Games for Groups
I got this list of games from the Scouts-L listserv. I'm not sure who the contributor was. Many of the games are good for cubs, or other groups of young children. Enjoy!
CIRCLE GAMES
- TIPS ON FORMING A CIRCLE
- Ask participants to form a fingertip circle. Bend the arms, putting the hands at shoulder height, then turn the palms away from the shoulders. Join fingertips with the two participants on either side. This puts just the right amount of space between players!
- COOPERATIVE MUSICAL HOOPS
- This has the same basic rules as the traditional game of musical chairs except that no one is ever out. Spread hula-hoops on the floor and play lively, fun music. As you remove the hoops, let the group know that no one is out. Let them figure out that they may share the hoops in order to remain playing. It's fun to see how many people can share a hoop.
- PEOPLE TO PEOPLE
- Everyone has a partner except for the leader. The leader chants body parts for partners to touch. For example: "head to head" or "elbow to elbow." After doing a few of these the leader calls out "people to people," at which time everyone, including the leader, must find a new partner (thus there's a new leader.) The game continues in this fashion.
- GROUP JUGGLING
- Players form a circle. The leader gives each member a number. Consecutively numbered people should not be near each other, but across the circel from each other. The players must then toss a ball starting with person #1 up to the last numbered person who returns the ball to person #1. As the players get used to the pattern with one ball, add another, and another, etc.
- For smaller children, whose coordination is still developing, use stuffed animals to toss. Lower elementary children can use medium to large nerf balls, while junior high and above can use tennis balls.
- HOOP CIRCLE
- Have players form a circle and join hands. The leader has a hula-hoop resting on his arm (and is holding hands with those beside him/her.) Without breaking hands, the leader must pass the hoop to the next person and it continues around the circle with each player stepping into the hoop and then over his/her head and on to the next person.
Once this concept is learned, see if you can get two players through the hoop together, then three and so on. Some little kids have actually gotten five in at a time.
- MOONBALL
- Players begin by forming a circle. Toss a beach ball of balloon ball (balloon with cloth cover) into the circel and see how long the group can keep the ball in the air (count number of hits.) If the ball hits the ground, start again and try to improve your record.
- ZOOM
- Have players form a circle. Players must get in the zoom position (leaning into the circle, one foot in front of the other, both hands on the front knee)--"assume the zoom." Begin by passing the word "zoom" around the circle (verbally.) You can't pass the "zoom" until you've received "it." Record the time it takes to get the word all the way around the circle. Ask for suggestions on how to improve your time. Try to beat your previous time. Incorporate any reasonable suggestions.
- HUMAN KNOT
- Ask a group of ten or thirteen people to form a tight circle. Have each person extend both hands into the center, and grasp the hand of two different people. When this is completed, the group must then untangle the knot they have created.
Physical hand-to-hand contact may not be broken to untangle the knot. Grips may change and plams may pivot on one another, but contact must be maintained. If time is running out, the problem can be simplified by breaking one grip and asking the group to form a single line instead of a circle.
- ALL ABOARD
- The goal is to get a group of twelve to sixteen people on a two foot square platform w/o anyone touching the ground.
- RULES:
- Each person must have both feet off the ground.
- Everyone in the group must remain on the platform for at least 10 sec.
- Participants cannot lay upon each other or form a human pyramid to solve.
- Variations: Use hula hoops instead of platforms.
- BLIND HEIGHT ALIGNMENT
- Blindfold each member of the group, and instruct them to align themselves according to height. The group is NOT allowed to talk to each other, and blindfolds must remain in place throughout this activity.
- BLIND SQUARE
- The object of this game is to have a group of at least eight participants form a perfect square while blindfolded. After participants have put on blindfolds, place a rope that is tied into a circle, in each person's hands. Participants must then form the rope into the shape of a square. When they believe the square has been formed, the participants place the rope carefully on the ground and remover their blindfolds. All participants must have at least one hand on the rope at all times.
- Variation: after successfully forming a square, try a triangle or another shape.
OLD GAMES
- Preschoolers:
- Ring Around the Rosie, Pease Porridge Hot
- Older Children:
- Tag, Kick the Can, Hopscotch, Hide the Thimble, Musical Chairs, Kickball, London Bridge, This Little Piggie, Hide and Seek, Drop the Handkerchief, Leapfrog, Ringer (& other marble games,) Dodgeball, H-O-R-S-E
- SIMON SAYS
- One player is the leader and orders the other players to make motions by saying "Simon says thumbs up" or "Simon says hands on your heads." The leader also makes all of these motions. If he omits "Simon says," however, and just orders "Thumbs up," the players must not make the motion. Anyone who does so is out of the game. The winner is the player who remains in the game the longest.
