the bag for the gum, pulls it out, unwraps it and puts it in his mouth. He then replaces the gloves in the bag, closes it, and runs back to tag the next in line.
Continue doing this until all the gum in the bag is gone - some scouts will do more than one trip.

If using bubblegum, the first patrol to be in line and all have bubbles blown at the same time wins. Otherwise, the first patrol to have all members back in line wins.



 
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Buddy Tag

Intended for:Cub Scouts
Required:Need at least 12 scouts, the more the better
Instructions:All players except for two form into buddy pairs and link one arm. Pairs spread out over area. There is one player as 'It' and one player being chased - the 'runner'.
The 'runner' may run up beside any buddy team and link his arm with one free arm of a buddy. This makes 3 scouts together which is not allowed. So, the member of the buddy team that the 'runner' did not link arms with is now the 'runner'.
'It' can tag the 'runner' at any point. As soon as he is tagged, he is 'It' and 'It' is now the 'runner'.

Usually, the tag is made when someone does not realize a 3rd has joined his team. Be careful about one scout being 'It' for too long. Change the game by having 2 Its and Runners at the same time.



 
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Build It

Intended for:All Scouts
Required:blocks, scraps of wood, twine, sticks, ... any materials with which to build.
Instructions:Make a pile of materials for each team.

Each team has 2 minutes to inspect their materials, without touching anything. They also need to decide what they are going to build.

Then, each team has 3 minutes to build their structure, without talking.

Be sure to explain all the rules before they start so they can make a plan on how they will accomplish their goal.

After the game, discuss how teams communicated without talking. Did someone just take over or did everyone co-operate? What would they do differently if they tried again?



 
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Calendar Toss

Intended for:Tiger Scouts, Wolf Scouts, Bear Scouts
Required:large pages from an old calendar
buttons, bingo markers, other small items to toss.
Preparation:lay the calendar pages out on the floor.
Define a throwing line about 5-10 feet from the targets.
Instructions:Each scout gets 5 or so markers to toss.
If each scout has a different color item or throws at a different target, many can play at once.
Object is to have markers land on dates on the calendar page. The date values are added up to determine the total score for a scout.

Try to set the team's record score - this could be a very high scoring game.



 
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Candy Dice

Intended for:All Scouts
Required:lots of m&ms or other small candies
one dice
Notes:This is a simple filler game with no skill required
Instructions:Break into groups of 4 to 8 players, sitting in a circle.
In the center of the circle put a pile of candies.
One player rolls the dice.
If it is a 6, he gets a candy.
The dice passes to his right.
As each scout rolls, if it is not a 6, the last scout that rolled a 6 gets another piece of candy. If it IS a 6, he gets a candy and becomes the 'candy collector' until someone else gets a 6.



 
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Capture the Flag

Intended for:All Scouts
Required:flag for each team.
40 foot rope per team.
Preparation:Set up game boundaries with a center line. A football field sized area is good.
Instructions:Create 2 teams.
Each team displays its flag in plain view somewhere on its side of the play field. Each team also defines a jail area that is 10x10 feet - use a rope to define the area.

Players attempt to steal the opposing team's flag and return it to their side of the center line without being tagged.
If a scout has the flag and is tagged, the flag is dropped and remains there until another opposing player can steal it.
The scout that is tagged is taken to the jail area by his captor. During this time, the captor can not capture any other players and the captive must go directly with his captor.
Once in jail, a scout remains there until another of his team can run into the jail area without being tagged - this is a jailbreak. Decide if a jailbreak allows all captured scouts a free walk to their side or a certain number only.



 
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Catch the Cane

Intended for:Cub Scouts
Required:A walking cane or 3 foot long stick
Instructions:Scouts number off.
All scouts stand in a circle facing inward where one scout who is 'IT' stands with the cane.
IT stands the cane on end and places his hand flat on the top of it.
IT simultaneously shouts out a number and raises his hand so the cane starts to fall.
The scout whose number was called races to the cane to catch it before it hits the ground.

You can score however you'd like:
- if you catch it, you GET TO be It.
- if you miss it, you HAVE TO be It.
- 1 point to It for dropped canes and 1 point to the scout for caught canes.



 
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Catch the Thief

Intended for:Cub Scouts
Required:6 to 12 scouts
Notes:If you have a fast policeman, he should become tired out as he runs over and over so many scouts naturally get turns as policeman.
Instructions:Group sits in a circle facing inward toward the leader - the leader is the victim. One scout is chosen to be the policeman first.
The leader says "Someone stole my wallet!"
The policeman asks "What did he look like?"
The leader gives a clue about the thief that identifies someone else in the ring. The policeman guesses the identity of the thief. If he is incorrect, another clue is given until he successfully guesses the thief.
Once the policeman guesses the thief, both the thief and policeman run around the outside of the circle in the same direction back to their original positions. The first one back is the policeman for the next turn.



 
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Catch Up

Intended for:All Scouts
Required:two basketballs or rubber balls or any balls
Instructions:There must be an even number of scouts.
All participants stand in a circle facing inward.
Number off 1-2-1-2-1-2... This creates two even teams.

Give one ball to a scout on team #1. Tell him to pass it to the next player on his team to his right.
Let that team pass the ball all the way around the circle for practice.
Then, give that ball to team #2 and let them practice around once.
Now, give a second ball to the player on team #1 directly opposite the team #2 player that has their ball.

On 'GO', players pass the ball to their teammate on their right with the goal of catching up to the ball of the opposing team.

If the ball is dropped, the last scout on that team that touched it has to retrieve it, retun to his spot, and throw it again.

Score a point when you catch up to the other team and then start another round.

Try going to the left for a change.
Try bounce passing for a change.



