Cub Scout Roundtable

Information and Ideas for Silver Star Cub Scout Leaders

Get and Go Treasure Hunt

 

Get ‘N Go Treasure Hunt

RULES & GUIDELINES

  1. Collect as many items from the list as possible within a one and a half (1.5) hour time frame on (insert date).
  2. Follow and use the Buddy System to collect canned goods and non-perishable items. Teams MUST consist of two (2) Scouts and one (1) adult minimum but may include more Scouts as long as you meet Guide to Safe Scouting and YPT guidelines.
  3. Return your items to (insert location) by (insert time) to receive credit for participation.
  4. If you complete the at least one of the three Scouting related items you will receive a special additional participation patch. (OPTIONAL)
  5. School supplies must be new, unopened packages or units. Used items will not be accepted.
  6. Remember the Cub Scout Law when representing your Pack.
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 Get ‘N Go Treasure Hunt

  •       1 pound bag of rice
  •       1 can of beans
  •       1 box of instant mashed potatoes
  •       1 box of instant oatmeal
  •       1 food that kids don’t usually eat
  •       1 food that kids love to eat
  •       1 box or package of crackers
  •       1 jar of peanut butter
  •       1 can of any type condensed soup
  •       1 box or package of stuffing mix
  •       1 can or package of coffee or tea
  •       1 package of pudding or J-ELLO
  •       1 can or package of canned meat
  •       1 can of fruit
  •       1 package of dried soup mix
  •       1 can of chili
  •       1 package of Ramen noodles
  •       1 bag or package of dried beans or legumes
  •       1 box or package of baby wipes
  •       1 can or package of powdered baby formula
  •       1 travel sized or hotel shampoo
  •       1 travel sized or hotel conditioner
  •       1 travel sized toothpaste
  •       1 package of toothbrushes
  •       1 package of disposable razors
  •       1 package toilet paper
  •       1 roll or package of paper towels
  •        Package of #2 pencils
  •        Box of 24 crayons
  •        8.5 x 11” spiral bound notebook
  •        1” 3 ring binder
  •        Pocket folder
  •        Pair child sized scissors
  •        Box of 10 markers
Signature of a current or former Scout who donated an item

Name                                                                                                                  

Contact phone or email                                                                                    

 

Signature of a boy who donated an item and who is not currently a Scout

Name                                                                                                                  

Contact phone or email                                                                                    

 

Signature of a possible resource speaker who donated an item

Name                                                                                                                  

Contact phone or email                                                                                    

Topic                                                                                                                  

LARGE GROUP GAMES

 Grocery Store Have group split into two (or more) teams. Have one representative from each team come to the front; this is similar to the “faceoff” portion of Family Feud. The game leader calls out a letter of the alphabet and the team representatives must name an item that can be purchased in a grocery store that begins with that letter. (example: B could be banana, BBQ ribs, baseball cards, etc.) Items that have been called out once may NOT be used again so remind those who are not responding to listen. Individuals who are not in the faceoff may not shout out responses; any response shouted out is added to the “out” list. The first person to answer returns to the end of his/her line. The remaining players from that faceoff are out of the game. Continue until you get a winner.

On the Bank/In the River Have players line up on one side of the room or a line drawn in the dirt. Explain that the players are “on the bank”. When the game leader calls “into the river”, players must jump (using BOTH feet at the same time) over the line. The game leader continues to alternate between “on the bank” and “into the river” until players are eliminated. Players who fall, teeter, hesitate, or who are not in the correct spot are eliminated.

