Landship - OkScouts.org

Transcription

Landship - OkScouts.org
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Babbit Cub World
Landship Program Helps
PIRATE THEME
Several programs are suitable for the Landship facility at Cub World. The theme concept for this
program centers around a pirate theme, although some other nautical concepts are part of this theme.
Before planning for your program, make sure to read the Orientation Guide for Cub World to give you
an overall understanding of how the Cub World program works. With this background, you are ready to
begin planning for the den meetings and pack meeting leading up to the Cub World weekend.
The program outlined in this theme guide will give your pack an exciting course to follow as you chart
your way toward the Cub World destination. However, if you wish to develop your own program, or
make changes to the plan provided here, please feel free to do so. If you do try something different
and it works well for you, please advise one of the Campmasters about what you did. Your changes
may be incorporated as changes are made to the program in the future.
Included in this theme guide is the program plan for three den meetings, a pack meeting, and the Cub
World weekend. Ideally, the pack meeting should be held after the three den meetings. If scheduling
won't allow for this, try to plan to have at least one den meeting prior to the pack meeting.
Cub World lets boys live in their worlds of "Just Imagine" and "Let's Pretend". Many of the activities will
count toward electives, achievements and activity badges. Make sure to give the boys credit for these.
PIRATE BACKGROUND
Just as the Wild West was overrun for a time by outlaws, so the seas, during the period of sailing ships,
were infested with lawless gangs of roving pirates. As long as they outnumbered the honest folks they
caused trouble. Their story is a colorful, though evil, chapter in the history of early exploration and
growth of world trade. Their influence was greater than most people know, in determining which
countries were to dominate the early world and control the seas.
RAINGUTTER REGATTA OPTION
The Landship program is a great opportunity for the pack to put on a Raingutter Regatta. Gutters need
to be provided by your pack should you decide to use this option. Raingutter Regatta boat kits are
available from the Scout Shop. The boat should be built by the boy and a parent. The boys should be
reminded to bring their boats with them to Cub World. The option for the Raingutter Regatta is
scheduled on the Cub World weekend on Sunday morning. Instructions for Raingutter Regatta are
included at the end of this program guide.
DEN MEETINGS
The den meetings are designed to prepare the boys for the Cub World weekend. During these
meetings they will choose a pirate name, choose their den's proposal for the ship name, make a den
flag, make pirate costumes, learn about pirates, and decide and practice assignments for pack meeting
and campfire. The den meeting programs in this guide are designed for one hour meetings. If your
den meets longer, you will need to supplement the program guide. Use your Den Chief to help out
reading the openings or possibly to read one of the stories.
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DEN MEETING AGENDAS
Activity/Time
Den Meeting #1
Den Meeting #2
Den Meeting #3
Pre-opening :10
Word Search
Practice tying square
Sea Turtle
knot & sheet bend
Opening
:03
Star Spangled Banner
Tic-Tac-Toe
Flags aboard ships
Jean Lafitte story
Rehearse for pack
Rehearse for campfire
Pledge of Allegiance
Business
:10
Items
Talk about theme
Select ship name
meeting
Select pirate name
Promote weekend
Decide on costume
Check out coral reef
Rehearse den yell
Activity
:15
Game or Song :10
Make a coral reef
Collect the Dubloon
Review arrangements
for Cub World
Finish unfinished
projects
Make den flag
Rope tie slide
Work on costumes
Finish costumes
Cub Scout
Walk the Plank
Treasure Chest
Refreshments :10
& Story
Hard Bread (Crackers)
Goldfish
& Grog
Crackers & Grog
Buccaneer Story
Closing
:02
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Henry Morgan Story
One Ship Sails East
2
Gummy Worms (Eels)
& Grog
Henry Morgan Story
(Part 1)
(Part 2)
Old Ironsides
Living Circle
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DEN MEETING #1
PRE-OPENING ACTIVITIES: As the boys arrive, give them a copy of the word search puzzle. Take
this time to collect den dues and follow up on any achievements or electives and record.
