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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Airplane Race

Intended for:Cub Scouts
Required:sheets of paper
Instructions:Each scout makes a paper airplane.
When all are ready, they line up at the start line.
On 'GO', everyone throws airplane toward the goal line.
Each scout runs to his plane, picks it up, and throws it again from the spot where it landed.
First one across the goal line, wins.


Can play as a relay between patrols.

After a couple races, it should be evident which airplane design goes farthest, fastest, and straightest. You could allow a redesign break to make new airplanes and race again.

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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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Balance Relay

Intended for:Cub Scouts
Required:paper bag for each team filled with miscellaneous things to balance on your hand
Instructions:Place one of each item into each paper bag.
Give one bag to each team.
Patrols line up at start line with cone or marker about 40 feet away.
First person of each patrol reaches into his bag and pulls out an item.
He balances this on the back of one hand and races to the end of the play area and back to tag the next scout.
Repeat until all items in the bag are gone.

A player can not touch the item with his other hand.
If the item is dropped, the scout either starts over at the beginning or picks it up where it dropped - you decide beforehand.

Sample items to include:
  • feather
  • dollar bill
  • marble
  • egg
  • coin
  • cotton ball
  • balloon
  • fist-sized rock
  • book
  • potato
  • dixie cup of water
  • playing card

Each patrol could also have a ruler. A scout can choose to balance the item on the ruler rather than his hand for double points.

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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 Batting Buddies

Intended for:Cub Scouts
Required:1 balloon for each pair
1 2-foot string or rope for each pair (optional)
Preparation:Mark Start and Finish lines.
Instructions:Pair up all scouts.
Each pair blows up and ties their balloon.
Each pair links left to right arm at the elbow - or you can tie their left to right wrists together with string.

The object is to bat the balloon back and forth while racing to the finish line.

On "GO", one scout on each pair picks up the balloon and bats it to his partner who bats it right back.
Scouts can not hold or palm the balloon.

If the balloon falls, one scout can pick it up but the pair may never unlink arms (or break string), or take any steps while holding the balloon.


To make it more difficult, connect left wrist to left wrist which makes a 'net' over which the balloon must be batted each time.
Or, connect right wrist to right wrist which makes them use their normally less accurate left hands for batting.

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Balloon Break

Intended for:Cub Scouts
Required:lots of balloons
Instructions:Divide scouts into two teams.
One team DEFENDS while the other team DESTROYS.
A balloon is released into the play area and a stopwatch is started.
The Destroyers try to pop the balloon while the Defenders try to protect it.
When the balloon is popped, note the time elapsed.
Switch roles and do it again.
Play as long as you have time and scouts have interest and then announce the winning team based on longest protection time.


Can try a "no hands" version.

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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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Bat Ball

Intended for:All Scouts
Required:a soccer ball or volleyball
two cones or bases
Instructions:Gather from 10 to 30 scouts.
Lay out a play area about 40ft wide by 80ft long.
Place a cone or base in the center of one end as home base.
Place a cone in the center of the far end as the far base.

Divide the group in half or have patrols play against each other.
One team takes the field and distributes themselves anywhere past the 20foot line.

First scout on the other team tosses and hits the volleyball or kicks the soccer ball into the field. If it does not cross the 20foot line, he gets a second chance. If that fails, he is out.
His goal is to run around the far base and back without being hit by the ball. He can run anywhere within the play boundaries.

If a defensive player catches a fly ball, the runner is out.
The defensive team tries to hit the runner below the shoulders with the ball if it is not caught on the fly.
A defensive player can only take two steps when he has the ball and can hold the ball for no more than 5 seconds.

Score 1 point for each round trip.
When 3 players are out, switch sides.

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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 Birds

Intended for:All Scouts, Cub Scouts
Required:whistle for each patrol
large paper bag for each scout
Instructions:Give to each patrol leader a whistle and a bag for each scout in his patrol.
Tell the patrol leaders to return to their patrols and develop a unique whistle blast that his patrol will recognize.
All scouts sit together in a mass at one end of the play area.
All scouts except the patrol leaders put bags over their heads so they are blinded.
The game leader calls all patrol leaders to the other end of the play area and arranges them spread far apart.

On signal, all patrol leaders start blowing their secret whistle blast to attract their blind birds to be the first with all its members gathered.

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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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Blind Tazers

Intended for:All Scouts
Required:2 blindfolds
2 12-inch rolled up newspapers, ducttaped
Notes:good indoor game for 12 or fewer people
Instructions:Place two rolled up newspapers in center of play area. These are tazers, swords, clubs, whatever you want.
Blindfold two scouts and have them stand opposite each other at edge or corners of area.

On 'Go' signal, the two scouts are spun around three times and sat down facing the center.
They crawl to the center to locate a tazer.
Once a scout has his tazer, he tries to tag the other scout with it.
First scout to touch the other with his tazer wins, whether purposefully or accidentally.

Players must stay on knees (no standing).
Each tazer has a safety switch so it must be in your hand when touching your opponent (no throwing).
Observers should form the play area and redirect players towards the center and away from bumping into obstacles.
Directions and support from the sidelines is encouraged (keeps everyone involved).

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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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Bogus Baseball

Intended for:All Scouts
Location:This Game should be done Outside.
Required:volleyball or soccer ball
Instructions:Play on a baseball diamond or define the fair zone for hitting the ball.
Divide scouts into two teams.
Outfield team disperses where they hope to catch or stop the ball.

The team at bat lines up about 15 feet behind home plate.
The first scout stands at home plate with the ball.
He tosses the ball up and hits it with his fist out into the field.
As soon as he hits it, he begins running around and around his lined up team, counting the trips.

In the field, whoever gets the ball first is the starting point and everyone on that team runs to him and lines up behind him.
The scout with the ball passes it between his legs to the scout behind him, who passes it on.
When the last scout in line gets the ball, he holds it up and they all yell "Yer OUT!".

The team at bat scores one point for every time the batter circled his team.
After three batters, teams switch position. Play continues for as many innings as time permits, or to a set score, or set number at bats.

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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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Can Stack

Intended for:All Scouts
Required:10 cans per patrol
Instructions:A pile of 10 cans is set at the start line for each patrol. These can be soda cans, soup cans, tuna cans, but all need to be the same size.

On 'GO', the first scout for each patrol takes one can and runs to the end of the play area. He sets the can on end and returns to tag the next scout.
Each scout in turn takes one can and stacks it onto those currently stacked, creating a stack with no more than 4 cans on the bottom layer.

If at any time the stack falls over, the entire patrol can run to it and return all the cans to their original pile - only one can per scout. Then, they start over moving one can at a time.

First patrol to complete their stack and return to the starting line wins.

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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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Crab Scuttle

Intended for:Cub Scouts
Preparation:Mark a start line and end line about 20 or 30 feet away.
Instructions:Each patrol lines up at the start line. The first scout of the patrol bends over and puts his left hand between his legs to grasp the right hand of the scout behind him. They both run as best they can to the marker at the far end of the play area.
When the reach it, they do not turn, but go backwards until they reach the patrol. The second scout grabs the right hand of the next scout on the patrol with his left hand, and off the three scouts go.
This continues, picking up another scout, until the entire patrol (as one continuous line) runs up and back.

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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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Defender

Intended for:All Scouts
Required:three balls (tennis, foam, or rubber)
three towers (tin cans, plastic bottles, or similar)
Instructions:Draw or use rope to define a 20ft diameter circle on the floor or ground.
In the center, one scout sets up the three towers however he wants.
All other scouts stand outside the circle with the three balls.

On 'Go', everyone tries to knock over the towers.
The defender stands up knocked over towers as fast as he can.
If all three towers are knocked down, the scout that threw the ball that knocked the last one over becomes the defender.

No one really 'wins'. The goal is the glory of being the defender for the longest time.


You may say the defender can not interfer with thrown balls, or he can try to block them.
You may say one attacker can enter the ring to retrieve a dead ball, or when all balls are dead the defender tosses them all outside the ring to renew the game.

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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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Feather Toss

Intended for:Cub Scouts
Required:large feather for each patrol - turkey, pheasant, duck, goose
Instructions:Mark a start and finish line.

First scout in each patrol gets a feather.
On 'GO', he throws the feather towards the finish line.
From where it lands, he throws again, repeating until it lands past the finish line.
He picks up the feather and runs it back to the next scout.
First patrol done, wins.

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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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Finger Jousting

Intended for:All Scouts
Instructions:This is a great game to pass the time before a meeting, or any time. It just takes two people of any size - a smaller, quick scout can often win over a stronger, larger opponent.

Scouts face each other and clasp their right hands as if to arm wrestle, but with the index finger extended. The index finger is the Lance used to stab the opponent.

On 'Go', the first scout to touch the other's body anyplace except on the right arm with his index finger receives a point.

Read the basic rules and set up a Finger Jousting tournament!

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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 a Deck Relay

Intended for:Cub Scouts
Required:a deck of cards
Instructions:Up to 4 patrols per deck of cards - use more decks if needed.

Separate the cards into a suit per patrol.

Patrols line up at one end of the play area while their 13 cards are shuffled and laid face down in a line at the other end, about 50 feet away.

On 'GO', first scout in each patrol runs down and flips over one card in his group. If it is the 2, it stays faceup and he flips another. When he flips an out-of-order card, he flips it back facedown and runs back.

The next scout is tagged and runs down, trying to find the 3, then 4, then 5, ...

The winner is the patrol to have all their cards face up and all scouts at the start line.

Communicating which cards are known helps a team work together.
After running through it once, allow patrols to make a plan and try it again.

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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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Football Scramble

Intended for:All Scouts
Required:a football, soccer ball, or nerf ball
Instructions:This is a fast, active game with the direction of play changing constantly.

Two teams on a football field or similar area.
Play starts with a kick-off. Play resumes with a kick-off after a score.
A team advances the ball to the opponent's end zone by throwing or kicking the ball.
Rules:
  • There is no tackling.
  • Any scout may catch, pick up, or kick the ball.
  • An opponent may not take the ball when it is in the hands of a player.
  • A scout may take no more than 5 steps with the ball.
  • To score, the ball must be caught in the end zone.
  • A scout may not take steps into the end zone with the ball to score.
  • If the ball touches the ground in the end zone for any reason, possession goes to that defending team.


A dropped pass in the field does not mean the other team takes control. Whoever picks up the ball is on offense.
A scout could dribble the ball down the field by kicking it or tossing it in the air to himself. You might want to add a rule that no one can touch the ball twice in succession.

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Free For All Soccer

Intended for:All Scouts
Location:This Game should be done Outside.
Required:A soccer ball and anything that can be used to determine goals, such as trees, water bottles, orange cones, etc.
Preparation:Set the ball in the center of the play area and put the goal markers in their spots.
Instructions:Everyone stands at least 10 feet away from the ball in the center of the play area.

On "GO", everyone plays soccer, except that each scout is the only person on his team. He has no one to pass to, so he tries to control the ball and score a goal individually.
To score, a player kicks the ball through any goal but his own.

When the ball goes out of bounds, the scout whose own goal is closest to the ball retrieves it and kicks it into play from his own goal. While this goal kick is being made, everyone must stand 10 feet or more from the ball. If a goal is made, the kicker again kicks it from his goal.

The first scout to score a set number of goals is the winner.


You may have teams of two or three scouts if there are more than about 10 scouts.
You could have patrols against each other for an troop game.