 Orange Game (Players: 8 or more; Supplies: 2 oranges) This fun race is also one of the fun indoor games for kids as well - as long as it's in a large room with lots of space. Divide the players into 2 teams with the same number of kids on each team. There are two ways to play this. One is by passing the orange with their legs, the other, passing the orange with their chins. If passing with legs, each player on the team lies on the ground side by side, takes his shoes off and faces the opposite team. Players must keep their legs together and straight out. The first player in line gets an orange, and puts it on top of his feet. After hearing, "GO!", the player with the orange, using only his feet, puts the orange in to the feet of the player next to him. If the orange misses and drops to the ground, he must pick it up with his feet and try again. The orange gets passed down the line like this. If using chins to pass the orange, the players stand side by side and must pass the orange to the next player (under his chin) without using his hands. If the orange is dropped, it has to go back to the beginning of the line, and play starts over. The first team to pass the orange down the line wins.

Pass the Deck (Players: 8 or more; Supplies: deck of cards) Begin by dividing the kids up into groups with the same number of players. Each team chooses a leader. The players on each team sit on the floor to the leader's left. Divide the cards up and give each team 26 cards. These are placed beside the team leader. An adult calls out, "Ready, set, GO!" and the team leaders begin passing cards, one at a time, down the line. The cards can only be passed with the players using their right hands in front of them. When the last player in line receives a card, he then passes the card back using his left hand. The other players also use their left hands to pass it back. This time, cards are passed behind the players' backs. Once the card is passed back to the leader, she puts the card in its own stack then passes another card down in front of her using right hands only. The card is then passed back using left hands and behind the players' backs. Play continues until all 26 cards have been passed down and back. The first team to do this wins.

 Shirt Off My Back (Players: 8 or more; Supplies: 2 oversized shirts ) This fun race game can be played outdoors as well. Divide the players up into teams of 4 players. Each team receives an oversized tee shirt. One player on each team puts the shirt on over his clothes and then he holds hands with another teammate. This teammate will be the recipient of the player's shirt. After hearing, "Ready, set, GO"! the fun begins! Player # 1's shirt must now be transferred to player # 2. Players # 1 and 2 must hold hands while the other team members do the transfer. Once the shirt has been transferred, player # 2 holds hands with player # 3 and the shirt transfer begins again. Play continues until each team member has worn the shirt. The team who transfers the shirt around their circle the fastest wins.

Straw Game (Players: 6 or more; Supplies: straw for each player, 5 mini marshmallows, 4 paper plates ) Safety first. Use objects large enough that they cannot be sucked up into the straw. Divide the kids into two teams with the same number of players. Players sit on the floor, side by side, facing the other team. Give each player a straw. Then put a paper plate with mini marshmallows on one end of each team, and an empty paper plate on the other end of each team. The leader calls out, "One, two, three, "GO!" and the player on each team closest to the marshmallows picks up a marshmallow with the straw that is in her mouth. Players should inhale while picking up an object and exhale while releasing it. The first player drops the marshmallow into the hands of the player to her right. This player then picks the marshmallow out of his hand with the straw, then puts it in the hands of the player to his right. Play continues until the player on the other end has the marshmallow and drops it, using his straw, into the empty bowl. If a marshmallow falls to the ground, it goes back to the first player to start over. The first team to pass all their marshmallows down to the empty bowl wins.

 Touching Toes (Players: 2 or more) Players will be barefoot so if playing outside, it's best to play on the grass. Young preschoolers love this game as there's a lot of laughs. It takes good coordination and teamwork to cross the finish line first! Begin by pairing up two kids who are barefoot. Have them lie on the ground on their backs with their feet touching. A leader calls out, "Ready, set, GO!" and the players have to roll along the ground towards the finish line, toes and feet touching until they cross the finish line. The winning team will be the team who crosses the finish line first. If, at any time, their feet aren't touching, their turn is over.

Waiter Game (Players: 8 or more; Supplies:  sturdy plastic plate, table tennis ball ) This game can be played indoors or outdoors. Divide the kids into 2 teams of at least 4 players. Each team picks a leader. The players line up behind their leaders, leaving about an arms length space between them. The leader gets a table tennis ball on a sturdy plastic plate. After hearing, "One, two, three, GO!" the leader, holding her plate with one hand, turns facing her teammates and has to weave between them without dropping the plate or ball. If either the plate or ball falls to the ground, the player has to pick both of them up and start over from the beginning. After the player reaches the end of his team's line, he runs back to the front of the line and gives the next player the plate and ball. He then goes and stands in the back of the line while the new waiter weaves in and out of his team's line, trying to keep a steady hand. Each player gets to be the waiter. The first team that accomplishes this the fastest wins.

