A wise Scouter once said, “A great Scout leader is always ready with three things – a good story, a good song, and a good game.” This collection is simply a starting point. The best Scout games aren’t limited to what’s written here—they’re born from creativity, adaptation, and the unique energy of your Scouts. Use these ideas as inspiration, and don’t be afraid to tweak or invent your own. With a little imagination, you’ll find that some of these games might just become timeless favorites your Scouts ask for again and again. I’ve focused on games that require little to no setup or equipment, so you can jump right in and start the fun.
Wooshball
Ingredients:
- Scouts and parents
- Imagination
- One Whoosh Ball (available wherever fine imaginary Whoosh Balls are sold — you know the places!)
Setup:
Have everyone stand in a circle. The game leader takes out their Whoosh Ball — which, of course, exists only in your imagination. It can be old, new, huge, tiny, heavy, light, bouncy, glowing, or even floating — your imagination is the only limit!
Basic Play:
- The leader starts by making a throwing motion to the person next to them while saying, “Whoosh!”
- The person catching the ball then passes it to their neighbor, also saying, “Whoosh!”
- The ball can travel around the circle in any direction and can change direction at any time at the thrower’s discretion.
- Continue for a bit until everyone understands the flow.
New Commands:
- “Whoa!” – The person about to catch holds up their hand and says “Whoa!” to refuse the ball. The thrower then passes it to the person on their other side.
- “Zap!” – If both neighbors say “Whoa!”, the thrower claps their hands together, points across the circle, and says “Zap!” to send the ball to anyone they choose.
Encourage imaginative throwing and catching — make it bounce, fly high, or even spin out of control! Try challenges like seeing how fast you can get the Whoosh Ball around the circle.
Extra Commands:
- “Boing!” – The person with the ball may bounce it up to three times before passing, saying “Boing!” with each bounce.
- “Freak Out!” – The person with the ball yells this, and everyone runs around wildly before reforming the circle.
- “Super Freak Out Like a [Something]!” – Add a twist! Yell “Super Freak Out Like a Pirate!” (or Zombie, Robot, Chicken, etc.) and everyone freaks out in that style.
The Grand Finale:
When the game is wrapping up, pretend the Whoosh Ball is growing uncontrollably — maybe because a Scout sneezed on it! Have everyone help hold it up, then work together to “squeeze” it smaller and smaller until it fits back in your pocket.
Note: The Whoosh Ball — like all the best Scouting moments — is powered entirely by imagination!
Shipwreck
Overview:
The Cubmaster is the Captain of the ship, and the Scouts are the crew. The Captain gives out orders, and the crew must follow them as quickly as possible!
You can play Shipwreck competitively — where the slowest Scout is “out” each round — or just for fun. (We usually skip eliminations — no one seems to mind, and the laughs last longer that way!)
Basic Commands
- Bow – Run to the front of the ship.
- Stern – Run to the back of the ship.
- Starboard – Run to the right side of the ship.
- Port – Run to the left side of the ship.
- Swab the Deck – Pretend to mop the floor.
- Salute the Captain – Stand on one foot, the other leg stretched behind, and give the Cub Scout salute while leaning forward to balance.
- All Hands on Deck – Drop to the ground and lie flat.
- Two Men in a Boat – Pair up and hold hands.
- Three Men in a Boat – Groups of three hold hands. (You can make it four or five if you want larger “boats.”)
