Programs for Cub Scout Leaders

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1 MAIN THEME: Space Cowboys Program No: PROGRAM THEME: Prepare for take off Week 1 of 4 Check programs prior to conducting. (10 mins) Boomerang (20 min) Activity Inspection, Grand Howl, Flag Break Meteor Shower Equipment: Large rubber ball Two teams easily distinguished. By passing only one team attempts to tag members of the other. The ball may not be thrown at the opposition, but must be held and retained, when tagging. The ball may be intercepted in passing by the other team. A dropped ball automatically is passed to the other team. No running with the ball Prepare for takeoff Pack is divided into two teams, who sit in parallel line about 1.2mts apart, but facing opposite directions. The feet of each should just touch the seat of the Cubscout in front. A mark is made half way down the aisle between the two teams.the ball is placed onto the mark. When the Leader call take off the players use their inner hand only to try and drive the ball to the front of their respective teams. If this done a goal is scored. The ball must stay on the ground. As a variation turn the teams around and use the other hand. Equipment: Large ball Make tripods Equipment: Small bamboo sticks, wool/string. Cubscout leaders resource folder. Take off Equipment:Tripods candles, matches, string an some sticks. Place two sticks upright in the ground and tie a piece of string across the sticks. Per Six Each Six makes a tripod and then attaches the candle to the tripod. Using different sticks they then slide the tripod with the lit candle under the string approximately 3mts away the first six to burns through the string wins. Leaving earths gravity Equipment: bag per six, and one large rope Sixes in a circle holding on to the rope. About 1.5mts behind each six a beanbag or some other object is placed. Each Six tries to pull on the rope so that one member of the Six can pick up the object.

2 Sing Song (15 min) (5 mins) Space songs

3 MAIN THEME: Space Cowboys Program No: PROGRAM THEME: Take off Week 2 of 4 Check programs prior to conducting. (10 mins.) (15 min) Inspection, Grand Howl, Flag Break Take off Equipment: one beanbag per team. Divide the pack into two teams. One team stands equally spaced around a large circle, while the team leader stand in the centre with the beanbag. The other teams stand in relay formation outside the circle, the leader also holding a beanbag. On the starting signal the leader of the circle team starts passing the bag to each of their team in turn, counting the passes successfully made. Meantime the other team are racing relay fashion round the circle, passing on the beanbag to next runner in turn. When the last runner is back; the number of passes made by the throwing team is noted. Then the teams change places and the new throwing team endeavours to exceed the number of passes made. Watch out for Aliens Equipment: a short rope One of the Cubscouts is the keeper and holds one end of the rope. The other end is tied to the belt of another Cubscout who is the monkey. The monkey and the keeper stand in the middle of the circle made by the rest of the pack. Some of the Cubscouts are selected to tag the keeper who cannot move, The monkey tries to protect their keeper and tags as many Cubscouts trying to tag the keeper. When they are tagged they return to the circle.

4 Boomerang instructions Tie a reef knot & clove hitch Equipment: ropes Cubscout resource folder (15 min) Activity (25 min) Tie up the spaceship Equipment: Hammer, nails, wool / string and one piece of board 200X 150mm per Cubscout. Draw a simple space rocket on each piece of board. The Cubscouts then tap in nails at 20mm spaces along the outline of the rocket. (You will need to ensure that there is a nail at each the corner points of the rocket.) When this is completed they then tie the wool around each nail using a clove hitch. Completing the out line of the rocket. Cubscouts that cannot tie a clove hitch can warp the wool a couple around the nails Rocket assembly Equipment: Each Six sits down at one of the hall. Each Cubscout in the Six is given the name of a part of a Spaceship All sixers maybe rockets the next row of Cubscouts could be nose cones, wings etc. When the leader calls the respective part those with that part run to the end of the hall and back again. First Cubscout back gets a point. Some time call the rocket is complete and all race up and back. Variation: Use names of cars and have appropriate action for each Eg.Ferrari fast: Model T walks; Mini zooms through the legs. (5 mins)