CLOTHESPIN GAMES

  • Blind Pick-up Clothespins are strewn throughout the room. While blindfolded, the player must pick up as many clothespins as possible within 60 seconds.
  • Endurance Who can use only two fingers to pinch open a clothespin with the arms held outstretched the longest?
  • Find the Clothespins 2 players make a team. Both are blind-folded. The group leader pins about 10 clothespins to their clothes and hair. At the signal, each player must find and remove the other player’s clothespins. Which group needs the least time?
  • Hunting Fever Each player pins 5 clothespins to his clothing. All the players walk inside a bordered-off playing field and try to grab the other player’s clothespins. You may only take another player’s clothespins if you still have at least one of your own. The winner is the player with the most clothespins.
  • Pinned Together Two players use 5-10 clothespins to attach themselves together. Which pair loses the least amount of clothespins while going through an obstacle course? Or: the two pairs try to catch each other without losing their own clothespins.
  • Pick ‘em Up Using 1-2 clothespins, different objects are picked up and put into a container. Using the hands is not allowed.

BANDANNA & TARP GAMES

  • Bacteria Stew This is an excellent way to introduce players to using and being comfortable with blindfolds. It is also somewhat of a trust test for your group. Hopefully it builds trust rather than destroys it. That being said, the Group Leader will have to decide if this game is appropriate for the group. If you see trust being destroyed during this game (or any other blindfolded game), stop playing it immediately and discuss with the group the reasons why you are stopping it. Perhaps the discussion will lead them to a place where they can then play the game safely. Now, have your players divide into pairs. Player 1 of the pair is blindfolded and Player 2 is not. Make a large playing area for this game, unlimited if you can, unless you have areas that you specifically want to avoid (for example, a steep hill). So, all the Player 1s put on their blindfolds, and all Player 2s stand behind their Player 1 and hold onto their shoulders. The object for Player 2 (the stirrer) is to guide their Player 1 (the bacteria) around the area (the giant cooking pot) by using a firm grip on the shoulders to turn their partner and move them forward. This game starts off at a very slow walk because the stew is obviously at room temperature. And then as players get comfortable, the stirrers speed up (guiding their bacteria around at a faster pace), signifying the pot of stew getting hotter and the bacteria begin moving around more quickly. If they are comfortable at this speed, have the Player 2s speed up a little more, all the time being very careful that they have a precious human being (not just a bacterium) in their hands and they want to avoid any contact with other players. If your group is able to do this, have the pot come to a complete boil, with bacteria racing around (with the stirrer’s help) at a high walking speed. Once you have reached a boil, turn off the heat and have players gradually slow down until they have once again reached a slow walk. Then have the partners switch places. The game is over when all players have had the opportunity to be both the stirrer and the bacteria.
  • Blind Tic Tac Toe Additional Props: Boundary Cones, Bandannas. This game is not concerned so much with who wins or loses; it is a study in communication. You will divide your group into teams and the teams will play a game of tic tac toe, blindfolded. The team’s players will be the “X’s” and the “O’s”. Each team has a coach, or depending on numbers of players, several coaches. The coach is the only player that can see. Unfortunately, the coach cannot speak. The players, who represent the “X’s” and “O’s”, cannot see because they are blindfolded with the bandannas. The coach has to non-verbally direct the players into their appropriate square. But more about that later; first the set-up. The Group Leader needs to set up the tarp with the Tic Tac Toe pattern on one side. This is done by making two horizontal lines (made of tape) about four feet apart and two intersecting vertical lines about four feet apart with tape. These lines should extend all the way to the end of the tarp This creates a grid composed of nine squares and looks very much like the “number” abbreviation (#) on a keyboard. Before the game begins the teams will have to come up with some way to communicate without speaking. And that non-verbal communication will have to keep in mind these rules. The coach must stay behind the boundary cones, set 15 feet away from the tarp, at all times. One edge of the tarp should be aligned parallel with the boundary cones. This edge is the entry point for the game and all players have to enter the board from this side. Players cannot enter through any other side. So the three squares in the first row are pretty easy to get to. To get to a square in the second row, players must walk, under direction of their coach, the line of tape from the edge to the second row and then step into the square. Same thing for the third row. Anytime a player steps a foot (or most of a foot) in a square, accidentally or otherwise, that player must stay in that square. If a player steps into a square that is occupied, that player loses her turn. So, to reiterate, for players to get to a square in the second or third row, they must be directed along the line of tape until they get there. If they step off the tape into another square, they are committed to staying in that square unless it is occupied. If it is occupied, they lose their turn. This is what makes this game challenging. And the Group Leader will be the one monitoring these moves, so she will have to decide if a player steps out of line, pun intended, or not. Players must start behind the boundary cones with their blindfolds on. One team chooses to be the “X’s” and the other team chooses to be the “O’s”. The “X’s” go first in the first game and then it rotates for the next game (“O’s” go first). Players cannot physically alter another player’s direction nor can they shove them off a square. The first team to get three of its players in a row wins. Give the teams some serious (10 minutes or so) planning time. If teams struggle with the planning phase of the game, they will definitely struggle while playing it. Once the teams have figured out a system of communication, then they are ready to play. We play several rounds of this game, at least until teams have figured out a way to communicate. For younger players, they may need some help from the Group Leader to come up with a way to communicate. For really young players, aged 10 and younger, we recommend playing the variation of this game.