WORD SEARCH:
A R B O N N Y P X E G C
C A R A M P S A T U A A
D A E H R E B M I
T
L L
R A D B D N S R O M L
I
A E H R M O A B C P E C
E N A C E
D R C J K O O
B C N A G
R O M L R N J
K D D P
I
R A T E E O A
C I
A R P
O R T S L S C
A L
D M T
K N A L P Y K
L A
N D D
R C Y A E M J
B L
A C K
B A R T A N C
BAD
BEARD
BLACKBEARD
CALICO JACK
KIDD
MORGAN
PLANK
RED HAND
BARNACLES
BLACK BART
BONNY
GALLEON
MAP
PIRATE
PORT
TIMBERHEAD
OPENING: "The first flag of the United States of America had 13 stars and stripes. When two more
states joined the original thirteen, the stars and stripes in the flag were increased from thirteen to
fifteen. It was this star-spangled banner that flew over Fort McHenry at Baltimore during the British
bombardment from their mighty warships on the night of September 13, 1814. The sight of the U.S.
flag still flying over the fortress the next morning inspired Francis Scott Key to write what later became
our national anthem. Let us honor the flag that inspired the national anthem by pledging our allegiance
to that flag. I pledge allegiance...."
BUSINESS ITEMS: Take some time to explain the theme and what will be happening in this meeting
and upcoming meetings. Let them know what will need to be done in preparation for the Cub World
weekend. Encourage them to talk to their parents about attending.
The pack will be holding a competition to name the ship for the weekend. Each den will submit a
suggestion for the name. The Cubmaster will draw the name out of a hat to determine the name of the
ship. Have the boys decide what they would like to submit for their name.
Part of the fun and imagination involved with this theme is encouraging the boys to take on a pirate
name. Have the boys look at the list below and decide on the name they’ll use during the Cub World
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weekend. Once they have decided, have them write their pirate name on a name tag label or other
type of name tag. Keep these until the Cub World weekend, and then hand them out for them to wear
at that time.
PIRATE NAMES FOR BOYS
Exterminator
Bartolomew
Pierre Le Grand
Henry Morgan
Jean Lafitte
Noseless Nick
Gentleman Henry
Captain Flogger
Old Scarface
Gentleman Joe
Eagle Eye
Peg Leg Pete
Salty Dog Jim
Stinky Joe
Screamin' Scott
Captain Kidd
Blackbeard
Half Bottom
Captain Hook
Captain Tew
Black Bart
Calico Jack
Smee
Poker
Red Hand
Earless Earl
Lefty
Whiskers
Goldfinger
One Eye
Stumpy
Sharkey
Bluebeard
Grump
Boomer
Blackfoot
Crow Face
Toeless Tom
Baldy
Lucky Lou
Silent Sam
Red Legs
Shooter
Fishbait
COSTUMES
Costuming is another way to help the boys make believe they are real pirates. Explain to the den that
they will need to plan on making and wearing costumes during the Cub World weekend. Listed below
are some ideas for pirate costuming. Discuss these with them and have them decide what they want to
work on. If it involves using some of their clothes, make sure to remind them at the end of the meeting
to remember to bring the clothes with them to the next den meeting.
Boys could wear an old pair of pants cut off below the knees, with colorful long-sleeved or striped shirt.
And they could wear wide black belt or sash, made from wide strip of black cloth. Glue or safety-pin a
foil-covered cardboard buckle to belt. Add a cardboard dagger covered with foil to tuck into sash.
Cardboard buckles covered with foil could be added to belt and shoes. Add bandanna for hair, eye
patch and earring.
Vest: Make from paper or fabric. Cut long enough to fit
from shoulders to waist when folded in half at neckline.
Cut vest as shown, including opening in front. Sew,
glue, or staple side seams. Decorate with rickrack or
fringe. Wear over long-sleeved shirt.
Hat: Use black construction paper. Cut out brim, crown
and top of hat as shown. Cut 1" slits in brim and crown.
Bend slits for tabs. Bend crown into an oval to fit brim,
gluing ends together. Glue tabs of crown to top of hat,
with tabs underneath. Curl sides of brim up, fastening to
crown with paper fasteners. Add a feather.
Cloak: Gather crepe paper or fabric with thread along one edge and tie around neck. Wide ribbon or
band of crepe paper may be stapled diagonally to cloak to sling over shoulder.
