By definition a Den Chief is: An older Scout who has been a Boy Scout and is appointed to help direct the activities of a Cub Scout den.
"Quartermaster Store"
"Row, Row, Row your boat"
Inspirational Songs: "America"
"God bless America"
"I've got the Cubbing Spirit"
Cub Scout Welcome Song We welcome you to our Pack, we're mighty glad you are here. We'll start the air reverberating with a might cheer. We'll sing you in, we'll sing you out, for you we will raise a shout. Hail, Hail, the gang's all here tonight, you are welcome to our Pack!
Puffer Billies
Down at the station early in the morning, see the little puffer billies all in a row, see the engine driver turn a little handle, chug, chug, puff, puff, off they go.
The Littlest Worm ( - marks group repeat)
The littlest worm - I ever saw - was stuck inside - my soda straw - The littlest worm I ever saw was stuck inside my soda straw. He said to me - don't take that sip - for if you do - you'll really flip. I took a sip - and down he went - all through my pipes - he must have drowned. He was my pal - he was my friend - but he is no more - and that's the end.
Quartermaster Store
There are snakes, snakes, snakes as big as garden racks at the store, at the store, there are snakes, snakes, snack as big as garden racks at the Quartermaster's Store. -Chorus-
There are mice, mice, mice running through the rice, at the store, at the store. There are mice, mice running through the rice at the Quartermaster's Store. -Chorus-
There are rata, rats, rats big as alley cats, at the store, at the store. There are rats, rats, big as alley cats at the Quartermaster's Store. -Chorus-
(Chorus) My eyes are dim, I cannot see, I have not got my speck with me. I have not got my specks with me. |
We're Glad To See You We're glad to see you here, It gives us joy and cheer. Sure it's true, we say to you, We're glad to see you here.
The Little Green Frog
Ka yunk! Went the little green frog. Ka yunk! Went the little green frog on day, and his eyes went yenk yank yunk! Now all the little frogs go CLAP fa-la-la-di-ya-di-ya CLAP fa-la-la-di-ya-di-ya CLAP fa-la-la-di-ya-di-ya . Now all the little frogs go CLAP fa-la-la-di-ya-di-ya , but you never saw a frog go yenk yank yunk!
You Can be A Genius
Einstein was a genius, and look what happened to his hair! Mozart was a real smart, but he died with out a cab fare. So when your school homework is all done, be sure that you have a little fun! Then you to, can be a genius, and not be bopped like Newton, be shocked like Franklin, you'll have a brain like mine!!
Commercial Mix-Up
Last night I watched TV, I saw my favorite show, I heard this strange commercial, I can't believe it so.
Feed your dog Chiffon, Comet cures a cold, uses S.O.S pads on your face to keep from looking old.
Mop your floor with Crest, use Crisco on your title, clean your teeth with Borateem, it leaves a shining smile
For headaches take some Certs, use Tide to clean your face, and do shampoo with Elmers glue, it holds your hair in place.
Perhaps I am confused, I might not have it right; to make sure that I understand, I'll watch TV tonight. |
Applause are most often used instead of clapping hands, to greet some one, or congratulate someone.
Class A: 1234-12-12-1234-12-12-1234-(1)-no rookies
Class B: Clap hand to the tune "Yanky doodle Dandy" - but have the audience think about the rhythm, not of doing it. The transfer the rhythm into their applause.
Two Ton What did the two ton canary say to the cat? Here kiddy, kiddy, Canary: kiddy. (Say while moving index finger)
Blast Off: 10-9-8.. (around 4 go down, on 1 jump in the air and yell) Blast Off
Round of...: Clap hand together while moving arms in a big circle
Big Hand: Blow air into thumb (as if blowing up a balloon) once hand is full release it, allowing it to fly away (while making sound of deflating balloon)
Watermelon: Eat a watermelon, including seeds, once whole watermelon devoured, spit out the seeds while making the sound of a machine- gun.
Inventor: Jump up and down, yell "I made it! I don't know what I made, but I made it!"
