Pack Games

 

Australian Circle Game 2 Tennis balls
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.

Bash the Leader Several soft balls
Divide the scouts into 4 teams, each with one leader. The object of the games is to hit the leaders with the soft (nerf) balls. Scouts are situated in each of four quadrants of the hall. Scouts place themselves strategically in their quadrant to protect their assigned leader. Once placed, Scouts are not allowed move their feet (they can twist and turn to intercept and throw balls). The leader should be "inside" his protecting scouts. Leaders count each time they are struck by an opposing team's ball. The winner is the team whose leader has the least amount of hits.

Capture The Fort 1 Soccer ball
Divide players into two teams: Attackers and Defenders. Defenders form a circle, holding hands and facing outward, with their captain in the center. Attackers surround the fort at about eight or ten paces distance. They try to kick a soccer ball into the fort; it may go through the legs of the defenders or over their heads. If it goes over their heads, the captain may catch it and throw it out. But if it touches the ground inside the circle, the fort is captured and the players change sides.

In The Pond Chalk
Mark a big circle on the floor. This is the pond. The whole group stands around the edge. The leader is the referee. When he shouts "In the Pond," you all jump into the circle. When he shouts "On the Bank," you all jump out. But sometimes he will try and trick you by saying "On the Pond" or "In the Bank." When he does this, nobody should obey. Anyone who moves, on a wrong order, is out of the game or may pay a forfeit and get back in.

Tadpoles 1 ball
Split the pack evenly in two and assemble one team in a circle and the other team in a line. A leader positioned in the middle of the circle throws a ball to each boy in turn and counts the number of consecutive catches made. If anyone drops the ball counting starts again from zero. Meanwhile the team in a line runs 'relay fashion' around the circle and back to the line to tag the next player. The line team acts as a timer. Once all the cubs in the line team have run, the teams change places. The team with the highest number of consecutive catches wins. You can repeat this a few times and cumulate the totals.

Train Circle 1 ball/den
Three-fourths of the players form a large circle, and one member of the circle is given a ball. The other players form a train (form a line, holding onto the waist of the player in front), and start outside at the same place as the ball. The train sets off running in a counter-clockwise direction around the circle. At the same time the ball is passed around the circle clockwise and when it has completed two rounds, the last player shouts 'Stop!.' The train must immediately halt and the number of completed laps and part laps are counted. If the train breaks, it must stop immediately to be re-connected.

Y is for Yale
The Cubmaster or Den Leader calls out a letter and what it stands for. Each team must rearrange itself to form that letter. This teaches good teamwork and cooperation. (Variation: The letter is formed by the boys laying on the floor.)

Clothespin Pegging clotheslines & colored plastic clothespins
Divide into teams. Two people on each team hold an end of the clothesline. On signal, a player from each team grabs a clothespin, runs to his clothesline and attaches/hangs the clothespin to the clothesline. He runs back and each player repeats the process until all the clothespins are successfully hanging on the clothesline. (Variation: Using colored clothespins, instruct the players to put them on in a certain order.)

Colored Circles Red, Blue, Green, Yellow and Brown Chalk
Split the pack into equal teams and have them number themselves, each team starting with one. Draw a number of colored circles on the floor, several of each color. The leader calls out an object and a number e.g. "GRASS 2." The number two player in each team has to run and stand in a circle that matches the color of the object. The first person standing in the correct colored circle wins a point for his team.
Red: Blood, Cherries, Ruby
Blue: Bluebird, Sapphire, Electric, Bear Scarf
Green: Grass, Emerald, Cucumber
Yellow: Lemon, Primrose, Sun, Wolf Scarf
Brown: Earth, Potato, Leather

Three Ball Throw 3 tennis balls & 1 box
Divide the Cubs into two teams. One team bats and the other fields. The first batter goes to the box and throws the three balls into the "field." He then runs over a marked course, trying to complete it before the fielders pick up the three balls and return them to the box. If the batter returns home before all the balls are secured into the box, a point is scored. All players on the one team bat and tally their runs. Then the teams change sides.

Pass The Parcel 1 Timer or alarm clock with a loud ring inside a small box
A timing device with a loud alarm is passed in a box and passed around the circle. The person holding the box when the alarm goes off is out.

Native American Stick Game
Give each Scout 3 large craft sticks (tongue depressors). Using colored markers, have them make a simple "snake" on two of the sticks (a continuous zig-zag with a dot at one end for the eye). On the other stick, make a simple "man" (a series of dots up the center, with a double set of dots perpendicular to the first about 1/3 down to denote arms). To play, hold all three sticks in both hands and toss them in the air. Play with one or more friends. The first oneto 10 wins. To score:
0 points - 1 Plain, 1 Snake, 1 Man
1 point - 3 Plain sides up
1 point - 2 Snakes and 1 Man
2 point - 2 Snakes and 1 Plain
2 points - 2 Plain and 1 Snake