POW WOW 2012
Games should be fundamental building clocks of all den meetings. WHY? They’re FUN!
Games have built-in behavior rules that children will follow willingly. Games are used to set up the reflection part. Ethics in
Action. Games are valuable learning tools for children.
They learn physical and mental skills
They learn a variety of social skills
They develop mental skills
Cubs also learn leadership skills through games. By the time Cub Scouts work on their Bear requirements, they should have
played enough games to be able to lead.
This is an important part of Games, Games, Games-Bear Achievement #15. To help boys in your den, use a consistent way of
teaching a new game: Each game has a name, a formation (circle, relay, straight line, etc.) an objective, and rules. When it is
their turn to lead a game in the den, they will follow your example.
MAKE A DEN PACK GAME BOX. Include items such as rope, clothespins, balls (all sizes and shapes), chalk, game mats,
drinking straws, paper bags, plastic cups, scissors, plastic Easter eggs, paper, pencils, marking pens, safety pins, playing cards,
dice, marbles, large work gloves. Use your imagination! This box can be used at Pack Meetings for gathering games when you
are waiting for all the Cub Scouts to arrive, or if the Cub Master is late arriving. (It can happen, you know) Using Games also
helps work off some of the energy that these boys have stored up inside them and can help maintain a more relaxed atmosphere.
On the other hand, if the games are too rowdy it may create a disorderly meeting and you don’t want that, so keep it within the
limits of your evening.
Don’t be afraid to use the inter-net for finding things that may be of interest to you and your boys. Go on line to take the classes
for Cub Scouting, etc. If you are not sure how to find the web site, it is grandcanyonbsa.org and you’ll find just about anything
that you have questions on. On the following pages are a few games taken from the Internet using GOOGLE. Just
google “Cub Scout Games” and you’ll be surprised at what you can find. Hundred’s of games that others have tried
and proven. Games for all occasions and times. Try it! You’ll like it!
Spaghetti Stretch Game
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.
CANDY BAR GAME
Use a large dice (die) or square piece of wood with the edges rounded off to create a dice. On side (1) write: ADD A BAR, side (2) write:
DOUBLE TAKE, side (3) write: TRADE BAGS, side (4) write: SKIP A TURN, side (5) write: TAKE THE BOWL, and side (6) write:
?GUESS? To start the game everyone is given a bag with two or three candy bars in it and sit in a circle. One person gets to start by rolling
the die. Whatever it says on the die is what you have to do. ADD A BAR means you have to put one candy bar in the bowl in the center of
the circle. DOUBLE TAKE means you get to take one candy bar from the person on the right of you and the person on the left of you.
TRADE BAGS means you can trade bags with anyone in the circle. SKIP A TURN means just that neither give nor take from someone.
TAKE THE BOWL means you get the candy that is in the bowl at that time. ?GUESS? means that you guess what kind of a candy bar a
person has in their bag and you get it, if you don’t guess right you don’t get the bar! You get to pick which person’s bag you are guessing
from. (You could have a few extra bars on hand to add to the bowl when it gets empty.) Set a time limit or go around the circle a set number
IT’S UNDER A CUP
A number of small objects are under plastic colored cups. Number the boys and then call out a number. They have to race to the
table and find an object under a cup you have called out. Replace the cup on top and run back to the team. Remember where
objects were so when it is called out you’ll recall.
Australian Circle Game
A player stands in the center of a circle, holding a tennis ball. He tries to throw this ball to someone in the circle who will drop it. Another
ball is also being passed around the circle from one boy to another. The player in the center may throw his ball to anyone, but he usually
throws it to the boy about to receive the ball being passed around the circle. If either ball is dropped, the one who dropped it changes places
with the boy in the center.
Blind Balloon Volleyball
Indoors Equipment: 1 volleyball net; 1 blanket to cover net; 1 referee per balloon
Teams of four or more people line up in volleyball fashion on either side of the net. The blanket is placed over the net so that neither team can
see the other one. The referee throws the first balloon in. Each team may hit the balloon as many times as they desire, as long as the balloon
doesn't hit the ground. When they are ready, they send the balloon over to the other team. As soon as one side puts the balloon out of
bounds, or touches the ground with the balloon, the other team scores a point. The fun begins when extra balloons are added (up to a
maximum of 6) to the game
Equipment: 1 uninflated balloon per Cub
Have everyone inflate a balloon and release it in the direction of a target on the floor. Score 1 point for the closest balloon and 15 points for a
The Mystifying Reader
Equipment: Pencil and paper for each Cub
Give all the Cubs a slip of paper - each the same size and shape as the others. Then ask everyone to write a short sentence of four or five
words. The words should be written plainly and should not be shown to any other person. Then instruct them to fold their papers and bring
them to someone previously selected to act as the 'guardian'. No one, not even the guardian, should attempt to read the papers, still folded. As
you gravely close your eyes, place the folded paper against your forehead and remain a moment in deep thought. Then call out any sentence
that has occurred to you and as who wrote it. One of the Cubs, who is an accomplice, and who did not write a sentence, admits authorship of
the sentence. Then unfold the paper, apparently to verify his announcement (and read the sentence to yourself). Then place the paper in your
left hand and ask the guardian for another.