 
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Caterpillar Race

Intended for:Cub Scouts
Preparation:Draw a starting line.
Place a chair or cone about 20-25 feet away for each team.
Instructions:Each team lines up in single file.
First scout bends over with hands on the ground.
Each successive scout bends over and holds onto the ankles of the person ahead of him to create a caterpillar.

On 'Go' signal, each team races forward around the chair and back to the finish line.

If the caterpillar breaks, it must stop and reform before continuing on.



 
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Chicken Run

Intended for:All Scouts
Required:rubber chicken (or large bean bag)
Instructions:Make two teams.

Leader of first team throws chicken as far as he can and yells CHICKEN RUN!
His team then bunches into as small a group as they can except for one scout who is the 'runner'.
The runner runs around and around the group as fast as he can, yelling out the number of laps as he circles.

Meanwhile, the other team runs to where the chicken landed and forms a line facing the chicken. The leader picks up the chicken and hands it over his shoulder to the scout behind him. That scout hands it under his legs to the scout behind him. This is repeated over-under all the way to the last scout in line. When the last scout gets the chicken, he throws it as far as he can and yells CHICKEN RUN!

The teams switch roles running in circles and chasing the chicken for a set time limit. The team with the most laps wins.

May have rule that each scout can only be a runner or thrower once during a game.




 
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Circle Jump Rope

Intended for:Cub Scouts
Required:rope with rolled up sock or knot tied in end for weight.
colored sidewalk chalk
Preparation:Draw a 6 foot diameter circle on the ground.
Around this draw a 10 foot circle, then a 14 foot circle.
Instructions:One leader stands in the middle of the circle and swings the rope around in a circle so it is at about floor level at the outer edge which should be just outside the largest circle.
All scouts stand outside the circle waiting to start.
On 'Go' signal, scouts enter the circle and jump over the rope as it comes by.
If a scout lands in the outer circle, he gets 1 point, second circle gets 2 points, and inner circle gets 3 points for each time he jumps over the rope.
If a scout is hit by the rope so he causes it to stop, he loses 3 points.
Play until someone reaches 10 points. As scouts get better, those that move to smaller circles will accumulate points faster.

The leader in the center can regulate the height of the rope by not swinging it too fast. He can swing it at his waist level which causes the inner circle to be more difficult to jump over.



 
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Circle Suck-ups

Intended for:Cub Scouts
Required:a large bowl
a table
a drinking straw for each scout
20 2-inch colored paper circles for each team - different color for each team.
Preparation:Place the bowl in the center of the table
scatter all the paper circles around on top of the table, mixing them well.
Give each scout a straw.
Instructions:Teams group at a starting line 10-30 feet from the table.
On 'Go' signal, first scout in each team runs to table, sucks up a circle of his color with his straw and deposits it in the bowl. He then runs back and tags the next scout.
Scouts can only touch their straw, nothing else.

First team to collect all their circles wins or most collected at the end of a time limit.

For more difficulty, have a bowl for each team back at their starting line. Each scout must suck up the circle and bring it all the way back to their bowl before the next scout goes.



 
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Clothespin Tag

Intended for:All Scouts
Required:lots of clothespins
Instructions:Give every scout a handful of clothespins to pin anywhere on their clothes where they can be reached by other scouts.

On 'Go' signal, everyone tries to pull a clothespin off someone else. As soon as a clothespin is snatched, the scout that stole it kneels down. He pins the clothespin to his clothes. While kneeling, a scout is safe from having a clothespin taken.

Set a time limit and see who (or which team) has the most clothespins when time is called.

You may need to set rules to prevent kneeling too long or kneeling without first snatching a clothespin.



 
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Cloud Puff Relay

Intended for:Cub Scouts
Required:bag of cotton balls
plastic spoon per scout
Instructions:Object is to float the most clouds from the ocean to the mountains.
Have 2 teams.
Each team lines up in a single file.
Each scout has a spoon.
Have a set time of 2 or 3 minutes.
On 'Go' signal, first in line at the ocean picks up a cotton ball cloud with his spoon. It is then passed down the line from spoon to spoon. If the cotton ball is dropped at any time during the passage, it is left there. The team to get the most clouds to the mountains at the end of their line, wins.

Or, the winning team could be the first to deliver a certain number of cotton balls to the end.



 
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Collection of Silly Races

Intended for:All Scouts
Required:newspaper or sheets of paper
Instructions:Newspaper Race - Two newspaper sheets required per player. Each scout must race to the turning point and back, stepping only on his newspapers with both feet. He steps on one, lays the other in front of him, steps on it, moves the first forward, and steps on it and so on.
No Hands Get Up - Scouts run to turning point, stop, lie down on their backs, fold hands across chest and get up without moving their arms, and run back to finish line.
Toe and Heel - Runner advances by placing one foot in front of the other so that the heel of the advancing foot touches the toes of the hind foot.



 
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Complicated Tag

Intended for:All Scouts
Required:a few rubber dodgeballs
Preparation:Mark off a large playing area - at least 15 yards by 15 yards, larger for bigger groups.
Instructions:The goal is to be the last scout eliminated.
There are 3 ways to be eliminated:
  • Tagged by Hand - like regular tag, someone touches you. If two scouts touch each other at the same time, they raise their hands and give each other a high five and neither is out.
  • Tagged by Ball - a ball touches you below the waist. It can be thrown, or bouncing, or just laying on the ground - no matter, if it touches you below the waist, you are out.
  • Caught Ball - if you throw a ball and someone catches it before it hits the ground, you are out.


When you are eliminated, you immediately sit down right where you are. You may no longer move from your waist down. You can still participate in the game in three ways. If you do one of these, then the other scout is eliminated and you get to stand and move again:
  • Tag people that run past.
  • Get a ball and hit someone still standing, below the waist.
  • Catch a thrown ball before it hits the ground.


