Cub Games - Part IV

Burst the Balloon

Equipment: 30-40 balloons; pencil and paper for the scorekeeper
Formation: Scatter

The balloons are blown up and scattered on the floor.  Players stand in 
scatter formation.

On 'GO', the object is to break as many balloons as possible, by sitting on
them!  When a person breaks a balloon, he shouts 'I SCORE!' and must put 
his hand in the air.

The scorekeeper then runs up to the person whose hand is in the air, marks a
point down on his tally sheet.  The player then tries to break another
balloon and earn more points.

When all balloons are broken, scores are added up and a winner is declared.

Variation:  Break the balloons by putting them between the knees and
            squeezing them until they break.

            Burst the balloons by jumping on them with both feet.

            Burst the balloons by squeezing them between two people.

The Huron Hop

Equipment: 10 black headbands with one feather; 10 white headbands with one
           feather; 50 inflated balloons with pieces of string attached to
           each; tape or rope to mark circle on the ground.
Formation: teams

Divide the group into two teams; give each team headbands.

Draw a large circle on the floor and have 5-10 players from each team enter
the circle.  A balloon is tied to each player's left ankle.

The object of the gameis to break your opponent's balloon while trying to 
avoid having your own broken.  Once your balloon breaks, you leave the circle
to join the audience.

The game is played for five minutes and the team with the largest number of
braves and maidens still in the circle wins.  Play the game several times
with new braves and maidens each time.

While the game is going on, the audience shouts warwhoops !

Run Around the Town

Equipment: Bat; soccer or volleyball.
Formation: Teams

Divide the group into two teams.  Line up the outfield team as you would for
a game of baseball.  Line the infield in a straight line about 15' behind 
home plate.

The pitcher pitches the ball to the first player, who hits it with the bat.
As the ball rolls to the outfield, the batter runs around his team as many
times as possible.  Meanwhile, the players in the field line up behind the
player who catches the ball.  They all stand one behind the other with their
legs apart.  The player who caught the ball rolls it between his legs and
between the legs of his teammates.  When the last player in line gets the 
ball, he yells 'STOP'.

At his cry the batter stops running.

The infield scores one point for every three times the batter circled his

After three batters, teams switch positions.  Play continues for as many
innings as time permits.

The Elephant Hunt

Equipment: soccer ball; chalk
Formation: scatter

Two chalk lines are drawn about three metres apart in the centre of the room.
This is elephant country.  All the leaders are hunters and the Cubs are 
elephants.  The hunters are ranged on either side of the lines and must not
enter elephant country.  The hunters catch the elephants by hitting them
below the knees, with the soccer ball.  Any Cubs who are caught become
hunters until there is only one elephant left as the winner.

Submarine Dive

Equipment: Piece of chalk
Formation: Scatter

Draw a number of small chalk circles - submarines - around the room with
one less than the number of Cubs in the Pack.

The Cubs hop, walk or run round the room according to the direction given by
the leader.  When he calls 'Submarine Dive!', each Cub tries to get into a
submarine.  The one Cub who is left out stays on a submarine for the the next
game and so gradually the submarines become occupied.  The winner is the one
who gains the last vacant submarine.

Rabbit Down a Hole

Equipment: None
Formation: Pairs, scattered

The Cubs stand in pairs facing each other and holding hands to make arches.
The pairs are spaced at random around the room.

The Cubs are respectively 'rabbit and hunter'.  The 'hunter' gives chase to
the 'rabbit' who dodges around the trees, finally going down a hole, e.g.,
running into an arch and standing with his back to one of the Cubs making
the arch.  This Cub immediately breaks away and becomes a 'rabbit' and the
'ex-rabbit' becomes part of the arch.  If the 'hunter' catches the 'rabbit',
they exchange roles.

Whale Ahoy!

