Flamingo Wrestling

Have pairs of participants join hands. Then each is to lift up (and keep up) one leg. With their hands joined, participants try to make the other somehow touch the floor. This needs to be monitored carefully so the boys don't hurt themselves.


There are two teams at opposite ends of the playing field (about 20 feet apart). One person in the middle is the crocodile. The teams number each player consecutively. The crocodile calls out a number and that numbered person from each line races across the river trying not to get tagged by the crocodile. If the crocodile manages to touch a runner, they exchange places and numbers.

Rattlesnake Tag

Arrange the players into a twenty-foot circle. Blindfold two players and put them at opposite sides inside the circle. One blindfolded player has a newspaper (club) and the other has a tin can filled with small stones (rattler). When the player with the club says "Rattle" the rattler must shake his can while trying to avoid getting swatted with the club. Let play continue for about one minute or until the snake is swatted. Then change players. Make sure everyone has a turn at both positions.

Animal Partners

Write the names of animals on cards - two cards for each animal. If there is an odd number of Cub Scouts, write one animal's name on three cards. There should be a card for every player. Shuffle the cards and hand them out. Each player reads his card to himself but keeps his identity a secret. Collect the cards. On signal, each player begins acting out the sounds, shape and typical movements of his animal, trying to attract his partner. There could be baying, croaking, screeching, strutting, flapping and leaping. Talking is prohibited. Game ends when each player finds his partner.

Bug Races

Draw a large circle on the driveway with sidewalk chalk. Let the boy catch a bug. Each boy places his bug close to the center of the circle. When the leader says go, all the boys release their bug. First but to crawl or jump out of the circle is the winner.

Caterpillar Race

Line up groups in single file. The first Cub Scout in each line places his hands on the ground. Each teammate behind him bends forward and grasps the ankles of the player in front of him. On signal, the columns move forward in this position. When the last player in the column crosses the finish line the team has completed the race, provided that their line is still intact. The first team to complete the race wins.

Critter Catching Contest

Divide the den into two teams. Give each boy in one team a balloon (not over-filled) to tie around his ankle. On the command "GO" the other team tries to stomp on the critters (pop the balloons) in a set amount of time. After that, the teams reverse.

Centipede Rope Race

Divide the den into two equal teams. Give each team a long rope. On "GO" each boy, in turn, ties the rope around his waist and then sits down. The first team to be completely seated wins.

Centipede Run

Divide the den into two teams. Again using a long rope, each boy ties it around his waist. Have the two teams race a distance. The first across the finish line wins.


Boys assume prone position, with body extended, face down, arms fully extended, with hands on floor and fingers spread. Holding the hands stationary, walk the feet up as close to hands as possible. Then, with feet stationary, walk hands forward to starting position. Repeat. Have a race for the fastest inchworm or see who can go farthest in six actions.

Turkey Hop

Bend the knees deeply and place the hands under the armpits for wings. Move forward by a series of little jumps. Move both feet at the same time. Keep the knees far apart. Land lightly on the toes. Keep the head high. Go across room and fly back. Use as a relay.

Crab Race

Materials: Hoops for each four boys
Jam teams of four boys into hula hoops-back to back. Race to a finish line. Boys must keep their hands outside of the hoop as they race.

Animal Charades

Charades is a great game -- indoors or out -- for toddlers or mixed age groups. Everyone sits in a semi-circle and, one at a time; each child is given the name of an animal to act out (without sound). You can simplify the game by saying -- this is a barnyard animal, an animal from Australia, or the zoo.

Birds Fly

All players stand with hands on hips. The leader stands in front, calling out the names of various animals and birds and saying that they fly. If the named animal/bird really does fly, the boys make flapping motions like wings with their arms. If a boy makes an error, he is eliminated from the game. The leader may try to confuse the players by flapping his arms for every named animal. Example: robins fly, pigs fly, ducks fly, hawks fly, horses fly, etc.