Extras: Use large cardboard earrings (cover with aluminum foil), or gold metal curtain rings for ears.
Add black eye patch, burnt cork mustache, or cotton whiskers and tapered cardboard sword.
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ACTIVITY
Making a Coral Reef
Materials needed:
Shallow bowl(s)
Glass fruit jar
Ammonia
Water
Foam rubber or sponge
Laundry bluing
Salt
Food coloring
This craft can be done as a group effort with one coral reef, or individual reefs. If individual, have the
boys bring a bowl with them unless you want to donate several of yours to the cause. Have the boys
cut or tear the pieces of foam rubber or sponge into small pieces. Soak the sponge in water and have
them wring it out.
Place the sponges in the bottom of the shallow bowl (use glass; do not use metal
of any kind) and arrange the damp pieces, placing some on top of others. Don't throw away any little
pieces, just dump them on top.
Into the glass fruit jar, put 4 tablespoons of water, 4 tablespoons of liquid laundry bluing, and 4
tablespoons of ammonia and mix. Multiply these quantities based on the number of coral reefs you will
be making. Pour this concoction over the sponges, making sure to dampen all of them with the
mixture. Put a few drops of food coloring and a few drops of bluing on two or three of the sponges.
Take 4 tablespoons of salt and sprinkle this evenly over all the pieces of sponge. In less than 6 hours,
it will start to build. After two days, add two more tablespoons of water and 2 tablespoons of ammonia.
Be very careful not to pour it over the crystallites. Pour it in the edge of the bowl. This will make it start
growing again, and when it gets to the exact size you want, stop adding the extra fluid. It will stop
growing completely when the ammonia water solution evaporates.
GAME
COLLECT THE DOUBLOONS
You will need several straws and a collection of half-dollar sized pieces of paper (construction paper
weight) cut into "coins" called Spanish Doubloons. This is a relay race in which the boys will use their
straws to suck up a doubloon and transport it to a collection point. The coins could be of varying value
and be placed at different places, or you may wish to just place in a single pile and have the boys move
the coins from the sea-bed to their treasure chest.
REFRESHMENTS
Refreshments for this week are hard bread (or crackers) and grog (kool-aid/bug juice). While they are
scarfing and sloshing their goodies, take the opportunity to tell the story about how pirating in the
Caribbean began and how the name "buccaneer" came about.
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STORY
THE CARIBBEAN PIRATES
In the early days of the New World, there were many riches to be found on the continents of America.
Spain was the strongest of all countries in those days, and by conquering the Indians of Latin and
South America, Spain took their gold, silver and jewels back to the Old World. They found the Indian
gold and silver mines and took the jewels they discovered. There was so much wealth, that it took
many years of hundreds of boats filled with riches sailing back and forth across the Atlantic Ocean.
No one questioned that Spain was the strongest country on the high seas. But England saw that there
existed the possibility of trading with the peoples of the New World and asked Spain for permission to
do so. Spain was jealous and didn't want any other countries benefiting by the wealth of this new land
and said "No". The English and Dutch traders saw all of this wealth and wanted to share in it. They
noticed that some islands in the Caribbean were not occupied by the Spanish, so they moved onto
these deserted islands. They fished for bass, tuna and red snapper. Green turtles were plentiful and
regular trade did develop between these trespassers and other countries. Many ships began to stop for
fresh water and food on these islands before starting the long trip across the Atlantic Ocean. Atlantic
ocean voyages took many weeks under a hot sun mixed with violent storms which could force them off
their course.
As a result of this increased traffic, the demand for fresh meat increased. Some of the local Indians in
Haiti had taught the newcomers how to preserve the meat by slicing it into narrow strips and placing the
meat over an open fire. This fire was made of "green" wood that wasn't completely dried. The wood
burned slowly, and cooked the meat very slowly without drying it. Scrap meat was added to the fire
making a very smoky fire. This added a unique flavor to the drying meat. The Indians called the meat
"Bukan", and the French hunters of the meat then called themselves "Meat-Curers" or "Boucaniers". In
English they were called "Buccaneers".
The number of these people kept increasing until they began to run out of jobs for everyone. The
Buccaneers started looking at all the treasure being shipped out to sea, and thinking how rich someone
else was. Soon several "Buccaneers" turned to the sea for their bounty as pirates.