- CATS CRADLE
- This game involves string figures woven between the hands. The simplest form is the one for which the craft was named. More complicated figures include: the wood carrier, breastbone w/ribcage, two fighting men, howling monkey and man in bed.
- CIRCLE KEEP AWAY (hot potato)
- Players form a circle. A bean bag is passed from player to player while one player sings, whistles or claps. When the music or clapping stops, the player who has the bean bag is out and sits in the center. The last one out wins. Stops should be made frequently so the game moves quickly and players will not be out for a long period.
- TWENTY QUESTIONS
- One player is "It" and leaves the group while the other players choose an object in the room. "It" returns and tries to guess the object. He can ask 20 questions of the group members, all of which must be answered by a "yes" or "no." he asks his questions of each person in turn so that all are asked at least one question. If "It" guesses the object, someone else becomes "It." Otherwise, he is "It" again for the next game.
- RED ROVER
- Players are divided into two teams and line up facing each other, about 25 to 50 feet apart. Each side takes turns calling "Red Rover, Red Rover, let (name) come over." At that signal, the player called, runs from his line and tries to break through the line of opponents, who have joined hands. If he breaks through, he can take one opponent back w/him to his team. If he does not break through, he must join the other team. The team to add the other players on its side first, or which has the most players at the end of a designated time period wins.
- RED LIGHT, GREEN LIGHT
- Two lines are established at opposite ends of the playing area. One line is the goal line, the other is the starting line. One player is "It" and stands on the goal line. "It" shuts his eyes and counts to 10 a number of times. At the end of the count to 10, he calls out "Green Light" or any other color light. While he is counting, the players advance toward the goal line. When "It" calls "Red Light," he opens his eyes and all of the players must stop moving. Andy player "It" catches in motion must return to the starting line. Players can continue moving if any color other than "Red Light" is called. The suspense of the game occurs as the players wonder what color will be called. The first player to reach the goal line wins. The last one is "It" for the next game.
- CAPTAIN, MAY I?
- This is one I remembered, and is similar to Red Light. There is a goal line and a starting line, and the player who is "captain" stands at the goal line. The "captain" addresses one player at a time to "Take one giant step" or "Take 5 baby steps" or "Skip 3 steps," etc. That player MUST remember to say "Captain, May I?" and wait for permission before he can advance. If the player forgets to ask for permission first, he must return to the starting line. The captain then addresses another player on teh line and continues until one player reaches the goal line. That player then becomes "the captain."
- WHERE IS THUMBKIN?
- Where is Thumbkin? Where is Thumbkin?
- Here I am. Here I am.
- How are you today, sir?
- Very well, I thank you.
- Run away. Run away.
- Where is Pointer?
- Where is Tall Man?
- Where is Ring Man?
- Where is Baby?
- To play: On the question "Where is..." first one thumb, then the other is brought up. At the lines "How are you..." and its answer, the thumbs each make a circle as if speaking to each other. On the "Run away..." lines, first one, then the other hand disappears behind the singer's back. The same is done for successive fingers.
- HERE IS THE CHURCH
- Here is the church.
- And here is the steeple.
- Open the door.
- And see all the people.
- To play: Lock the fingers, knuckle to knuckle, with fingers pointing down. That is the church. Place pinkies together in an arch. That is the steeple. Now open the thumbs wide as if opening a door while simultaneously turning hands and pointing locked fingers upward. On the phrase "See all ..." wiggle the fingers.
- THE EENSY WEENSY SPIDER
- The eensy weensy spider went up the water spout.
- Down came the rain and washed the spider out.
- Out came the sun and dried up all the rain.
- And the eensy weensy spider went up the spout again.
- To play: Touch thumb of lef thand to forefinger of right hand; reverse by touching forefinger of left hand to thumb of right hand to make climbing motion. Repeat throughout the first line of the song. Lower arms slowly for rain. Make a circle with thumbs and forefingers and raise it slowly for sun. Repeat climbing motion during last line.
- PATTY-CAKE
- Patty-cake, patty-cake, baker's man.
- Bake me a cake as fast as you can.
- Roll it and prick it and mark it with a "B"
- And, put it in the oven for baby and me.
- To play: The child sits on your lap facing you. Clap hands with child for first two lines. Then, miming a baker making dough balls, "roll it and prick it," and as if writing on it, mark it with a "B" (for baby, or a letter for the child's initial.) For "Put it in..." turn palms upward and gently poke into the child's tummy, as if putting the dough in the oven.