5 MAIN THEME: Space cowboys Program No: PROGRAM THEME: Arrive at planet Xylene Week 3 of 4 Check programs prior to conducting. (10 mins.) (15 min) (15 min) Boomerang Activity (20 min) Inspection, Grand Howl, Flag Break Rough landing (poison ball) Equipment: Basket balls Finding supplies Equipment: Seven rocks or other objects. The Cubscouts are divided into four equal teams, with one sitting in each corner. The seven stones are placed in the centre, with a square drawn them, and a small square in front of each team. Each Cubscout in the team is given a number. The leader then calls out a number, say number 2.The four number 2 s run to the centre and pick up a stone, and bring it back to their square. Only one stone may be picked up at a time, and must be placed in the square, not thrown. They then return to the centre and pick up another stone. Then they must also take from their opponents squares. This continues until one group has three stones in their square. A point is scored, and the game commences again with a new number Make shelters Make shelters and cover with heat reflective tiles (old newspaper) Equipment 24 Spars, 8 lashing ropes, old news paper (10 mins) (10 mins) (5 mins) Alien Feet Equipment; Large cut out of Alien feet with shoelaces attached. Cubscout line up relay formation. They each in turn tie the alien feet onto their own shoes using a reef knot, run to the end of the den and back, where the next Cubscout has their turn. Avoiding capture Cubscouts join hands in a circle. The rabbit inside and two foxes outside. Foxes have to try to catch the rabbit. Players in circle hinder the foxes by creating a barrier with their arms, but let the rabbit in and out at will to avoid capture.

6 MAIN THEME: Space cowboys Program No: PROGRAM THEME: Splash down. Week 4 of 4 Check programs prior to conducting. (10 mins.) Boomerang Activity (30 min) Inspection, Grand Howl, Flag Break Slash down Equipment; 4 tins, chalk An area is chalked off each six corner and inside it stands a tin guarded by the sixer. Other players must keep to the centre of the floor and they pass around one or more hand balls and try to hit the tin in someone else s corner to score a point. Testing reflexes after space travel Equipment: Large ball Cubscouts in a large circle and the Leader in the centre. The leader throws the ball to the Cubscouts not in turn. As they throw the ball they call either head or catch. If they call Head the ball must be caught, and if catch is called the ball must be headed. Have Cubscouts go on one-knee then two knees before being eliminated. Make a compass Mark cups with compass points Equipment: 24 plastic cups, 24 needles, 4 strong magnets, styrene foam (10 mins) Protect the Planet Equipment; Balloon for each player Each Cubscout has a balloon tied to their ankle.the object is to tread on and burst other players balloons, while trying to keep their own intact. Germ warfare Equipment: Cubscouts in a circle. Poison is marked by a chalk circle in the centre.all join hands and try to pull each other on to the poison, any player touching it falls out (5 mins)

7 MAIN THEME: Self expression Program No: PROGRAM THEME: Circus Bring in the clowns Week 1 of 4 Check programs prior to conducting. Ensure that you have the people to facilitate the bases (10 mins.) Boomerang Bases (45 mins) (10 mins) Inspection, Grand Howl, Flag Break Lions on the loose Equipment; Chalk Three circles are marked on the ground. They are called safety zones and should be at least 3mt apart. Cubscout is chosen to be IT, the rest are runners. IT can never step inside the safety zones but must try and tag one of the runners as they race from circle to circle. The first Cubscout tagged becomes IT. Side show toss the hoop Equipment; Length of rope knotted so that it will just pass over the Cubscots shoulders per Six. Cubscouts line up at one end of the den. The knotted rope is at the other.on GO the first Cubscout in each six runs up, passes the rope over their head and shoulders down their body, and septs out of it when it reaches the ground. They then run back to their place and No2 goes. The first six completed wins. Cubscouts participate in 4 bases Juggling Magic tricks. Simple card or memory tricks Coin toss. Cubscouts toss a coin onto a table from 3mts Acrobatics Acrobatic Relay Equipment; Grand Howl, Small Flag balls Break, and Prayer rope Sixes in relay formation at one of the den. The first run to the other end and skips five times. The second hops on the right foot and back on the left. The third runs up and bends over, while the fourth laps frogs over them. Five runs up and turns a somersault. Six runs up throws a ball to number one, who returns it. (5 mins)

8 MAIN THEME: Self expression Program No: PROGRAM THEME: Spies Week 2 of 4 Check programs prior to conducting (10 mins.) Boomerang Instruction & Activity (10 mins) Inspection Spies on the run Equipment Cubscouts in a circle, two deep, facing in. One chases another: when a spy stops in front of a pair the rearmost one of that pair becomes the spy. Touched spy chases their pursuer. Variation Pairs face each other with hands joined forming a cage in which the spy takes refuge, the outer one of the cage becoming the spy. Second variation Whenever the whistle blows, spy becomes the pursuer and vice versa. Special agent gadgets Equipment; Two saucers, and a dozen buttons, beans, or other objects for each team Teams of equal numbers stand sideways in line. On the floor, by the leader of each team are two saucers, one containing the twelve objects tother empty. On the start signal, the leader picks up one of the objects at a time and passes to the second in the team, who passes to the third, and so on down the line. When the object reaches the last player they begin to pass it back down the line behind their back; thus at the same time, some objects are being passed in one direction in front of the body and the other direction behind the body the leader receive the objects behind their body they place them into the second saucer. First team to complete is the winner. The number of object can be varied, but should be at least twice the number of players, so that every player will be involved in passing in both directions at the same time. Try repeating it starting from the other end. Sense Training Cubscout Leaders resource folder P57 Steady on your feet Equipment; Wicket per Six Cubscout line up in relay formation. Each Cubscout runs to the front, places hands on the wicket and then forehead on hands. They the run clockwise twice round the wicket and back to toff the next Cubscout.