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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 |
|         |
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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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John Henry Relay

Intended for:All Scouts
Required:mallet and 4 tent pegs for each team
Instructions:Define starting line where each patrol lines up to start.
About 30 feet away from start line, place a mallet and tent pegs for each patrol. Space the gear for each patrol far from each other for safety.
On 'GO', first scout on each patrol runs to his patrol's gear, grabs the mallet, positions a peg, takes one swing, and lays the mallet down.
He runs back to tag the next scout in line who gets one swing.
First patrol to drive all pegs into the ground, wins.
May need judges to determine that a peg is finished.


Could use hammers and nails into a piece of 2x4 lumber indoors.

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Kangaroo Relay

Intended for:Cub Scouts
Required:tennis or nerf ball for each patrol
Instructions:patrols line up at starting line.
First scout in line holds ball between his knees.
On 'GO', first in line hops around far cone, chair, or tree and back to start.
He hands (no throwing) the ball to the next scout in line who repeats.

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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 blindfolded scout know to be on alert.

The leader points to one scout in the circle, indicating he is to try and retrieve the keys.

If the blindfolded scout hears the thief approaching, he points to where he believes the thief to be. If he is correct, the thief is now "IT".

The leader can appoint more than one thief at a time if he wants.


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Kim's Game

Intended for:All Scouts
Required:Paper pencil for each scout. 
Various items of interest.
Notes:This is a traditional observation game.
Instructions:Collect a number of items and place them under a tarp or sheet.

Have the scouts gather around and uncover the items for 1 minute.

Cover the items and have each scout write down every item he remembers. The one with the most has demonstrated the best observation and recollection skills.

Alterations:
  • Have patrol members combine lists to come up with the best patrol list.
  • Give patrols 30 seconds to discuss and prepare before viewing the items and then work together to make a list.
  • Have a guest give a 1 minute talk about some topic of interest and then leave the room. Have people or patrols make a list of what he was wearing.
  • Use ropes of different colors to tie various knots. Have scouts list color of rope and name of knot it tied.
  • Have two leaders and two backpacks, one full of camping items. Leader takes item from pack, names it, and tosses it to other leader who puts it in his pack. When all items are in 2nd pack, leader puts it on and leaves the room while scouts write down all the items.
  • Send each patrol to a separate room or place where they can not see each other. Each patrol makes a list of all the other scouts here today, but not on their team.


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Kim's Group Game

Intended for:Boy Scouts, Wolf Scouts, Bear Scouts, Webelos Scouts
Required:Large piece of cardboard with 9, 16, or 25 squares depending on skill level of scouts.
Various items to place on the cardboard - red feather, black feather, gray stone, white stone, neckerchief, pocketknife, pinecone, sunscreen, ...
Preparation:Place all the items on the board, one in each square. Do this away from the group so they do not get to study it. Write down what is where.
Instructions:Scouts silently gather around the board and observe the items on it and their placement for 30 seconds.
All items are swept off into a pile.
The timer is set as the scouts walk around the board in a circle, each taking his turn to put an item in position.
On his turn, a scout may choose to move an item from one square to another if he feels it is incorrect.
When all items are in place, and the team signals that they are finished, 1 point is awarded for each correct item and the time is recorded.

Allow the team to discuss a plan for 30 seconds away from the game while the items are arranged again. See if a better score can be made in a shorter time.


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King Bat

Intended for:All Scouts
Required:blindfolds
Instructions:All the bats in a colony try to return home to their own cave where their King Bat is calling them.


All scouts gather at one end of the play area and put on blindfolds.
Patrol leaders spread out at the other end of the play area and put on blindfolds.
On "GO" signal, all scouts race to their patrol leader.
The first patrol to have all scouts touching their patrol leader is the winner.

Safety: Since everyone is blindfolded, there needs to be a few referees with whistles. Whenever a whistle sounds, everyone must stop immediately until a double-blast whistle sounds to resume play. Referees need to redirect wandering players away from danger.
You can also expect a lot of collisions so playing this on grass is best.


After completing one round, give patrols a few minutes to strategize and then do a new round.

Possible strategies might include a more easily heard and understood signal, a special handshake to identify teammates, ways to determine if everyone is present, methods to confuse other patrols.

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Kubb

Intended for:All Scouts
Location:This Game should be done Outside.
Required:a Kubb set or,
16 feet of branches and a saw
Instructions:A very simple outdoor game that can be played anywhere with the goal of throwing sticks to knock over blocks.

Kubb is played between two teams of 1 to 6 people.

The gamefield looks like:
Kubb Game

where the red circles are six stakes marking the end and center lines, the purple square is the King, the yellow squares are one team's base kubbs, and the blue squares are the other team's.

One team throws six wooden batons at their opponent's base kubbs. Then, all knocked over kubbs are tossed by the defender to the attacker's side of the field. There, they are set upright and called 'field kubbs'.
The second team is now the attacker and tries to knock down all the opponent's field kubbs first, then their base kubbs.
This continues until one team has knocked down all their opponents kubbs. That team then tries to knock down the King to win the game.
Kubb


There are National and World Kub tournaments and it continues to grow in popularity. You can read the USA Rules or World Rules.

To make your own kubb set, you need:
  • 6ft long 4x4 lumber
  • 6ft long 1 3/4 inch dowel
  • 6ft long 3/4 inch dowel

See How To Steps.
See more Kubb Play information.

There's no reason you can't just gather and cut some sticks and branches and play this game in the wild.
There are also many rule variations which help to shorten the games or make play more even between pros and newbs.

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La Palma

Intended for:All Scouts
Required:2foot stake
5 or 6 short pegs
4 or 5 tennis balls
Instructions:
Stick the stake in the ground.
Measure 3 feet from the stake and stick a peg in the ground.
Place another peg every 3 feet in a line out from the stake.

Starting at the closest peg, the first scout throws a ball at the stake. If he hits the stake, he moves on to the next farther peg for his next turn. If he misses, he stays at the current peg for his next turn.
After throwing a ball, that scout retrieves the ball and gives it to the next scout waiting to throw. With a few balls, there should be very little waiting.

The first person to progress all the way to the last peg and hit the stake from there wins the round. Play as many rounds as the scouts want or until it's dinner time.

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Lame Chicken Race

Intended for:Cub Scouts
Required:12 sticks for each team.
1 judge for each team.
Instructions:Have each team line up single file on the start line.
Starting about 2 feet from the starting line, place the sticks for each team about 10 inches apart like the rungs of a ladder.
On 'Go' signal, the first scout in each team hops on one foot over all sticks to the end of the course. He then reaches down and picks up the last stick and hops back over the remaining sticks to tag the next scout in line.
Each scout in turn hops out over the remaining sticks and returns with the last stick in line.
If a player steps on any stick, he must start over from the starting line.
First team to pick up all sticks wins. Some scouts may have to make multiple trips.

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Last Match
A Favorite Game

Intended for:All Scouts
Required:box of wooden matches
Notes:Good gathering time game as more can join after each round if you use the alternative method.
Instructions:Scouts gather around.
Lay out any number of matches in any number of piles, as long as there is at least 2 matches in 2 piles.
Each scout takes a turn removing any number of matches from one pile.
The scout that is forced to remove the last match is out.
Repeat until there is one scout left.

Alternative: The scout that removes the last match is the winner of 1 point.

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Line Up

Intended for:All Scouts
Notes:Some fast 'get to know you' activity that gets scouts to recognize things about others.
Instructions:Have the group line up in different ways.
  • Alphabetical by last name
  • By age
  • By month of birthday
  • By height - with eyes closed
  • By size of animal name picked from bag of names, by only making the sound of that animal
  • By shoe size
  • By number of siblings
  • By street number of home address
  • Blindfolded, assign each a number. By number with no talking.
  • By ...


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Liquid Chain

Intended for:All Scouts
Required:1 small paper cup per scout.
1 larger paper cup per scout.
2 cans or small buckets per team.
water.
Preparation:Place one can full of water at the starting point for each team - each with the exact same amount of water.
Place an empty can for each team far away from the start.
Divide the distance between the start and end into a section for each scout on the team
Instructions:Tell each team to choose a play area and have one scout from each team stand in a section.
Give a paper cup to each scout.
People can not leave their sections.
On 'Go' signal, first scout fills his cup and transfers the liquid to the next in line. Repeat all the way to the last scout who fills the bucket.

Team that fills the end bucket to a predefined amount first wins.
OR, team that has transferred the most water in a set time wins.
OR, when each starting bucket is empty, team with the most water in their end bucket wins.

Alternate: Use larger and smaller paper cups, giving at least the two closest to the starting point a larger cup and those at the end smaller cups. Let teams try a second time rearranging their team if they want.

Alternate: Blindfold every other scout so he must listen to teammates to find where to pick up and drop off water.


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Long, Short, Round Relay

Intended for:All Scouts
Required:for each team:
- two tin cans
- one stick
- one ping pong ball
- one rock
Instructions:Place one can from each team in a circle.
Place the stick, ball, and rock for each team in their can.
Place the other can for each team about 30 feet out from the circle.
Have members of a team sit in a line facing the inner circle between their inner can and outer can.
Give each team member a number, from #1 in the center to the last number for the last member.
The game leader stands in the center of the circle.
He makes a sign for Long, Short, or Round and calls out a number.
The scout on each team whose number he calls races to the can, retrieves the appropriate item, and takes it to the other can. He then returns to his position.
The first one back to his spot earns one point for his team.
As the game progresses, everyone needs to remember in which can the long, short, and round items are so they run to the correct can to retrieve it.

If you don't have enough space, the relay lines can be in parallel instead of a circle, but this layout lets everyone see all the other teams and the game leader more easily.

The game leader can have whatever signs he wants for long, short, and round and you could even use any three distinct items or even more items.


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Making Change Relay

Intended for:All Scouts
Required:For each patrol: 4 pennies, 1 nickel, 2 dimes, 1 quarter, 2 small boxes or chairs or squares of paper
Instructions:For each patrol, place a box at one end of the play area - this is the patrol's Bank. At the other end of the area, a second box is the Store. A couple judges are needed by the Stores - they are the store clerks.
The idea is to take the required coins from the Bank to make exact change at the Store.

Patrols line up in the center of the area, halfway between their Bank and Store.
One scout from each patrol gets ready to race.
The leader calls our a price from 1 cent to 53 cents. This is the amount that the Store clerk requires. The scout moves coins from the Bank box to the Store box so there is that exact amount at the Store. He then returns to his patrol.
First scout home with the correct amount at the Store gains a point for his patrol.

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Manhunt

Intended for:All Scouts
Notes:This game is best played at night in a large outdoor area.
Instructions:(just the opposite of Sardine Tag)

2, 4, or 6 scouts are 'IT', depending on size of the group. Everyone else has 2 minutes to go and hide in the play area.
The ITs head out as a group, or in pairs, to find hiding scouts.
When found, a scout becomes IT too and helps find others.
The last scout found is IT for the next round.

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Marble Drop
A Favorite Game

Intended for:Cub Scouts
Required:4 marbles per scout
Notes:Fun game for indoors.
May reduce the number of marbles each scout starts with as they advance to speed it up.
Instructions:Each scout has 4 marbles.
Split in pairs.
One scout stands with heels together and toes apart at 90 degrees. Other scout stands 5 feet away and tosses or rolls a marble between the first's feet.
If it does not stay between the feet, then the marble is lost and the first scout gets it.
If it stays between the feet, then the first drops a marble from waist height to hit it. If he misses, his marble is lost. If he hits it, he gets both marbles.