Equipment: 1 paper or sock ball or beanbag
Formation: Scatter

One boy is selected to be the 'whale', he may run freely about the room.
The rest of the Cubs each choose a position and since they are 'rocks in the
sea', they may not move.  The aim is to 'harpoon' the 'whale' by hitting him
with the ball.  Whoever hits him takes his place as the next 'whale'.

The skill of the game lies in passing the 'harpoon' from 'rock to rock' in
an endeavour to corner the 'whale', rather than the Cubs taking random shots.
This is good training in playing for the game rather than for the individual.

Tail Tally

Equipment: 1 rope per Cub, colour coded for each Six; 1 whistle
Formation: Scatter

One Cub from each Six is a 'catcher'.  All the other Cubs have a 'tail', a
length of rope which they tuck into their back pockets.  The 'catchers' try
to snatch as many tails as possible in a given time.  A Cub who loses his
tail goes to a 'pen' from which he may be released if the 'catcher' from his
Six gives him a tail.

When the leader blows the whistle, the Sixes return to their corners and
count their tails, including those that their 'catcher' has snatched.

Fill the Basket

Equipment: A pail or a large basket; as many balls as possible.
Formation: Scatter

The leader has the basket and endeavours to keep it empty, throwing the 
balls as far away as possible.  The Cubs do their best to fill the basket.
See who wins at the end of five minutes !

The Mystery Number

Equipment: A whistle
Formation: Circle

The Pack forms a circle with the Sixers in the middle.  The Sixers choose a
mystery number known only to themselves.  The Cubs march round in a circle
chanting the number of each step they take.  When they reach the secret
number, the Sixers chase them.  After ten seconds, the leader blows the
whistle and the chase ends.  Any Cubs who have been caught go into the
centre and help the Sixers.  The next number is decided upon and the game
goes on until time is up and the Cubs who remain free are acclaimed as 

Note: As the chasers become more numerous, they must hold hands until the 
      mystery number is reached.  Set a limit to the mystery number.
      Anything over ten becomes tedious.

Dutch Football

Equipment: Piece of chalk; 4 balls
Formation: Teams

The room is divided into four sections with chalked lines.

The Pack is divided into four teams, one standing in each section with a
ball.  On the word 'GO', all the Cubs must hop on one leg and endeavour to
keep the balls out of their section by kicking them with the foot they are
hopping on.  On the call 'PACK', they must all stop dead where they are and
any section that has no balls gets a point.  The leader should be quick to
notice where the balls are when 'PACK' is called, as the balls may easily
roll into another section.  For this reason, sock balls are recommended
instead of ordinary ones.

This is My House

Equipment: Chalk
Formation: Scatter

Draw a number of circles on the floor, just big enough for a Cub to stand in
and two less than the Cubs in the Pack.  These are houses.

One of the two extra Cubs is a 'rich man' and the other a 'policeman'.  The
'rich man' goes around the country buying up houses without the owner's
permission.  He runs up to a house and says, 'This is my house!', whereupon
the owner runs to another house and says the same thing, and so the game
goes on.

Meanwhile the police are on the trail of all these people who remove without
telling them, and the 'policeman' runs around trying to catch them changing
houses.  When he does catch an owner on the move, they change roles.

I'm a Great Big Whale

Equipment: Wool or some sort of flag to put into the back pocket.
Formation: Scatter

The Sixers stand in the middle of the room.  They are the 'whales'.  The
rest of the Pack with a flag in their back pocket (sticking out), line up at
either end of the room.  They are little 'fishies'.

The 'whales' then chant, in deep whale-like voices, 'I'm a Great Big Whale
at the bottom of the sea.'

The 'fishies' reply in high-pitched fish voices, 'And I'm a little fish and
you can't catch me!'

The 'fishes' then race to the far end of the room and the 'whales' try to 
catch them by pulling the flag out of their pocket.  Any who are caught
become 'whales' and help to catch the rest of the 'fishes'.  The game
continues until one little 'fish' remains as the winner.