9 Activity (15 mins) (10 mins) Decipher Codes Equipment ; Paper, candles and poster paint Cubscouts write or draw a secret message on a piece of paper with the candle. Then they exchange it with another Cubscout who then has to paint the paper before they can decipher the message. Friend or foe Equipment; Blindfold Cubscouts sitting on the floor in a large circle. One Cubscout blindfolded in the centre of the circle. They point to someone in the circle and says I am.. Who are you? The reply is You and I belong to the same Brotherhood The blindfolded Cubscout must guess the name of the Cubscout. If they do they change places. Skits/ Songs (20 mins) Cubcouts in their sixes to organise a skit or song to entertain the rest of the Pack (5 mins)

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11 MAIN THEME: Self expression Program No: PROGRAM THEME: Knights Week 3 of 4 Check programs prior to conducting. (10 mins.) Boomerang Instruction (15 min) Yarn (25 min) (5 mins) Inspection, Grand Howl, Flag Break Knights in shinning armour Equipment: Nil The sixes stand in file behind a line. At the other end is another line behind which r\the Sixer stands. On go the Sixer runs to the other line, takes the hand of a player and pull them to their line. The pulled player then runs back and pulls a third down, and so For variation the Cubscouts can piggy-back each other My fine steed Equipment: Nil Groups of three Cubscouts. One is the head, another makes the back and holds the waist of the head the third is the rider, who is seated. Race over given distance. This can be played with the head blindfolded being steered by the rider. Challenge 12 Cubscout Leaders resource folder Storm the Castle Equipment; Nil Cubscouts form a circle, hands joined, one Six outside. The Six getting all its members inside the quickest wins. Sixes storm in turn. Time each one. Those in the circle try and hinder the storm troopers Progressive yarn Cubscouts sit in a circle.one player starts a story. The next must add something to the story and so on round the circle. Variation. Cubscouts sit in a circle.one player starts and claps their hands. The next player must clap their hands and do something else, such as sneeze. The third claps their hands, sneezes and adds some thing else. Ands on round the circle Knights cared for all creatures. Equipment: Nil All the Cubscouts sit in a circle.one Cubscout is pussy, and they move on all fours. They stop in front of another Cubscout and three times. After each meow the Cubscout must pat them on the head without smiling or laughing. If they do this they change place with the pussy.if not no pussy some one else.

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13 MAIN THEME: Self expression Program No: PROGRAM THEME: Musical instruments Week4 of 4 Check programs prior to conducting. (10 mins.) Craft (15 min) Activity Inspection, Grand Howl, Flag Break Playing the tom toms Equipment: Loosely rolled newspaper. Cubscout in a circle, with hands behind their backs. One Cubscout fall out, holding the newspaper. They run round the outside of the circle, and quietly places the newspaper in the hands of another Cubscouts.Then should do this while still running so as not to give the show away as to who has it. The Cubscout who finds they have the newspaper then whacks the Cubscout on their right, and chases them round the circle back to their place. The Cubscout holding newspaper then runs round the circle and gives the newspaper to another Cubscout. Bash the cymbals Equipment: Old saucepan lid and a ball One Cubscout holds the saucepan lid as a shield and another has the ball. The rest of the Pack field.on GO the Cubscout with the ball tries and hits the Cubscout with the shield. If they miss, anyone may field the ball and trow it from where it lands. No-one may run with the ball, but must throw it directly when it is picked up. The Cubscout with the shield may run anywhere within the bounds. If they are hit, they drop the lid immediately and join the fielders. The ball may not be thrown until the shield is picked up. Make musical instruments Match box shakers Match box guitars Comb harmonicas Straw flutes Play the National Anthem Name that tune Equipment; Paper and pencils Sixers each with a paper and pencil, go out of the room. The Sixes line up in relay fomation. No s1 are given the name of a well know song each the same. The No s2 another, and so on throughout the six. The Sixers are called in, and each stay a little distance from their Six. In turn the rest race up to the Sixer and sing their tune to La. Sixer writes down the name.the winning Six is the one which has the most correct as well as being finished first. Bash the drum

14 Songs Equipment; One tin and 12 bean bags With chalk, quarter the den. One Six stands in each quarter and lines the two wall sides of their corner. In the centre is placed an empty tin. About 12 beanbags are shared out. The idea of the game is to knock the tin into some other Sixes quarter by throwing the beanbags. Cubscout retrieve the bag in their quarter but cannot throw until back touching the wall. (5 mins)

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