- Man Overboard! – Jump off the “ship” and give your best “I fell off!” scream.
- Seasick! – (Captain’s discretion!) Everyone acts like they’re throwing up.
- Polly Wants a Cracker! – Pair up again — one puts their head on the other’s shoulder and both squawk like parrots.
Feel free to invent your own commands — creativity makes it even better!
Ways to Make It Extra Fun
- Talk Like a Pirate! – The Captain gives all commands in full pirate voice.
- The Mission Briefing – The Captain tells the crew they’re training for a special mission (like capturing pirates or saving treasure).
- Trick Orders – The Captain says one direction but points another way (say “Stern” but point “Starboard”) to see who’s paying attention!
- Rapid Fire Drill – Switch quickly between “Salute the Captain” and “All Hands on Deck” — tell parents to get their cameras ready, it’s hilarious!
- First Mate – Choose a Scout to be the First Mate and let them invent a brand-new command.
Game Variations
Team Play
- Divide into “ships” with equal-sized crews.
- Each ship picks its own Captain, and the Cubmaster becomes the Admiral.
New commands:
- “Salute the Captain!” – Scouts salute their ship’s Captain.
- “Salute the Admiral!” – Everyone kneels and bows dramatically to the Cubmaster.
Cannonball Rule:
The last ship to complete a command gets a “cannonball” fired at it by the first ship to finish. The attacking Captain yells, “BOOM!” and names a Scout from the other crew to be “blown overboard” (but not their Captain).
Release the Kraken!
Have another adult play the Kraken. When the Admiral yells, “Release the Kraken!”, the Kraken chases the Scouts until they tag one out.
Pirate Attack!
One ship can challenge another by shouting “Pirate Attack!”
- The defending ship forms a tight circle.
- At the Admiral’s signal, the pirates have 10 seconds to get a Scout inside the circle.
- If they fail, the defending Captain gets to eliminate one pirate.
- If they succeed, the pirates steal one Scout for their crew!
Theme Variations
- Halloween – “Graveyard”
 Commands like “Crypt,” “Mausoleum,” “Tombstone,” “Gate” for directions, and actions like “Zombie Walk,” “Jump in Your Coffin,” or “Two Corpses in a Tomb.”
- Nature Theme
 Use trees for directions: “Oak,” “Elm,” “Birch,” “Aspen.”
 Actions: “Rake the Leaves,” “Jump in the Pile,” etc.
- Superheroes
 Bases: “Hall of Justice,” “Batcave,” “Fortress of Solitude,” “Themyscira.”
 Actions: “Fly Like Superman,” “Run Like Flash,” and more.
 (If you’re more into the MCU, that works too — though let’s be honest, DC has the cooler lairs. Well… maybe not Tony Stark’s.)
Remember:
There’s no wrong way to play Shipwreck. Whether you’re a Captain, an Admiral, or just a seasick Scout, the only rule is to have fun — and use your imagination!            This game is great because it is active, it gets the Scouts paying attention to you, no equipment is needed, and you can have as many Scouts playing as you want.
Streets and Alleys
Overview:
This is a fast-paced game of pursuit where quick thinking and quick feet can completely turn the tide! Two Scouts race through a living maze made up of their fellow Scouts — but at any moment, the whole maze can shift!
Setup:
- Arrange all Scouts (or adults) into a roughly square grid pattern — rows and columns — with about an arm’s length between each person.
- Have everyone stretch their arms straight out to the sides so their fingertips just touch the person next to them. This forms the “streets” and “alleys” of the maze.
- Choose two Scouts:
- One is the Runner (the quarry).
- The other is It (the chaser).
 