Clear the Deck

Equipment: None
Formation: Group

The four sides of the room are given names, i.e., 'Clear the deck!'; 'Man the
boat!'; 'Shore leave!'; 'In the galley!'.

When the leader calls out any of those commands, the Cubs rush to that side
of the room.

There are extra commands as well: 'Boom coming over!' - lie flat on the 
floor; 'Admiral coming!' - all stand and salute.

No one is ever out but the last Cub to obey the order loses a life and rolls
down a sock or rolls up a sleeve.

Note: In the original version of the game the four sides of the room are
      Port, Starboard, Bow and Ster, although this is merely a matter of

Doctor Who and the Daleks

Equipment: None
Formation: Scatter

Three 'Daleks' and three 'Doctor Who's' are suitable for a Pack of 24 boys.
The 'Doctor Who's' turn their caps back to front for identification and the
'Daleks' wear their scarves back to front.  At the word 'GO' from the
leader, the 'Daleks' chase the rest of the Pack.  If the 'Daleks' touch
anyone, that Cub must freeze, until he is released by the touch of a 'Doctor

No one is out and no one ever really seems to be caught when the time is up,
but it is a splendidly exhausting game!

The game should be played for roughly two minutes before the 'Doctor Who's'
and the 'Daleks' are changed.

Ball Pass

Equipment: 1 ball
Formation: Circle

The Pack forms a circle and one Cub has the ball.  He passes it to the
neighbour on his left and immediately starts to run round the circle, his
aim being to be back in his place to receive the ball when it has been
passed right round the circle.


Equipment: 1 beanbag
Formation: circle

The Cubs sit in a circle with the beanbag in the centre and the leader gives
them a letter in the order C.U.B.S. all the way round the circle.  The
leader calls out one of the letters and all the Cubs with that letter run
right round the outside of the circle and back through their places into the
centre - where they try to snatch the beanbag.  The Cub who get the bag is
the inner.

Defending the Fort

Equipment: 1 soccer ball
Formation: Circle

The Cubs divide into two teams, the attackers and the defenders.  The
defenders form a circle holding hands and facing outwards; they choose their
captain who stands in the centre.

The attackers surround the fort and try to kick the soccer ball in.  It may
go through the legs of the defenders or over their heads; if it does the 
latter, the captain may catch it and throw it out again.  But once the ball
touches the ground inside the circle the fort is captured and the players
change places.

In the Pond

Equipment: chalk
Formation: Circle

Draw a large circle in the centre of the playing area.

The Cubs all stand round the circle just outside the chalk line.  The leader
stands in the centre, and gives the following commands:

'In the Pond!' - all the Cubs jump into the circle, and
'On the Bank!' - all the Cubs jump out.

If an order is given for the Cubs to jump in the Pond, and they are already
there, it should be ignored.  Incorrect orders such as 'On the pond!' and 'In
the Bank' should also be ignored.

Those Cubs who make two mistakes are out and the last remaining Cus is the

Earth, Water, Air and Fire


Equipment: 1 bean bag
Formation: circle

The Pack sit in a circle with one Cub in the centre holding the bean bag.  He
throws the bag at someone and shouts 'Earth!', 'Water!', 'Air!' or 'Fire!'.

If it is 'Earth', the chosen Cub must reply with the name of the animal,
before the centre Cub counts to ten.  If it is 'Water!', he must think of
a fish, if 'Air!' - a bird and if 'Fire' - whistle for the Fire Engine.

Note: Once a creature has been named, it may not be called again.  If the 
      Cub cannot reply in time, he changes places with the thrower.

Come Along

Equipment: None
Formation: Circle

All the Cubs stand in a circle with their right arms outstretched with one
Cub outside.  He runs round the outside of the circle and grabs an arms of
one of the other Cubs who follow him around.  They go on collecting others,
until there are six to eight running around.  Then the first runner calls
out 'Home', and they all dash to get in the circle.  The Cub who is left out
is the new runner.

