Metro Medley
Divide the group into two or more items; line them up 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.
Kangaroo Hop
The Cubs line up in lines, 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 line to finish is the winner.
Radar
The Dens line up in lines with their Den Leaders about 10 yards ahead of them. The first Cub in each Den is blindfolded. The Den Leaders then change places and proceed to call the blindfolded Cubs by their Den number to bring 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 Den Leaders change again and the game proceeds until all the 'airplanes' are safely home.
Round the Moon
All the Cubs line up at the end of the room. Each Cub places his hands on the waist fo the Cub in front so the Dens form a 'rocket.' One chair is placed at the far end of the room opposite each Den: these are the 'moons.' When the leader calls 'Go,' the Dens 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' returns home. The first team to be sitting down is the winner.
Rocket Relay
The Dens line up with a chair at the head of each, facing away from the Den. 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 Den.
Bat the Balloon
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 an 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 directions.
Tight Rope Walk
Line up the teams with half of each at either end of their 20' rope. The first player on each team, on 'Go,' puts on teh 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
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 Den 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 Den has created.
Bean and Straw Relay
Have the first player in each line pick up a bean with a soda straw, carry it across the room and deposit in a container. The first team to have all its beans deposited, wins.
Bucket Relay
On 'Go,' the first player runs to the other end of the playing area where two buckets are placed: one empty and one full. The Cub pours the water into the 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
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. Variations: use paper plates instead of yardsticks, or balance paper plates on the end of the yardsticks.
Banana 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 begin. The first team to finish wins.
Dizzy Izzy
Line up the Dens 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 Den 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 times.
Gum-Glove Relay
Hand a closed paper bag to the first player on each team. The paper bag contains one pair of gloves and chewing 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.
Circle Tug of War
Divide the Cubs evenly into teams of 2-3. Make a large circle of rope, size appropriately for your group. Have each team grab a section of rope. Outside their circle, put a hat or neckerchief about 10' behind each team. Each team member must have at least one hand on the rope at all times. First team to pick up their object wins.
Rattlesnake
Arrange Cubs in a circle. Blindfold one in the center; give him a rolled newspaper. The Cubs in the circle pass and shake a tin can with pebbles in it. "It" tries to swat the Cub caught being the snake; when caught that Cub becomes "It" in the center of the circle.
Blowball
Teams sit on opposite sides of a smooth table. Each team member uses a straw to blow a ping pong ball towards the other team. If the ball goes off the table on a team's side, the other team scores a point.
Beanbag Target Practice
Draw a bullseye on a driveway with chalk; assign points to the circles. Throw beanbags, with each Cub keeping track of his points. Highest point wins...or must throw and score an exact point total to win.
Data Processing
Divide the Cubs into 2 teams. Give the teams directions such as "Line up in order of your birthdays, beginning in January." "Line up lightest shoes to darkest shoes." First team done wins.
Skin The Snake
The Cubs line up single file. Each stoops over and places his right hand between his legs and with his left hand grasps the right hand of the player in front of him. When all are ready, the last player in line lies on his back while the line moves back over him. The next player then lies down and so on until everyone is lying down. The last one to lie down rises to his feet and walks forward, each following in turn, until all are back in original place.
Capture the Fort
Divide players into two sides: Attackers and Defenders. Defenders form a circle, holding hands and facing outward, with their captain in the center. Attackers surround the fort from a distance of 20-30 feet. They try to kick a soccer ball into the fort; it may go through the legs of the defenders or over their heads. If it goes over their heads, the captain may catch it and throw it out. But if it touches the ground inside the circle, the fort is captured and the players change sides.
Japanese Balloon Game
The group stands in a circle. The leader has half a dozen balloons. Into each a message has been inserted before the balloon was blown up. One at a time, a balloon is passed from player to player around the circle, until the leader blows a whistle. The player holding the balloon when the whistle blows must go to the center of the circle. He must sit on the balloon until it bursts, then read the note, and perform the action or answer the question contained in the message.
