These Games were pulled down from many scout sites like
scouting resource and Balloo's Bugle
What's Wrong With Christmas
On a table or tray place a number of Christmas-type objects, such as candy canes, bell, spring of holly, ornament, etc. Through these scatter a number of objects which are not a part of Christmas, such as a Halloween mask, green shamrock, red heart, hard boiled egg, etc. Cover all objects until time to play the game, then remove the cover and give the boys two minutes to look at all the objects. Re-cover the objects and give all a pencil and paper. Ask them to write down all non-Christmas objects. The one who remembers the most "out of place" objects is the winner.
Decorate The Tree
Cut a large Christmas tree from a sheet of green paper. Cut ornaments of different shapes and sizes from wrapping paper. Make two sets of ornaments. Have one set of ornaments arranged on the tree. Let the boys study the tree and pick out an ornament to hang. Blindfold the first person, turn him around a few times, then let him pin or tape his ornament as close to its matching ornament on the tree. The one that is the closest wins.
Divide the boys into two teams. Give each boy a plastic straw. Give a team their own small box for their snowballs (cotton balls). Place a large box about 8 to 10 feet in front of the boys full of cotton balls. On the signal "Go", have the first two players go to the box of cotton balls. Using the straw to draw air through, pick up a cotton ball and take it back to his team box. When he drops his cotton ball into the box the next players goes. If a player drops his cotton ball on returning to his team box, he must pick it up with his straw and no hands, then continue on to his team box.
Jingle Bell Chow Mein
This game is a good one to test the skill of your boys. You'll need 2 shallow bowls, several jingle bells and 2 full length pencils with erasers. To play the game, place all the jingle bells in one bowl. The player uses the two pencils as chopsticks. With the eraser end down, the player tries to transfer as many bells as he can from one bowl to the other. He can use only one hand.
You will need a balloon for each pair of partners. Each pair links arms and is given a balloon. On signal, they start batting the balloon towards the finish line 50' away. They may not unlink arms during the race. If the balloon falls to the ground, they must stop and pick it up before going on.
You will need numerous pieces of string in various lengths. Hide them around the room before the boys arrive. Have the boys hunt for the "icicles". The leader ends the hunt after a given period of time. The winner is the boy whose "icicles" form the longest line when laid out end-to-end, not the player who collected the most pieces.
Boys line up in relay formation. The first player in each line is given a ball of cord. On signal, he passes the ball to the second player, but holds the end of the cord. The ball is passed down the line, unrolling as it goes. When it reaches the end, it is passed back up the line behind the backs of the players who must roll the cord back into a ball.
This one creates quite a mess, but it's worth it. Divide into two teams and put a divider down the center of the room (like a couple of rows of chairs, back-to-back). The two teams are on opposite sides of the divider. Give each team a large stack of old newspapers, then give them five to ten minutes to prepare their "snow" by wadding the paper into balls-the more, the better. When the signal to begin is given, players start tossing their snow at the opposing team which really does look like a snowstorm. When the whistle blows, everyone must stop throwing. Judges determine the winner by deciding which team has the least amount of snow on its side of the divider. With larger groups, watch out for players who lose their eyeglasses or other personal belongings in the snow, which get pretty deep. After the game is over, provide plastic garbage bags and have a race to see which side can stuff the snow into the bags first.
Teams line up. One person on the end of each line gets a lipstick smear on the end of his nose. The idea is to see how far down the line you can pass the lipstick smear by rubbing noses. The team that can get the farthest or the team that can get it to the farthest in the time limit (thirty seconds, for example) is the winner. A good prize might be Eskimo Pies.
Use a large wad of cotton or a styrofoam ball. The boys are seated in a circle on the floor. "IT" sits in the center of the circle. The boys throw the snowball to each other while "IT" tries to intercept. When he succeeds, the boy who threw the snowball becomes "IT".
Each boy takes a turn at trying to pick up cotton balls and put them into a mixing bowl, blindfolded.