  • Cave Painting This is a simple little game that needs to be played outside on a sunny day. Have your players line up in a straight line facing one direction and shoulder to shoulder. Take the tarp and lay it out on the ground in front of the group. The group should be standing between the tarp on the ground and the sun. You should be able to see the players’ shadows (if it is sunny) on the tarp. The tarp represents an ancient painting by a famous artist (the group can help the Group Leader figure out what that means). The goal for the group is to shield the painting from the sun so it will not deteriorate, because as we all know sunlight is bad for very valuable rare paintings. Players do this with their shadows. But before the game begins, the Group Leader will need to size the tarp to the group. If the line your group is in is longer than the tarp, you will not need to fold the tarp to make it shorter, but you will need to fold the tarp to make it less wide. So, fold the tarp long ways until the top of the players’ shadows are just at the top of the tarp. This will make the game challenging but not impossible. If the line of your group is shorter than the tarp then you will need to make the tarp shorter, so fold it until it is the same length as the number of players you have, or even a little shorter than that. Then fold tarp down to make it as wide as the top of the players’ shadows. If this is all too confusing, fold the tarp until it is rather small. Play the game. raise the challenge by making the tarp larger until the group’s shadows no longer can cover it. So once the tarp is ready, the Group Leader can explain the goal to the group. The group’s goal is to completely cover up the painting so that no light reaches its surface. Players do this by casting shadows on the painting using only their bodies. Players cannot touch the painting at any time. Once the shadow has been cast and it totally covers the painting, the game is over. This can lead to some discussion about problem solving and using resources which can be a good segue to the rest of your day if you play more problem solving games.
  • Circle Triangle Square  Additional Props: Long Rope. Have your group divide up into pairs. One player in the pair volunteers to be blindfolded. Go ahead and blindfold them right away. The other player in the pair is the guide. Take the long rope, tie a knot in the ends, bunch it up, and throw it on the ground. The object for the group is to make a circle with the rope. They do this by having the guides tell their blindfolded partners what to do (“OK, John pick up the rope and walk five steps to your left.”etc.). The partners then take that information and do exactly what the guide says. Each individual guide will be working with their partner. Blindfolded players cannot assume anything and can never do anything that their partner does not tell them to do. It is not important that the blindfolded players could make a circle without any help from their guides. The point of this activity is to focus on the guides ability to communicate effectively. Once the circle has been constructed, you can move onto the square and triangle with the same group. Or you could go ahead and have the partners switch places.
  • Go For It Additional Props: 10 Balls, 10 Spots, 4 Blocks. The game needs a graph of twenty four squares, made up of four rows, each containing six squares. Either the Group Leader can fold the checkerboard tarp to make this happen or make a new board on the back of the tarp. If the Group Leader is making a new board, make a rectangle five feet long and then place three vertical rows and five intersecting horizontal rows (not counting the rectangular boundary lines) inside the rectangle to make twenty-four squares. Divide you group into two teams, Ball Team and Spot Team. The Group Leader gives the Ball Team ten balls and two blocks and the Spot Team ten spots and two blocks. Teams alternate placing either their spots, balls, or blocks in the squares. The object of the game is for each team to score the most points possible during the game. 1000 points are scored for each horizontal or vertical row of spots or balls. A spot or ball may be counted in two different rows (one horizontal and one vertical). The blocks are considered “wild” and can count as both spots and balls (they can help either the Spot Team or the Ball Team to make four in a row). Teams alternate turns and can only place one object at a time. The blocks can be played at any time. Play continues until all objects have been placed. Once the game begins there can be no talking between the teams. The Group Leader should give each team some time to plan a strategy. On the word “go” from the Group Leader, Team Spot begins and places a spot in any square on the board. Team Ball goes next and places a ball in any unoccupied square. Play alternates until all objects have been played. The score is tallied and the results are announced. Now, here’s the catch. Teams can only get the maximum number of points if they work together and share the wild pieces (the blocks) so that each team can use them. If teams share the wild pieces in a certain way and do not block each other from making a row, they could receive 5000 points. There are at least a couple of ways to do this. If each team places two complete rows of four on an end then two of their pieces in two squares in the middle