Poison Circle
The players form a circle as large as the joining of hands will permit. When the circle is completed, all drop hands and each one takes the longest step possible towards the center. Then with his toe if outdoors, or with chalk, if indoors, each player marks on the ground a section of the so called Poison Circle. After completing the Poison Circle, the players step back to the original circle and again join hands. A ball is placed in the center and the preparation is complete. At the starting signal, the players, still holding hands, move around the circle to the right. Then, without warning, the leader calls "change" or blows a whistle. At this signal everybody moves in the opposite direction and the Players try to force one another into the Poison Circle. When a player is drawn into the circle every one calls "poison" and runs from him, while he, in the meantime, gets the ball and tries to hit one of them. If two or more players are drawn into the circle at the same time, any one of them may get the ball and try to hit one of the others. After the one who throws either hits or misses, the circle is reformed and the game continues.
Shopping
Group cits in a circle. One player is sent out of the room and the others decide what this player must be when he comes back. They decide, for example, that he shall be a policeman. When he comes back in he asks each of the players in turn what he can buy for himself. In this case he can buy a pair of black boots, whistle, a flashlight, and so on. When he has gone round the circle he is given two chances to guess what he is and if does not know he loses a point. Variation: As above, but group decides who the person sent out of the room will be. (Famous athlete, politician, musician, movie star, etc.) Person sent out of room tries to determine who he is by elimination: Am I living? Am I Canadian? Am I in sports, etc. Set a time limit of ten minutes.
Sleeping Pirate
Blindfolded player becomes the sleeping pirate and sits on a chair in the middle of the room, with "treasure" (blocks of wood) which he is defending, at his feet. Players line up at one end of room. On signal "Go," players stalk in an attempt to pick up treasure without being caught. Sleeping pirate catches players who have made noise by pointing at them. A player pointed to must retire and start from beginning. Two trys for each player. Only one block can be captured at a time. Ten points are given for each block or box successfully captured. Variation: use two pirates seated back to back, and more blocks if group is large.
In The Pond
Mark a big circle on the floor. This is the pond. The whole group stands around the edge. The leader is the referee. When he shouts "In the Pond," you all jump into the circle. When he shouts "On the Bank," you all jump out. But...sometimes he will try and trick you by saying "On the Pond" or "In the Bank." When he does this, nobody should obey. Anyone who moves, on a wrong order, is out of the game or may pay a forfeit and get back in.
Kill the Rattlesnake
The group stands in a big circle. In the center are two boys, blindfolded. One, the Hunter, has an old sock stuffed with Paper. The other, the Rattlesnake, has a tin (old shoe polish tins are ideal) with a lid on -- containing small pebbles. The Hunter starts the game by shouting "Rattlesnake!" The Rattlesnake "freezes" on the spot, and shakes his tin of pebbles. The Hunter rushes to where he thinks the sound comes from and takes a swipe at the Rattlesnake. If he misses, the Rattlesnake then moves silently away, and again the Hunter calls "Rattlesnake!" This continues until the Hunter hits the Rattlesnake--with a time limit of two minutes. When the Hunter is successful, the two change places. After two minutes, the next two players in teh circle have their turn.
Australian Circle Game
A player stands in the center of a circle, holding a tennis ball. He tries to throw this ball to someone in the circle who will drop it. Another ball is also being passed around the circle from one boy to another. The player in the center may throw his ball to anyone, but he usually throws it to the boy about to receive the ball being passed around the circle. If either ball is dropped, the one who dropped it changes places with the boy in the center.
Masks
Players in circle; each player in turn goes into the center and "registers" an emotion by facial expression. First player to guess the emotion portrayed correctly scores; each player has only one guess. Best total wins.
I've Lost my Dog
Players stand in a ring facing inwards. The leader stands in the center. He addresses one of the players, saying, "I've lost my dog." The player asks, "What is it like?" The leader describes any other person in the ring--trying a so to make the description fit a dog. When the questioner guess the identity of the person described, the one described leaves his place and is followed round the circle by the questioner. Both race in the same direction, each returning to his place. The last to get back becomes the one to whom the leader will speak when the game begins again.