You may need to create rules for:
  • Balls that go out of bounds - have scouts that don't want to play retrieve them or have the first scout to yell 'Got It!' retrieve it.
  • End of Game - when it gets close to the end of play time, announce that from now on no one that is eliminated can get back in the game.




 
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Counting Coup

Intended for:All Scouts
Required:1 or 2 patrols
blindfold 
markers such as paper squares or pennies for each scout
Instructions:One scout is the Indian Chief blindfolded in the center of a circle. All other scouts stand outside the circle and one at a time stalk up to the chief attempting to count coup by touching him.
If the Chief hears anything, he yells 'STOP' and the stalker must immediately freeze. The Chief points exactly where he thinks the creeping enemy is.
The referee decides if the Chief was correct or not. The stalker must go by the referee's decision.
If the Chief is correct, the enemy leaves his marker on the ground where his closest toe was resting and leaves the circle. If he is incorrect, the stalker continues on until he is caught or successfully touches the Chief's arm, which means he becomes the Chief. If no one touches the Chief, the closest one is chief next.

Variation:
Have two patrols against each other. Each patrol leader is the chief for his patrol. First have one patrol try to count coup. For every scout that reaches the Chief, the patrol gets 1 point. Leave markers on the ground for those that are detected.
After each patrol goes, the one with the most coup counted wins. If none reached either chief, compare the closest markers from each patrol, then the next closest pairs, ... giving one point for the closest of each pair.



 
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Counting Relay

Intended for:Cub Scouts
Required:20 or so clothespins or paperclips or rocks or ... for each team.
Instructions:Each team lines up in single file. About 15 feet in front of each team, place a pile of items - no more than one scout can pick up. Make sure there is the same number in each pile.
On 'Go' signal, the first scout in each team runs out and picks up his pile of items and runs back to the head of his line.
One at a time, he passes an item to the scout behind him who passes it back down the line to the last scout.
When the last scout has all the items, he carries them to the front of the team and sits down.
All the members of the team sit down and yell out the number of items in their collection to indicate they have finished.



 
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Crab Fights

Intended for:All Scouts
Instructions:Everyone gets in crab position - on hands and knees with rear underneath. (Bear position is rear up in the air).

On 'Go' signal, everyone tries to get other crabs to touch their rear to the ground. The last crab up, wins.

Referees are needed to determine when a rear hits the ground.

Could have a patrol competition.

Could have a 'Patrol Leaders' round to see which patrol has the crabbiest leader.
Alternative: have each patrol lined up on the play area border at different locations. The first scout in each patrol crabs into the fight. When a scout is knocked down, his patrol gets 1 point, he leaves, and the next scout in his patrol crabs in.
The patrol with the fewest points wins.
Patrols of smaller scouts will hopefully figure out alliances to combat larger scouts.



 
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Crabs, Crows, and Cranes

Intended for:All Scouts
Preparation:Draw two goal lines about 50 or more feet apart. You may want to define sidelines as well.
Notes:See Giants, Elfs, and Wizards for a similar game.
Instructions:Split group in half.
Each team forms a shoulder to shoulder line facing the other team at midfield, about 10 feet apart.

Name one team the 'Crows'. Name the other team the 'Cranes'.

When the leader yells 'CROWS!', the Crows must run back across their goal line without being tagged by a pursuing Crane. If tagged, the scout stops and joins the Cranes for the next run.

When 'CRANES!' is yelled, the pursuit is reversed.

When 'CRABS!' is yelled, everyone should stay still - anyone that moves is transferred to the other team.

The game ends when all people are on the same team and either the Crows or Cranes are extinct.



 
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Crack the Cracker

Intended for:All Scouts
Required:broomstick or long pole.
one long thread for each patrol
5 or 6 saltine crackers for each patrol
Preparation:Tie a cracker to the end of a string by threading the thread through a hole in the cracker and tieing it.
Tie another cracker to the thread about 6 inches above the first.
Repeat for all crackers and then tie the thread to the broom.
Notes:This is a fun competition that takes just a minute or two but makes a big mess.
Instructions:Call up a volunteer for each patrol. The rest of each patrol will be cheering on their scout.

Have two unbiased volunteers hold up the broomstick so the shortest scout will be able to reach the highest cracker with his mouth.
Have the scouts line up behind the broomstick, facing the audience. Have one scout lined up behind each string of crackers. Have each scout clasp his hands behind his back.

Objective: Using only your mouth, be the first scout to crack all your crackers off the string. You don't have to eat them, but the string needs to be completely clean.


Alternative: Have each scout run up and crack one cracker on his patrol's string, then return and tag the next scout. This gets more scouts involved rather than watching.



 
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Crocodile

Intended for:All Scouts
Preparation:Mark the two banks of a river on the floor.
Instructions:Split the group in half. One half goes to each side of the river.
One scout is the crocodile in the river.
Number off all people on each team.

The crocodile calls out a number and the scout from each team with that number must run to the far bank without being tagged.
If the crocodile tags someone, he switches places with him.
If a scout does not leave his bank before the other running scout reaches his bank, then he switches places with the crocodile. This is to keep the game moving.

No scoring, just for fun.



 
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Dead Ant

Intended for:Tiger Scouts, Wolf Scouts, Bear Scouts
Required:3 to 5 blankets or hula hoops
Instructions:Position the hoops randomly around the play area - these are the Ant Hills.

Divide the group into 2 teams of Ants.

From each team, choose 1 or 2 Yellow Jackets - these kill ants.

Goals:

ANT - The aim of the game is to be keep yourself and your fellow ants alive.

YELLOW JACKET - Kill all the ants, by tagging them.