One of the Buccaneers was a Frenchman named Pierre. He had gone to Hispaniola, one of the islands
in the Caribbean, in an open boat with 28 other men. They had gone many days, without food and had
not seen any prize. They sailed into a channel between Cuba and the Bahama Islands, a place the
Spanish considered very "safe" from pirates because no one had ever tried to attack the ships there.
Very late this day, the pirates saw a fleet of well-armed Spanish galleons off in the distance, and the
largest vessel had fallen behind. As the Spanish sailors were traveling in a place considered safe, they
were not concerned. Peter, who his fellow buccaneers called "Le Grand", or Pierre Le Grand, decided
to capture this prize or die trying. So, quietly under the cover of the darkening skies, they closed in on
this huge galleon. They knew if they were captured as pirates, it meant death. Then Pierre did a very
strange thing! He proceeded to drill holes in the bottom of his boat! He did this to make sure they
would fight with courage. At least they couldn't quit. Their boat was almost filled with sea water when
they reached the galleon. It was unbelievable. There were no guards, no gunners. No one but a
helmsman above deck, and he was half asleep!
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Quickly the buccaneers seized control, first the ship's wheel, then the gun room and finally the captain.
Unbelievable!!! A few half naked men had captured a very rich warship loaded with treasure in socalled "safe" waters.
Being a very smart person, Pierre put ashore the Spanish crewmen that he didn't need, and made the
rest of the crew sail to France. Once Pierre arrived in France he released the remainder of the Spanish
crew, sold the boat and the treasure. He then retired a very wealthy gentleman.
Very few pirates retired rich and lived to an old age. Pirates either died of disease, like Mary Read; in
battle, like Blackbeard and Bartholomew Roberts; in a shipwreck, like Samuel Bellamy; or on the end of
a hangman's noose, like Calico Jack Rackham.
With the success of Pierre, the Caribbean came alive as everyone wanted to become rich. Every pirate
vowed to outdo Pierre. As a result, pirating in the Caribbean became a booming business for many
years.
CLOSING
"If a person looks out to shore and sees the wind blowing through the trees, and the ship is sailing
north, he might believe that the wind is blowing the ship north. But if he doesn't understand much about
sailing and sees another ship sailing in the opposite direction, he might scratch his head and wonder if
two different winds were blowing.
No, of course it is the same wind. But the ship's sail and rudder can be set so that it moves in a
different direction, regardless of how the wind blows. We all have the same winds of life that blow upon
us, and yet we all have a rudder and sail that determine which way we go in life. This poem sums it up:
"One ship sails east, and another west,
With the selfsame winds that blow.
It's the set of the sail and not the gale
That tells where the ship will go."
**Remind the boys to bring any necessary materials for costuming next week.
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DEN MEETING #2
PRE-OPENING ACTIVITIES: Knots are an important part of sailing. Every sailor must know how to tie
a number of knots. During this time period, have the boys practice tying a square knot and sheet bend
as shown below:
SQUARE KNOT: You can loosen the
square knot easily by either
pushing the ends toward the knot
or by "upsetting" the knot by
pulling back on one end and
pulling the other through the loops.
SHEET BEND: The sheet bend is an
important knot for joining two rope
ends, especially if the ropes are of
different sizes. Sailors named it in
the days of sailing ships when they
would "bend" (tie) the "sheets" (ropes
in the rigging of a ship).
Begin with a loop (bight) in the larger
rope. Then weave the smaller rope up
through the eye, around the bight, and
back under itself. Snug it carefully
before applying any strain to the knot.
OPENING: "Honoring and caring for the flag aboard a ship is just as important as on land. In the early
days of sailing ships, it was the custom to secure a religious statue to the mainmast in the center of the
ship. Seamen coming aboard or leaving saluted the mast. Today, when stepping aboard a ship either
afloat or on land, it is customary to face inboard and salute the center of the ship (the traditional salute
to God), then face aft (the back of the ship) and salute the national ensign, or flag, flying from the stern
flag staff. On going ashore or leaving the Landship, the ensign is saluted first, then the center of the
ship.