Who's the Best Indian
Players sit in a circle. Each takes his turn telling something he can see, hear, feel or smell from where he sits. No repetition is allowed and if a player repeats what another says, or cannot think of something, he is out. The game continues until only one is left.
Ride 'Em Cowboy
Divide the group into teams of six. A chair is placed about fifteen or twenty feet in front of each team. On 'Go,' the first person on each team puts on a ten gallon hat, cowboy holster and gun and places a balloon between his knees. He proceeds in bowlegged fashion to the chair, where he places the balloon on the seat and rides the 'bronco' until it 'breaks.' He returns to his line, passing his hat and belt to the next cowboy. The game proceeds in this relay fashion until all broncos have been broken.
Consumer's Report
Needed: bowl of soda crackers, a peeled orange, a can or bottle of soda, bowl of peanuts, 1 straw per person, 1 long table. 1 balloon and 1 bib per team. Divide the group into teams of six to eight. Line up each team at one end of the room and place each 'set' of food items and a bib on the table at the other end of the room. Blow up the balloons and place them on teh table beside each team's goodies. On 'Go,' the first member of each team runs to the table, puts on the bib and eats one cracker, eats one section of the orange, uses own straw to take one sip of the soda, and eats four peanuts. (Note: Diet/allergy watch for this game, especially the peanuts. Substitute where necessary. NBM&Ms should NOT be substituted for peanuts, as the shell is made from crushed peanuts.) When finished, he takes off the bib, runs back and tags the next player, who then runs up, puts on the bib and tastes the food. The relay continues until all the food items for each team are gone. When the last mouthful is gone, that player pops the balloon to signal that his team has completed its taste test.
Popstick Slapshot
Needed: 2 hockey nets, 1 tongue depressor per player and 2 ping pong balls. Divide the group into two teams. Place 2 hockey nets at the same end of the playing area. Each team lines up about six feet in front of its net. The first member of each team puts his tongue depressor in his mouth, gets down on his hands and knees and attempts to slap shoot the ball into the net, using the tongue depressor. When he has scored, he takes the ball back to the starting line, tags the next person, who proceeds to attempt to score. The first team to complete the relay wins.
Bricklayer's Relay
Needed per team: 1 hard hat; 1 dustpan; 1 flag; 3 or more "bricks" -- stones, pieces of styrofoam, blocks of wood. Divide the group into teams. Have them stand in parallel straight lines at one end of the playing area. The leader shouts 'BUILD.' The first member of each team dons the hard hat, places a brick in the dustpan and runs down to the other end of the playing area. He places the brick on the ground and runs back to the starting line. Each team member in turn, races down to build up the wall. The race continues until all bricks on each team are used up. If the wall falls down while the race is on, all bricks must return to the starting line, so the relay can begin again. Therefore, allow the teams time to plan a building strategy, so they will know how and where to place the bricks to avoid a collapse. When the wall is complete, the last member of each team races down with the flag, and plants it on top of the wall. Afterward, see what kind of super structure can be built. Have the teams work together to build one giant wall, or building, or structure of some kind.
Putt it There
Needed per team: 1 golf umbrella, 1 golf sweater, 1 golf hat, 1 golf glove, 1 golf putter, 1 golf ball, 1 putting cup. Divide the group into teams of six. One player from each team is selected to be the model. The teams are lined up at one end with the models in the middle of the playing area and the putting cup at the far end. On 'Go,' the first player from each team runs to the model, carrying the sweater. He puts the sweater on the model, and runs back. THE MODEL MAY NOT HELP ANY OF HIS TEAMMATES IN ANY WAY. The second member puts on the hat, etc...until the model has on all of the above pieces of equipment. Using the putter, the model then putts the golf ball into the putting cup. The first team whose golfer sinks the putt is the winner.