Rules:

Once an ant has been tagged, he must lay dead on the ground with legs and arms in the air.

A dead ant can be revived by it's fellow ants if two of them carry the dead ant to an ant hill (one ant at either end using arms and legs for a safe carry). After the dead ant has been set on the ant hill it is alive and can continue playing.

Yellow Jackets cannot tag ants when they are on ant hills.

Yellow Jackets cannot tag ants when they are carrying a dead ant to an ant hill.

Ants can only stay on ant hills for 5 seconds.

The winning ant team is the team with the most ants left alive at the end of the time period.

For a more difficult game, add more yellow jackets or less ant hills.



 
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Dissolving Necklaces

Intended for:All Scouts
Required:for each scout:
- alka-seltzer tablet
- 18-inch string
- plastic baggie
Preparation:Poke a hole through a tablet and thread it on a string. Tie to make a necklace.
Instructions:This game is for hot summer days and can be played in shallow water, on a beach, or anyplace where there is a water supply.
Participants should wear swimsuits.

Each scout puts on their necklace and fills their baggie with water.
When the judge says, "GO!" everyone tries to spray the necklace of other scouts while keeping their own necklace dry.
The tablets will dissolve when they get wet. When a scout's tablet dissolves, he is out of the game and goes to a designated area.

Can play in teams or each man for himself.

If not at a beach, the water supply should have a boundary around it inside of which is a free-zone for filling baggies. Also have a rule against staying in the free-zone for too long.

By partially closing the baggie, it can shoot a good stream of water.



 
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Ditchem

Intended for:All Scouts
Location:This Game should be done Outside.
Notes:game for a large group over a wide area
Instructions:Identify the play area, which should be a large field or forested area.
Identify a Jail Space for captured scouts.
Divide the scouts into two teams.
Team A has 1 minute for its scouts to hide anywhere in the designated play area while Team B has their eyes shut.
A signal is given, and Team B spreads out, searching for hiding scouts.
When someone is found, he must be tagged - rougher versions require being tackled - to be captured.
Captured scouts are led to the Jail Space where they must stay - rougher versions allow captured scouts to attempt escape on the way to jail, but never once placed in the jail.
Once in jail, the scout can be rescued by having another scout on his team run to the jail area and tag him.
The Jail can have as many guards as the searching team wants.
The round is over when all hiding scouts are in jail. Then, teams switch roles and try again.



 
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DodgeBall in a Circle

Intended for:All Scouts
Required:10 or more scouts
2 or more rubber dodgeballs or other safe balls
Instructions:Draw large circle - 40 feet in diameter.
All scouts are dodgers inside circle except for 1 or 2 scouts that are throwers. Throwers stay outside the circle and try to hit dodgers inside with a ball.
If hit, a scout leaves the circle and becomes a thrower. Last one left wins.

Hits above the waist do not count and that thrower sits out the next round as a consequence. Dodgers can not catch the balls. If a ball bounces before hitting a dodger, it does not count.


Alternative: Have all members of one patrol inside the circle and everyone else are throwers outside. When somone is hit, they sit out. Repeat for every patrol and then have winners from each patrol in the circle to find the grand champion.



 
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Duck, Duck, Goose

Intended for:Cub Scouts
Notes:In Minnesota, it is called Duck, Duck, Grey Duck
Instructions:Scouts sit cross-legged in a circle facing inward.

One scout walks around the outside of the circle, patting each scout in turn and saying, 'Duck'.

When he pats someone on the head and says 'Goose' instead of 'Duck', that scout must jump up and chase him all the way around the circle back to the hole where he was sitting. If the chaser tags him before he reaches the hole, the chaser gets to sit down. Otherwise, he walks the circle saying Duck, Duck, Goose.

This game goes on forever until scouts tire of it. It's good for a filler as scouts arrive.



 
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Exercise Relay

Intended for:All Scouts
Preparation:For each team, write an exercise on a separate slip of paper and put in a bag or fold in half.
Place papers at a point 30 feet or more from the team.
Instructions:Each team needs an area in which to do exercises. Each team has a bag of paper slips about 30 feet from their area.

On 'Go', the first scout of each team runs to their bag, pulls out one slip of paper, and runs back to the team.
Everyone on the team performs the exercise. When the judge signals completion, the next scout runs to the bag, brings back a paper, and the team does it.

Continue until the first team has completed a set number of exercises.



Sample Exercises:
  • 5 sit-ups
  • 5 push ups
  • 5 jumping jacks
  • 5 toe touchs
  • 5 one-legged hops
  • 5 mountain climbers
  • 5 deep knee bends
  • run in place for 10 seconds
  • 5 calf raises
  • 5 head-hip-ankle touchs




 
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Famous Visitor

Intended for:Boy Scouts, Bear Scouts, Webelos Scouts
Notes:Improve deduction skills
Instructions:Each patrol goes to a separate area as far away from the other patrols as possible to prevent accidental eavesdropping.
Each patrol leader comes to the game leader and is told the name of the famous person for this round.
Each patrol leader goes to a patrol other than his own and the patrol asks him Yes-No questions to figure out who he is.
The first patrol to yell out the correct name wins 1 point. The patrol of the scout answering the questions for that team also receives 1 point. After a number of rounds, the patrol with the most points wins.

Alternative: As a single team, work together in trying to guess the identities as quickly as possible.




 
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Fighter Pilots

Intended for:Cub Scouts
Required:balsa wood airplane kits.
candy or other small prizes.
Instructions:Give each scout an inexpensive balsa wood airplane glider or rubberband powered airplane kit.

Give them enough time to do their best building the kit because they will be used in a competition next.

Show how the airplanes can have their flight pattern adjusted by carefully modifying the tail and wings.