How to Play:
- The Runner and “It” chase each other through the open pathways formed by the grid.
- The Cubmaster (or leader) calls out “Streets!” or “Alleys!” at random intervals.
- When “Streets!” is called, everyone in the grid faces forward and backward (north-south).
- When “Alleys!” is called, everyone turns 90 degrees to face side to side (east-west).
 
- The instant everyone turns, the maze changes — cutting off escape routes or opening new ones!
The chase continues until “It” tags the Runner. When that happens, the Runner becomes the new “It,” and a new Runner is chosen to keep the game going.
Tips for Success:
- The hardest part is forming the grid quickly. You can make setup easier by:
- Using ground markers, cones, or taped spots to show where each Scout stands.
- Practicing “Streets!” and “Alleys!” before starting to ensure everyone turns in the correct direction together.
 
- Emphasize safety and awareness — no pushing or squeezing through lines.
- Play several quick rounds so everyone gets a turn as Runner or “It.”
Why It’s Great:
“Streets and Alleys” keeps every Scout engaged the entire time. The sudden reversals of direction create hilarious moments where a chase can completely flip — one second “It” is closing in, and the next, they’re completely lost in the maze!
Ghost in the Graveyard
Ghost in the Graveyard
Overview:
A classic mix of hide-and-seek and tag — with a spooky twist! Ghost in the Graveyard is best played at night (when it’s extra eerie), but it works great in daylight too.
Setup:
- Choose one Scout to be “It” — the Ghost.
- Mark off a safe Home Base where players can run to for safety.
- The Ghost hides somewhere within the agreed-upon play area while everyone else waits at Home Base.
How to Play:
- Once the Ghost is hidden, all the other Scouts spread out to search.
- As soon as someone spots the Ghost, they shout: “Ghost in the Graveyard!”
- The Scout who found the Ghost is automatically safe and runs back to Home Base.
- But now the Ghost jumps into action, trying to tag any other seeker before they make it safely home!
If the Ghost tags someone:
That person becomes the new Ghost for the next round.
If the Ghost doesn’t tag anyone:
They stay the Ghost for the next game.
Nighttime Variation – “The Growing Graveyard”
This version is especially fun (and spooky!) when played in the dark with flashlights.
- All the seekers carry flashlights, and the Ghost hides as usual.
- This time, the Ghost’s goal is to create more ghosts!
- If the Ghost sneaks up and tags a seeker before they shine their light on them and yell “Ghost in the Graveyard!”, that seeker turns off their flashlight and joins the Ghost.
- Both ghosts now hide together, and the hunt continues!
- Whenever someone finds a ghost, they still yell “Ghost in the Graveyard!” and everyone else races for Home Base.
- Play continues until everyone has been turned into ghosts — or you call it time for lights out!
- The last person tagged becomes the Ghost for the next round.
Why It’s Great:
- Works with any group size.
- Builds excitement and teamwork.
- Endless variations — you can adjust the play area, hiding rules, or even give ghosts special powers (like “freeze tag” touches or eerie sound effects!).
Steal the Bacon
Two teams of hungry Scouts face off across a field or room. Between them lies the prize — a piece of bacon (something with a little weight, like a beanbag or a sock filled with beans).
Each player on each team gets a number. Make sure both teams have the same number of players and matching numbers (e.g., two Scouts are “1,” two are “2,” etc.).
When the leader calls out a number, the two Scouts with that number sprint to the middle. They circle the bacon like hungry predators, looking for just the right moment to grab it.
Once someone snatches the bacon, they must race back to their team’s line without getting tagged.
- If they make it safely, their team earns one point.
- If the other Scout tags them while they’re holding the bacon, the other team scores one point.
Rotate through numbers so everyone gets a turn.
Pro tip: Remind your Scouts not to act “rasher”ly during this game — then pause for the collective groan when they don’t get the joke.
The Prui
The Prui (Proo-wee)
- Everyone starts blindfolded (or with eyes closed) and walks around slowly.
- When two players bump into each other, they ask each other: “Are you the Prui?”
- The other person can only respond with: “Are you the Prui?”
 
- After a few moments, the leader taps one player on the shoulder and whispers: “You are the Prui!”
- This player stops moving, removes their blindfold, and cannot speak.
 
- Now, if a blindfolded player bumps into a Prui and asks, “Are you the Prui?”, the Prui stays silent.
- The blindfolded player realizes they are the Prui, holds the Prui’s hand, and now removes their blindfold.
- They also become silent and motionless, forming the Prui chain.
 