Pack 'Em In
Needed per team: suitcase, umbrella, hat, coat, gloves and scarf (it is ideal if the clothing is oversized.) Divide the group into even teams and line up each team in relay formation. Place the suitcase, filled with clothing, in front of the first player on each team. On 'Go,' the first player opens the suitcase, puts on allt he clothing and runs down to the other end of the playing area and back. Here, they remove all the clothing and put it back inside the suitcase, shut the suitcase and tag the next player in line. That player opens the suitcase and gets dressed and runs down the playing area and back. The relay continues until all players have had the chance to get dressed, travel and unpack. Provide additional articles of clothing or accessories, to make the outfit even funnier.
Balloon Balance
Divide the group into teams of six to eight players. Each team is given one large and one small balloon. The first player of each group, on the word 'Go,' balances the smaller balloon on top of the larger one and races to the other end of the playing area. If the top balloon falls off, the player must return to the starting line and begin again. When the 'run' (or walk) is complete, the player takes both balloons in his hands and runs back to the starting line, where the second player is waiting to race. The first team finished, and sitting down, wins.
Hare Hop
Needed per team: 1 pair of rabbit ears (made from cardboard, cotton and wire attached to a hat;) 1 small balloon and 1 large balloon for each member; lots of string; 1 chair for each team. Divide the group into teams of six. Line up each team in straight lines at one end of the playing area. Place the chairs, one for each team, at the opposite end of the playing area. On 'Go,' the first player of each team dons the rabbit ears, while his teammates blow up one small and one large balloon. One long piece of string is tied to the small balloon. The first player then ties the string around his waist, with the balloon hanging from behind, to represent his tail. He hugs the large balloon to his tummy, to represent the fluffy underside of a bunny. Then, with the ears and his two balloons, he hops down to the chair, hugs the large balloon until it breaks, and sits on his 'tail' until the small balloon breaks. When both balloons have burst, he hops back to the team where he gives the ears to the second player. The fun is helping each rabbit get 'dressed' and in cheering each bunny on. The relay ends when all bunnies have lost their tummies and tails.
C.U.B.S.
The Cubs sit in a circle with a beanbag in the center and the leader gives each player a letter in the order C.U.B.S. all the way round the circle. The leader cals out one of the letters and all the Cubs with that letter run around the outside of the circle and back through their places into the center--where they snatch the beanbag. The Cub who gets the bag first is the winner.
Floating Bomb
Each den defends a quarter of the room and a feather is released in the center by Akela. The Cubs have to blow to keep the feather or balloon in the air, but if it lands in their portion, they have been hit.
Keep the Basket Full
One person has a box in which 15 to 20 tennis balls are placed. As quickly as possible, he picks up one bal at a time and rolls it across the ground. The rest of the players race after the balls, retrieve them and return them to the box. The aim is never to let the box become empty.
Hop Knot
All the Cubs sit in a circle, with teh exception of one who has the rope. On 'go' he drops the rope at the feet of one of the players, at the same time calling out the name of a knot. He then commences to hop round the circle, whiel the knot is being tied. If tied correctly, the tier becomes the hopper.
Hunt the Key
The players from a closely knit circle seated on the ground. One player is chosen to be the hunter and must sit in the center of the circle. While the hunter's eyes are closed, a key (or similary small object) is given to one of the players in the circle. The players begin passing the key around teh circle without actually showing the key, while the hunter watches. At the same time, those players without the key should pretend they are passing it in order to fool the hunter. When the hunter suspects someone of having the key, he calls the name of that player. The passing stops, and the called player must reveal whether or not he has the key. If this player has the key, he becomes the hunter. If the hunter has guessed incorrectly, the game continues.
I Packed My Bag
The first player initiates the game by choosing an item to complete the phrase, "I packed my bag and in it I put a(n) ________." The second player continues the game by repeating what the first person packed i n the bag and adding something of his own. Each player in turn adds another word to the string. Any player who forgets an item or recites the list out of order is dropped from the game. The player who remembers the longest string of objects wins.