Now, first scout tosses marble at second scout.
Repeat until someone losses all marbles.
Winners advance to finals to find the Marble Drop champion.

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Match Stacking

Intended for:Cub Scouts
Required:box of wooden matches
pop bottle or medicine bottle
Instructions:Scouts circle up with the bottle in the center.
Each scout gets 6 matches.
Take turns putting one match at a time on the top of the bottle.
The scout that causes the matches to fall has to take all the matches.
The scout to get rid of his matches first wins.

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Math Masters

Intended for:All Scouts
Instructions:Within each patrol, have scouts pair up. If there is an odd man, the patrol leader gets a 'Bye'.

Scouts face each other.
Each scout puts both hands behind his back and holds up 0 to 10 fingers.
The leader explains what the math problem for this round will be and then yells, "Ready - Go!" and everyone holds their hands together in front.
The first scout in a pair to say the correct answer wins the round and advances to the next round.

When there is a champion of each patrol, they compete for the troop championship.

Rounds can be any math problem you want, depending on the age of scouts, but try these:
  • Sum of all the fingers
  • Difference between the fingers
  • Multiply the fingers
  • Largest to the power of the Smallest
  • Square the Sum of the fingers
  • Half of the Sum
  • Cube the Difference between the fingers

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Memory Battleship

Intended for:All Scouts
Required:For each patrol:
  • cardtable or large cardboard box
  • chalk or about 50 feet of twine
  • 10 items of a similar theme
Instructions:This can be played by 2, 3, or 4 patrols. More than that and there is too much waiting time.

Each patrol is given a Base in a corner of the play area.
On the floor or ground, mark a 7x7 grid using chalk or the twine. Each square should be about 6 inches.
Across the top, the squares are numbered 1 to 7.
Down the side, the squares are lettered A to G.
This is their Battleship grid.
(a premade grid on a sheet of paper or cardboard would be easier and reusable)

So other patrols can not see, set up a cardtable in front of each grid, or protect it with a cardboard box, or any barrier.
Each patrol places their 10 items on their grid. These items could be related to First Aid, or Cooking, or Nature, or whatever theme you wish. For example, a bandaid, tweezer, magnifying glass, splint, alcohol wipe, q-tip, water bottle, flashlight, moleskin, and scissor.

On 'GO', each patrol goes and views every other patrol's grid, trying to memorize the placement of each item. No writing down of information is allowed.
After 3 minutes, all scouts return to their patrol's Base.

Taking turns, each patrol tries to capture another patrol's items. Do this by declaring the patrol name, the grid square letter and number, and the item at that location. If correct, the shooting scouts are given the item to keep in their Captured pile.

Continue until a patrol is eliminated by losing all its items or until every patrol misses its shot in a round. Once either of these happen, the remaining patrols are given 2 minutes to observe their opponents grids again.
Repeat this until only one patrol remains as the winner.

The scouts should develop strategies over time, such as concentrating on one opponent or having each scout memorize just a couple items.
Patrols with more members present have an advantage.
Patrols may gang up on one patrol.

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Monkey in the Middle

Intended for:All Scouts
Required:6 or more scouts
a ball
Instructions:Scouts form a circle from 12 to 30 feet in diameter depending on number of scouts. 'It' is inside the circle.  
Players pass a ball around the circle preventing 'It' from touching it. If 'It' touches it, the last scout to touch it is now 'It'. 
 
Variations:  
With a larger group, have 2 'Its' and make the circle larger. 
Have a 2nd circle outside the first one and players have to stay inside the ring to help keep players closer.

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Mouse Trap War

Intended for:All Scouts
Required:4 mouse traps per patrol
a pile of newspapers
Instructions:One team sets its 4 traps in a line and places its pile of newspaper behind the traps.
The other patrol sets its traps in a line parallel to and about 15 or 20 feet from the first patrol.
Half the scouts of patrol 1 sit at least 5 feet from their traps - their rears must stay on the ground. The other scouts stand behind their traps - they must stay behind the traps.

On "GO", the standing scouts each grab one sheet of newspaper and wad it into a ball. They each throw their ball at the opposing patrol's traps, trying to spring one.
The sitting scouts in the middle try to deflect the thrown balls. They can toss deflected balls back to their own side, but not towards the opposing side.
The standing scouts can not interfer with thrown balls.
The standing scouts can pick up and reuse papers.
If a trap springs for any reason, it is sprung - no resets.
The last patrol with an unsprung trap wins the round.


You may have multiple wars going on in different, separated areas with the winners advancing to a championship round. Or, use a round-robin rotation with each patrol getting 1 point for each win.

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Mousetrap Minefield

Intended for:All Scouts
Required:a couple dozen or more mousetraps.
Other obstacles.
Notes:Make sure scouts all have on shoes. The mousetraps do not hurt through shoes, but no need to tell the scouts that before the game.
Instructions:Mark off a play area with a starting line about 30 feet from finish line. Make the area 15-20 feet wide, depending on the number of teams.

Team leader is at finish line.
First scout in patrol is blindfolded and stands at starting line with rest of patrol lined up behind him.

On signal, every patrol leader instructs his player through the minefield. If he trips a trap or runs into another obstacle, he is out and the next scout in the patrol is up.

The patrol with the most scouts through the minefield in a set amount of time wins.

A more narrow play area makes collisions between players more common.


Just use chairs as obstacles for a simpler game.


For a massive, quick game, have scouts partner up. All the blindfolded scouts stand at one end and their partners are at the other. On 'GO', all seeing scouts try to guide their blind partner through the minefield to be the first to reach safety. It's loud and wild!


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Natural Selection

Intended for:All Scouts
Required:tarp, blanket, or jacket to cover items
Preparation:Find a dozen natural items from around the area and spread them out on the ground. On a piece of paper, diagram the layout of the items for later scoring. Put a point value on each item.
Cover them with the tarp.
Instructions:Gather the teams around the tarp.
Remove the tarp and give them one minute to study the items. Cover the items.
Tell everyone that their job is to select similar natural items and bring them back to their team's area. They will have 10 minutes.

The more identical to the original item, the more points are scored. For example, matching a grey rock with white spots is worth more than just any old rock.
Finally, arranging the items in the same order as the originals under the tarp gains extra bonus points.


You may allow players to re-examine the originals at a cost of 1 point per second per scout. So, if two scouts look for 8 seconds, that costs 16 points. Since the game leader determines values for items, you can make this a trivial or extravagant expense.


Take care to only choose non-living items and remind teams to be gentle on the land.

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Nature Boulles

Intended for:All Scouts
Required:a target ball
2 balls per scout
Instructions:Each scout finds two natural 'balls' which can be pretty much anything you can throw - rocks, pinecones, sticks, ..., whatever. Everyone needs to be able to identify their items in a pile of similar items. Maybe color them, scratch with a knife, or tie string on them.

One scout throws the target ball (a rock, frisbee, pinecone, stick) out into the field.
Each player throws his items at the target.
The closest scout receives a point and gets to throw the target for the next round.

Either pass time wandering around the area playing or keep points for determining the winner.

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Newspaper Basketball

Intended for:All Scouts
Required:lots of newspapers
bucket for each team
Instructions:Each team lines up single file by a stack of newspapers.
Place a basket about 15 feet in front of each team.
On 'GO', first scout in line pulls out one sheet of newspaper, crumbles it into a ball, and throws it at the bucket.
If he misses, he retrieves the newspaper ball, returns to the line, and tries again until he makes it. Then, he goes to the end of the line and the next scout tries.
Score a point for each basket scored within the time limit or until a team reaches a set score.


Might have scouts take only two or three shots each turn instead of shooting until they make it.
Could have one large garbage can for the target for all teams.

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No Man's Land

Intended for:All Scouts
Preparation:Draw two parallel lines across the play area, 5 feet apart.
Notes:Extremely physical and can be rough on clothes.
Instructions:Divide into two team, fairly evenly matched by size.

The area between the two lines is No Man's Land - any scout can access this area.

The goal is to pull members of the opposing team through your side of No Man's Land. When they step over your line, they are out of the game.

Last team with players wins or most players at end of time limit.
Multiple scouts can gang up on one opposing scout if necessary.

You may have a safety time time limit to force scouts to enter No Man's Land at least once every 30 seconds.

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No See Ems

Intended for:Cub Scouts
Required:blanket or tarp
Instructions:Divide into two teams.

Two leaders hold up a blanket on end to create a wall between the two teams so they can not see each other.

One scout from each team crawls up to the wall so their face is no more than 3 inches from the blanket.

When the blanked is dropped or raised, the first one to correctly call out his opponent's name gets to take that scout to his team.

Continue until everyone is on one team.


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Octopus Race

Intended for:Cub Scouts
Instructions:Teams of 3 or 4.
Scouts stand back to back in a circle and link elbows.
Without releasing elbows, teams race to a turning point and back.

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Oxygen Tank Fill

Intended for:Cub Scouts
Required:Per team:
- 1 bucket of water
- 1 plastic milk jug
- paper cup for each scout
Notes:After game, discuss how scouts worked together. Did they all rush to the bucket or take turns or form a line? Which ways worked best?
Instructions:Each team is a crew of astronauts that have landed on a mysterious planet inhabited by terrible monsters. They are running low on oxygen and will never be able to make it back to Earth, but luckily have found a source of liquid oxygen (the bucket). They must refill their oxygen tank on their spaceship (the jar) quickly using their oxygen transporters (cups) and leave before the space monsters find them.

Group each patrol at a starting line where their empty jug is sitting.
Give each scout an oxygen transporter (paper cup).
Place the liquid oxygen (bucket) out about 30 feet.
The only rule is that the jar and bucket can not be moved and the water can only be carried in the cups.

See which team can fill their oxygen tank first.

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Pack n Go

Intended for:Cub Scouts
Required:for each team:
suitcase
set of adult-sized clothes, gloves, hat.
Instructions:Each team lines up with their packed suitcase sitting on the ground in front of the first person.

On 'Go' signal, the team opens the suitcase and dresses the first scout in all the clothes. He runs to the far end of the play area. He removes all the clothes and packs them back in the suitcase. He then closes the suitcase and carries it back to the next scout in line. The process is repeated for each scout on the team.

The crazier the clothes, the more fun it is.


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Palm Push

Intended for:All Scouts
Instructions:Pair up scouts of similar sizes, from different patrols if this is a competition.

Opponents face each other with toes about 1 foot apart.
Put up both hands palm-to-palm with opponent.
Push and feint to force your opponent off balance so he moves one of his feet.

One point for each round won. Patrol with most points wins.

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Paper Tennis

Intended for:All Scouts
Required:100 sheets of paper
Preparation:wad up the paper into 100 tight balls
Instructions:This is a good game to play right after Invisible Maze and reuse the sheets of paper.

Have a patrol on each side of the center line - you might mark this with tape if needed.
Distribute the paper balls across both sides of the play area.
Have an unbiased timekeeper stand at the center line with his back to the play area so he does not see how the game is going.
On 'GO' signal, teams throw all the paper from their side to the other side.
When the timekeeper yells, 'STOP!' the round ends and balls on each side are counted.

The timekeeper should give about a minute for each round.

Either have the winning team face the next team or record scores and have two new teams play.
You could have a tournament with a double-elimination or round-robin structure.