Repeat the same preliminaries and then call out the words written on the previous paper, which you have had the opportunity to read. This
will be a bona fide answer and one of the Cubs will have to admit to writing the sentence. Keep the performance up in this manner until all
the player's slips of paper have been read. In order for the trick to be successful, the accomplice must be careful to conceal from the audience
the fact that he has no include a sentence in the collection given to the guardian.
Have the contestants throw bean bags, sticks, stones, anything for that matter, through a rolling hoop. Score 1 point for each hit.
20 Yard Dash:
Line up the dens for a relay race. Have the contestants carry an egg in a teaspoon held with the arm extended. The first in each line runs 20
yards and back to the next one in line.
Lay an 18" hoop made from No. 9 wire on the floor. Use three balls (marble, golf, tennis). Score 5 points for each ball placed inside the hoop
in any manner from a distance of 6'.
Use five different-sized rubber balls and a cardboard box. Have the players, in turn, bounce the balls in the box from 10'. Score 2 points for
each ball that goes in.
Filling Cub’s Backpack
Equipment: 1 balloon per Cub, with a few reserves; 1 backpack per Six
One Cub in each Six stands in his corner holding the backpack. The leader spaces the rest of the Cubs out as far away from their Six corner as
possible and gives each Cub a balloon. When their leader calls 'GO', all the Cubs pat their balloon towards their Six corners and endeavor to
get the balloon in the backpack. The balloons may not be held in the hand and must be patted.
The first Six to get all their balloons into their backpack is the winner. Note: It is advisable to have different colored balloons for each Six.
Rescue Race Game
bucket or bowl for each patrol
drinking straw for each scout
20 to 50 2-inch paper circles or cutouts
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.
Equipment: 2 beanbags
Frogs and Flies Game
Scouts sit in a circle facing inward with one scout in the center - he is the Frog catcher.
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 Frog catcher in the center notice him.
When a fly notices the frog sticking his tongue out at him, he falls dead immediately. The Frog catcher 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
Light Year Whispers Your mission, if you choose to accept it, is to send a message to an exploratory crew deep in outer space.
Distribute members of the teams some distance away from one another. Give the team leaders a scrap of paper with the same message
(around 15 words long). The team leader runs to the first player and relays the message verbally without the help of the paper. The team
members must remember the message and relay it to the next team member who in turn relays it down the line to the final Scout. The final
Scout writes down the message. When he returns to the starting point, the team with the message most resembling the starting message wins.
The longer the distance the more breathless, less articulate, and more forgetful the Scouts become.
Cat and Mouse Dice Game
Each player has a cork with a long string attached (this is your MOUSE) and 15 beans. Place the MOUSE in the center of the table, holding
onto the string. When a SIX (6) is rolled on the dice, the person who is the CAT, tries to catch the MICE with a plastic funnel, cup or
whatever he uses. The person rolling the dice is the CAT. He rolls the dice with one hand and the other hand is holding the funnel, which he
has resting on the table until there is a six rolled. He then tries to capture as many MICE as he can before the players pull their MOUSE out
of the center. If your MOUSE is caught you pay the CAT one bean but if the CAT rolls a pair of sixes he gets paid two beans. If the CAT
slams down the funnel on a MOUSE without having rolled a six, he pays the MOUSE one bean. After the CAT captures a MOUSE, the dice
are passed to the player on his left and he is the CAT. Naturally, when you are the CAT, you do not have your MOUSE in the center of the
Ping Pong Knock Out Game
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.
Candy Dice Game
Required: lots of M&M’s 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.
GUESS A MINUTE
Everyone is in a seated position. The leader looks at his watch, says "Go," and everyone tries to judge when a minute is up. Each
indicates his guess by standing. The closest to the correct time is the winner
THE WRIGHTS GO CAMPING
One day, the Wright family decided to go camping. There was John Wright, the father, Sue Wright, the mother, Delores Wright, the older
sister and Ryan Wright, the 9-year old Cub Scout brother. They decided to write down a list of things they would need to take so nothing
would be left behind.
They took all the right camping gear for the snow that was left in the mountains and plenty of food so they wouldn’t be left hungry. Mother
Wright left Delores Wright in charge of all the things left on the list to do. Right away she began to get things organized and packed in the
car. Nothing was left out.
Father Wright left to get gasoline and the tires checked and left Ryan Wright to make sure he hadn’t left out the spare tire in the trunk.
Everyone was right on track to go to the mountains for a week of camping. One last fling left before starting back school.
Mother Wright left a note for the milkman. Please stop delivery right away. We’ll be back in a week and the milk can be left then.
Father Wright, Mother Wright, Delores Wright and Ryan Wright all piled into the car and left for the mountains. It was the right kind of
weather for a week of camping for the Wright family. With the Wright family gone, there was no one left at home. Everything was left
locked up tightly.
Ryan Wright decided to write a paper for school about his trip and how he left “NO TRACE BEHIND”. He did a right nice job!
Delores Wright decided to write about her adventures in the mountains and how she fell and hurt her left arm. Father Wright was right at
the head of the line during their hike and left out so fast he almost left Ryan Wright behind. Mother Wright was left in camp while the
others went for a hike and right away she started organizing the supplies and equipment.
There’s more to our story but we’ve left out the longer parts for a shortened version of the right story at the right time.