Cub camp wide games




















Your mission is to guide your blind pilots safely back to base. The first Cub on the team is placed about 30 feet ahead of the rest of his team. ALL team members, including the leader, are blindfolded. The first team member must lead his teammates to him by talking to them, making some kind of noise, etc.

This gets harder with more teams attempting to land in the same play area. Rocket Relay. The teams line up with a chair at the head of each, facing away from the team. The chairs are 'launching pads' and the first Cub or 'rocket' stands on the chair awaiting the countdown. When the leader reaches zero, the 'rocket' blasts off round the room, touching all four walls, and returns to the 'launching pad' where the next 'rocket is waiting to be launched.

The first 'rocket' sets off the second and returns to his team. Rockets and Interceptors. The evil space empire is about to attack your rebel base. Two teams play this. The attacking team members are called the rockets and the defending team members are called the interceptors. A coffee can is placed in the center and represents the rebel base. The rockets have a base at which they pick up their warheads beans. Each rocket can carry only one warhead to the target area.

If an interceptor tags a rocket, they must hand over their warhead and return to their base empty handed. If the interceptor target area is not destroyed after a set time limit, then change over the teams so that everyone has a turn at attacking and defending. Round the Moon. All the teams line up at one end of the room beside a chair. Each Cub places his hands on the waist of the Cub in front of him so each team forms a 'rocket'. Another chair is placed at the far end of the room opposite each team; these are the 'moons'.

When the leader calls 'Go', the teams run the length of the room, round their 'moon', and back into orbit. As they pass base, the 'rockets' drop the tail section each time around and the Cubs sit down one by one, until finally the 'nose cone' returns home. The first team to be sitting down is the winner. Space Pony Express. Interplanetary space travel has developed a glitch. No electronic messages can be sent due to a solar flare.

Four boxes are placed across the playing field or four pieces of paper laid on the ground will suffice. Each box or piece of paper has the name of a planet written on it it would help to also write the suit, like clubs, heart, diamonds, or spades, on the box as well. The Cubs are broken into four teams. Leaders shuffle a deck of cards representing interplanetary messages to be delivered. The cards are dealt so each team gets 13 cards. Random dealing will ensure that no team delivers to only one planet.

The boys must deliver their messages to the proper planet and return to tag their next teammate on the hand. First team to deliver all of their messages and return wins. Space Station. Chose a player to be the space station.

Half of group members are asteroids, the other half breaks up into teams of spaceships. Asteroids are placed at random around the room outer space. The spaceships are guided by a blindfolded admiral. Other spaceship team members are lined up behind the admiral and may not make any sound or attempt to steer the admiral. At the signal, the space station begins emitting a beeping sound in order to guide the spaceships in safely.

The asteroids quietly make some kind of buzzing noise. Blindfolded admirals begin to navigate to the space station without touching an asteroid. After the first round, asteroids and spaceship teams switch places. Space Wormhole Relay. A wormhole has opened in outer space. Team members stand in a line one behind another with their legs apart.

The person at the back of the team crawls through the legs of the other members and then stands at the front, legs open. The next team member then goes.

When everyone has crawled through team is back in order the team has finished. Another variation is to have the team race from one point to another. Mackenzie's Games ] [ G. Search Inquiry Net. Mackenzie's Games G. More ambitious than typical outdoor games is the wide game also known as field games, or cross-country games.

Here is a collection of 84 different wide games from different sources! A complete guide to nighttime Scouting activities and training. Includes 42 night Scout games designed to train the senses in an environment in which the dominance of sight is greatly reduced. Team Games 2. Wide Games 4. Street Games 5. Night Games 6. Tug of War Rules Tug of War is a fun game which can be enjoyed by kids of all ages. Have a little tug of war tournament with your Scouts to encourage fitness, teamwork,….

Project Planning Program Feature for Scouts BSA Troops The Project Planning feature helps youth leaders learn how to accomplish their goals, whether that be a service project or a troop campout or planning other activities together. The troop…. Egg Drop Challenge — An Engineering Project In an egg drop challenge, Scouts try to design a container which can prevent an egg from breaking when dropped.

This is an excellent project to get kids interested in…. This course teaches Crew members basic leadership skills. There is a corresponding course for Scouts…. This is a cooperative rather than competitive game.

Shoot The Gap Game This game would also work as a team building game or ice breaker, since the participants must know the names of the other players.



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