- BLINDMAN'S BUFF
- Several players scamper around the room trying to escape the player who is blindfolded. The blindfolded player tries to catch and identify one of the players. "Buff" is a short form of "buffet" which means a blow with the hand or fist. The blindfolded player may be teased by bumping into him and slipping away. Silent Blindman's Buff requires players to remain quiet and remain in one place while the blindfolded player attempts to find and identify one.
INDOOR GAMES
- Materials needed:
Place an empty cereal box on the floor in the center of the room. Each of the four narrow edges should have a 2" x 3/4" hole cut out. Give each Cub Scout three marbles and tell him to try rolling them into the box from the edges of the room. First player to roll all three marbles into the box may keep his marbles, or be declared the winner.
- Materials needed:
Place an empty bucket in the center of the room. Each boy gets five tries to to bounce the ball into the bucket froma spot six feet away. The ball must stay in the bucket. Repeat if time allows.
- Materials needed:
- a supply of LARGE rubber bands
As boys arrive give each a rubber band. Tell them to stretch them over their heads, placing them across the tip of the nose and under the ears. On signal, boys are to work the bands from their noses down around their necks w/o using their hands.
- Materials needed:
- paper
- pencils
- suggested items below
Play "Remembering Game:" Before boys arrive place 12 small items under a towel on a table. Give each boy a slip of paper and a pencil. Expose items for one minute and cover again. Each boy then has 4 mins. to write down what he saw. No talking is allowed from the time of item exposure until all papers have been turned in. Each boy marks another paper. The winner gets a prize.
- Suggested items: penny,bobby pin, pencil, button, spoon, nail, key, scissors, spool of thread, small book, bottle cap and a stone.
- Materials needed:
Give each boy a slip with the name of a person as they arrive. Don't let them see the names on their slips. They must ask questions that can be answered "yes" or "no" to find out whose name they have. Only two questions may be asked of each person. You may adjust this game to be in keeping with this month's theme. This would be the only hint.
- Materials needed:
- "Jumbled Carnival Cards,"
- paper
- pencils
Give each boy a piece of paper and a pencil as he arrives. Tell him he is to unscramble the letters of each card displayed around the room. The words when unscrambled are the names of carnival or circus items.
- Here are ten: NOLWC (clown,) TOH DGOS (hot dogs,) HSOW (show,) TELPNEHA (elephant,) UMISC (music,) LOBOLNA (balloon,) ZRESIP (prizes,) PRNOPCO (popcorn,) ETNT (tent,) DYNAC (candy.)
- Naturally the words may be changed for different themes, holidays, etc.
- Materials needed:
Let each Cub Scout try to toss five pennies into a pie tin. The tin should be placed on the floor. Boys toss pennies from about five feet away.
- Materials needed:
- 3 marbles/boy
- 3 soda pop bottles
Stand three bottles in a triangle on the floor. The bottles should have a space of 3" between them. From a distance of 4' each player gets the chance to roll three marbles so that they go between the bottles w/o touching them. Keep score.
OUTDOOR GAMES
- Materials needed:
- willing Cub Scouts
- Have early arrivals practice "Dodge Springs." This is a good exercise and may come in handy someday for quickly getting out of the way of some danger--like a car. Cub Scouts stand still until the leader calls a direction (left, right, forward, or back.) Quickly each Cub Scout should spring as far as he can in the proper direction. Repeat and change direction rapidly. This is a good outdoors activity.
- Materials needed:
Outside, draw two chalk lines 20' apart and parallel to each other. Select two Cub Scouts to be "basemen." These take positions on the lines and throw a rubber ball back and forth to each other. Other Cub Scouts stand behind both lines and become "base runners." These try to run from one line to the other w/o getting tagged out. At the third out, the runner and the tagging baseman switch places.
CAMP GAMES
- Staff Rasslin'
- Two scouts stand facing each other holding a hiking horizontally between them. The scouts each choose one end of the staff to be "theirs." On GO they try to touch their end to the ground meanwhile preventing their opponent from touching his end to the ground.
- A simple game in which size does make a difference, but balance and technique also are important. (Possibly from a 1930's era Scout Handbook.)
- Washers
- Take 4 LARGE Washers (like for a 3/4" bolt) and paint 2 a bright color. Dig two holes slightly larger in diameter than the washers about 4" deep. Play the game like horse shoes and score accordingly using the holes for a ringer. The heavy clay like soil here holds its shape quite well. If your soil is softer, you may need to fabricate a hole out of small tin cans or the like and bury them. (Learned from employees of Churchill Downs.)
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