Let the scouts practice for awhile.

Set up a number of tasks to complete and give out a prize at each one. Possibly have an adult at each task and have the scouts rotate through in groups of 2 or 3.

Tasks:
  • Distance - how far the plane flies from a starting line.
  • Accuracy - closest to a target 20 feet away.
  • Trick Flying - a hula hoop set on end 15 feet away - try to fly through it.
  • Boomerang - through your plane and catch it in the air closest to the spot from where you threw it.
  • Anything else you invent!




 
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Find It

Intended for:Cub Scouts
Required:a small object such as a coin or thimble or key
Instructions:Show the scouts the object.
Have all the scouts leave the room or cover their eyes.
Place the object in plain view, but someplace where it may be overlooked.
Call the scouts back in to hunt for the object.
When a scout finds the object, he should sit quietly in the center of the room until everyone has found it. If a scout or two are not able to find it, you can alter the game into "Hotter - Colder" to help them.

The first scout to find the object gets to hide it next time.



 
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Find the Leader

Intended for:Cub Scouts
Notes:improve observation skills
Instructions:All scouts sit in a circle.
One scout is 'It' and leaves the room.
One scout is chosen to be the 'Leader'. His job is to do a motion that all the other scouts follow - waving hand, clapping, blinking, scratching, ...
'It' is called back in the room and has 3 guesses to Find the Leader.



 
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Fire Brigade

Intended for:All Scouts
Required:1 full water bucket per team.
1 cone, stick, or marker per team.
Preparation:Draw start line and place cone about 30-40 feet out from start.
Instructions:Have patrols line up single file at start line.
Each patrol leader is given bucket of water.
On 'Go' signal, patrol leader runs out around cone and back to end of line. He passes the bucket to the scout ahead of him who does the same up to the first scout in line who runs around the cone.
Repeat for 10 laps.
The first team to complete 10 laps gets 15 points, second team gets 10 points, third team gets 6 points - minus 3 points for each 1/2 inch of water lost.
Special 5 point bonus for the patrol with the most water remaining.



 
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Fitness Relay

Intended for:All Scouts
Required:For each team, a paper bag containing cards with one task on each card.
Preparation:Draw start line and put cone out about 20-40 feet.
Place paper bag with cards at start line.
Notes:Fitness, teamwork
Instructions:Patrols line up single file.
On 'Go' signal, patrol leader picks card from bag, reads it and does that task out around the cone and back to tag the next scout.
A scout can not choose a card until he has been tagged.
First patrol to get through all tasks wins.

May demonstrate each of the tasks first so scouts know what they are.

Example Tasks: Hop on left foot, Hop on right foot, Hop with both feet together, Walk backwards, Walk heel-to-toe, Walk blindfolded, Run, Bear walk, Carry a person or have a person carry you, Hold hands between knees, and so on.



 
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Flip the Penny

Intended for:All Scouts
Required:a penny
a tennis ball or small rubber ball
Instructions:Place penny on the ground.
Two scouts face each other, each about 3 or 4 feet from the penny.
Scouts take turns throwing ball at the penny.
Each hit on the penny is worth 1 point.
Flipping the penny from heads to tails or tails to heads is worth 3 points.
First scout to 15 or whatever score you choose is the winner.



 
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Flying Dutchman

Intended for:Cub Scouts
Instructions:Stand in circle facing inward holding hands.

Two scouts hold hands outside the circle and are the Flying Dutchman. They circle the world, looking for a harbor in which to rest.

As they walk around the circle, the Flying Dutchman slaps the handhold of two scouts. Those two scouts must leave the circle as a pair and run around the circle in the opposite direction as the Flying Dutchman.

Whichever pair reaches the opening again first, reaches safe harbor. The other pair is now the Flying Dutchman.



 
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Frisbee Golf

Intended for:Boy Scouts, Bear Scouts, Webelos Scouts
Required:Flying disc for each scout
Instructions:Lay out a course with Tees and marked Holes.
Or, take turns having each scout locate a distant object and say it is the target.

Play the course together as a patrol.
Scouts take turns throwing their discs towards the target, keeping track of the number of throws.
Scout with fewest throws to hit the target wins the hole.




 
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Frisbee Golf with compasses

Intended for:Cub Scouts
Required:large field (300' x 200') as big as a football field
Frisbee for each team
12 small orange cones
Compass for each team
Print out of Game Sheet for each team
Pen for each team
Instructions:This game combines Frisbee Golf with Compass reading for a fun competition within a patrol or between patrols.


Number each cone from 1 to 12 by writing the number on the inside with a permanent marker. (You could use paper plates or other objects)
Using a compass, lay out the cones in a large field like this diagram. (Notice North is to the right!)


The Game:
4 teams. (2 man teams work best)
One scout throws the frisbee, the other scout works the compass, points, keeps track of the number of throws, and writes down the cone #.

All teams start at cone 1 at the same time. Everyone finishes at cone 9. 1st team to navigate the course the fastest in the fewest throws with the right cone numbers written down on their game sheet wins.

The Rules:
  • Teams must switch thrower/tracker roles each hole.
  • Teams must throw their frisbee until it hits the cone before they can lift it to find its number.
  • Throwers can take no steps while holding the frisbee.


Scoring: The simplest way to score is have the first team to final cone with the correct cone numbers be the winner. You could add a 5 second or 10 second penalty for every throw over 9 taken, but more throws tend to take more time anyway.



