Scouting, Volume 38, Number 10, December 1950 Page: 17
40 p. : ill. ; 28 cm.View a full description of this periodical.
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GAMES
CUB STYLE
<#> SWIMMING RELAY
Form equal teams of three or more boys. Have
them line up one behind the other on a starting
line. The first boy assumes the "crab" position
(back to the floor supporting his weight on his
hands and feet). On the signal, the first player in
each line starts towards a goal several feet away.
He swings one arm at a time above his head in
a circular motion such, as that used in the back
stroke in swimming. On returning to the starting
line the next player follows the same course until
all have competed. The first team to have all of its
players across the starting line wins.
SAVE YOUR BUDDY
Line up one behind the other in teams. Facing
them approximately twenty feet away is one of
their team members, with a coil of rope. On the
signal he heaves the rope towards his team. If the
boy at the head of the line can catch the rope
without moving, he hangs on to it, while the
thrower pulls him forward until he is over the
throwing line. The new boy immediately coils the
rope and heaves it to the next player. The two boys
at the finish line pull him forward. This continues
until the entire team has been pulled across the
line. If the player cannot catch the line, it must be
recoiled and heaved again.
GRASSHOPPER RACE
This is a partnership affair. The first partner toes
the mark and jumps forward with both feet as far
as he can. He remains standing at the spot while
his partner steps up behind him and puts his toes
against the first boy's heels. The first boy steps aside
and the second one jumps. This continues until they
cross a designated line.
STRONG NECK
Use a loop of cloth approximately three feet long.
Players in pairs line up on hands and knees facing
each other, with the loop placed over their necks.
On the signal they try to pull each other over a
center line.
GUESS WHO?
Players stand in a circle formation facing in.
"It" stands in the center of the circle while the
players pass a coin or some other object around
behind them. "It" tries to catch the person with
the object in his possession. In which case they
change places.
RAFT RACE
Team members line
up one behind the other.
The first boy is the
Skipper and stands with
each foot on a large pad of newspapers. The second
boy is the passenger and stands on the same papers
with him. On the signal the Skipper bends over and
takes a hold of the papers with each hand. By shift-
ing their weight and moving the papers forward
the two boys maneuver to the goal line. On reach-
ing it, the passenger runs back to his team with the
newspapers and in turn brings the next boy across
the river. The first team to have transferred all of
its members across wins.
Variation: This can also be used as a buddy
race where one boy acts as the skipper over the
river and the other boy on the way back.
FIND THE POSSUM
This is a good Pack game. The leader starts out
by hiding the dummy possum. Each Den has one
hunter and all the other players are hounds. The
hunters send their hounds to find the possum. Each
Den has a call of its own. As soon as a hound has
tracked the possum to its hideout, he gives his Den
call. Immediately all the hounds join in "baying."
Only the hunters may capture the possum; and the
hunter who does, scores 10 points. All others —
hunters and hounds — score according to their ar-
rival at the hiding place. The second 9 points, the
third 8 points, etc. The Den with the highest score
wins.
♦
CUB SCOUT SECTION
DECEMBER. 1950
17
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Boy Scouts of America. Scouting, Volume 38, Number 10, December 1950, periodical, December 1950; New York, New York. (https://texashistory.unt.edu/ark:/67531/metapth313169/m1/19/: accessed April 26, 2024), University of North Texas Libraries, The Portal to Texas History, https://texashistory.unt.edu; crediting Boy Scouts of America National Scouting Museum.