Today, let us pretend our room is a ship. Let us first salute the middle of the room, and then salute the
flag as we recite the Pledge of Allegiance. I pledge allegiance..."
BUSINESS ITEMS: Check the coral reef(s) made the previous week. You may want to add some
more of the "magic liquid" and see what happens during the next week.
Ask the boys if they have talked to their families about attending the weekend Cub World program. If
there seems to be problems with any of the boys, make a note and contact the parents during the next
week and encourage them to attend.
If the den has been assigned a part of the next pack program, take some time to rehearse.
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Take time for the den to decide upon their den pirate yell. This could be any of a number of pirate
sayings, such as "Yo ho ho", "Shiver me timbers", "Thar she blows", "avast ye mateys", etc.
ACTIVITY: During this portion of the meeting, work on any costuming needs the boys decided upon
during the last meeting.
The den will need to make a den flag to be flown on the Landship. Use a piece of light-colored cloth,
approximately 16 x 24 inches. Have the boys draw their design and color in appropriately with nonwashable markers (if the flag gets damp, you won't want it to look like a tie-dye masterpiece).
SONG: "Cub Scout Treasure Chest" (Tune: Yo, Ho Ho)
We are Cubs on a pirate quest.
Yo, ho, ho and a bottle of bug juice.
Looking for gold in a treasure chest.
Yo, ho, ho and a bottle of juice.
What will we find inside the chest?
Yo, ho, ho and a bottle of bug juice.
Just a note saying "Do your best."
Yo, ho, ho, and a bottle of juice.
Here's to the Cub Scout treasure chest,
Yo, ho, ho and a bottle of bug juice.
Throw out the juice and leave the rest.
Yo, ho, ho and a bottle of BUGS!!!
REFRESHMENTS/STORY: As you serve goldfish crackers and grog, tell the boys the first part of the
story about Henry Morgan, as follows:
THE STORY OF HENRY MORGAN--PART 1
Some pirates and buccaneers were very capable men, showing leadership and intelligence. In fact
they could have had very good careers in their country's armies or navies, if they had chosen to do so.
One of the best was a pirate who used his real name. Most pirates went by nicknames because they
didn't want to embarrass their families. Henry Morgan was different. He knew how to give orders and
expected those orders to be followed.
Captain Morgan was born to a wealthy farmer in Wales in 1635 and learned manners and how to be a
gentleman. But he didn't want to remain in a corner of Great Britain. He wanted more. He had heard
about the riches of the New World and when he was about twenty years old, he sold himself as a
servant to get a passage to the New World. This required that he work for three years, working out his
contract in Barbados, where he learned to hate farm work even more. When his contract was over, he
immediately went to Jamaica. Jamaica was the only Spanish colony in the possession of England, and
needed men to keep the Spanish from reclaiming the island. The British enlisted privateers, civilians
who would use their own ships to fight or disrupt the Spanish flow of goods, to help defend Jamaica.
Henry Morgan made his home in Jamaica at age 23 and proved his ability by fighting on other ships.
He was smart enough to save his portion of prize money until he was able to join some friends and buy
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his own small vessel.
Morgan sailed the Caribbean for the next six years and through a series of events was elected Admiral
of the Privateers at Jamaica. By now, Spain's empire in America was under much attack. Attacking
well armed fleets of galleons could be a risky business, so Morgan devised a different plan.
Spanish treasures were stored in certain port cities before being loaded onto vessels and shipped back
to Europe. So Morgan decided not only to attack ships, but also began attacking cities. By attacking
cities he came in contact with families, women, and children. This was where Morgan was different
than many pirates before him. He was more cruel than others.
His first attack was against Cuba in 1668. His force of 20 ships and 750 men won the battle, but very
little treasure was found. His buccaneers were disappointed in him and some said they weren't going to
attack cities again. Morgan then decided on a port in Panama, but wouldn't tell his crew what he was
doing. He took a force of nine ships and 450 men and was well at sea before announcing his plan.
The port chosen was well defended by the Spanish in a harbor with a narrow entrance and high cliffs
on either side of the entrance with three castles overlooking the harbor. To sail into this would be
suicide! When Morgan announced the target, the crew was about to mutiny! Then Morgan showed his
speech making ability was as good as his fighting ability.