Blue And Gold Balloon Pop
You will need an even amount of balloons in blue and gold. Separately each boy will be blindfolded and will be led to the pile of balloons. The boy has 15 seconds to reach into the pile of balloons and pull out balloons and then set on them and pop them. Scoring: 5 point for each pair of blue and gold balloons and 1 point for extra blue and gold balloons.
Divide boys into pairs. Each pair sits with a small table, chair seat, lapboard, etc. between them. Give each pair two spoons joined together with a length of string so that spoons are only six inches apart. Place a slice of cake or dish of ice cream in front of each boy. On signal, everyone starts to eat. Each boy must eat only from his own dish and must not lift it from the table. The pair finishing their dishes first wins.
This can be quite hilarious if performed for others to watch. Divide group into teams of about 4 persons each. Give each team a bundle of newspapers and a package of pins. They select one person from their team to be the model. The others dress him in a newspaper costume, tearing the paper where necessary and pinning the pieces in place. Do not provide scissors. The most sensational costume wins a prize.
Mother And Cub Scout Clothespin Race
Here is a good pack game for your pack meeting that will get the mothers involved, too. Assisted by her son, who runs to get the clothespins, a mother pins one or more paper napkins on a line.
Boys line up in relay formation. The first Cub Scout in each line holds a neckerchief and a neckerchief slide in his hands. At the other end of the room opposite each line is another boy or parent. At the starting signal, the first boy runs to the boy or parent, places the neckerchief around their neck, puts the slide on, salutes, takes the slide off, removes the neckerchief, and returns to his team. He then gives the neckerchief and slide to the next boy in line who repeats the process. This continues until each boy has had his turn.
Have boys form two lines. Give one side a penny in a paper cub. Have the boy opposite him toss the penny to him and he catches it in his paper cup. The tossing continues back and forth with each side stepping out one step further apart each time until only two boys have not missed. Elimination comes upon missing the cup with the penny.
How many words of three or more letters can be made from: BADEN-POWELL. Set time limit of 3-5 minutes.
My Ship Is Sailing
Seat the boys in a circle and have the first member of the circle say, "Our ship is sailing, what is its name?" The second person must then designate a name which begins with the letter A. He may say, for example, "Our ship is the Albatross." Then turning to the next person in line, he asks, "Who is its captain?" That person must give the captain's name, which starts with the next letter in the alphabet, the letter B. He might say for example, "The captain's name is Brown." "On what sea does she sail?" He asks this question of the next person in the line, who must reply with some answer beginning with the letter C. This continues around the circle, using each letter of the alphabet. It is well for your boys to devise their own questions, as this adds originality to the game. However, you might suggest before starting the game that questions such as these might be asked: 1. What is my ship's name? 2. Who is the captain? 3. On what sea does she sail? 4. Who is the pilot? 5. What is the cargo? 6. Under what flag does she sail? 7. What is our destination? 8. What do we see as we sail along? 9. What do we find in the ship's hold? 10. What great adventure do we meet on our trip?
Boys line up relay style. Each boy locks his arms around the waist of the boy in front of him and holds on during the race. On "go" signal, each group moves off as a body, walking or running in step. They race to a given point and back again. First "steamboat" to puff into port wins. For extra effects: Give first boy in each group or den a bell or whistle to use during the race; give last boys rattles to simulate stern paddle wheels.
Bat The Balloon
Divide the boys into two teams. If played at pack meeting have eight to ten players on a side. The two teams sit on the floor or ground facing each other with the soles of his feet touching the soles of the feet of the player opposite him. A balloon is then tossed into the middle of the line by the leader. Each team tries to bat the balloon over the heads of the its opponents. A point is scored each time the balloon lands behind one of the teams. Players may use their right hands only and if they lose contact with their opponents' feet, they forfeit a point.
Players are divided into two teams and take their places behind the starting line. Two members of each team race at one time. They stand back-to-back and link arms so that one walks forwards and the other backwards. At signal, pairs head for goal line and come back, with player who has been walking backwards now walking forwards. They touch off the next pair and the race continues until one team has finished.