and one wild piece on each side of these two middle pieces, that would add up to 5000 points per team. Each team in this case scores three horizontal rows and the two inside vertical rows, using two wild pieces. If each team places two complete rows of four on an end and then two of their wild pieces in the middle two squares and then another piece on each side of the two wild pieces in the middle, then that adds up to 5000 points as well. We think we have seen one other way to do it, but can’t remember it right now. Anyway, the point is, for each team to maximize the amount of points it receives the two teams must work together. It usually takes a couple of tries for teams to figure this out. Typically, the first thing they will try to do is block the other team and keep them from getting four in a row incorrectly assuming that the goal is to score more points than the other team. This, however, is not the goal. Maximize points, not more points. If at the end of a couple of rounds teams are still competing, ask them to repeat the goal of the game to you. And then tell them that if they play the game a certain way, a team will be able to score 5000 points (of course the other team will too).
  • Knot This game is one that most folks who have done any “Teambuilding” have probably seen. For younger groups that may not have seen it, it remains a great activity. For the rest of us, use it sparingly. This game works best with ten or fewer players. Have all your players stand in a tight circle. Each is holding a bandana in their right hand. Each player reaches across the circle with their left hand and grabs hold of some other player’s bandana. The Group Leader assists the players to make sure that every player is holding onto their bandana with their right hand and is holding on to another bandana with their left. On the word “go” from the Group Leader the object for the group is to assemble themselves into a larger circle with all the players facing the same way. They do this by unwinding the “knot” of players. They must do this without ever letting go of their bandanas. This is a difficult task and will take some time to accomplish. If after some time, the group has reached a dead end and if you sense that the frustration is building to an unacceptable level, allow the group to have one break in the chain to reassemble themselves and then allow them to continue. If you have players who are really uncomfortable wearing a blindfold, or even closing their eyes while trying to walk, just have them walk backwards. Nothing is really lost of the experience if you do this and it keeps everyone in the game.
  • Team Checkers This game can be played by as few as eight players but it works better with sixteen. If you have more than sixteen or so players to play this game, you may have some players, especially those in the back row, checking out (pun definitely intended) of the game due to boredom. So keep that in mind as you divide your group into two equal teams. If you have an odd number of players or a player who does not feel like actively participating, you may need to make them the “coach” for one of the teams. And you don’t have to have teams in multiples of four, any number will do. Anyway before the game begins, the Group Leader explains to the teams that once the planning period is over, there will be no talking during the game. If a player on a team talks (or makes any sound at all with their mouth), that team loses its turn. So once the rules of the game have been explained the Group Leader gives each team five minutes to plan a strategy. Once that time is up, the game begins. And since this is a game of checkers, the tarp needs to have a checkerboard made on one side of it. If it does not, the Group Leader could make one during the planning period. The teams place themselves on the checkerboard in the black (“X-ed in”) squares in the first three rows. If you do not have three rows worth of players, have them start on the third row and then fill in going back towards the end of the board. The object of the game is just like checkers, but instead of checker pieces you have players. So each team is trying to either capture all of the other team’s players or block the other team so they cannot move any of their players. One team goes first and moves one player. This player must move forward and diagonally one spot into an unoccupied square. Then the other team moves one player. Team’s can only move one player at a time. When one team’s player ends up diagonally next to a player from the other team and it is their turn to move, the first team must jump the other team’s player if there is an unoccupied square diagonally on the other side of it and must continue jumping other players (double jump, triple jump) if there are unoccupied squares beyond those players as well. The jumped player is considered captured and must exit the board and go stand on the side. Only when capturing another team’s player by jumping it can a player move more than one diagonal space. Now, this is very important, only when the move is finally completed can the captured players be removed. Teams may not jump their own players. When a team’s player reaches the other team’s far side of the board, that player is crowned King. To designate that piece as being a King, teams will need to have already discussed how they will make that happen. In the traditional game, another checker is placed on top to the king to make it a double-deckered playing piece. Teams will have to use one of their captured players to do so, but how they do it (piggyback, holding hands, etc.) is up to them. This new King is now the most powerful player on the board because it can move both backwards and forwards. It can, however, be jumped just like any other player on the board. When one team captures all the other team’s players or blocks them from moving any of their players the game is over. This game can lead to some good discussion about team’s strategies, failures and disappointments, and accomplishments. The Group Leader could give teams a chance to learn from these lessons by playing again!