- Blindfolded players cannot remove their blindfolds until they find a free hand at the end of the Prui chain.
- The game continues until everyone is part of the Prui.
Tips:
- It’s helpful to have a few adults redirect players who wander outside the play area.
- A Gaga Ball pit or enclosed area works well to keep everyone contained.
Gaga Ball
Gaga Ball Rules (Safe Version)
Objective
Be the last player remaining in the Gaga Pit by striking other players below the knees with the ball while avoiding being hit.
Setup
- Pit: Use a hexagonal or octagonal area (or any enclosed space) with walls the ball can bounce off of.
- Ball: Use a soft foam ball (like a playground ball) to reduce the risk of injury.
- Players: 6–20 players work best. Everyone starts inside the pit.
- Starting Position: Players start on the wall. One person tosses the ball into the center to begin.
Basic Gameplay
- Hit below the knees: Players must hit others below the knees. Hitting above the knees is out.
- No punching or pushing: Only strike with an open-hand hit to avoid injuries.
- Single hit per turn: After hitting the ball, a player must allow it to bounce once (or off a wall) before hitting it again.
- Self-defense: You can dodge, jump, or move but not grab, block, or trap the ball with hands.
- Out: If the ball touches you above the knees, you are out. Step out of the pit safely and wait to rejoin the next game.
- Elimination: The last player remaining in the pit wins.
Additional Safety Rules
- No climbing: Don’t climb walls or jump off them.
- No slamming: No aggressive swings or attempts to hit others with force.
- Shoes on: Sneakers are required—no sandals or bare feet.
- Supervision: An adult or leader should supervise to enforce rules and stop unsafe play.
- Soft surface: If possible, play on grass or a padded surface to prevent injuries when players fall.
Optional Variations
Challenge Mode: Introduce a “king of the pit” round where only one player can be eliminated at a time.
Team Gaga: Split players into 2–3 teams; a team is out when all its members are eliminated.
Freeze Gaga: If hit above the knees accidentally, you’re frozen in place for 5 seconds before rejoining.
Tag
The great-great-great-great-grandpappy of all large group games!
Left to their own devices, kids will invent Tag on their own — but with your help, you can make it even more fun, creative, and chaotic (in the best possible way). There are literally a million ways to play — here are just a few favorites!
Regular Tag
The classic. One player is “It.” When they tag someone, that person becomes the new “It.”
Simple. Timeless. Guaranteed laughter.
Freeze Tag
When “It” tags someone, that person must freeze in place exactly as they were when tagged — arms mid-swing, leg in the air, whatever!
They stay frozen until:
- The end of the round, or
- Another player (not “It”) tags them to “unfreeze” them.
Play until everyone is frozen, then switch who’s “It.”
Scout Law Tag
A fun twist for working on the Bobcat Rank.
Just like Freeze Tag, but when someone gets tagged, they can unfreeze themselves by saying one point of the Scout Law that hasn’t been used yet that round.
Keeps them thinking — and laughing — as they race to remember!
Toilet Tag
Yep, it’s exactly what it sounds like.
When a Scout is tagged, they kneel down and stick one arm out like a toilet handle.
To “unfreeze” them, another player must “flush” the handle and make a loud “FLUSHHHH!” sound.
Once flushed, they’re back in the game!
Play for a set time or until everyone’s been flushed and caught.
Jailbreak Tag
A mashup of Tag and Capture the Flag.
- Divide into two teams — one chases, one runs.
- Tagged players go to a designated Jail.
- Teammates can free prisoners by tagging them.
- The round ends when everyone on one team has been caught.
 Then switch sides!
Flashlight Tag
Perfect for nighttime fun.
“It” counts while everyone hides. Then, using a flashlight, “It” hunts for players.
To tag someone, “It” must:
- Shine their flashlight directly on the player, and
- Call their name.
 Tagged players go to jail until the round ends.
 (Encourage good sportsmanship — no shining lights in eyes!)
Sharks and Minnows
A classic running game!
- All Minnows line up on one side of the field.
- A single Shark stands in the middle and yells, “Go!”
- The Minnows race to the opposite side without getting tagged.
- Anyone tagged becomes a Shark.
 Play continues until all Minnows are caught.
Ships Across the Ocean
Same rules as Sharks and Minnows, but with a chant:
“Ships across the ocean!
Ships across the sea!
Captain, Captain — you can’t catch me!”
Then the race begins!
Amoeba Tag
A growing, mutating version of tag!
- When “It” tags someone, the tagged player joins hands with “It.”
- The pair becomes an Amoeba, tagging others to grow their chain.
- Once the group gets large enough, they can split into two amoebas and keep hunting!
 This one gets goofy fast — and that’s the fun of it.
Zombie Tag (Halloween Special!)
- Play in a smaller, open area.
- A few players start as Zombies on one side — they’re blindfolded (or have eyes closed).
- The rest are Runners, starting on the other side.
 When the signal is given, the Zombies stumble and moan (“Braaains!” “One of usss!”) while trying to tag Runners.
 Anyone tagged joins the zombie horde.
 Play until everyone’s zombified!
Rainbow Tag
A colorful twist on Sharks and Minnows.
“It” calls out a color (e.g., “Blue!”).
Everyone wearing that color has to run across without being tagged.
Anyone tagged joins the middle.
Keep calling new colors until everyone’s been caught!
Tips for Tag Games
- Establish clear boundaries before starting (especially outdoors).
- Always play on safe, obstacle-free ground.
- Have quick water breaks — these games can be high-energy!
- Mix in new variations often to keep the fun (and chaos) fresh.
Simon Says
Simon Says
The classic. Scouts do what they are asked to do providing “Simon Says”. Scouts get out if they either fail to do what Simon Says OR if they do something when Simon DIDN’T say. Last man or woman standing wins. Fun additions: “Simon Says ‘Fly”, or Simon Says ‘Calculate the integral of sin(x) dx over the interval 0 to pi’ (or something else similarly esoteric/impossible). In case you’ve an advanced Scout, the answer to the calculus question is “2”.
Capture the Flag
Split into two teams, each with its own side of the field (or play area).
Each team hides a flag somewhere on their side — it must be visible (no burying or covering it up completely).
When the game starts, players race to cross into enemy territory to find and capture the opposing team’s flag and bring it safely back to their own side.
Every player wears a ribbon or similar marker that can be easily pulled off.
- If a player’s ribbon is pulled while they’re on the other team’s side, they’re captured and must go to jail (a marked area behind enemy lines).
- A teammate can free everyone in jail by tagging the jail without getting caught.
- When that happens, everyone in jail yells “Jailbreak!” and walks safely back to their own side before rejoining the game.
- During that walk, no one can be tagged or capture a flag.
 