Icicle: Hang your fingers down and say "Drip, Drip, Drip"
Six Shooter: Form a gun with your thumb and finger, aim gun into air and shout "Bang, bang, bang" then blow on the finger to cool it off.
Handkerchief: Tell everyone that they are to yell as loud as the can, while your Handkerchief is in the air, but as soon as it falls to the ground they are to be quite.
Pull of Thumb: Place first knuckle of thumb together with the nail of left thumb at second knuckle of right thumb. Cover break with index finger.
Balance: Heels against wall, reach over and pick up a coin without bending knees or leaving wall.
Coordination: Pat head and rub stomach in circular motion at the same time
Life Saver: Divide players into teams, and give each player a straw. Have teams stand in two lines facing each other, and give the first player on each team a Life Saver. With straws held in their mouth, and without using their hands, have the players pass the Life Savers down the line from one straw to the other.
The Line Up: Two teams from lines facing each other, and players clasp hands. Give the first person on each team a teaspoon with two dried beans on it. Have the teams pass the spoon and beans from one end of the line to the other, without un-clasping hands. If beans are spilled, players must rescue them in the spoon without breaking the lie.
Pass the Ball: Players stand in a circle, with "it" blindfolded in the center. A ball is passed from one to another around the circle, while "it" tries to guess who is holding it. When he's successful, that person becomes "it".
Treasure Hunt: Place 10 common items around the room such as: a button, a penny , stamp, safety pin, nail, match, etc., in plain sight, on lamps, ash trays, flower pinned to drapes, etc. Each boy is given a list of all the items and as he finds the item he writes the location besides the item on the list without letting the others know. Give the boys about 10 minutes.
Bowling: Three bottles are placed in a triangle on the floor and each boy stands about 6 feet away and rolls a marble between the bottles. Soft drink bottles are good to use.
Basketball: Bounce rubber ball into wastebasket which is stood on a chair.
Nail Driving This simple game will help develop wrist and arms, improve
Contest: ordination and accuracy of Cub Scouts.
Divide Den into two teams. Line up teams for relay race about ten feet from driving area. Provide each team with a piece of 2*4 about a foot long; a hammer and nails - shorter then the thickness of the wood. Each boy runs to board, drives two nails, runs back, and given a hammer to the next player. The first team with most nails driven is straight wins.
Have teams switch hands for a variation of this contest.
Rope Throwing This is an excellent game to play while the Cub Scouts are arriving
Contest: at the den Meeting. Let your denner start it as soon as the first Cub Scout arrives.
Before beginning, do four things:
Running Broad This game gives the less-experienced jumpers just as important part
Jump: as the better jumpers. That's important!
Divide the den into two teams and let the captains coach their teams. The first contestants on each team toes the starting line and take a running broad jump. The second members starts his running broad jump where the first member of his team finished, and son on. The team that has its members out in fronts after an equal number of jumps.
Round Robin: Players form a circle with the leader in the center. Leader begins a made-up adventure story, stops and points to a player who must continue the story until the leader points to another player. The story continues until each Cub Scouts has had his turn.
Big Game Hunt: Before the meeting hide animal crackers. The Cubs try to find the "GAME". The boy who finds the most "GAME" wins. After the crackers are found have the boys choose their favorite animal and imitate it's noise or action.
Shoot Out: This is a mess, wet, but certainly fun game. PLAY IT OUTSIDE.
Play squirt gun tag.
Cub Scout Try this game the next time your Den Leader asks you to help
Uniform Game: prepare for a uniform inspection. Tip off the denner in advance, and let him slip out of the room and rearrange his uniform improperly.
Cub Scout Watch your Cub Scouts give the Cub Scout sign, and you will see
Sign Race: some of them doing it poorly. When they get careless, you can help them improve by holding a Cub Scout sign race, similar to the salute race. Play it outdoors and add a short run.
Circle Knot: Explain the game and show how to tie a square knot (or other joining knot)
Divide the Cub Scouts into two different teams, and have them for a circle. At the word "go" each boy grabs the end of the rope and player to his right, joins his rope to it, and steps into the circle. The team that is first to have all its players standing in the circle - with the correct knot tied wins.