Odd Bean
Each player is given a bag with 12 beans. The first player hides a number of beans in a fist and asks the next player, "Odds or evens?" If the next player correctly guesses whether the fist holds an odd or even number of beans, he collects the beans from the first player. If the guess is wrong, the second player must forfeit the same number of beans to the first player. The second player then places beans in his hand and asks the third player, "Odds or evens?" and so on. Any player losing all of his beans drops out of the game. The winner is the collector of all the beans, or the player who collects the most beans within the time limit.
Up, Jenkins!
Divide the players into 2 equal teams, seated on opposite sides of the table. Choose a leader for each team. One side should have possession of a quarter. At 'Go,' the team with the quarter (Team "Q") passes it underneath the table. After counting to 10, Akela says "Up, Jenkins!" and Team Q puts their closed fists above their heads. Akela then says "Down, Jenkins!" and Team Q slaps their hands down on the table. The opposing team listens carefully for the sound of the quarter being slapped onto the table. They then secretly discuss who has the quarter. The leader of the second team then selects Team Q's players one by one, trying to eliminate those he believes does not have the quarter. If the last player called has the coin, then the quarter goes to the other team to hide. If an earlier player called has the coin, then the amse team hides it again.
Barnyard Peanut Hunt
Before the game begins, peanuts are hidden around the playing area. The players are divided into teams with at least 3 players each. Each team selects a captain and an animal (cat, dog, cow, bird) and imitates its cry. At 'Go,' all teams begin searching for peanuts. Only the captain can pick them up; non-captain players must make their team's sound to call the captain over to pick up their prize. Team with the most nuts wins.
Capture the Flag
Mark a play area, abouit 30' x 30', with a center line down the middle. Divide the players into 2 equal teams. Both sides place their handkerchiefs just inside the boundary. At 'Go,' each team rushes for the other team's handkerchiefs. Any player tagged before they have a handkerchief in hand is considered captured and must stand behind the enemy flags. If a player succeeds in grabbing a handkerchief, he is safe from tagging and may run it back behind his team's line. Players may free teammates by tagging them behind the enemy line. They may not tag a player and capture another handkerchief on the same run, however; two separate runs are required. The first team to capture all the flags wins, or the team with the most flags at the same time limit is the winner.
Octopus
One player is designated the "octopus" and roams freely in the "ocean." The other players are "fish." When the octopus yells, "Cross!" the fish attempt to move from one side of the ocean to the other without being tagged. Any fish who is caught by the octopus becomes a tentacle and helps the octopus catch other fish as they try to cross the ocean. The tentacles can be required to stand still, using their arms to tag fish, or move freely for a livelier game!
Dua! Plains
Equipment: (2) 3'-4' cords w/knots spaced 1". The Omaha were especially fond of this breath-holding game. The object of this contest was to see which player could hold his breath for the longest period. Stretch the cord(s) between two points to keep it taut. In turn, each player continuously repeats the word "Dua!" each time a knot is touched as he moves along the length of the cord (back and forth as needed.) The player who touches the greatest number of knots, while saying Dua! at every knot touched, without taking the slightest breath, counts coup and wins. A wise chief will have counted the number of knots in the cord before the game begins. If two cords are used, two players may compete simultaneously.
Tipi Race Plains
Equipment: 8 markers. A circle was considered a perfect form by the Indians, so modern Indians who take part in this Tipi Race can think of that to add wings to their feet. A circle about 40' feet in diameter is marked out and divided in half from North to South. Position one for each team is ~10 degrees to either side of North, position two is East for one team and West for the other, and position three is ~10 degrees to either side of South. The markers in the center are placed 4' apart. Markers can be 12" circles of cardboard or paper plates. Runners are evenly divided between the 6 positions. The chief gives the word "Go!" and the #1 runners race to the center of the tipi, circle the marker on their own side of the tipi without touching it, and return to their own marker. When each runner at the first position has had a turn, the runners at the second position begin. Play continues until the last runner at the third position has finished. The first side to correctly complete the relay counts coup. Alternative: The relay proceeds with the first runner at each position taking turns, then the second, etc. Until all runners have completed their turns.
