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    This file or parts of it may be freely used, printed and re-distributed as long as you enclose this paragraph and keep the references to the respective contributors and to the maintainer (listed below) intact.

    Bill Nelson

    Themed Games


    As usual, I did these on my MAC - I've reformatted them as plain text so they can be posted. Anyone is welcome to use these - my only request is that you let me know, and give me some feedback (both good and bad) as to how things went.

    Mike Stolz (



        In space, everything floats. As a construction mechanic, the only way to keep your space station parts from floating away is to rope them together. Your problem is that YOU are anchored to the main space station, while the new parts are slowly drifting away. So how do you get a rope on those parts? Why with your trusty bow and arrow. Each new part comes with its own target. Each mechanic gets 10 arrows. Hit the target with the arrow that has a string attached, and double your total points.


        You're the operator of the space shuttle's robot arm. The arm will do everything you tell it, but it can't see or think for itself. Your job, pick up the three space disks and return them to your position. Use voice commands like 'forward, left, right, and down' to direct the robot arm. Keep the tether rope tight to prevent the robot arm from vershooting the targets. This is a timed event.


        Your team of construction mechanics are on the moon. You need to build the tallest radio tower you can, using the standard space-blocks. The structure must be free-standing and self-supporting. DO NOT DAMAGE THE BUILDING MATERIALS while constructing your tower!


        Space explorers need to be highly trained observers. In this training exercise, you need to scour the marked-off section of rough terrain, and discover the interesting samples. There will be bonus points for discovering samples whose colour is different from your assigned colour.


        All shuttle crews need to check out their craft before take-off. Every crew has memorised the list of instructions. Lets see how good your crew is at remembering instructions. You will get two minutes to study and discuss the list of instructions and their order. Then, without looking, your team must write them down in the correct order. If you're quick, you will have time to play this one twice.
        player name			    arch   arm  const  explo  check
        ___________________________________|_____|_____| (den scores here)
        ___________________________________|_____|_____| circle the best den
        ___________________________________|_____|_____| score for each game
        put the best den score here ->  |	 |     |      |      |      |


      Bring spray paint (white) to draw lines on the grass. Also packing tape and duct tape. If games are held indoors, use masking tape for your lines.

      Make sure all game leaders understand that the rules may need to be modified, but if they are, ALL GROUPS must have the same chances. The most important thing is to make sure that all rules are applied consistently for every group participating. All games were designed to be played outdoors, but most could easily be done indoors if the activity room was large.

      At the end of the competition, all score sheets will be collected from Den leaders. Compare the single 'best' score for each game and den. Award 1st thru 5th place (we have 5 dens) in each event. The den with the LOWEST total score for the 5 events will get 1st place.


          GAME PARTS - 3 targets with stands, 30+ arrows, 3 bows, ball of string, 3 stakes.

          Set up targets, with 3 shooting stations about 20 feet (7 meters) away. Put 10 arrows at each station. Measure 30 feet (10 meters) of string for each station. Tie one end of string to a stake at the station, and tie/tape the other end to one of the arrows. This should be the last arrow shot by each Cub, and can double their target score. Score target rings at 1 (target), 2, 3, 5 (bulls eye on our targets).

          Be very alert to safety. Make sure ALL ARCHERS understand that arrows are not to be nocked while anyone is 'even close' to the shooting range area!

        ROBOT ARM

          GAME PARTS - Long rope, 3 Frisbees, blindfold, 2 paper grocery bags.

          Draw a ring for the 'operator' to stand in. Paint 3 spots at different points outside the ring, ranging from 15 to 30 feet (5 to 10 meters). The spots mark the pick-up spots for the 3 Frisbees. Tie rope around waist of the cub acting as 'robot hand' (use a bowline!). Blindfold the 'hand', then place grocery bag over his head - the 'hand' should be unable to see. The operator now steps into the ring, and takes hold of the rope. At "GO", the 'hand' walks out to get the Frisbees. The operator lets out the rope until the 'hand' is out far enough, and uses voice commands (left, right, down, out) to direct the 'hand' to each frisbee. Make sure the operator knows that he should keep tension on the rope - this is one of his main methods of guidance and control. After the 'hand' has all 3 frisbees, the operator has to reel him back into the operator's circle. MAKE SURE THE 'HAND' IS UNABLE TO SEE! This is a timed event - the boys may run thru this as often as they want in the allotted time. Keep the best time.


          GAME PARTS - 16 cardboard boxes all the same size, 6 large coffee cans, 3 thin strips of plywood, 2 poles with nails thru the ends, several smaller dowels, tape measure.

          The object is to build as tall a tower as possible with the material supplied. The tower must be free-standing and self-supporting, and stay up for at least 1 minute. DO NOT LET THE CREW DAMAGE OR MODIFY THE SUPPLIED MATERIALS! Measure the tower to the nearest inch. The crew can try several different configurations.

          • **WARNING! Wind and uneven terrain can dramatically affect this game. Try to locate it in a sheltered area with fairly even ground. It could also be done inside if the room has a tall ceiling.


          GAMES PARTS - individually wrapped candy in different colours, coloured tape or marker cones to mark off the search area.

          Game leader will hide 10 candies of the same colour in search area, plus 1 of a different colour. Cubs need to search the area to find all 'samples'. After they are turned in and counted, they may each have 1 to keep. The coloured candy counts as 3 points, all others are 1 point. Be alert to 'missed' candies from previous groups.


          GAME PARTS - 20 cards with different flight-check instructions, table, large cloth.

          Lay out 2 cards (in random order) for every Cub in the den. The Cubs will have 2 minutes to study, discuss, and memorise the cards. Then cover cards with cloth. They now have 5 minutes to write down all the flight-check instructions in order. Award 1 point for every instruction in the correct position relative to the previous and next instruction. Award 2 points for every instruction that is written EXACTLY correct - give 1 point if the instruction is mostly correct. There should be time to play this game twice. This is a version of 'Kim's Game'.

          • ** My cards were all very short phases, including things like 'CHECK FUEL GUAGE', 'CHECK OXYGEN GUAGE', 'INSPECT SHUTTLE BAY', 'TEST SHUTTLE BAY LIGHTS', 'EXAMINE AIRLOCK' and so on. I used 3" x 5" index cards and a black magic marker to make them.
          • **WARNING! This is another game that can be affected by wind. Using a large thick cloth, and taping one edge of it to the table can create an effective windbreak that the Cubs can 'peek under' during their 2 minutes of observation.

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