Cub Games - Part III

Metro Medley

Active, outdoors/indoors
Equipment: Per team: 1 conductor hat; 1 whistle
Formation: shuttle

Divide the group into two or more teams; line them up in shuttle
formation, with half the team at one end of the playing area and
the other half at the other end.  The first member of each team
is the conductor.

On 'Go', the conductor dons the hat, hangs the whistle around his
neck and runs to the far end of the playing area, where one half
of his team waits.  Here, he picks up his first 'car' by bending
down and placing his right hand between his legs, to join the
left hand of the next player.  Having attached the first car, the
conductor blows his whistle and the two players run to the other
end to pick up another car.

The relay continues until all players on the team are part of the
'metro'.  The conductor signifies a complete train by blowing his
whistle four times.


Sweep 'N' Scrub

Active, outdoors/indoors
Equipment: Per team: apron; towel, broom, dustpan, bucket filled
with water, 2 dishes, garbage can.
Formation: relay

Divide the group into two or more teams, and line them up in
straight lines at one end of the playing area.  Give the broom
and the apron to the first player on each team; at the other end
of the playing area, place the dustpan, the bucket, the dishes
and the towel.  The garbage can is put between the buckets.

On 'Go', the first player puts on the apron and sweeps the floor
to where the dustpan lies.  He scoops the dirt into the dustpan
and dumps it into the garbage can.  The player then washes and
dries the two dishes and races to the start carrying the apron
and broom.

The house is clean when all players have swept the floor and
dried the dishes.


Stock-car Racing

Active, outdoors/indoors
Equipment: none
Formation: relay

The Sixes line up in files.  Each Cub is given the name of a car
and when that car is called, he travels to the end of the area
and back in the manner described, e.g.,:

1) Rolls-Royce: this never goes wrong - the Cub runs.
2) Austin: has a flat tire - the Cub hops.
3) Morris: is stuck in reverse - the Cub runs backwards.
4) Ford: very old model, can only go slowly - the Cub walks.
5) Mini: only small - the Cub runs, crouched down.
6) Humber: Pulls caravan - the Cub tows his Sixer behind.
7) Stock-car: everyone runs.


Kangaroo Hop

Active, outdoors/indoors
Equipment: 1 tennis ball per team
Formation: relay.

The Sixes line up in files, a chair in front of each.  The first
Cub grips the ball between his knees and hops round the chair and
back to his place.  He hands over the ball to the next Cub, who
does the same.  The first Six to finish is the winner.



Semi-active, indoors/outdoors
Equipment: none.
Formation: relay.

The Sixes line up in files with their Sixers about 10 metres
ahead of them.  The first Cub in each Six is blindfolded.  The
Sixers then change places and proceed to call the blindfolded
Cubs by their Six name, that is, bringing them in by radar.  The
first Cub - 'airplane' - to 'fly' home scores four points, the
second three points and so on.  The next Cub is blindfolded, the
Sixers change again and the game proceeds until all the
'airplanes' are safely home.


Whirling Wheels

Active, indoors/outdoors
Equipment: 1 beanbag per Six.
Formation: Relay, like the spokes of a wheel, facing in a
clockwise direction with the Sixers in the centre.

The beanbags lie at the feet of each Sixer and when the leader
gives the starting signal, they pick up the beanbag, run down the
back of their Six and in a clockwise direction, round the wheel
and back to the outside end of the Six.  The beanbag is then
passed up the Six to the Cub now at the centre.  This continues
until all the Cubs have had a turn.


Round the Moon

Active, indoors/outdoors
Equipment: 1 chair per six.
Formation: relay.

All the Sixes line up at the end of the room.  Each Cub places
his hands on the waist of the Cub in front so the Sixes form a

One chair is placed at the far end of the room opposite each Six,
these are the 'moons'.  When the leader calls 'Go', the Sixes run
the length of the room, round their 'moon' and back into orbit.
As they pass base, the 'rockets' drop a section each time and the
Cubs sit down there one by one, until finally the 'nose cone' -
the Sixer - returns home.  The first team to be sitting down is
the winner.


Rocket Relay

Active, outdoors/indoors.
Equipment: 1 chair per Six.
Formation: Relay.

The Sixes line up with a chair at the head of each, facing away
from the Six.  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' lets off the second and returns to his Six.


Bat the Balloon

Semi-active, indoors.
Equipment: Balloons.
Formation: Relay.

Teams line up with members standing side by side, separated by
the distance obtained when players stretch their arms sideways.
Fingertips should touch between players.

The first player in line takes and inflated balloon, and bats it
towards the second person in line, who bats it to the third
person, on down the line and back again.

The only rule is this: once the players have taken their stance,
they may not move their feet.  If a balloon falls to the floor,
or if someone moves his feet in an attempt to reach the balloon,
the first person in line must run and get the balloon, and take
it back to the starting line to begin again.