Bear Race Northwest Coast
In this race the Indian youngsters imitated the loose, shuffling gait of a bear while they raced between two points. Often the chief who acted as judge awarded the coup to the player who imitated the shuffling run of the bear best, instead of the player who came in first. This was not only to reward the player's nature knowledge, but also teaches the players that the correct play-way was even more important than speed.
All players take place just behind one line and face another line about 60' away. The chief calls "Go!" and the players put their hands on the ground and advance to the finish line as quickly as possible by moving the left hand and right foot forward at the same time, then the right hand and left foot. The players may move their heads from side to side to further imitate a bear.
Rattler! Plains-Woodland-Northwest Coast-Southwest
Equipment: tin box w/pebble. The players stand just outside a circle 40' in diameter, marked on smooth flat ground. Two players stand in the middle of the circle. A chief blindfolds one of them, the Hunter, leaving the ears uncovered. The second player, the Rattlesnake, is blindfolded and given a rattler (small tin box with a very small pebble inside.) Be sure the lid fits tightly. The rattlesnake silently counts to ten between rattles (two or three shakes of the box) while moving around in the circle. The hunter tries to catch the rattler. If the chief shouts "Stop!" [to prevent the players from colliding with the spectators,] both players must stop instantly.
The players begin 10' -12' apart in the center of the circle. When the snake has been caught, the players reverse roles or another pair of players may have a turn.
Bowl Toss Plains-Woodland-Southwest-Northwest Coast
Equipment: two matching bowls, 6 disks (stones, fruit pits, pieces of pottery, or cardboard) decorated and marked with points (1-6 on one side; 2, 4, 6 on teh other side of three; and 0 on the remaining three.) Two players sit opposite each other, 4' apart. Each player has a wooden bowl about 8" across and 4" deep. The first player has numbered disks in the bowl, calls "Ready!" and immediately tosses the disks up and forward to the other player. The second player tries to catch as many of the disks as possible without changing sitting position. Points are tallied for the side facing up, but only for disks that remain in the bowl. The turn continues when the second player tosses all the disks back to the first player. Both scores are totaled for the team and the team with the highest score wins. As skill improves, players may move further apart.
Pine Cone Hoop Toss Plains-Woodland-Southwest-Northwest Coast
Equipment: 12" - 18" hoop made from grasses, reeds, or willow branches; pine cones. The hoop is placed on the ground 12' away from the throwing line. Each player stands behind the line, is given three pine cones and allowed to make three underhand tosses in attempts to drop each cone inside the hoop. One point is allowed for cones falling inside the ring and then bouncing out, and three points for each cone which remains inside the circle. The hoop is gradually moved farther away as skill increases. Try tossing with other hand or between legs while back is facing the hoop. Grand finale: suspend hoop above the ground.
Tillikum! Northwest Coast
Tillikum is a Chinook word meaning "friend." The game can be played by two players or two teams. This is how the signs are used in playing the game:
When two teams are playing, each team stands behind a straight line, facing the other team. Each team chooses a captain who decides the sign. The teams stand back to back while the sign is secretly shown to the team members. Teams turn to face each other and the game continues as for individual play.
Medicine Lodge Plains
Equipment: six sticks. A 12' square is marked on the ground. This is the Medicine Lodge. The challenger, the medicine man, stands in the center of the lodge. He guards six sticks (10" long x 1.5" diameter.) They are laid in a circle around the medicine man, each about 2' away from him. 4-6 players surround the lodge. When a chief gives the "attack" signal, each player tries to secure a stick without being touched by the medicine man. Only one stick at a time may be taken, and the contestant taking it is not safe until he has escaped the lodge. The player with the most sticks counts coup and wins. Optional addition to the game: If three players succeed in touching the medicine man at the same time before he can touch any one of them, the medicine man becomes the prisoner of the attackers and they count coup and win.
Handbook of American Indian Games, Allan and Paulette MacFarlan, Dover Publications, 1985
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