Team Scoring Sheets

RED TEAM – START AT CONE # 1

FLY SW 140’ = CONE # ______

FLY N 100’ = CONE #______

FLY NE 140’ = CONE #______

FLY SE 140’ = CONE #______

FLY N 100’ = CONE #______

FLY N 100’ = CONE #______

FLY W 100’ = CONE #______

FLY SW 140’ = CONE #______

FLY E 100’ = CONE #______




BLUE TEAM – START AT CONE # 1

FLY SE 140’ = CONE # ______

FLY W 100’ = CONE #______

FLY NW 140’ = CONE #______

FLY N 100’ = CONE #______

FLY E 100’ = CONE #______

FLY NW 140’ = CONE #______

FLY E 100’ = CONE #______

FLY SE 140’ = CONE #______

FLY W 100’ = CONE #______




PURPLE TEAM – START AT CONE # 1

FLY NE 140’ = CONE # ______

FLY N 100’ = CONE #______

FLY W 100’ = CONE #______

FLY W 100’ = CONE #______

FLY SE 140’ = CONE #______

FLY SW 140’ = CONE #______

FLY SE 140’ = CONE #______

FLY N 100’ = CONE #______

FLY N 100’ = CONE #______




GREEN TEAM – START AT CONE # 1

FLY NW 140’ = CONE # ______

FLY N 100’ = CONE #______

FLY SE 140’ = CONE #______

FLY E 100’ = CONE #______

FLY S 100’ = CONE #______

FLY SW 140’ = CONE #______

FLY W 100’ = CONE #______

FLY N 100’ = CONE #______

FLY NE 140’ = CONE #______





 
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Frog or Kangaroo Relay

Intended for:All Scouts
Instructions:From a starting line, the first scout on a team does a standing long jump with feet together, as far as he can.
The next scout on his team does a jump starting with his toes at the first scout's shortest mark, whether it be from hand, foot, or rear.

The winning team is the one that has a longest total jump distance.

Taller scouts and teams with more scouts are favored, but a few older scouts against many younger scouts may even out.



 
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Frogs and Flies

Intended for:Cub Scouts
Notes:a version of Wink Murder
Instructions:Scouts sit in a circle facing inward with one scout in the center - he is the Frogcatcher.
Everyone closes their eyes while the leader walks around the circle and taps one scout on the shoulder. This scout will be the Frog.
On 'Go' signal, everyone opens their eyes and looks around at all the other scouts. They should keep their eyes moving around taking a look at everyone else in the circle.
The FROG's job is to stick his tongue out at a fly to kill it - without letting the Frogcatcher in the center notice him.
When a fly notices the frog sticking his tongue out at him, he falls dead immediately.

The Frogcatcher watches the scouts, trying to find the frog. He gets 3 guesses to determine the frog before the frog eats all the flies.

Then, the Frog becomes the Frogcatcher and a new round starts.



 
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Fumble Fingers Relay

Intended for:Cub Scouts
Required:2 pairs of large gloves or mittens
2 plastic jars with screw lids
10 toothpicks or assorted small trinkets
Preparation:For each team, place 1/2 the items in the jar and scew on the lid. Place the jar and gloves at the goal line for the team.
Instructions:Line the two teams up at the starting line.
On 'Go' signal, the first in each team runs to the goal line, puts on the gloves, removes the lid, dumps out the contents, puts the contents back in, and screws on the lid.
He then carries the gloves back to the next in line to repeat the task.



 
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Giants, Elfs, and Wizards

Intended for:All Scouts
Preparation:Set up a playing area with safe zones marked at each end, about 60 feet apart.
Notes:This is a team version of Rock, Paper, Scissors.
Instructions:Teach everyone the following three characters:
  • Giant - Tip-toes, raise hands above head, curl fingers, growling sounds
  • Wizard - Crouch slightly, wave and point a magic wand, shouting "kazaam!"
  • Elf - On haunches, hands cupped for big ears, shrill screeching noises


Give scouts practice by calling out the characters and having them do the actions.

Split the group into two teams.

Each team huddles to decide on character.

Teams line up facing each other at midfield with about 5 feet between teams.

On signal, each team strikes pose for their character. Whichever team 'wins' chases the other team back to their safe zone. Those that are tagged join the chasing team.
  • Giant squishes Elf
  • Wizard zaps Giant
  • Elf shoots Wizard with a bow

Each team huddles to determine new character and repeat until all scouts are on the same team.




 
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Good Morning, Captain

Intended for:Cub Scouts
Required:5 or more scouts
Instructions:The group sits all facing the front.
One scout stands in front of the group, facing the group - he is the Chooser.
Another scout stands next to the Chooser and he is the Captain, but facing away from the group.

To play, the Chooser points to a scout who is the Speaker. The Speaker says, "Good Morning, Captain!" in a disguised voice. The Captain guesses who said it. If he is right, he continues as Captain. If he is incorrect, the scout repeats, "I said, Good Morning, Captain!". If the Captain fails a second time, he returns to the group, the Chooser is the new Captain, and the Speaker is the new Chooser.

You may prefer to only give a Captain one chance, especially if you have a smaller group.



 
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Gooey Gobble

Intended for:All Scouts
Required:2 or 3 large marshmallows per scout. 
a long string or fishing line per patrol.
Preparation:Optionally, freeze the marshmallows to make them firm. 
Poke a hole through each marshmallow with a skewer and string it onto the line. Put the same number on each line - 16 or 24 for an 8-person patrol. 
Tie the string between two trees at about chest height.
Instructions:Patrols line up at a starting line about 10 feet or so from the strings of marshmallows.
On 'Go' signal, first scout in each patrol runs to his string, eats one marshmallow with hands clasped behind back, then tags next in line.
Repeat for a set time length or until one patrol has eaten all their marshmallows.

Each eaten marshmallow is worth 5 points. Any touching marshmallows with hands takes away 3 points. Any dropped pieces on the ground take away 3 points, unless they are eaten.