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Paul Revere Relay

Intended for:Boy Scouts, Bear Scouts, Webelos Scouts
Instructions:Each patrol chooses one scout to be Paul Revere, the rest are his horses.

Each patrol lines up at their starting line with a turning point cone about 10 or 15 feet away for each patrol.
On 'GO' signal, Paul Revere mounts the first horse piggy-back style. The horse carries him around the cone and back. Paul must then transfer to his next horse without touching the ground and with no other help except from his current and next horse.

If he touches the ground, have Paul do some stunt. A stunt would cause a time delay and be fun - say the Pledge of Allegiance, give a wolf yell 3 times, check his horse's shoes for dirt, ...

Could give points for speed, horse acting, and Paul Revere acting if desired.

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Perpetual Motion Balls

Intended for:All Scouts
Required:a dozen tennis balls
Notes:Team cooperation. Planning how to achieve a task together.
Instructions:Goal: Keep as many objects as possible in constant motion.

Group stands in a circle.
One ball is put in motion and kept in motion, by throwing, bouncing, rolling.
Another ball is added, then another.
If a ball stops moving, the game is stopped and planning can be done.
Then, the game starts over.

See how many balls can be kept going.

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Photo Memory

Intended for:All Scouts
Required:close-up photos of items or scenes around the meeting place.
Preparation:Take photos of objects around the location where your troop meets - the front door, a lightpost, the clock, the rug, a mailbox, a big rock, ...
Make a slideshow of these photos, OR if you use a digital camera, and have a laptop and projector, you can project on a wall.
Instructions:Dim the lights and show the first photo. If a scout believes he can identify the object, he raises his hand or stands up. The leader calls on him to identify it.
If correct, his patrol gets 2 points.
If incorrect, his patrol loses 1 point.
If a scout shouts out the answer before being called on, no penalty but no points awarded and the scout that is called on just gets a free clue thanks to the out-of-turn scout.

Patrol with the most points accumulated wins.



You could use photos from a recent event, or at the end of the year use photos from throughout the year. That can be a fun recap of the year.

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Pickin' Cotton

Intended for:Cub Scouts
Required:Hundreds of cotton balls.
A plastic spoon for each scout.
A cardboard box for each team.
Instructions:Have teams line up around the defined play area.
Give each team a cardboard box.
Give each scout a plastic spoon.
On 'GO' signal, everyone tries to pick up the cotton using only their spoons and put them in their box. No hands allowed once the cotton ball is on the spoon.
After a time limit, have each team count their collected cotton balls.

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Ping Pong 500

Intended for:Tiger Scouts, Wolf Scouts, Bear Scouts
Required:a ping pong ball (and a couple extras)
Instructions:One scout is thrower and stands 15 feet or so from the rest of the scouts.
The thrower calls out a number from 100 to 500 and then bounces the ping pong ball up hard against the floor toward the scouts. Whoever catches the ball off the first bounce gets that number of points. If it is picked up off the ground or bounces more, he gets half the points.
First scout to 500 gets to become the thrower.

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Ping Pong Air Hockey
A Favorite Game

Intended for:Cub Scouts
Required:card table
ping pong ball
2, 4, or 8 scouts
Instructions:Put a scout on each end of the table or 1 scout on each side or 2 scouts on each side.
Place the ping pong ball in the center of the table.
The object is to blow the ball off any side of the table but your own. (If only 2 scouts, then you must blow it off the far end).
You may not touch the ball or table with any body part or clothing.
Score 2 points if the ball falls off your side of the table. Score 1 point if you touch the ball or table.
Scout or team with the lowest score after a time limit is the winner.

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Ping Pong Football

Intended for:Cub Scouts
Required:ping pong ball
chalk or tape
Preparation:draw or tape two parallel lines on floor about 18-24 inches apart.
Instructions:Make two teams.
Each team kneels behind their goal line.
The leader places a ping pong ball between the two goal lines.
On 'Go', each team tries to blow the ball over the opposing goal line.
Award a point for each goal.
You may also award penalty shots or penalty points for touching the ball or touching the playing field.

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Ping Pong Knock Out

Intended for:All Scouts
Required:ping pong ball and plastic spoon for each scout
Instructions:Everyone enters the defined play area holding a spoon with a ping pong ball balanced in it.
The last one left with his ping pong ball in spoon is the winner.
When your ping pong ball drops you are knocked out - you retrieve it and leave the play area.
Optional Rule: No contact is allowed - you can only blow at the other ping pong balls.

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Pinguard
A Favorite Game

Intended for:All Scouts
Required:20 or more scouts.
As many dodge balls as you can get.
6 plastic bottles or bowling pins.
Notes:It really works best in a gym with walls to keep the balls in the area.
It's good to mix up teams after every round or two if you are just playing for fun.
Instructions:Divide in 2 teams.
Use a basketball court or tennis court sized area.
At each end of the court, each team sets up 3 bottles as targets. Each target can have a guardian to protect the bottle, but does not need one. He must stand behind the bottle and can only reach in front of it to deflect thrown balls.
Line all balls up on the center line and all scouts on their end line.
On the whistle, scouts run to the center, grab a ball, and throw at opponents. If you are hit, you immediately drop your ball, run to the sideline and wait in line at the center line. You may NOT deflect a hit with a ball held in your hands - that counts as getting hit.
If someone on your team catches a ball thrown at him before it bounces, then the first scout waiting in line on the side gets to rejoin the game.
If a guardian is hit, he is not out of the game. He can take a hit instead of letting it hit the bottle. That is why it must be obvious who a guardian is by standing directly behind the bottle.
If a bottle is knocked down by any means (ball thrown, guardian touching it, rebounded ball from the back wall, ...) it stays down and that guardian runs to the sideline to wait in line.
The last team with a target standing wins the round.

There are many rule variations, such as:
  • When a ball is caught, ALL scouts on that side get to rejoin the game.
  • Scouts can block a throw with the ball they are carrying.
  • Guards can stand in front of the pin.

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Pony Express

Intended for:Cub Scouts
Required:Four boxes
one or more decks of playing cards
Instructions:When the Pony Express was first started, a contest was held to determine which riders were the best at delivering messages to the correct location in the fastest time. Riders delivered messages to Club Med, Spade Cemetary, Diamond Mine, and Broken Heart Ranch. The fastest riders got the job.


On one box, draw a large Spade. On each other box, draw a Diamond, Club, or Heart so there is a sign for each suit of cards (Spade Cemetary, Diamond Mine, Club Med, and Broken Heart Ranch).
Place the boxes 20-30 feet apart at one end of the play field.

Gather all scouts at the other end of the play field.
Count the total number of scouts. Count out three times that many cards.
Divide into teams or have each patrol be a team - they don't have to be same size teams, but the smaller teams will run more laps.
Deal out the cards facedown into piles for each team. Any leftover cards are not used, so each team has the same number of cards.

On 'Go', the first scout on each team picks up the top card and delivers it to the correct destination. He returns to tag the next scout who does the same. The first patrol to to deliver all their messages wins.


You may want a referee to receive the messages and verify they are at the correct destination.

You could have a stack of 3 or 4 cards for every scout and run everyone at once in a Stampede to find the fastest Pony Express rider in the troop.

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Pony Express Relay

Intended for:All Scouts
Required:a selection of old letters, envelopes, newspapers - about 6 per patrol.
Preparation:Mark a starting line and a distant turing spot, about 20 to 50 feet away, depending on space.
Place the mailbag about 15 feet behind the starting line, or some other place out of the way.
Instructions:Pony Express riders were fast and fearless. They would ride into a station and leap from their spent horse onto a fresh one to continue their long journey delivering important mail.

Patrols line up.
One scout on each patrol is chosen to be the Pony Express Rider.
All the rest are horses.
On 'Go', all riders run to the mailbag and grab one letter to carry.
They then return to their patrol and mount a fresh horse. They set out to the far marker and back.
When a rider reaches his patrol, he switches from his tired out horse to a fresh one for another ride.
If the rider touches the ground, at any point along the course, he must run to the mailbag and retrieve another letter to carry while his horse rests.
If the rider touches the ground when switching horses, he must retrieve two letters.
Letters accumulate and need to be delivered at the end of the line.
First patrol to complete a predefined number of laps is the winner.


If played outside, set up a large oval course with 3 or 4 switching stations spaced around it and the mailbag in the center. The first patrol to complete a certain number of laps is the winner.

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Pruie

Intended for:All Scouts
Notes:Explain beforehand that bumping should be gentle and bandanas can be used if you can't trust yourself to keep your eyes closed.
Instructions:Everyone walks around with their eyes closed in a small space.
When you bump into someone, ask "Pruie?"
If they ask "Pruie?" back to you then they are not the scout you are looking for and you continue looking amongst the crowd.

The referee has whispered to one scout, telling him that he is the "Pruie". The pruie does not have to close their eyes and if someone bumps into them and asks "Pruie?" they do not respond. This is your clue to join onto them and open your eyes.

The fun comes when there are few scouts left to find the Pruie.

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Pure Luck Relay

Intended for:All Scouts
Required:penny for each team
Instructions:Each team lines up at the starting line. The game leader explains the game.
For each team, an unbiased leader stands out about 30 feet facing the team, holding a penny in his right or left hand.
On 'GO', the first scout in line runs out to the leader and chooses his left or right hand by tapping that hand. If he is correct, he scores one point which the leader tallies.
The scout runs back to his patrol, tags the next in line, and goes to the end of the line.
The leader can move the penny from hand to hand whenever he wants.
Scouts continue running and guessing until time is called.
The game leader asks each penny-holder for their score and the highest count wins.

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Pushme Pullya

Intended for:Cub Scouts
Required:broomstick for each patrol
Instructions:Two scouts straddle a broomstick, back to back.
On 'GO', they run to end of the course with one scout running forward and the other backward.
When they reach the end, they run back to the starting line, but without turning around so the backwards scout is now forwards.
They hand off the broomstick to the next two scouts in line.
First patrol to complete 5 or 10 laps, wins.

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Quarter Dodge Ball

Intended for:All Scouts
Location:This Game should be done Inside.
Required:4 rubber balls
Instructions:Split into 4 teams.
Divide the play area into 4 quarters.
Each team stands in their quarter.
On 'GO', the balls are thrown at members of other teams.

When hit below the shoulders, a player joins the team that hit him.
At the end of 5 minutes, the team with the most players wins.

If two teams get eliminated, you can change the layout to halves instead of quarters.

With balls flying from all sides, it helps to have some judges to call the shots.

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Race to the Gap

Intended for:Cub Scouts
Required:6 or more scouts
Notes:'It' should have a slight advantage since he's already moving. This keeps 'It' changing. Make sure 'It' walks and doesn't start running until he tags someone.
There is potential for some rough collisions.
Instructions:Stand in a circle facing inward. One scout is 'It' and walks around the outside of the circle. When he tags another scout, that scout runs around the circle one way while 'It' runs around the other. The last one back to the Gap is 'It'.

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Rainy Day Gold

Intended for:All Scouts
Required:Playing Cards
Instructions:Take turns having each scout locate an object in the building and use it as the target.
Scouts take turns flipping their playing card 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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Rattlesnake Hunter

Intended for:Cub Scouts
Required:6 to 12 scouts. 
tin with dried beans in it. 
sock stuffed with paper.
Instructions:Scouts stand in a big circle. Two scouts are blindfolded inside the circle. One is the hunter and has the sock to use to kill the rattlesnake. The other is the rattlesnake with his tin rattler.
The hunter counts to 5 while the rattlesnake quietly moves where ever he wants in the circle. When the hunter yells, 'Rattlesnake!', the snake freezes and shakes his rattle twice.
When the hunter hears the rattle, he quickly moves to where he thinks the snake is hiding and takes a swing at the snake. If he hits the snake with the sock, he scores a point. If he misses or hits with his hand or arm, the snake scores a point.
The snake moves away while the hunter again counts to 5. The hunter gets 5 turns at killing the snake and then its another pair's turn.