This is a good physical fitness relay. Two beanbags, two jump ropes and two rubber balls are needed. Divide the players into tow teams. They stand behind starting line. At a turning line 15 feet away are a jump rope, bean bag and ball. On signal, first player runs to turning line, takes jump rope, jumps 10 times, tosses bean bag in air 10 times and bounces ball on floor 10 times. He runs back to his team, touches next player who repeats the action. First team to finish is the winner.
Individual Skill Challenges
Stand with hands on hips. Place one foot against the inside of your other knee. Bend the raised knee outward. Count to ten without moving from place.
With one hand on the ground, arm stiff, body stretched out straight, head back, walk around in a circle, using arm as a pivot.
Hold a ball firmly between ankles or feet. With sudden jump, kick feet backwards and up so ball is tossed in air and curves over your head. Catch it as it comes down.
Elbow Toss And Catch
Hold right arm (if right-handed) out at side, shoulder height and bent at the elbow. A coin or beanbag is placed on elbow. With a quick motion, drop arm and try to catch coin or beanbag as it falls, in the same hand.
It is best to run this race outdoors on soft ground. If you try it on a hard floor, it will be hard on hands and knees. Divide the group into teams of two players each. The players on each team get down on their hands and knees, one behind the other. The one in back grasps both ankles of his partner in front of him, so that each pair forms something resembling a centipede. On signal, the centipedes move away from the starting line, and creep toward the finish line.
Contestants are required balance an apple on top of the head and walk to a goal line. If the apple falls off, the contestant must go back to the starting point and begin again. This race could be done with almost anything on top of the head, apples, oranges, books, etc.
Dive the boys into two parallel lines about ten feet apart. The leader stands at the head to call the names of vegetables. When corn is called, the Cub Scouts are to grasp their ears, on carrots they point to their eyes, for onions they hold their nose. When cabbage is called they place both hands on their head, and for potatoes, they point to their eyes. The leader referees to see which line responds first with the desired action. The first line to have all its members perform the correct action scores a point. The winner is the line that scores ten points first.
Ring The Liberty Bell
To make this game, you'll need a bell, a wire coat hanger, some heavy cord or rope, and a small rubber ball. Bend the coat hanger into a hoop, with the hook at the top. Hang the bell in the middle of the hoop with the rope, and then tie the hoop from a low tree branch. This game may be played by individuals or teams. The players take turns trying to throw the ball through the hoop. Have a person stand on the other side of the hoop to catch the ball. Keep score as points are made. Each time the bell is rung, the player scores three points. If the ball goes through the hoop but doesn't touch the bell, he scores two points. If the ball hits the outside of the coat hanger, the player scores one point. Each player throws the ball only once per turn, and gets five turns. After everyone is finished, add up the number of points scored by individuals or teams.
Give each player paper and crayons or pieces of colored construction paper and tell them that they have been commissioned to design a new Lebanese flag. After the designs are finished, take a vote to see which design wins. The winner is crowned "Miss Betsy Ross".
Two team face each other with a wide space between them. The leader asks each player a question about the Declaration of Independence, the Star Spangled Banner, the President, Vice-President, Governor, or other fitting subject. A correct answer entitles that team to one step forward. An incorrect answer passes the question to the other team. The team to cross the other team's starting line first is the winner.
Straw And Tissue Paper Relay
Each player is given a straw. The two end players on each relay team are given a small square of tissue paper. They draw their breath through the straws and hold the paper against the end of the straw. The next player in line removes the paper to his own straw in the same manner. He passes it on to the next player, and so on down the line. If the paper falls to the floor, it must be picked up by putting the end of the straw against it and breathing in.
Indian Toss Ball
Make ball by fastening a strong 10-inch cord to an old tennis ball or softball. Each boy lies flat on his back with his shoulders resting on a starting line. Holding the cord of the ball in his hand and arm at his side, he swings the arm up and over his head and throws the ball behind him as far as he can. Boys mark their point where the ball lands.