 
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Grab Five

Intended for:All Scouts
Required:5 stones, coins, or buttons.
Up to 18 scouts. If you have more than 18 players, set up separate games.
Instructions:Draw a 6 inch circle on the ground or place a paper plate on the floor.
In this circle, place 5 stones.
About 20 feet away make another circle or plate.
20 feet the other direction, make another circle or plate so there are 3 circles in a row.

Divide into two even-numbered teams.
Teams sit on the ground in parallel lines, one team on each side of the row of circles. Each player should have someone across from him.
The leader numbers off everyone in one team then in the other team, in the opposite direction.

To play, the leader calls out a number. That numbered scout from each team runs to the center circle and grabs a stone. He runs to his team's end circle and places the stone there.
He runs back for the second stone and places it in his end circle.

The first scout to get back to the center circle and grab the last stone wins the round.
First team to some specified number wins.



 
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Guardian

Intended for:All Scouts
Required:6 to 15 scouts.
tennis balls or Nerf football or other kind of balls.
5 or 6 plastic soda bottles.
Instructions:One scout is the 'Guardian'. His job is to protect the pillars of energy from incoming meteors.

Draw a circle about 20 to 30 feet in diameter and have all scouts outside the circle. The Guardian stands in the center of the circle. He sets up his pillars in a circle around himself.
Give one scout a ball. He tries to throw it and knock down a pillar. The Guardian protects the pillars by catching the ball or knocking it away.
Whoever knocks down a pillar gets a point per pillar. The Guardian gets a point for every pillar left standing after 2 minutes (adjust the time as needed).
When the Guardian stops the ball, he rolls it back out to the circle of players immediately. Players can not come inside the circle.

Using a Nerf ball or tennis ball is safer. If the Guardian seems to be having a very easy time, use 2 balls.



 
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Heave, Ho, Throw

Intended for:Cub Scouts
Required:25 foot rope for each team.
Notes:Practice throwing rescues for water safety.
Instructions:Teams line up single file at a starting line. One scout from each team sits down facing his team about 20-25 feet in front of the line.
First scout in each team has a rope. Each scout makes one throw with the rope trying to reach the drowning scout. The sitting scout tries to reach the rope being thrown without moving from his spot. He can lean and reach, but can not move his rear.
Each scout throws the rope once and then goes to the end of the line. Count how many scouts are in the largest team so all teams throw the same number of times, possibly some scouts throwing twice.

Teams score one point whenever the drowning scout can reach the rope thrown to him and the rescuing scout does not lose the rope. The team with the most points when all members have thrown is the winner.



 
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Hit the Bucket

Intended for:All Scouts
Required:tin bucket to stand on.
18 inch long dowel or stick.
tennis ball or small rubber ball.
Notes:This game is fun to play during free time and does not need to have scoring.
Instructions:Turn the bucket upside down and one scout stands on the bucket while holding the dowel as a bat.
All other scouts try to hit the bucket with the ball while the scout on top tries to deflect the ball with his stick.
If a scout hits the bucket, then he gets to be on top.
If the scout on top falls off, then the scout that last threw the ball gets to be on top.

The ball must be thrown from the spot where it is picked up after the last throw and/or deflection.



 
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Hoop on a Loop

Intended for:All Scouts
Required:hula hoop or 8 foot length of rope tied in a circle for each patrol
Notes:You may even up the number of scouts in each patrol to make the game fair.
Instructions:Each patrol stands in a circle, facing inward. The hoop is hung on one scout's arm. Each scout in a patrol hold hands with his neighbors so the circle is complete and the hoop is hanging.

On 'GO', each patrol moves the hoop around their circle from scout to scout without letting go of hands.

First patrol to finish 2 or 3 laps wins.



 
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Hop the Staff

Intended for:Cub Scouts
Required:broomstick or staff for each team
Instructions:Each team lines up in single file with the first scout holding the staff.
On 'GO', the 1st and 2nd scouts hold an end of the staff. Carrying the staff at about knee height, they walk as quickly as they can to the end of the line, having each scout jump over the staff as it passes under their knees.
When they reach the end, 1st scout joins the end of the line while 2nd scout returns the staff to the front. There, 2nd and 3rd scouts walk the staff down the line.
Repeat this until the team is back in its original order.



 
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Hot and Cold

Intended for:Cub Scouts
Instructions:One scout is 'It' and leaves the room or play area.
The other scouts decide on an item for It to locate - a rock, a neckerchief slide, a staff.
When It returns, everyone says "hotter" or "colder" as he gets closer or farther from the item until he locates it.
See who can find his item fastest.



 
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Human Chain Race

Intended for:Cub Scouts
Instructions:Each team lines up in single file.
Each scout reachs down between his legs with his right hand and grabs the left hand of the scout behind him to make one long chain.

On 'Go' signal, each team races forward around the turning point and back to the finish line.

If the chain breaks, it must stop and reform before continuing on.



 
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Human Foosball

Intended for:All Scouts
Required:balloons
Instructions:Divide the group in half.
Sit the scouts down in a pattern as below, placing them very close together. Make the pattern as large as needed for group.


+ - - - - +
| X O X O |
| O X O X |
| X O X O |
| O X O X |
| X O X O |
| O X O X |
| X O X O |
+ - - - - +


The 'X's try to move the balloon to the 'O's endzone by batting it in the air. The 'O's try to move it the other direction.
2 points are scored if the balloon hits the floor past the end zone.
1 point is scored if a scout on opposing team catches or grabs the balloon - only hitting is allowed.

Players must remain seated.