The first team to capture the enemy’s flag and bring it back to their own side wins!
Variations
- Multiple Flags:
 Each team hides two or more smaller flags. This makes the game faster-paced and allows for more strategy and teamwork.
- Flashlight Capture the Flag:
 Perfect for evening or camp play. Players use flashlights, and being “tagged” means getting caught in someone’s beam. Make sure the play area is safe and boundaries are clearly marked.
- Safe Zones:
 Add neutral zones (like a “rock” or a “tree”) where players can’t be tagged. Use them sparingly — too many safe zones make it too easy!
- Rescue Mission:
 Instead of capturing a flag, teams rescue a “lost scout” (stuffed animal, ball, etc.) from the other side and bring it home. Great for younger Scouts or small play areas.
- Stealth Mode:
 Everyone plays in silence — no talking or yelling allowed. This variation emphasizes teamwork and sneaky strategy.
Lost in the Farmyard
Lost in the Farmyard
The Scouts have gotten lost on the farm — and it’s time to find their herd again!
Give each Scout an animal identity (such as cow, pig, chicken, sheep, horse, etc.).
There should be 3–5 Scouts per animal type, but no one knows what animals the others are.
When you shout “Go!”, every Scout must start making the noise of their animal — no talking or gestures allowed! Using only their animal sounds, Scouts must find and group up with others of the same kind.
The first animal group to completely gather wins the round!
Variations
- Farmer Roundup:
 Instead of animals finding each other, choose two farmers. The rest of the Scouts are animals, and the farmers must sort them into groups by following the sounds they hear. The first farmer to correctly group all their animals wins.
- Silent Barnyard:
 For an extra challenge, have Scouts act out their animals’ movements silently — no sounds this time!
- Night on the Farm:
 Play in dim light or with blindfolds (for older Scouts and safe environments) so players must rely entirely on sound to find their groups.
Crows and Cranes
Crows and Cranes
This is a fun game of quick thinking and reversals of fortune!
- Give each Scout an armband—white for Cranes, black for Crows.
- When the leader yells “Crows!” or “Cranes!”, the group called is the chasing team, and they try to tag members of the opposite team.
- If you are tagged, you are out.
- At any time, the leader can suddenly call the opposite name, switching roles—now the hunters become the hunted!
The game continues with sudden reversals until only a few Scouts remain, or for a set time limit. The last Scout standing is the winner!
Dead Fish
Dead Fish
What does a dead fish do? Nothing! That’s the whole idea.
- All Scouts lie down on the ground, completely still, pretending to be dead fish.
- One adult (or designated “It”) walks among them, watching and listening for any movement or sound.
- If a Scout moves or makes noise, they are out—or they can help the adult spot others who break the rules.
This game is perfect for lots of laughs as Scouts try their hardest to stay perfectly still!
Electric Shock
Electric Shock
- Divide Scouts into two teams, each sitting in a line back-to-back with the other team.
- One neutral person stands at the end with a coin. They flip it and cover it, then show the result to the first person in each line:
- Tails – do nothing.
- Heads – the first person passes a hand squeeze down the line, like an electric shock.
 