Safety Game: Den lines up in relay race fashion. Run a short distance and put written safety rules or rules of health questions in a cap in the center of the running space. Cub Scouts take turns running up, picking a card, and answering a question.
Pass the Candy: Prepare a list of questions pertaining to any theme. Players sit in a circle and a plate of candy is started around the circle. The leader turns his back to the players and when he calls "stop" the player holding the plate must answer the next question. A correct answer is rewarded by a piece of candy. After each question the plate is put into motion again until the leader calls "stop".
Hunt the Before the game, hide a number of black cats (candy, paper, etc.) Black Cat: around the room. Divide the players into pairs. Announce that the witch has lost all her lives and that the good luck will be their award. The first team to locate all nine of the black cats, wins. At Christmas time, this can be changed to a present hunt.
Kris Kringle: Cubs line up in teams, relay style. Each team has two shoe boxes or large paper bags representing Kris Kringle's boots. On signal, each player in turn places his feet in the "boots" and shuffles up to and around an object at the end of the room. Shuffles back to the starting point where the next boy takes over. The first team to finish wins.
Change Cars: Prepare for the game by fastening pictures of different types of railroad cars, such as a caboose, refrigerator, gondola, or tanker, tenders and locomotives move to the back of each chair. Cubs check the name on the back of the chair and seat down. One boy is "it" and stands in the center of the circle of chairs. The Den Leader calls the names of two cars. Cubs in these chairs must exchange seats while "it" tries to gain possession of one for himself. The boy left without a chair becomes "it".
Pass & Touch: Form a circle, hand behind you. Pass a series of objects (related to a particular theme) from hand to hand around the circle. Each boy identifies the object by feel only. After several items have been passes, see who can repeat the items correctly.
Indian Pebbles: Each player will need a small juice can. After cleaning it well, he paints the outside or covers it with construction paper and decorates it with designs. Next, he gets a handful of flat pebbles, and decorates them (on one side only). Each player should have the same number of pebbles. In playing the game, each player in turn empties his can of pebbles and counts those that fall with their painted side up. After several rounds, the player whose pebble count is the highest wins.
Balloon Bursting: Give each Cub Scout a balloon to blow up. The first one to break his balloon wins. Have them try this with no hands.
Wiggles: Give everyone paper and a pencil. The Scouts draw a wavy or zig-zag line. Tell the Cubs to exchange papers and make the lines into a picture. The one with the funniest or best picture wins.
Balloon Course: Inflate balloons, a few obstacles, and you have the making of a new kind of race Cub Scouts will love. Lay out the course - the more obstacles the better - over and through a fence, around trees, and down steps. Give each player a balloon. On "GO", have the players move to the first obstacle and follow the course. The balloons must be kept in the air, if a balloon is held or touches the ground the player redoes the last obstacle, if the balloon pops the player gets a new balloon and continues from that point. And what is wrong with parents joining in the fun?
Centipede Line up two teams in relay formation for this two part race. Part 1 -
Part 2 - Running Race. The players stand up behind each other. Each player grasps the rope of the player in front of him. In this formation, they run a short distance and return to the starting line. The team that is first to cross the starting line wins, provided no one lets go of the rope and all knots remain tied.
Rope Race: forming the Centipede. On "GO", each player ties his rope around his waist, using a knot taught to him, and then sits down. The first team with all the players siting down and correctly tied knots wins.
Sleeping First choose a player to be "IT", who will seat in the center of the Indian: playing field, while blindfolded. In front of "IT" are a set of keys or other noise maker like a bell or rattle. The object is for the rest of the players to grab the object without being heard. If "IT" hears the person, he points at him. If pointed at that player is out. The game continues till a player grabs the sleeping Indians treasure - this person becomes the next "IT".
As you float through life, remember where you have been and that with knowledge you can be and do anything! Including playing with BOBCATS, controlling a pack of hungry WOLVES, stopping a mad BEAR and guiding a young WEBELOS.
YOU WILL DO JUST FINE!
THE
DEN CHIEF 'S
PLEDGE
A SGR Production For Tomahawk District and BSA Published in 1998 |