Express Post

Equipment: 1 bean bag; 2 boxes or chairs
Formation: Circle

List the names of some towns, one for each Cub in the circle.

The Pack stands in a circle, the leader gives each Cub the name of a town.
The bean bag is placed in the centre and the two boxes or chairs are 
positioned outside the circle as mail boxes.

One Cub is the 'postman', who call, 'I have a letter to deliver.'  The
players call out, 'Where from?'  The 'postman' calls out the name of a town
and runs away with the bean bag pursued by the Cub who represents that town.
The 'postman' suddenly places the bean bag in one of the mailboxes and makes a
dash for the place vacated by the pursuing Cub.  That Cub picks up the 
bean bag and tries to touch the 'postman' before he can get in.  If he
succeeds, the 'postman' is sacked and the other player takes his place.

Head It!  Catch It!

Equipment: Soccer ball
Formation: Circle

The Pack form a circle and the leader stands in the centre with the soccer
ball.  He throws it to a Cub calling 'Heading!' or 'Catching!' and the Cub
responds accordingly and if he fails, he sits down.

The leader then complicates the game by shouting the same commands but
expecting the Cubs to respond with the opposite action.

Steptoe and Son

Equipment: Ball
Formation: Circle

The Pack form a circle and two boys go into the centre.  They are 'Steptoe
and Son'.  'Steptoe' guards his 'Son' as the Cubs in the circle try to hit 
him with the ball.  The Cub who is successful in hitting 'Son' comes into
the middle to be 'Steptoe' and chooses his own 'Son'.

Mopping Him Up

Equipment: 1 dish mop; a pail or bucket
Formation: Circle

The Cubs stand in a large circle with the pail in the middle.  They all hold
out their hands.  One Cub with the mop walks round the inside of the circle
and taps someone on his hands.  He then rushes to the pail, drops the mop in
and tries to run back and take the other Cub's place.  Meanwhile, the moment
the Cub in the circle is tapped, he dashes to the centre, picks up the mop
and tries to touch the first Cub before he has taken his place.

If he is not successful, he becomes the Cub in the centre.

Note: If the room is very long and narrow, the Cubs may be lined up at one
      end of it with the bucket at the other.

Variation: Use rolled up newspaper and tied with string, with a chair placed
           in the centre of the circle.  One Cub goes around the inside and
           hits a Cub on the backside, runs to the centre, places the news-
           paper on the chair and runs back to the vacant spot before the
           hit Cub can retrieve the newspaper and hit him back.  If the 
           newspaper falls off the chair, the person hitting must pick it up
           and place it on the chair.  Place in two or three rolls to really
           get the game going.

Here I Am!

Equipment: 1 large ball per team
Formation: Teams

Divide the Pack into teams of eight to ten Cubs.  Each team forms a circle
with one Cub with a ball in the centre.  The Cubs number off round the 
circle and then the centre Cub goes out of the room.

While he is away, the Cubs change places so that the numbers do not run
consecutively.  The centre Cub returns and picks up his ball.  When the
leader calls 'GO', the centre Cub calls 'Number 1!' and he answers 'Here I
am!'  The centre Cub turns and throws the ball to him and he returns it.
That number sits down.  The centre continues through the numbers until all
the team is sitting down.  The first team seated being the winners.

Guards and Guerrillas

Equipment: None
Formation: Teams

The Pack divides into two teams.  One team stands in a line at the end of 
the room, facing the wall.  They are the 'Guards'.  The second team, who are
the 'Guerrillas', form a line at the opposite end of the room.

They creep quietly up on the 'Guards'.  When the leader of the 'Guerillas'
thinks that his team has crept as near as they dare, he gives a signal and
all the team gives one loud clap and then turns and runs home.  As soon as
the 'Guards' hear the clap, they turn and chase the 'Guerrillas'.  Any who
are caught become 'Guards'.  When there are not 'Guerrillas' left, the
teams change roles.

Go To Cub Games Part V