Two games for Cubs
- Liam Pape
- Feb 8, 2018
- 2 min read

Minesweeper
What you need:
- Pens
- Grid on floor
- Identical grid on A4 sheet for each Cub Six
- Horn/Whistle/Voice
- Identical grid on A4 sheet for leader with pathway marked on it (diagram 1 - right)
A six needs to get from one side of the grid on the floor to another (portrait). One by one, members try stepping on a square. The leader blows the whistle if they step on anything that isn't the pathway marked. When the whistle blows, the Cub returns to their six and then another Cub from the next six has a turn. In their sixes, they mark off which boxes other Cubs stood on and got a whistle and the boxes which are part of the pathway. When taking their turn on the grid on the floor they can only move one step but it can be in any direction. The six on the grid at the end wins.
The idea is, this is a test of communication as the rest of the six who aren't stood on the grid need to direct their Cub using their grid for the right pathway that they have figured out using crosses and ticks.
Most complex thing about doing this game would be making the grid on the floor. Do we ever use chalk on the main hall's floor? The group in Greenwich have an extremely large plastic sheet which has a duct tape grid on it.
This make sense? I've had a long day... Will revise this later.
Skittleball
Cubs are split into two groups. Numbered off.
When leader calls their number, the two Cubs from either team run to their retrospective chairs (being held down by leaders so they don't tip over), stand on the chairs and throw a ball at 3 skittles in the middle. Once they throw the ball, they get off the chair to retrieve it and then throw again. The Cub who knocks over 2 of the skittles wins. Game reset for the next number to be called. Simple!

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