 
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Human Ladder Race

Intended for:All Scouts
Preparation:Place two lines, poles, or markers of some kind about 30 feet apart. Place two ribbons or flags on one of the markers.
Instructions:Line up two patrols facing each other with patrol leaders at the head of the line facing each other. Each scout should be shoulder to shoulder with his teammates. Have each scout sit down with legs extended together straight forward so his feet touch the feet of the scout from the other patrol across from him. Arrange the people so the feet are lined up all the way down the line, like this:

+  F   F  +
|         |
|         |
| O== ==O |
| O== ==O |
| O== ==O |
| O== ==O |
| O== ==O |
| O== ==O |
|         |
|         |
+  x   x  +

In the diagram, the 'F' is the flag. The 'x' is the 2nd marker. The patrol leader is the scout at the top of each column of sitting scouts.
On signal, the xtam leader from each patrol jumps up and runs to his patrol's flag. He grabs it, runs down to the 2nd marker, stepping over the legs of his patrol. When he touches the 2nd marker, he runs back to his starting place and sits down. He then hands the flag to the next scout in line who runs the same course.
In this way, the first scout that a running scout steps over is the scout that just ran - this should help eliminate false starts.

The last scout to run places his flag on the 2nd marker and the first patrol to do that is the winner.

Alternate Layout: You can place obstacles such as tires, chairs, benches, knots to tie, questions to answer, ... outside the lines of scouts. Instead of having each scout run over the legs twice, you could have them run one length of the course behind their team forcing them to accomplish the obstacles.




 
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Hunker Down
A Favorite Game

Intended for:All Scouts
Required:2 low pedestals about 1 foot square (a piece of plywood set on 2 bricks works)
15 foot rope
Preparation:Place pedestals 6-8 feet apart
Instructions:One scout stands on each pedestal, holding an end of the rope.
On the leader's signal, each scout tries to cause the other to step off his pedestal or let go of the rope, by pulling or pushing the rope.


Instead of a rope and pedestals, two scouts can stand on a plank laid across the two pedestals. Then, they try to get the other to step off by:
  • hold a 2 foot stick or dowel with one hand and twist it around
  • hold a short rope with a loop tied in each end
  • hold each others right hand, then left hand
  • push open palm of right hand against opponent's open palm
  • place one hand open flat in the center of opponent's chest
  • link pinkie fingers of right hand




 
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I'm Taking

Intended for:All Scouts
Notes:This is a 'figure it out' game.
Instructions:One scout starts by thinking up a relationship between two things. For example, things that start with 'C'.
Leader says, "Im going Camping and Im taking a Carrot and some Cereal."
As the leader makes more statements, the others try to figure out the relationship. When someone thinks he knows, he can make a statement and the leader can say if he is correct or not.
Continue with statements that follow the rule until everyone gets the relationship.

Once scouts in your group are familiar with the game, more difficult relationships or rules can be used...
  • contain double letters
  • end with a certain letter
  • rhyme
  • float on water
  • edible
  • on and on ...




 
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Infinite Dodgeball

Intended for:All Scouts
Required:soft ball (rubber or foam)
Preparation:mark off play area or use entire room
Notes:No one is ever out. You can keep playing an infinitely long time.
Instructions:All scouts find a spot to stand in the play area. They must remain in that spot.
One scout is chosen as IT.
Everyone tries to hit IT with the ball while IT runs around trying to avoid the ball.
When someone hits IT, he immediately becomes IT and runs away.
Scouts can only move from their spot to retrieve a ball to which they are closest.
Leaders may call a timeout for repositioning occasionally.




 
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Jelly Bean Relay

Intended for:Cub Scouts
Required:Plastic spoon for each scout. 
Bowl of jelly beans, lemon drops, or M&Ms for each team. 
Empty bowl for each team. 
Preparation:Set the full bowls on one end of the play area. 
Set the empty bowls on the other. 
Tell everyone to NOT put the spoons in their mouth and then give each scout a plastic spoon.
Instructions:The objective is to move as many items from one bowl to the other in a set time.

Rules:
  • Hands behind your back.
  • Hold handle of spoon in mouth.
  • You must get your bean to the bowl before getting another bean - if one is dropped, it must be retrieved.


I think it's more fun when you let the scouts on a team all go as fast as they can rather than one at a time, but that's up to you.




 
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Kangaroo Tails

Intended for:All Scouts
Required:about 1 meter of string or rope for each scout
Instructions:Set boundaries for the area you want to play in and make sure everyone knows the boundaries.
Each scout puts one end of the string into his back belt loop. The tail should be long enough that at least 4 inches of it touches the ground.

When play starts, everyone tries to stomp on other players tails. You can not use your hands. If a scout happens to fall, he has ten seconds to get up before other players can stomp his tail. Once your tail is out, you are out.

The last player with a tail is the winner.



 
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Kangaroo Wrestling

Intended for:Boy Scouts, Bear Scouts, Webelos Scouts
Preparation:Mark off a 8 or 10 foot diameter circle
Notes:This can be fairly rough, but there's not much risk of injury.
Instructions:Leader numbers off scouts.
All scouts stand around the circle in any order.
Leader calls out two numbers and those two scouts enter the ring to wrestle.
Before entering the ring, each kangaroo must cross his arms over his chest and hop on one foot.
A kangaroo loses if:
  • his other foot touches the ground.
  • his arms come uncrossed.
  • he steps out of the ring.

Wrestling is done by bouncing into each other - no grabbing with hands.



 
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Keys In a Can

Intended for:All Scouts
Required:A chair
a metal bowl
keys(preferably a lot of keys. If you can't find keys use something else noisy.)
a blindfold
Preparation:Put the chair in the middle of a room with the bowl of keys under it. Have a scout blindfolded sit on the chair.
Notes:Have the scouts go around the scout on the chair about 8 feet away
Instructions:The leader says, "A Thief is Coming." This lets the blindf