Log Cabin On A Pop Bottle
Dive the boys into two groups. Give each boy 10 toothpicks. The object is for each player to alternately place a toothpick across the top of a pop bottle until the stack falls. His side must then take all the toothpicks knocked off. The first side to get rid of all their toothpicks wins. If a player knocks one toothpick off, he picks up just that one toothpick
Blind Horse Turnabout
Divide players into teams of two. Player #1 is the backseat driver and player #2 is the "blind horse" with a paper bag over his head. The horses and riders line up at the starting line about 30 feet from the finish. On signal, horses start moving. The rider directs his horse with verbal signals (bear right, whoa, go left, etc.). The rider may not touch the horse. The first horse to finish wins.
Barefoot Marble Race
Boys remove shoes and socks. Place two marbles on the starting line in front of each boy. On signal, he grasps the marbles between his toes and walks to the finish line. If he drops a marble, he must stop and pick it up with his toes before continuing.
Catch The Balloon
Balloons filled with water are flipped with a towel held by one Cub Scout on each end, holding the towel between them. Two teams of four boys flip a water filled balloon between them. They start out three feet apart, and with each progressive flip they each step back one pace. They continue in this manner until the balloon bursts. If you miss you get wet! Can be done by Packs with several pairs of teams.
The players race across the shallow end of a swim area carrying a ping-pong ball on a spoon held between their teeth. If the ball falls off, the player must start over.
Candles are placed on a tray about 6' to 8' away from a line of players. The candles are lighted and the boys take turns trying to shoot out the flame with a water pistol. If a player succeeds, he earns one point and the candle is relighted for the next player. Winner is the boy with the most points at the end of a designated time.
Jump The Creek
Each boy does his best and tries to improve his last jump. Two ropes are laid parallel and close together. One at a time, the boys jump across the "creek". After all have jumped, the distance between the ropes is increased slightly. The boys must not step in the creek (between the ropes) or on the water edge (the rope) or they are eaten by sharks and must leave the game.
Up And Under
You'll need one rubber ball for each team ( the larger the ball, the more fun, but balls should be kept the same size). Teams line up relay formation in waist-deep water. A ball is given to the first boy in each line. On signal, he passes the ball overhead to the second boy, who passes it between his legs to the third boy, who passes it overhead, and so forth to the end of the line. The last boy "runs" to the head of the line and passes it as before. First team back in its original order is the winner.
Divide den into two teams and give each team pencil and paper. Ask each team to draw a map showing the location of some relatively small object within a short distance of the meeting place. (Example: fire hydrant, basketball backboard, bicycle rack, stop sign). The teams exchange their completed maps and study them. Then, under supervision of the den leader the teams try to find the object on the map. Score two points if a team's map is reasonable accurate, one point for finding the object on the other team's map.
The Way Home
Have a sheet of paper with 30-40 dots printed randomly on it. Hand it out to everyone and tell them they have ____ minutes to make their "way home", by connecting the dots and creating something unique. Have everyone sign it and then collect them to be displayed.
Use a compass to establish the four main directions in a room. Have all boys stand facing one player is the "wind." The wind tells the direction he is blowing by saying, "The wind blows....south." All players must face south. If a player is already facing that direction and moves, he is out. The wind may confuse the game by facing any direction he wishes. Players turning the wrong direction are out. The winner is the last player still in the game.
Use pencils or crayons of several different colors and a sheet of newspaper for each boy. Have each boy write a message with one of the colors by circling letters going from left to right and top to bottom. Then use the other colors and circle other letters all over the page so the real message is hidden. Exchange papers and have someone else decode the message.
Make a funnel from a piece of cardboard. The contestants bounce a rubber ball off the wall with their right and hand and must catch the ball in the funnel in his left hand after the ball bounces on the floor. Allow three tries, and score one point for each successful throw.
Pencil And Lemon Relay
At signal, first player in each relay team pushes a lemon across the room with a pencil until it touches the opposite wall or crosses a goal line. He then picks up the lemon and brings it back to the next player on the team. Don't try to push the lemon too fast - it will spin and slow player down.
Boys roll a set of children's alphabet blocks as dice. Or make a set of dice with letters of the alphabet marked on them. They try to make letters in the word turkey turn up on the dice. Each correct letter counts 25 points. First boy to reach 150 points (or spell the word turkey) wins. Each player gets three rolls each turn.