The String Game

THE STRING GAME

The String Game is an introduction icebreaker game and conversation starter that allows people to  tell others about themselves.  It’s a simple game and can be adapted according to your needs.

This getting-to-know-you game usually does not take long, unless you choose to run it that way.  The recommended group size is small and medium groups, although with careful planning it might be possible to do this activity in a large group by splitting it into smaller groups.  An indoor setting is ideal.  This icebreaker is recommended for young children up through eighth grade.  It’s well suited for classrooms, camps, or other settings where people may not know each other very well yet.

Instructions for the String Game 

This activity needs a little bit of preparation work.  Purchase a big roll of yarn or string.  You can buy any color, or multiple colors if you wish.  Take a pair of scissors and cut strings of various different lengths — as short as 12 inches, and as long as 30 or more inches.

When you are finished cutting the string, bunch all the pieces up into one big clump of string.

To play, ask the first volunteer to choose any piece of string.  Have the person pull on it and separate it from the other pieces of string.  Ask them to introduce themselves as they slowly wind the piece of string around their index finger.   The funny part of this icebreaker game is that some of the strings are extremely long, so sometimes a person must keep talking for a very long time!  This is a good way to get everyone to start talking.  People might find out something interesting or new about each other!  Feel free to adapt this game according to your needs.  Have fun.

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