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Ready for Winter

Intended for:All Scouts
Required:bag of peanuts, wrapped candies, marshmallows, or just 1 inch pieces of paper
Preparation:scatter the items all over the play area. A yard with short grass works well, but anyplace is ok.
Instructions:The idea is to gather as much food as possible for your animals before winter comes.

Each patrol chooses an animal to be and agrees on the 'call' their animal makes. This is used to identify each other in the game.

One scout is the 'harvester' for the patrol - he is the only one that can actually pick up the food. But, he can not find food.

On GO signal, all the scouts except the harvesters scatter through the play area looking for food. When a piece of food is found, that animal guards it and gives his call loudly so the harvester knows to come and gather the food.

A harvester caught snitching from a different animal needs to give up 3 food pieces as a penalty. But, multiple different animals can gather around one piece of food, calling their harvester.

At the end of time, the patrol with the most food pieces is the winner.

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Red or Black

Intended for:Cub Scouts
Required:deck of cards for each team.
leader for each team.
Cone or marker for each team.
Preparation:Define a starting line and place a cone about 20 yards away.
Instructions:Each leader is given a shuffled deck of cards.
The team lines up single file at starting line with leader facing them.
On 'GO' signal, each leader turns over top card on deck showing it to the first scout in line.
If it is a Black card, the scout goes to the end of the line.
If it is a Red card, the scout runs out around the cone and back to the front of the line to see the next card. He continues until a Black card is drawn.
First team to go through the entire deck wins.

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Rescue Race

Intended for:Cub Scouts
Required:bucket or bowl for each patrol
drinking straw for each scout
20 to 50 2-inch paper circles or cutouts
Instructions:Each patrol has a pile of paper cutout people that need to be rescued.
People are rescued by sucking one against the end of a straw and transporting it to the bowl or bucket.

On "Rescue!", the first scout on each patrol sucks up a cutout and runs to that patrol's bowl, depositing the rescued person. He then runs back to tag the next scout in line.
If a cutout is dropped, the rescuer sucks it up again and continues.








Rather than rescuing people, this can be varied to be pieces of eight, dinosaur eggs, or anything else that fits your meeting theme.

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Rock Paper Scissors

Intended for:All Scouts
Instructions:Two scouts play.
Each scout decides in his head if he will be a rock, paper, or scissors for the round.
At the same time, the scouts hold out one hand palm up and with the other hand clap it once, twice, and then do their object's symbol.
Rock is a fist.
Paper is a flat palm down.
Scissors is two fingers out like a scissors.
Compare the two symbols to see who wins:
  • rock crushes scissors
  • scissors cut paper
  • paper smothers rock
  • Identical symbols are a tie


This simple game can be played anywhere - waiting in lines, in the car ride, before a meeting, ...

You can have a Rock, Paper, Scissors tournament by playing best out of 5 rounds with winning scouts moving forward in the play-offs.

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Rooster Fights
A Favorite Game

Intended for:All Scouts
Instructions:Each scout hops on one leg, holding the other foot by the ankle up at his rear. To win, he must force his opponent to lose balance and let go of his ankle, fall down, or step out of the circle.
The only contact allowed is bumping shoulders - no grabbing.

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Row Your Boat

Intended for:Cub Scouts
Location:This Game should be done Inside.
Instructions:All scouts pair up.
Mark a starting line and a finish line 15 feet away.
Scout 1 sits on the starting line, facing away from the finish line. His knees are bent up so his feet are close to his rear.
Scout 2 sits facing scout 1. He places the soles of his feet against the soles of scout 1. Scouts 1 and 2 clasp hands.
On 'GO', scout 1 pulls scout 2 towards him while scout 2 bends his knees up.
When pulled in tight, scout 1 then straightens his legs, pushing himself backwards and towards the finish line.
Scout 2 then pushes his legs out, bending scout 1's legs.
This continues until they cross the finish line.

To have each scout work the same amount, have them row there and back.

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Run the Ring

Intended for:Cub Scouts
Location:This Game should be done Outside.
Required:a ball
at least 10 scouts
Instructions:Divide into two even teams.

One team creates a circle, each person an arms length apart, with one scout in the center of the circle.
The other team stands in a line, next to the circle, pointing out from the circle, similar to the handle of a tennis racket. O-
The scout in the center of the ring starts with the ball.

On 'GO', the scout in the center throws the ball to his teammate in the circle where the other team's line starts. That scout throws it back. The center scout throws it to the next scout around the circle, counting the number of exchanges as he throws to every teammate in turn around and around the circle.

While the throwing is going on, the scout closest to the circle on the other team runs all the way around the outside of the circle back to his starting point and tags the next scout in his line. Each scout in the line runs around the circle in turn, tagging the next scout.

When the last scout in the outside team completes his run, the 'STOP' signal is given and the team in the circle announces how many throws were completed.

The teams exchange positions and the second team tries to beat the first team's tally of throws.

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Sardine Tag

Intended for:All Scouts
Instructions:One scout hides - give him enough time depending on the size of game area.
All other scouts search for hidden scout. When a player finds him, the searcher joins him in hiding from eveyone else.
Continue the game, packing all finders into the hiding spot like sardines until the last scout finds the hiding spot.

If playing outside, then two scouts should hide together and everyone should search in pairs.

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Save London

Intended for:Cub Scouts
Location:This Game should be done Outside.
Required:Coffee can
pinecones, beanbags, pebbles, or other small 'bombs'.
Instructions:Bombers are attacking London and British fighter pilots need to scramble to stop them.

Divide into two teams, keeping patrols together.

Place the coffee can in a large, open area and draw a 20 foot radius circle around it. This is London air space and the protective fighter pilots may not enter this space.
Draw another circle 20 feet out from the first circle, a 40 foot radius.

The fighter pilot team encircles London, anywhere outside London air space, waiting for the bombers to attack.

The bomber team has a pile of 50 or so bombs across the play area from London. Each bomber picks up a single bomb and attempts to drop it on London (into the coffee can).

The fighter pilots intercept the bombers by chasing them and tagging them. When tagged, a bomber must hand over his bomb. If he is inside the outer circle, the fighter pilot must grab his arm and escort him outside the outer circle before intercepting any other bombers. (this prevents fighters from making a tight circle, tagging every bomber.) Bombers that lose their bomb return to base to pick up a new bomb.

A bomber that enters London air space without being intercepted can drop his payload and return to base for another run.

Play until 10 or 20 bombs have hit London or 10 minutes have elapsed. Then, switch sides and see which team best saves London.



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Scramble

Intended for:All Scouts
Required:large rubber kickball
Preparation:Mark locations for each patrol leader to stand.
Instructions:Each patrol leader stands at his patrol's goal mark, spread out around the play area. His patrol stands with him.
The ball is placed in the center of the play area.

On "GO", everyone but the patrol leaders scramble for the ball.
When a scout has the ball, he can not move his feet - he can only through it to a teammate.
A goal is scored when a scout throws the ball to his patrol leader who catches it cleanly in the air.
Then the ball is placed in the center again and all patrols except the one that scored can scramble for it. Once the ball is in play, that last patrol can join the scramble.

Play continues if the ball is dropped, intercepted, or taken. The only rule you might need is to limit rough contact.

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Secret Message Relay

Intended for:All Scouts
Instructions:The idea is to accurately relay a message back and forth between team members as fast as possible.

Mark a race course, such as around the building, out to a tree and back, or whatever is convenient.

One scout from each team gets ready on the starting line. The other members stand off to one side, out of the way and at least 15 yards from the starting line so they can not hear conversations.

The leader from each team gathers by the game leader, out of hearing of all other scouts. The game leader tells them a secret message, such as "Everyone knows it snows when the wind blows."

On "GO" signal, each team leader runs to his first teammate waiting at the starting line and tells him the secret message. The leader steps off the course to the side opposite all the waiting scouts to prevent accidentally passing the message ahead.

While the scout is running the course, the next teammate gets ready at the starting line. The message is passed through each scout until it reaches the last one. He runs the course, passes the finish line, and then runs to tell the game leader the message.

The first team, or the most accurate message, wins.

Some members may need to run around the course twice to even out team numbers. Or, some may sit out, but that is not recommended.

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Sentry Post

Intended for:Cub Scouts
Required:2 chairs
2 blindfolds or kerchiefs
Instructions:The prize goes to the quietest team in this game.
Divide into two teams.
Set up two chairs about seven feet apart, facing each other. These are the sentry posts. One blindfolded scout from each team is a sentry and sits in a chair. The two teams of spies stand at the starting line about 20 feet from the imaginary line between the two chairs.
The leader points to the first scout in line of one of the teams. That scout sneaks between the sentries to the finish line about 20 feet past the sentries. If a sentry hears a spy sneaking by, he points to where he thinks the spy is.

Scoring:
  • If a spy makes it to the finish line without being detected, his team gets 2 points.
  • If a sentry is first to detect a spy by correctly pointing at him, his team receives 1 point.
  • If the spy is on the opposing team, the sentry receives a bonus point.


The leader should not always alternate between the two teams - sometimes point to the same team twice in a row. The sentries should always try to detect a spy because they don't know which team it is from.


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Shark!

Intended for:All Scouts
Required:large, old blanket for each team
Instructions:Mark off the start and finish lines or use a gym and run to the far wall and back.
Give each team a blanket which is their lifeboat where they are safe from shark attack.
The teams need to race 'swim' to the finish line.
When the leader yells, 'SHARK!', everyone needs to get on the lifeboat as quickly as possible and stay there until the leader yells, 'ALL CLEAR!'

Score 1 point for the first team completely on their lifeboat and 3 points for the team that reaches the finish first.
Play a few rounds until the teams are tired out.

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Shoot Out

Intended for:All Scouts
Required:1 plastic bottle, piece of lumber, or safe item to stand on end for each scout.
a dozen or so stones for each scout.
Notes:This game gives larger patrols an advantage, but other patrols can even the odds through cooperation.
Instructions:Each patrol stands up a bottle representing each scout in a line. This should create a long line of bottles with a bit of space between each grouping.
All scouts take position on the firing line about 10 or 20 yards from the bottles.
On the 'FIRE' signal, everyone throws stones trying to knock down bottles representing scouts in other patrols. When a bottle is knocked down, a member from that patrol must step away from the firing line and sit down - killed in action. But, he can leave his stones for remaining teammates.

The last patrol with bottles standing wins. Or, the most bottles left when all stones are thrown.



After playing once or twice, patrols may form alliances to take out the best patrol early. Other strategies may be used as well.