Turkey Feather Relay
Divide group into teams, relay style. First player in each team holds a long turkey feather. Each team uses a different color feather. At a signal, he throws his feather, javelin style, toward the finish line. As soon as it comes to earth, he picks it up and throws it again. When it finally crosses the finish line, he picks it up, runs back and hands the feather to his next teammate. First team to finish flaps their arms and gobbles like a turkey.
This is a den or pack tag game. It may be played by individual dens or the pack. Designate one boy as the locomotive. He will be "it". The rest of the boys will be runaway cars. The object of the game is for the locomotive to catch the runaway cars. When caught, they hook on behind the locomotive. The game continues until the train is completed.
We were surprised at the popularity of this old game at a Scout camp one summer. The variation used was as follows: the players formed a circle around the blind man and ran round and round until he called "Halt." He then tried to identify the players by sense of feeling. The Scouts could move their bodies to avoid the blindman, but could not move their feet. This game despite its age is a remarkable developer of observation.
The two teams face each other on parallel lines as in "Fire" and each Scout spreads his feet about 18 inches apart. Each Scout rolls a basketball at the other team in turn, the teams alternating. If the ball goes between a Scout's legs, that Scout is out of the game. He can do nothing to stop the ball as it goes "under the bridge."
This is a trial of skill between two Scouts. They lie on their backs side by side with elbows locked and heads pointing in opposite directions. Together they count three. On the first and second count they bring each inside leg up to a vertical position. On the third count they vigorously lock legs and attempt to roll the other fellow up onto his shoulders and thence completely over. It isn't always the heaviest Scout that wins.
Two boys are blindfolded and given swatters made by rolling newspapers into the shape of a bat. The boys lie on the ground and each boy places his free hand on a base about five inches square, from which base they must not take the hand during the game. The aim is for the boy to hit an opponent, preferably on the head, but being blindfolded he must judge his whereabouts by hearing his movements. The one who makes the greatest number of hits in a given time wins.
The two teams form in single file, the leading (and tallest) Scouts of each team face to face, the others behind them according to height. Each Scout clasps his hands across the Scout ahead of him. The two leaders lock wrists. The team that pulls the other furthest in a given time wins.
The teams form in column of twos. A milk cracker is given each Scout. At the word "Go" the first two have to eat their crackers and whistle. As soon as a Scout whistles the next one on his team may eat his cracker. The team that finishes first. including the last whistle, wins. A suitable prize has been found to be a glass of water.
Scouts form in 2 lines facing each other across the room or open space. Tall Scouts are opposite each other, grading down to the little chaps on the far end of the lines. A Scout hat is placed in the center of the field or room. and at the word "go" a Scout from each team runs out to the hat. Turns are taken by starting at the "tall" end of the line and so on to the end then begin again.
The object is to get away with the hat and bring it across your own line without being tagged by the opponent. If you touch the hat you may be tagged and are out of the game. If your opponent gets away with the hat you are out also. Eliminate players until one team is wiped out.
In this tag game the first man tagged joins hands with the boy who is "It" and later as each boy is tagged he is added to the chain. Soon only a few remain who are not caught and the awkward efforts of the unwieldy "chain" to capture these causes much amusement.
No camp of any permanence can afford to be without this game. Old horseshoes make a good substitute for the regulation quoits.
While on a hike the Scoutmaster announces that he will give points for the identification of trees, flowers, birds, ferns and animals. The number given will be decided by the Scoutmaster and will depend upon how difficult he considers the identification to be. The season will also govern this. For instance, a tree is harder to identify without the leaves. and a flower out of season might be difficult to place. At the end of a certain time, say 15 minutes, the Scout with the most points wins. This game will show up the ones that don't know how to use their eyes.
Two lines are drawn about 10 yards apart, the space back of one being the stockade and the space back of the other being the Indian 'village'. The neutral apace between the two is dangerous to both, but of course each is "safe" in his own territory. Each party makes raids into the neutral territory and captures members of the other team, bringing them bodily into their headquarters. At the end of 5 minutes the team that has captured the most of the other boys wins. A captured boy is out of the game.
