Scouting, Volume 38, Number 8, October 1950 Page: 13
32 p. : ill. ; 28 cm.View a full description of this periodical.
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— Leader says "I
will answer 'yes' or 'no' to twenty questions while
you try to find out who I am." This is a good Den
game. At the Pack meeting it will also keep boys
busy and quiet. With the help of one leader for
each Den, leaders can decide what they will be
and the game can be conducted as a contest to see
which Den can guess who they are. Rotate leaders
each time.
2 'PaiMMt (facte
— The object of the
game is to keep out of the circle while trying to
pull someone else in. Those touching the circle
drop out. Use three or four Indian clubs instead
of the circle, as a nice variation.
3 StonA TVieatlenA
Players pair up
and hold left foot with their left hand. They grasp
the right hand of their opponent and on the signal
each tries to force the other to lose his balance or
touch his upraised foot to the ground.
4 ^dcCd — Boys are asked to stand and
be ready to flap their arms up and down when
leader names something that flies, and hold still if
the something doesn't fly. Eliminate those who err.
Leader flaps his arms at every command. Give
commands in quick succession like: Ducks fly —
Geese fly — pigs fly — pause then start again.
5 SlutcC TRace — A boy from each
Den lines up on starting line, feet toward the goal,
hands behind on the ground supporting body with
hafids and feet with hips lifted off ground. At
signal they walk in this fashion toward the finish
line. To make it more interesting, put a paper
sack over each head. Play until each boy races
once.
6 Scout S^uc^ie Cub
Scouts will enjoy this homemade game of skill.
It is easily set up on any hard surface like your
porch, living room, basement or garage floor, or a
driveway. Simply mark off the court with chalk,
paint or masking tape as illustrated. Prepare four
colored discs for each player or team by filling
metal milk bottle or salad dressing caps with
plaster. The surface may be waxed or sprinkled
lightly with meal as needed.
Directions: The discs are slid by hand. Teams
alternate turns and the initial lead each time. Discs
must remain within bounds. The team scores points
according to the number of discs it has closer to the
goal at the end of the court than its opponents. Any
disc in the lead that is a "hanger" counts 4 points.
If one team has a "hanger" and a disc in the 3 and
2 zone ahead of its opponent's nearest disc, it scores
9 points. A disc on a line scores the highest point if
any part of it shows over the line. The game is played
to 21.
19
♦
CUB SCOUT SECTION
OCTOBER. 1950
13
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Boy Scouts of America. Scouting, Volume 38, Number 8, October 1950, periodical, October 1950; New York, New York. (https://texashistory.unt.edu/ark:/67531/metapth313167/m1/15/: accessed April 19, 2024), University of North Texas Libraries, The Portal to Texas History, https://texashistory.unt.edu; crediting Boy Scouts of America National Scouting Museum.