Variation: add more than one balloon per line, going in both


Tight Rope Walk

Semi-active, outdoors/indoors
Equipment: Per team: 20' rope, sweatpants, long underwear or
large tights, moustache, derby hat, stool, 6' stick.
Formation: shuttle.

Line up the teams in shuttle formation at either end of their 20'
rope.  The first  player on each team, on 'Go', puts on the
moustache, tights and hat, picks up his balancing pole and walks
along the rope.

Halfway across, he meets a stool; the player climbs over the
stool and continues on his way to the other end of the rope where
he exchanges his outfit with the next player.

The relay ends when all players have completed the walk TWICE -
once walking forward and the second time backward.


Art Consequences

Semi-active, indoors
Equipment: Per six: 1 piece of paper, 1 pencil.
Formation: Relay.

The first player in each group walks to the end of the playing
area, picks up the pencil and draws the head of a man, woman or
child.  After he draws the head, he folds the paper so that only
the neck shows.  He then walks back to his Six and tags the
second player in line.

The second player walks down and draws the shoulders, folds the
paper, walks back and tags the third player.

The relay continues on down until the figure is complete with
waist, hips, legs and feet.

The fun of this relay is opening up the piece of paper and
passing around each 'creature' that each Six has created.


Bean and Straw Relay

Semi-active, indoors.
Equipment: Per Six: 15 beans, 2 containers, 1 straw per boy.
Formation: Relay.

Have the first player in each line pick up a bean with a soda
straw, carry it across the room and deposit it in a container.
The first team to have all its beans deposited, wins.


Bucket Relay

Active, outdoors
Equipment: Per Six: 1 bucket half-filled with water; 1 empty
Formation: relay.

On 'Go', the first player runs to the other end of the playing
area where the buckets have been placed, pours the water into the
other bucket, leaves the empty bucket there, and carries the full
bucket to the next player in line.

The second player takes the bucket with water down to the other
end of the playing area and empties it into the empty bucket.  He
then picks up the full bucket and carries it back.

The relay is finished when all have had a turn.  The winner is
the team with their water intact.


Feather on a Yardstick

Active, indoors.
Equipment: Per six: 1 yardstick; 1 feather.
Formation: relay.

Give the first in each line a yardstick and a feather.  On
signal, he places the feather on one end of the yardstick, and
holds the other end at arm's length while proceeding to the goal
line and back.  If the feather falls off the yardstick, the
player must put it back on the yardstick before continuing.  The
first team finished wins.  To speed up the game  and for
variation, use paper plates instead of yardsticks.  You could
even try to balance paper plates on the end of the yardsticks.


Banana Relay

Semi-active, indoors/outdoors.
Equipment: 1 banana per boy.
Formation: relay.

Line up the boys in relay formation, facing each other, and give
each boy a banana.  He must keep his right hand behind him while
he eats the banana, which he must peel with his teeth.  On the
signal, the first boy peels and eats his banana.  When he is able
to whistle, the next boy may begiin.  The first team to finish


Dizzy Izzy

Active, indoors/outdoors
Equipment: none.
Formation: Relay.

Line up the Sixes for a relay race.  Have the first player in
each line run up to a given point, place one finger on the floor,
revolve around his finger seven times, and run back to tag the
next player in line.  Repeat until all have had a turn.  Keep the
runners away from the walls and other obstacles.

Variation: Give each Six a baseball bat or equivalent.  Have the
boys run up, put the bat against their forehead, the other end of
the bat on the floor and revolve around the bat three or four


Gum-Glove Relay

Semi-active, indoors/outdoors
Equipment: Per team: 1 pair of gloves; 1 paper bag; 1 stick of
gum per player.
Formation: Relay.

Hand a closed paper bag to the first player on each team.  The
paper bag contains one pair of gloves and the gum.

The first player on each team opens the bag, puts on the gloves,
digs down into the bag for the gum, pulls it out, unwraps it and
begins to chew it.  He then replaces the gloves in the bag,
closes it and hands it to the next person in line, who repeats
the procedure.  The first team to be chewing all the gum in the
bag wins.

Balloon Baseball

Active, outdoors/indoors.
Equipment: Balloons, balloon baseball markers.
Formation: teams.

Players are divided into two teams.  Each team designates a
pitcher who pitches to his own team.

Each batter gets two pitches to hit a balloon with his fist.  If
the balloon is hit, the fielding team tries to blow the balloon
to the ground before the batter runs around the bases.  If they
do not, a run is scored.  Play continues until everyone on the
batting team has been 'up to bat'.  Then the inning is over and
teams switch places.

The game continues for a specified number of innings.

Note: Depending on the age of the players, the distance between
the bases may be altered.

Go To Cub Games Part IV