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Shopping Cart

Intended for:Cub Scouts
Required:6 to 10 scouts.
Notes:You may find it goes better by using physical 'points' such as squares of paper or pennies.
Instructions:Group sits in a circle. Every scout has 5 points. One scout is sent out of the room and the others decide what this scout is to be.
When he comes back, he asks each scout in turn, "What is in my shopping cart?"
Each scout names some item this person would need.
For example, if they chose a Fireman, he would need a hose, helmet, axe, gasmask, ...
As soon as the guesser thinks he knows the answer, he can choose to take a guess. If he is incorrect, the last scout that gave a clue gets one of his points. If he is correct, he keeps his remaining points, sits down, and another scout becomes the guesser.
The guesser MUST take a guess after having gone around the circle one time getting clues. Then, he must guess after every 2 clues after that, at a minimum.
After everyone has been a guesser, the one with the most points is the winner.

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Silly Olympics

Intended for:Cub Scouts
Instructions:Run these Olympics with one scout from each team coming forward to compete in each event, or the entire team for group events.

Bean Toss: each scout gets 10 beans and tries to throw them, one at a time, into a quart jar from a chalkline on the floor.

Footrace: Have each team line up with feet touching each other, heel to toe. The team with the greatest total foot length wins.

Cracker Whistle: Everyone chews 3 crackers and the first to whistle wins.

Weight Lifting: Everyone lines up against a bare wall with their backs against it. Walk your feet out from the wall and bend your knees and waist so you are in a sitting position with back flat against the wall, thighs parallel to floor, and hands on thighs. Last scout to remain in this position without lifting a foot or touching the wall or floor with other body part is the winner.

Block Push: On hands and knees, scouts push a small block or other rectangular item across the floor with their nose. Can be done as a relay.

Olympic Torch Lighting: Set up a row of 20 or 30 small tea candles. At one end, have a box of matches. A scout lights a match and sees how many candles he can light with that one match before it goes out.

Torch Run: Each scout has a lighted candle in hand. The first to complete a course while keeping their candle lit wins.

Paper Discus: Each scout throws a plain paper plate as far as he can. The plate can not be deformed, crushed, or folded.

Javelin: Each scout throws a plastic straw as far as he can. Nothing can be put in the straw and it can not be deformed.

Shotput: Each scout 'puts' a rolled up sock as far as he can.

Whistle Marathon: Time how long each scout can hold a single whistled note on one breath.

Biathlon: Teams line up and every scout has 3 pebbles. One at a time, members on a team run 20 yards to a line 10 feet from a target. They throw each pebble at the target and return to team. Each hit counts 1 point. First team to complete gets a bonus point for each member.

Gymnastics: Each scout splits his legs as far apart as he can. Tally the distances between big toes for each scout on a team. Each scout sits with legs straight out in front and bends over towards his feet. Tally the distances between head and toes. Subtract 2nd tally from 1st to determine winning team.

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Sitting Ducks

Intended for:All Scouts, Boy Scouts
Required:rubber ball or nerf ball for 1/2 the scouts
Preparation:mark two parallel lines 10 to 20 yards apart, depending on type of balls.
Instructions:Split the group in half.
Each team lines up facing the other on the start lines.
A leader is chosen for each team - oldest, tallest, shortest, whatever you want as long as a new leader can easily be selected through the game.
Flip a coin to determine which team starts.
The coin toss winners start with the balls.

Teams take turns throwing balls and being targets.
When the leader of the Target team yells FIRE, the Throwing team all let loose their balls trying to hit the targets. Any scout hit is out of the game.

Once a volley is thrown, the roles are reversed with the Target team leader yelling FIRE when his team is ready.

If a team leader is out, the next scout in age or height or ... takes over as leader.

The team with the last scout standing wins.

Variations:
  • If Targets catch a ball, the thrower is out.
  • When FIRE is yelled, targets can run away from the line and dodge around, or their feet can not move, or they must squat down and cover their face with hands, or ...
  • A Thrower that hits a Target above the shoulders is out.



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Slap Clap Snap

Intended for:Cub Scouts
Instructions:Scouts sit in a semi-circle line facing in.
Number off each scout around the circle.
Start a rhythm of slap knees, clap hands, snap fingers - slap, clap, snap, slap, clap, snap, ...
Scout #1 starts and on the 'snap' of the rhythm, he calls out a number.
The scout with the called number calls out another number on the next 'snap' of the rhythm.
If a scout fails to call a number on his turn, or calls a non-existent number, or calls the number before or after the 'snap', goes to the end of the line and gets assigned the highest number. All other scouts move up to fill in his old spot and move up a number.
The object is to reach the #1 spot and stay there to be the champion Slap, Clap, Snapper.

Make it more difficult by requiring that the previous number called can not be called on the next turn. So, you could not call 3, 5, 3.


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Smile Toss

Intended for:Cub Scouts
Instructions:Everyone sits in a circle. Leader says to maintain a serious expression unless you have caught the smile being tossed around.
The leader smiles, then wipes the smile from his face into his hand and tosses it to a scout in the circle, calling the scout's name as he does so. The "smile" catcher must put on the smile, wear it for a moment, then "wipe" it off and toss it to another scout, calling his name. The scout who does not wipe the smile completely off, or smiles out of turn, must stand up. Since smiling is contagious, the entire group will soon be standing... as well as smiling.

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Smugglers

Intended for:All Scouts
Required:small jewel or treasure that can be carried in one hand.
Preparation:Define the play area depending on number of scouts. A 1/2 football field size for 30 scouts is about right.
Instructions:Divide into two teams - the Smugglers and the Coast Guard.
The jewel is given to one member of the Smugglers. The Smugglers go to one end of the play area while the Coast Guard go to the other.
The smugglers can move the jewel from scout to scout as often as they like. The jewel must only be held in a hand, not concealed any other way.

The Coast Guard chase the Smugglers trying to tag them. When a smuggler is tagged, he must immediately stop and show both open hands. He must then sit and wait for the round to end. When the smuggler with the jewel is tagged, a new round is started with teams switching sides.

The leader can time each round to determine which Coast Guard team recovers the jewel fastest.

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Soda Bowling

Intended for:Cub Scouts
Required:10 1 liter plastic soda or water bottles
2 softballs or similar size ball
tape
Preparation:Mark 10 spots with tape where the pins (bottles) are to be set up.
Mark a foul line about 10-15 feet away.
Set up the pins.
Instructions:Each scout rolls the two balls at the pins, gaining points for himself or his team for those knocked down.

Optional:
  • Have each scout decorate a bottle or two with markers before playing.
  • Put coloring book pictures or other character pictures on cardstock, cut them out, color, and tape on bottles.

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Spaghetti Stretch

Intended for:All Scouts
Required:Box of thin spaghetti noodles for each patrol. Or enough for at least 10 per scout. 
A long tape measure or rope.
Notes:Run this game on a large flat surface. 
Could be played inside as long as a good clean-up is done right away.
Instructions:Mark start line.
Each patrol lines up at their start line.
On 'GO' signal, first scout in line takes one spaghetti noodle out of box, passes the box to next scout, and lays noodle down touching the start line. He then tags the next scout in line and goes to the back of his line.
Repeat for each scout.
As the line of noodles gets longer, the scout has to run out further.

It is a good idea to have an impartial judge for each patrol to accept the placement of noodles - each noodle should touch the one before it.

When time is called, judges measure the spaghetti stretches to determine the winner.

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Sponge Relay

Intended for:All Scouts
Required:Per team:
- 2 buckets
- 1 sponge
Preparation:Fill one bucket per team with water and put the 2 sponges in it.
Place the other bucket about 30 feet away.
Instructions:Scouts line up single file at their bucket that contains water.
On 'Go' signal, first scout in line takes a sponge full of water and races to the empty bucket. He squeezes the water out and runs back and hands the sponge off to the next scout.

First team to empty their starting bucket receives 5 points.
Team with the most water in their ending bucket when all have finished receives 5 points.

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Spud
A Favorite Game

Intended for:All Scouts
Required:any soft ball that won't hurt when it hits someone
Notes:This has been a favorite for a long time.
Instructions:Every scout is assigned a number from 1 to the number of players.
Players form a close circle with one scout in the center who has the ball.
The scout throws the ball straight up as high as he can and yells out a number.
Everyone scatters except the scout whose number was called. He catches or picks up the ball. As soon as he has the ball, he yells "SPUD" and everyone must freeze.
The scout with the ball can then take up to 3 giant steps towards any scout he wants. He then throws the ball at the scout. The target scout can move all parts of his body to dodge the throw - except his feet.
If the scout is hit, he gets S otherwise the thrower gets S.
Everyone gets back in a circle and whichever scout received a letter gets to throw the ball up for the next round.
When a scout reaches S-P-U-D, he is out of the game. Or, after a set time, the person with the least letters is the winner.

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Staff Stories

Intended for:All Scouts
Required:Staff or broomstick for each scout.
Could use neckerchiefs instead.
Instructions:Everyone stands in a circle shoulder-to-shoulder facing inward.
With right hand, hold staff standing on end on the ground.
The leader proceeds to tell a story. Whenever the word RIGHT is mentioned, people let go of their staffs and reach to catch the staff to their RIGHT. Whenever LEFT is mentioned, go to the LEFT.
If a staff hits the ground, the scout that was to catch it is out.
Continue until only one scout remains.


Alternative: hold neckerchiefs straight out at should height and drop them when LEFT or RIGHT are mentioned.
Alternative 2: Everyone sits cross-legged with their neckerchief on the ground in front of them. When LEFT or RIGHT are mentioned, a scout grabs the neckerchief to his LEFT or RIGHT and then grabs his own xneckerchief with the same hand. If he can grab it before his neighbor does, his neighbor is out. This gives people more time to react and stay in the game.



Sample Story: Once upon a time, a scout LEFT his home.
He wanted to see the world and make a fortune. As he was walking, he met a young girl washing clothes RIGHT beside a stream.
He could tell she was very nice, RIGHT away.
He told her he had LEFT his home.
And was setting off to see the world. She asked if she could come with him. When he said 'Yes', she LEFT her clothes behind.
They walked the rest of the morning until they came to a fork in the road. The scout decided to turn LEFT.
But, the girl went RIGHT.
And, they never saw each other again.
The End.

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Stalking Antelope

Intended for:Cub Scouts
Required:2 blindfolds
Instructions:All scouts form a large circle.
2 scouts are blindfolded and placed inside the circle. One is the antelope and one is the stalker.
On 'Go' signal, the stalker tries to tag the antelope.
The scouts in the circle protect the two blindfolded scouts from leaving the play area. They also have 2 sounds to help the stalker:
  1. Make the sound of wind blowing when the stalker is far away from the antelope.
  2. Make the sound of a light whistle or tongue clicking (if some scouts can't whistle) as he gets closer to the antelope.


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Steal the Bacon

Intended for:All Scouts
Required:2 or the small objects to take.
Instructions:Split group in half.
Number scouts off on each team.
Draw a goal line for each team about 20 feet apart.
Place the 'bacon' object at the center of the play area.

Leader calls out a number and the scout with that number on each team runs out to steal the bacon and bring it home.

If the scout gets the bacon home without being tagged, his team gets a point.
If the other scout tags the scout with the bacon before he gets home, his team gets a point.

Can call multiple numbers to have multiple players from each team active.
Can have multiple bacons if using multiple players at once.

Alternatives:
  • Have a staff for each team and use a beanbag for the bacon. When a scout is called, he grabs the staff and uses it to sweep the beanbag home.
  • True/False. Have a red and a blue bacon, one for true and one for false. Call out the number and then ask a true/false question. The scouts should retrieve the correct bacon. If a scout returns with the wrong one or tags the scout with the wrong one, then his team loses a point.
  • Using the True/False, just go down the line asking questions instead of calling out numbers.