- When the last person in the line receives the squeeze, they jump up, grab a water bottle about 10 feet away, and run it back to the front of their line.
- The first team to get all members to complete the cycle wins!
- Penalty: If a team jumps on a tails flip, the last person must reverse one position in line. The first person to make it sits down.
- Start the next round and continue until all members have cycled.
This game is fast, fun, and keeps everyone on their toes!
Ghost
Ghost
- Choose 3–4 Scouts to be the ghosts. The rest of the Scouts scatter and close their eyes (playing in a dim or dark space adds to the fun).
- The ghosts quietly move around and try to stand behind someone without being noticed.
- If a ghost can stand behind someone for 10 seconds (counting silently with fingers 1–10), they tap the Scout, and that Scout is out, sitting down in place.
- If a Scout suspects a ghost behind them, they can say: “Is there a ghost behind me?”
- If a ghost is there, the Scout joins the ghosts.
- If not, the Scout is out and sits down.
 
- The game continues until everyone is out or has become a ghost.
This game is great for sneaky fun, suspense, and lots of giggles!
What Time is it Mr Wolf?
What Time Is It, Mr. Wolf?
- Choose one player to be “Mr. Wolf” (It). They stand at one end of the playing area.
- The rest of the Scouts stand at the opposite end.
- A Scout from the group asks: “What time is it, Mr. Wolf?”
- Mr. Wolf responds with a time: “It’s [1–12] o’clock!”
- The group then takes that many steps forward.
 
- This cycle repeats, with different Scouts asking the time.
- When Mr. Wolf thinks the group is getting too close, they yell: “It’s DINNERTIME!!!” and chase the Scouts.
- If Mr. Wolf tags a Scout, that Scout becomes the new Mr. Wolf.
- If a Scout reaches and touches Mr. Wolf, the game resets, and everyone returns to the starting line.
 
- If Mr. Wolf doesn’t catch anyone, the game also resets.
This game is a fun mix of sneaking, strategy, and fast running!
Mind Games
Ye Olde Mind Games
A collection of fun, tricky, and brain-teasing games for Scouts!
1. My Magic Moon
- Leader clears their throat and says: “My Magic Moon is … [anything you like]”.
- The trick: the throat-clearing must happen at the start. Anyone who forgets the throat-clear is out.
2. Green Glass Door
- Only words with double letters can pass through the door.
- Example: “Apples can go through the door, but not Oranges.”
- Players try to guess what can pass.
3. One Up, One Down
- Players sit in a circle and take turns saying “One Up, One Down,” “Two Up,” or “Two Down.”
- Arms positions determine the correct answer:
- Two Up: Both arms raised above head (like yawning/stretching).
- One Up, One Down: One arm resting on table/head, the other dangling.
- Two Down: Both arms dangling.
 
- The leader confirms if each player is correct.
4. How Many Horses?
- Leader claps a random number of times and asks a question like: “How many horses?”
- The answer is the number of words in the question, not the claps.
- Example: “How many horses?” → 3
- “Count how many horses” → 4
- “Can you tell me how many horses?” → 7
 
5. Alimash Grapes
- Leader says: “(clear throat) Alimash grapes are very fine grapes, but the grapes I have are much better.”
- Anyone who forgets the throat-clear is out.
6. Nonsensical Sentences
- Players try to explain strange sentences:
- Time Flies: “I can’t, they’re too fast.”
- Two Penguins in a Canoe in the Desert: “Where’s your paddle?”
- Moon Spoon Magic: Pass a spoon and say: “Thanks… I got the spoon, I got the moon, I got the magic.” Players must repeat exactly to get the magic.
 
7. They Touch
- Certain words make players touch their lips together:
- Examples: “bat touches, but rat doesn’t”; “grapes touch, but oranges don’t.”
 