This is another Indian game, and should be played where there is plenty of good cover, and yet not too thick undergrowth for moving rapidly. Two good Scouts have to deliver an imaginary message to the Scoutmaster, and all the rest of the troop act as the Indian, and do all they can to prevent either Scout coming through.
The "Scouts" take up a position several hundred yards away and do not start until the Scoutmaster blows a whistle. The Indians spread out in a long line about half way between the "Scouts" and the Scoutmaster, and may not come any nearer the Scoutmaster, but start for the Scouts if they wish when the whistle is blown. To win, the Indians must catch and hold both Scouts. "Scouts" are appointed each time, or may be those who do most to capture the previous "Scouts." With two Scoutmasters on the ground real messages may be transmitted.
This is a patrol contest, and may be elaborated ad. lib. There should be two cross country runners, a reader, sender, receiver and writer on each team. A runner of each team is posted with the Scoutmaster. The signal readers and senders of both teams are posted about 1/8 of a mile, say, north of the Scoutmaster. The receiver, writer and runner of one team are located 1/8 of a mile to the west of the sending station and in plain sight of it. The corresponding Scouts of the other team take up a corresponding position, to the east.
The Scoutmaster gives the same written message to each runner, and these run to the readers of their team. The message is read, sent, received and written down, turned over to the other runner and brought back to the Scoutmaster, thus making a sort of triangular journey, More runners, or even another signal team may be added if desired.
This excellent game may be briefly described. One Scout is given 5 minutes to hide himself in a certain clearly defined territory. The Scout who finds him is to hide next time, unless the hider cannot be found, in which case be hides again.
Players stand in stoop-stand position as first boy straddle vaults over backs, he getting down on end of line and second boy beginning to leap frog jump over line, so continuing until all boys have had their turn jumping over backs of others.
Three boys are placed as human obstacles in line with team, at intervals of ten yards; the first in position of attention, the second In leap-frog position and the third in straddle position. Players are required to run around the first boy, leap over the second and crawl between the legs of the third; then run around an object, returning and tagging the next player, who repeats. For variety include a somersault.
Boys form a circle two deep; front boy in circle acts as horse, rear boy as rider. When boys are mounted, ball is passed around or across the circle by riders, horses attempting to make them miss. If a rider fails to catch the ball, any horse can hit a rider with ball. In case rider is hit all players change places, horses thereby becoming riders. If missed, they continue as before.
Boys to prevent being tagged must drop on back, raising arms and legs from ground. "It" turns around, and if players who have dropped have not instantly returned to feet, "It" may boot same until they jump up and run away. (Note -- This prevents boys from loafing and makes them get up instantly after dropping to prevent being tagged.)
All players are numbered, from one up to highest number of players. One of the players tosses ball in air, calling any number when it reaches its greatest height. Boy called must recover the ball and hit one of the players. If he misses, he must run the gauntlet or go through the paddle wheel. Game continues in same way.
Two teams are formed 30 or 40 feet apart Between teams at usual distance is placed a club or handkerchief. A player from each team runs forward in attempt to snatch the handkerchief. If the player snatching It is tagged by opponent before he can run back to his starting line, he is eliminated from the game. This continues until all players of one of the teams are eliminated.
Two teams form in line facing each other on opposite sides of marked chalk line. Boys pair off, each attempting to pull or force opponent over to his side of line, thereby making him a prisoner. Continue until one team is eliminated, or the game can be played on a time limit, team having greater number of prisoners declared winner.
Two couples mount as horse and rider. One rider attempts to dislodge other by pulling or pushing, horse assisting rider.
Two teams are formed a distance of 80 feet apart. One team is called "Blacks"; the other "Whites." A stick, white on one side and black on the other, is tossed in the air. If stick comes up white, the "Whites" try to tag "Blacks" before they can run back of their starting line. All "Blacks" caught are taken prisoners and then proceed to become "Whites," or vice versa