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Steal the Treasure

Intended for:All Scouts
Required:beanbag, bandana, pinecone, any item to use as treasure
Instructions:Draw a 15 foot diameter circle or make a circle from a 50 foot rope.
One scout is IT standing in the center of the circle over his treasure and guarding it from all the thieves attempting to take it.
The thieves all stay outside the circle.
Thieves dart into the circle and attempt to steal the treasure.
If IT tags them while inside the circle, they are OUT until the next round.
If a thief grabs the treasure and makes it out of the circle with it in his hand, he wins the round and becomes IT.
If a thief moves the treasure but gets tagged, IT can move the treasure back to the center but other than that can not touch it.

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String Seek

Intended for:All Scouts
Required:about 300 feet of string.
Instructions:Cut about 100 pieces of string of different lengths - from 6 inches to several feet long.
Hide each piece of string before scouts arrive.

Stand in patrols.
Explain that you've hidden pieces of string, pointing out a couple of obvious ones.
The object of the game is for each patrol to find and tie together all the strings they can, to create the longest string.

The patrol with the longest string when time is called is the winner.

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Submarine Maneuvers

Intended for:All Scouts
Instructions:One patrol leader is the commander of his submarines. His job is to navigate as many subs as he can through a mine field in a set amount of time - 5 minutes per patrol is a good starting point.
The opposing patrol leader sets up and manages his mine field to blow up the subs.

Lay out a start line and finish line with the minefield between the two. The 'Mine' patrol leader tells each mine where to stand in the minefield. Then, each mine puts on a blindfold. The patrol leader stands at the starting line to shout directions as needed.

All submarines stand at the starting line. Their patrol leader is at the finish line.
The first submarine puts on a blindfold and listens to his patrol leader's directions.

As the submarine is navigated through the mines, the 'Mine' patrol leader can tell specific mines to reach forward, back, left, or right to touch a sub. The mines can not move their feet.

When a sub is touched, it is destroyed, but the mine is still active. A destroyed sub removes his blindfold and leaves the game field.

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Swat to the Gap

Intended for:All Scouts
Required:rolled up newspaper
Notes:just for rough fun, no scoring.
Make sure there are no head shots or overly rough hits.
Instructions:Scouts form big circle facing inward with eyes closed and hands behind backs.
One scout walks around and places rolled newspaper in the hands of a scout.
Scout thumps with newspaper on back and shoulders of scout to his right as he chases him around the circle back to the 'gap' where he started. The scout that gave away the newspaper fills 1/2 the gap left by the two running scouts.
When the run is completed, the scout with newspaper places it in the hands of someone else around the circle to repeat the process.

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Sweets Relay

Intended for:All Scouts
Required:for each patrol:
pitcher of Sprite
impartial referee

for each scout:
mini candy bar
bubblegum ball
potato chip
balloon
dixie cup
Instructions:Set a pile of balloons, bubblegum, candybars, crackers, dixie cups, and pitcher of soda for each team about 30-40 feet from start line.
Have each patrol line up at start line.
On 'GO', first person from each team runs to his pile of stuff and does the following in any order he prefers:
  • drink a full cup of soda
  • eat a candybar
  • eat a potato chip
  • blow up a balloon
  • blow a bubble at least 1 inch wide
  • show the referee that his mouth is empty

Then, the scout runs back to tag the next scout in line.
First patrol through all scouts wins.


Of course, any foods and tasks can be used: a Frozen Relay with the tasks of eating a scoop of ice cream, an ice cube, and a popsicle; a Soda Relay with 5 different pitchers of pop; a Chips Relay with Fritos, Cheese Puffs, and potato chips.

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T-Shirt Relay
A Favorite Game

Intended for:Cub Scouts
Required:1 extra large t-shirt for each team.
A judge for each team.
Notes:The judge should make sure the shirt is pulled all the way down on each scout and no short-cuts are taken in the heat of competition.
This works on teamwork and everyone is involved the whole time.
Instructions:Teams line up in single file.
The shirt is given to the first scout in each line.
On 'Go' signal, the scout puts the shirt on and then holds hands with the next scout in line, facing the scout.
All the other scouts work the shirt from one scout to the next so he is wearing it. He then turns and holds hands with the next scout, and so on.

Teams need to have the same number of players or some need to put the shirt on twice.

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Tail Grab

Intended for:All Scouts
Required:kerchiefs or bandanas
tokens
Preparation:Define a play area depending on size of group.
Give each scout a token such as a penny or bean.
Each scout puts his kerchief hanging out the back of his pants waist band or belt loop.
Instructions:Scouts spread out around the playing area.
On 'Go' signal, each scout tries to take the tail from another scout while protecting his own tail.
Once a scout has a tail in hand, he is 'safe' while he exchanges the tail for all of the scout's tokens. The scout that lost his tail takes his tail back and leaves the game. Once the exchange is made, the scout with tokens is fair game.
The winner is the scout with the most tokens when time is called.
Try different time limits of 2, 3, 5 minutes.

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Thiefs

Intended for:All Scouts
Required:seven coins, stones, pinecones, or whatever
Instructions:Place the seven items in the center of the play area.
At each corner of the play area, draw a base - one for each of four teams.
Divide scouts into four teams.
Number each scout on each team.

When a number is called, that scout from each team runs to the center and retrieves only one item. He returns it to his base.
He then runs back to the center to retrieve one more item, or runs to an opposing team's base to steal one item.

Scouts continue to take items from opponents until a team has three items in their base. That scores one point and the round is over.

A player can hold only one item at a time.
A player may not throw or toss an item - it must be set in his base.

Play to a certain score or time limit.

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Three-Way Soccer

Intended for:All Scouts
Location:This Game should be done Outside.
Required:3 soccer balls
6 cones to mark goals
Instructions:Divide scouts into three groups, using patrols if possible.
Lay out play area in the shape of a triangle with equal sides. If you use a football field, the goal line can be one side and the opposite corner would be the center of the 45 yard line.
Mark three goals, one in the center of each side.
Place the three soccer balls in the center of the field.
Scouts from each team can be any place on the field.

On 'GO', scouts try to kick the balls through either opponent's goal while protecting their own.
One point is awarded to the team that scores a goal.
One point is subtracted from the team on which a goal is scored.
When a goal is scored, that ball stays out of play.
When all three balls are out of play, a break occurs and the balls are placed back in the center of the field.

Patrols that are losing can gang up on a dominant patrol.

Rather than using only feet, you can relax the rules and allow throwing of the balls.

Playing with rubber or Nerf balls indoors also works.



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Through the Tunnel

Intended for:All Scouts
Required:ball for each patrol
Instructions:Each patrol lines up in single file with their legs spread two or three feet apart.
Ball starts in the hands of the first scout in line.
On 'GO', the ball is sent down the tunnel between the legs of each scout to the last scout in line. It can be helped along the way by anyone, but it needs to pass through the legs of each scout.
The last scout picks up the ball and runs to the front of the patrol line and sends the ball through the tunnel again.

The first patrol having the first scout back at the front of the line, wins.

You may need to have some scouts go twice to even out the number of trips through the tunnel.
You may add a rule that causes the ball to start its trip through the tunnel from the beginning again if it breaks out of the tunnel.


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Tin Can Relay

Intended for:All Scouts
Required:2 coffee cans per patrol.
1 of each item for each patrol: string, stick, button, stone, feather, kerchief, ...
Notes:Mental recollection, physical quickness.
Instructions:Have each patrol line up with 5 feet between members.
Starting at patrol leader, each scout counts off so every patrol has a '1', a '2', and so on.
Place an empty coffee can 5 feet behind the last member of each patrol.
Place the other coffee can containing one of each item 5 feet in front of the patrol leader.

The game leader calls out an item name and a number. The scout with that number from each patrol runs to his patrol's can containing the item, takes the item to the other can, and then returns to his position. First one back, gains 1 point for his patrol.

At the start, all items are in the front can, but as items are called, the scouts need to remember in which can the item lays.

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Toe Fencing

Intended for:All Scouts
Instructions:To Play: Grasp hands with your opponent and attempt to tap the top of his toes with your toes.
The first to make three hits is the winner.

For a competition:

Pair up with a scout from a different patrol.
All pairs line up facing each other across the center of the room. It is better if teammates are far apart from each other to increase the chances for their patrol to win.
Determine which side of the room is the Winners bracket and which is the Consolation bracket.

The winner of each contest advances to the Winners bracket and the loser advances to the Consolation bracket.

When two contestants are available at a level in a bracket, they have another contest. The winner advances another level, while the loser is out.

This should wind up with a Winner and a Consolation winner.


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Train Race

Intended for:Cub Scouts
Instructions:Place two cones about 40 feet apart.
The leader of each patrol stands on the starting line marked beside one cone. All of his teammates line up behind him, grabbing the beltloops or waist of the scout ahead of him, making a train.
On 'GO', all teams run out and around the far cone and back. When a team reaches the starting cone, the caboose drops off.
Teams continue running around the course, dropping the last scout, until the final scout runs a lap and reaches the finish.
If someone lets go during the race, that patrol is either out or can reassemble and start over - whichever you decide.

This can be introduced differently to match your theme. The teams can be rockets orbiting two stars and dropping spent fuel, or trains dropping off their caboose, or lizards losing their tails, or centipedes, truck trailers, river barges, or whatever.


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Trash Ball

Intended for:All Scouts
Required:a wastebasket
1 or 2 tennis balls, nerf balls, or similar
Instructions:Everyone stands in a circle around the wastebasket, facing inward.
A scout tries to make a basket.
If he makes a basket, his patrol gets 1 point.
If he misses, his patrol loses 3 points. But, he can get those three points back by immediately doing 3 sit-ups, 3 push-ups, or running 1 lap around the circle of scouts.
First patrol to a specified score is the winner.


You might want to use 2 balls for a larger group.

An unbiased leader by the wastebasket could help retrieve the ball and toss it to the next scout.


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Treasure of the Blind

Intended for:Cub Scouts
Required:6 to 12 scouts.
blind fold.
treasure object.
Notes:All the scouts around the circle need to be quiet. Since this is a tall order, do not plan on playing the game for more than 8 or 10 minutes.
Instructions:Group sits in a circle with one member sitting blindfolded in the center - he is the Blind King. His legs are straight out in front of him in a V with his treasure between them. His hands are on the floor at his sides.
The game leader points to one scout in the circle and his job is to silently creep up and steal the treasure without the blind king hearing him.
If the blind king hears the thief, he points at him. If correct, then the thief must stand, bow, and return to his place in the circle. If incorrect, the blind king loses a point. If the blind king loses 4 points, the current thief becomes the blind king.
If a thief succeeds in stealing the treasure and returning to the circle edge, he becomes the new blind king.

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Tribble Hunt

Intended for:Cub Scouts
Location:This Game should be done Outside.
Required:100 to 200 crumpled balls of paper
1 large balloon
large paper shopping bag for each patrol
Preparation:Save junk mail and used printer paper until you have 200 sheets.
Crumple each sheet into a 2 or 3 inch ball. Using colored paper might be more fun.
Distribute the paper across the wide play area. Hide the balloon especially well.
Notes:Best played in an area with tall grass, bushes, and trees rather than a mowed yard. Be sure it's ok to trample the area.
Instructions:Last night, the tribbles invaded. They are all over the place and will continue to replicate unless we capture them all. We especially need to find and capture the King Tribble.