8. Under My Umbrella
- Only objects prefaced with “um” can go under your “umbrella.”
- Example: “Ummm, I have a pigeon… I can take him under my umbrella. But I can’t take a robin under my umbrella.”
9. I’m Going on a Picnic
- Players take turns bringing items that start with the first letter of their name.
- Example: Rick → rabbit, Gray → giraffe
- Incorrect letters/items are not allowed.
10. I Was on a Hike
- Pattern-based game: each player crosses a bridge based on what the person before them is wearing or holding.
- If the pattern is broken, the player cannot cross.
11. Crossed or Uncrossed
- Pass scissors around the circle:
- Open scissors = legs uncrossed
- Closed scissors = legs crossed
 
- Variation: “Scissors/Stapler” – say scissors when legs are crossed, stapler when straight.
12. Number Sticks
- Place sticks randomly; the “number” you’ve created is based on how many fingers you hold up, not the stick pattern.
13. The Moon is Round
- Leader coughs, draws a face, and says: “The moon is round, it has two eyes, a nose, and a mouth.”
- Players must duplicate the cough to succeed.
14. Bonny Bonny
- Left hand forms an “L,” right index touches each finger in sequence:
 “Bonny Bonny Bonny Bonny Whoops Bonny Whoops Bonny Bonny Bonny Bonny”
- Subtle hand/arm positions must be copied exactly.
15. A Math Magic Puzzle – The Missing Dollar
- 3 men pay $30 for a hotel room; $5 refunded; $2 kept as tip.
- Trick: Misrepresentation of math. Correct breakdown: each spent $9 × 3 = $27 → $25 room + $2 tip.
16. Four is the Cosmic Number
- Sequence of numbers corresponds to number of letters in the word:
- Example: 1 → three letters, 3 → five letters, 5 → four letters → 4 is cosmic.
 
17. A Clever Escape in 3 Parts
- Man trapped in a room with no doors/windows; only a mirror and plank.
- Trick: “Look in mirror → use saw → cut wood in half → two halves = whole → escape through hole.”
18. Guess My Dream!
- Scout(s) leave the room. Others pretend a dream occurred.
- Scout returns and asks yes/no questions:
- Ends in vowel → Yes
- Ends in consonant → No
- Ends in “y” → Maybe
 
Prohibited Games & Activities in Scouting
🚫 Prohibited Games & Activities in Scouting
According to the Guide to Safe Scouting, the following activities are prohibited:
- Red Rover: potential for physical injury. The game involves players from opposite teams locking hands and running into each other, which can lead to players getting hurt.
- Dodgeball: Games involving throwing objects at each other, such as dodgeball, have been associated with injuries and are not authorized in Scouting.
- Bubble Soccer: Activities like Bubbleball®, Knockerball®, and similar orb-based games are prohibited due to the high risk of injury.
- Trampolines and Trampoline Parks: While some commercial trampoline parks meet safety standards, trampoline activities are generally discouraged unless they meet specific safety criteria.
- Parkour and Ninja Warrior-style Events: These activities are not aligned with Scouting’s objectives and are therefore prohibited.
- Highlining and Slacklining Above 3 Feet: Slacklining is permitted only when the line is no more than 3 feet off the ground.
- Bungee Jumping: Jumping with bungee-cord devices is prohibited due to safety concerns.
- Bubble Soccer: Also known as Bubbleball®, this game involves participants wearing inflatable bubbles and is considered too risky for Scouting activities.
- Flyboarding/Jet-boarding: These water sports are prohibited due to the high risk of injury.
- Aerobatics in Extreme Sports: Activities involving aerobatics while snowboarding, skiing, wakeboarding, or mountain biking are prohibited.
- Participation in Rodeo Events: Engaging in amateur or professional rodeo events is prohibited, including the use of mechanized bulls or similar devices.
- Use of Pyrotechnics: Using accelerants, chemicals, or pyrotechnics to start fires or in ceremonies is prohibited, with exceptions for solid fire starters designed for this purpose.
- Homemade or Modified Equipment: Using homemade or modified equipment that fails to comply with Scouting America’s Chemical Fuels and Equipment policy is prohibited.
- Burning Fuels in Tents: Burning any solid, liquid, gel, or gas fuel in a tent—including tents or teepees that feature or support stoves or fires—is prohibited.
- Use of Blowguns: Blowguns are prohibited due to inhalation risks and the potential spread of communicable diseases.
- Throwing Boomerangs: No boomerang program exists that meets the aims of Scouting, making it prohibited.
- Club Sports: Engaging in club sports is discouraged as the Scouting program does not exist to supply programming or insurance coverage to organizations that seek a charter only for a competitive sport.
For a comprehensive list and more detailed information, please refer to the official Guide to Safe Scouting
 
				 
			 
						 
						