Divide the den into two teams, which line up relay fashion. In front of each team is a blackboard or large sheet of blank paper. On signal, the first boy on each team runs to a leader who whispers the name of an animal. The boy goes to the board and draws his animal. When his team members recognize the animal he draws, the next player runs to tell the leader. If correct, he is given the name of another animal to draw, If not, the first boy continues his drawing until his team guesses right. Continue until all players have had a chance to draw.

Animal Alphabet

Sides are chosen and the two captains sit about four feet apart, facing each other. The other players get as close to their captains as possible. One captain mentions an animal whose name starts with the letter “A” and then counts to 10. Before he reaches 10, the other captain must name another animal beginning with the same letter. This continues until neither can think of any more animals beginning with that letter, then they go on to “B”. The other players, on each team, help their captains think of names. When a team fails to give a word before the count of 10, or if they repeat a word already given, the opposing captain chooses a player from that side to join his team.

Animal Farm

Animal Farm is an excellent game to help people learn each others’ names. First, seat people in a circle. State your first name and the name of an animal that begins with the same letter as the first letter of your last name. Have the next person repeat what you said and add his own first name and a (Different animal that begins with the same letter as the first letter of his own last name. Go around the circle, each person stating the names and animals of the people before him, then adding his own name and animal. The challenge is to see who can remember everyone’s name and animal.

Animal Memory

Boys can play this game in teams or individually. Need 10 or more (The more you have, the more fun!) pictures of wild animals cut out and pasted to index cards. Lay the pictures out on a table ahead of time and cover with a towel. Uncover pictures and have boys look at the pictures for a set amount of time. Cover pictures again. Each boy needs to write down as many animals as he can remember. The boy with the most correct names, wins. OR, divide the boys into teams. Go from one team to another asking the team to give one team animal answer. If correct, their team stays in the game. If incorrect, they are out of the game. Keep going around to all the teams until only one team remains.

Animal Races

A variation of the relay race, this can be done by everyone walking like an animal. Hop like rabbits, gallop like horses, waddle like ducks—establish the type of animal before the race begins.

Jungle Animal Scramble

When everyone comes into Pack Meeting, give each person one name of a variety of five different kinds of jungle animals. Instruct them to keep it a secret. Then have everyone scatter and start making the noise of their animal, in the attempt of attracting the others of their kind. When you find others of your species, take their hands. Continue to make the noise until everyone is gathered together.

Animals on the Loose

Make up several index cards with the name of one jungle animal on each. Designate one boy as the game warden. All other boys are given one card. Make 2 parallel lines with string or chalk 20 feet apart. The warden stays in the middle with all animals behind one line. The warden patrols the line shouting out any animal names that he can think of. If a boy hears his animal name, he must run across the line to the other side without being tagged. If tagged, he must freeze. Other boys run around him when their animal name is called. If a boy makes it to the other side, give him a new animal card. Play continues until all boys are frozen. Last animal frozen is the new warden. If desired, warden can “lock” up the animal in a designated pen where the boys must act like their animal until the game is over.

Catch the Brachiosaurus’ Tail

Two single lines are formed with each boy’s hands on the shoulders of the boy in front, to form the brachiosaurus. Until the signal “GO” is given, the boys must remain in a straight line. The leader begins the countdown – “102030GO”. The “head” of each brachiosaurus then runs toward the tail of the other one, trying to catch the last man. The whole dinosaur must remain unbroken. If anyone lets go, the brachiosaurus’ body is broken and it dies (this might explain the TRUTH about extinction). Then, a new brachiosaurus must be formed, with the head becoming the tail and the next boy in line having a turn at being the head. If, however, the “head” player touches the tail, he may continue to be the head. Variation: Form one brachiosaurus and have it try to catch its OWN tail.

Dinosaur Stalking

One boy is the dinosaur and the other is the caveman. They are blindfolded and placed at opposite ends of a long table. At the signal to start, they begin to move around the table. The object of the caveman is to catch the dinosaur. Neither one may move away from the table. This is a fun game for spectators as well as for those who play.

Duck Fight

Opponents, facing each other, squat about 4 feet apart. Each one grasps both ankles with hands and tries to bump the other over or make his opponent release his hands.