In patrols, or pairs, scouts hunt for tribbles. The patrol that collects the most by the end of play time, wins.
An extra reward for whoever brings in the King Tribble.


Use your imagination to change the theme of this 'easter egg hunt' - space alien eggs, litterbug eggs, use yellow paper for gold nuggets, ...

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Turtle Soccer

Intended for:All Scouts
Required:soccer or volley ball or nerf ball
Instructions:Everyone stands in a circle facing inward with feet spread more than shoulder width apart. Outside of foot should touch outside of neighbor's foot. Legs must be kept straight during gameplay.

Between your legs is your goal to protect. You can use your hands to bat the ball away from your goal and into another scout's goal. You can not hold or throw the ball.

If the ball goes between your legs, you must put one hand behind your back and now only use one hand for guarding your goal.

If the ball goes between your legs again, you are out of the game and the circle adjusts to fill in your gap.

Play until there are only 2 scouts left or have them play directly across from each other.

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Ultimate Frisbee

Intended for:All Scouts
Required:frisbee - use a flexible throwing frisbee rather than a hard, sharp-edged disc golf frisbee.
football or soccer field.
Instructions:Divide into two teams.

The game is much like football.
Teams line up on their own 20 or 30 yard line. One team kicks off to the other by throwing the frisbee as far down the field as they can. The receiving team now has control of the frisbee.

When a team has control of the frisbee, they pass it from scout to scout working it up the field to cross the goal line and score.

A scout must stop as soon as he has the frisbee - no running with it.

A turn-over occurs if an opposing team member intercepts the frisbee or whenever the frisbee hits the ground. This can cause confusion for players new to the game. If a scout throws the frisbee and it is not caught, it is immediately controlled by the other team going the other direction. Knocking the frisbee down is just as good as intercepting it by a defender. If a defender tries to intercept, but drops it, it is still a turn-over and his team now controls the frisbee.

There is no contact allowed and when a scout has the frisbee, all scouts must give him an arm's length of space so he can throw.

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Vegetable Olympics

Intended for:Cub Scouts
Location:This Game should be done Inside.
Required:1 baking pan
For each patrol:
1 potato
1 cup dried kidney or pinto beans
10 baby carrots
2 stalks celery
20 round toothpicks
5 plastic cups
15 foot string
1 fork
sheet of paper and pencil
Instructions:Collection of vegetable-related games for winter indoor meeting fun.

Bean Planting Relay
Lay out a 15 foot string for each patrol. Every 3 feet along the string, set a plastic or dixie cup.

Each scout walks heel-to-toe following a string stretched across the floor.
Every 3 feet, there is a plastic cup into which he must try to drop one bean without bending over.
When he reaches the end, he turns around and repeats the bean planting back to his patrol.
Then, the next in turn goes.
First patrol finished gets points. Patrol with the most successfully planted beans gets points.



Potato Piercing
Make a circle for each patrol using the 15 foot string.
Each patrol gathers outside its circle.
Each patrol leader is given a fork and potato.
On 'GO', he steps into the circle.
He tosses the potato into the air and catches it on the fork tines.
He removes the potato, steps out of the circle, and hands it and the fork to the next scout in line.



Rabbit Feed
Put all the baby carrots on a baking pan - the feeding tray.
Patrols line up about 15 feet from feeding tray.
On 'GO', first in each line hops to feeding tray and grabs a carrot.
He holds the carrot between his front teeth and hops back to tag the next in line.
Once a scout is back, and done racing, he can eat the carrot.



Mr. Potato Head
Using the potatos full of fork holes, the toothpicks, dried beans, and celery, each patrol creates a potato person or animal.
The beans can be pushed into the potato to make a face and the celery can be attached with toothpicks.
Let them use a marker or other items, if desired.



Vegetable Alphabet
Give each patrol a paper and pencil.
In a set time, each patrol tries to come up with a vegetable name for each letter of the alphabet, such as artichoke, brocolli, cauliflower, daikon, eggplant, ...

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Water Balloon Volleyball

Intended for:All Scouts
Location:This Game should be done Outside.
Required:25-50 small water balloons.
Volleyball or Badmitton net
Enough beach towels for every two participants.
Preparation:Fill ballons and tie. Use a 5-gallon bucket or a plastic laundry basket to carry.
Instructions:Divide the group into even teams. Each side should have at least one pair of players.
Each pair should hold two corners of a towel on the short side.
The Judge will place a water balloon into the towel of the serving team. The servers will pull back on the towel and throw the water balloon over the net to the opposing team. The other team will try to catch and then throw the balloon over the net to the other side.
Score as you would a volleyball game or based on water balloons broken per side.

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Water Transport

Intended for:All Scouts
Required:For each patrol:
1 pitcher of water
1 empty bucket
50-foot string
paper cup
6x6 square board or cardboard
Preparation:Poke or drill two holes in the board - at opposite corners.
Tie each end of the string through a hole.
Place cup on board.
Fill pitchers with equal amounts of water.
Instructions:This works well in the parking lot where you meet.
The goal is to transport water quickly across a wasteland, without spilling.
You may need a scale to measure the water accurately.

Draw two lines, about 23 feet apart.
For each patrol, place the empty bucket and board with cup on one line and stretch the string loop out to the other line. Place the pitcher of water at the line opposite the board.

Each patrol is divided in half.
One half of each patrol goes to each line.
On "GO", the board is pulled to the pitcher, filled with water, and pulled back where it is emptied into the bucket.
Do this 3 times.

Award points for fastest finish and for least water lost. Something like 5, 3, 1 points for 1st, 2nd, 3rd place.

Keep tally of the points for 3 rounds to find the winner.


If the cup falls off, someone retrieves it and the board goes back to the line from which it just left to start again, even if it is empty.

The edge of the board must cross the line before retrieving the water or refilling the cup.

You may add rules about switching roles or other specifics.


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We Like ... But We Don't Like ...

Intended for:All Scouts
Instructions:Someone starts by thinking of a rule to follow, such as [We like everything that does not start with the letter 'S'].
Then, he says "We Like Winter but we don't like Summer."
"We like Mindy but we don't like Suzy."
"We like Acting but we don't like Skits."
He keeps coming up with more statements until someone wants to come up with a statement they believe follows the rule. If the statement is correct, the leader tells them it is and they can continue to come up with more.
It's possible that they were just lucky or are thinking of a different rule, so the leader has to verify every statement made by others.
When everyone has guessed the rule or has given up, have a new leader do a round with a different rule.

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Wheel Relay

Intended for:Cub Scouts
Required:1 pinecone, rock, beanbag, or tennis ball per patrol
Instructions:Each patrol leader stands next to a central tree (or chair if inside). He places his left hand on the tree and holds a pinecone in his right hand.
Each patrol lines up behind their leader, facing the center. This should create a star shape of patrol lines. Imagine these are spokes of a wheel - you might even scratch a circle in the dirt around the patrols.

On "GO" signal, every patrol leader runs down the right-hand side of their patrol line, then turns clockwise. He runs all the way around the wheel and back to the end of his line.
While he is doing this, the rest of his patrol step toward the center so the first in line has his hand on the tree.
When the runner reaches his patrol line, he passes the pinecone scout to scout up to the first in line who has his hand on the tree. Once he has the pinecone, he runs the loop.

First patrol to get their leader back to the tree, wins.

You might have some scouts run twice to even out the patrols.

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Wheelbarrow Race

Intended for:Cub Scouts
Instructions:Define a start line and turn-around point about 30 feet away.
Break scouts into pairs.
On 'GO', one scout gets into the Push-Up position with his legs spread about shoulder-width apart.
His partner stand between his spread feet, picks up his ankles, and lifts his legs up.
The pair walk to the turn-around point - one walking on his hands, the other on his feet.
At the turn-around, they switch positions and walk back.


You may play patrols against each other.
When the pair reaches the turn-around, they both stand up and run back.
Then, the "wheelbarrow" person becomes the lifter of the next wheelbarrow.
Repeating this through the entire patrol.

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Who's Got The Ball?

Intended for:Cub Scouts
Required:tennis ball
Notes:Good pre-opening game while scouts arrive.
Instructions:One scout is IT and he stands in front of the group with his back to them.
IT tosses the ball backwards over his head to the group.
Whichever scout catches the ball, holds it behind his back. All other scouts pretend to hold the ball behind their backs.
When scouts are ready, they all shout, "Hey, Hey, Who's got the ball?"
IT turns around and has 2 or 3 guesses to find out who has it, depending on group size. If he guesses correctly, he remains IT. Otherwise, the scout with the ball becomes IT.


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Who's Missing?

Intended for:Cub Scouts
Instructions:People cover their eyes and slowly walk around the room.
The leader taps one person on the shoulder and he uncovers his eyes and silently leaves the room.
At the leader's signal, the other people stop walking, uncover their eyes, and guess who is missing.
First one to guess correctly wins.

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Wink

Intended for:Cub Scouts
Instructions:Everyone sits down with eyes closed and the leader wanders through the group. The leader taps one scout on the shoulder to indicate he is the killer.

The leader tells everyone to stand up and the game is under way.

Everyone walks around the play area trying to find the killer.

The killer tries to kill everyone by carefully winking at a scout when he has their eye contact. He does not want anyone else to see him wink.

If a scout is winked at, he does a great theatrical death scene within 5 seconds of being winked at.

If a scout thinks he knows who the killer is, he points at him and says, 'I accuse __Johnny__!' If he is correct, he wins. Otherwise, both he and Johnny are dead.


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Work Up

Intended for:All Scouts
Location:This Game should be done Outside.
Required:baseball gear
Preparation:lay out a baseball diamond in a field
Instructions:Work Up is a sandlot baseball game when you have too few scouts for two teams. Three batters, catcher, pitcher, first, second, third, and two outfielders means you need 10 scouts. But, you can drop second base and a batter and then catcher if needed, or add another batter, shortstop, and center field if you have more.

As long as the three batters get hits and work their way around the bases without getting put out, they continue to bat. When a batter is out, he moves to right field and all fielders 'work up' to the next position with the catcher becoming a batter.

If a fielder catches a fly, he switches spots with the batter that hit it.
If a batter gets some set number or runs, he moves to right field just to keep things moving.

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Yanks and Rebels

Intended for:All Scouts
Preparation:Define a playing area the size of a basketball court or half that size.
Notes:This is much like "Giant, Wizard, Elf" but has a game leader that can help bring a close to the game if time runs low.
Instructions:Divide in 2 teams, one at each endzone.
One team is the YANKS and the other is the REBELS.

The game leader gives out commands which the teams obey, such as "Yanks, 4 steps forward", "Rebels, 5 steps forward", "Yanks, 1 step back", ... This moves the teams closer together and heightens the suspense.
When the teams are close enough, the leader commands, "Yanks, ATTACK!" or "Rebels, ATTACK!" - whichever he wants.
One team must run back to their endzone while the other team tries to tag players. Anyone tagged joins the capturing team for the next round.


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Zip-Zap

Intended for:Cub Scouts
Notes:One additional rule you may need is that a new pointer may not immediately call on the old pointer to give him a chance.
Instructions:Sit in a circle with one scout standing in the center. When he points to someone and says "Zip!" the scout must give the name of the scout on his right before the pointer counts to ten. If the pointer says "Zap!" the scout must name the scout on his left. If he says "Zip!Zap!", he must name scouts on both sides. Anyone who gives the wrong name or is too slow becomes the pointer and the old pointer takes his place.

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