He told the crew that with fewer pirates, each would receive a greater share. So effective was he, for
years afterward, sailors sang Morgan's words:
"If few there be amongst us,
Our hearts are very great;
And each will have more plunder,
And each will have more plate."
Morgan also believed in doing the unexpected. Instead of sailing under the castle guns, he decided to
attack from the rear, at NIGHT! He dropped anchor in a small river west of the town and after leaving a
small crew aboard, hiked overland with the main body of raiders. Within minutes of reaching the castle
on one side, the mob of pirates climbed the wall and captured the castle. This was easier than taking a
ship because no waves rolled the castle around. After taking the castle, Morgan's attackers swept into
the town and robbed the people of all their gems, gold, and silver. They then attacked the 2nd and
largest castle, but Morgan used a different plan. He forced some of the local population to carry
ladders to the walls of the castle for the pirates to use to climb the walls. The Spanish defenders killed
those villagers, but the task was accomplished and Morgan successfully won the battle. The pirates
then spent 15 days terrorizing the population of this second city, finding all the hidden wealth they could
find. Finally Morgan with his fortune, sailed home to Jamaica having lost only 18 men. He was
received by the Governor as a hero, particularly when the governor also received part of the treasure.
Morgan was a lucky pirate. The Governor of Jamaica had just given a huge 300 ton ship to be the
flagship for Morgan. One evening Morgan called a meeting of captains in his great cabin, to have
dinner and enjoy themselves before leaving. Many bottles of rum were opened and many boisterous
yells given. Cannons were fired for fun, and pistols rang out in the night. There was a crew of 350 men
on the huge flagship along with the guests of the evening all having a grand time when suddenly, a
roaring explosion ripped the ship apart. The explosion killed all 350 of its crew, but....Morgan and his
guests were blown out the cabin windows and swam to safety through the wreckage. Only Morgan and
his 25 officers survived.
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CLOSING: "In the days of old, the waters that led to knowledge, excitement and rewards were pirate
waters. If you were not prepared, the pirates could take what they wanted and many suffered. Life is
somewhat like that today. We can gain knowledge, excitement, and rewards, but there are dangers.
Cub Scouting can be like the strong sides of "Old Ironsides" that repelled the old cannon balls.
It provides the skills, principles and beliefs to defeat the pirates of today."
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DEN MEETING #3
PRE-OPENING ACTIVITIES: The pre-opening activity for this week is the Sea Turtle Tic-Tac-Toe. To
prepare for the meeting, run half as many copies of the board and pieces shown below as you have
boys in your den. Cut out the board and the eight turtles for each set.
Have the boys work in pairs as they arrive. One boy gets the white-shelled turtles and the other gets
the black-shelled turtles. The object of the game is to see who can be first to place his turtles four in a
row on the playing board. The row can be up, down or diagonal. Each boy takes turns placing a turtle
on a square, trying to block the other boy from getting four in a row. If all turtles are down and no one
has won, take turns moving one square in any direction until someone gets four in a row.
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OPENING: "Not all pirates were nasty villains. In fact, one pirate played an important part in the
building of the United States. Jean Lafitte was a French smuggler and privateer. In 1808 he set up a
smugglers' nest at Barataria Bay in the Mississippi delta. The British tried to enlist his help in their
attack on New Orleans. He turned down their offer of thirty thousand pounds, and instead offered his
aid to Andrew Jackson. In the Battle of New Orleans, on January 8, 1818, he was instrumental in
turning the tide in favor of the American defenders. For this deed, he received a presidential pardon for
his past crimes. As Jean Lafitte honored the flag of the United States, let us also do so by saluting the
flag and repeating the Pledge of Allegiance. I pledge allegiance...."
BUSINESS ITEMS: The business part of this meeting can be taken up in finishing up on projects from
previous meetings as well making final preparations for the Cub World weekend. Get a final count on
who will be attending. Make sure to send a note home with the boys explaining when and where the
pack will meet to travel to the Zink Scout Ranch. Call the parents within a day or two of the meeting
and make sure they got the message. Be sure to remind them to bring their Raingutter Regatta boats,
if your pack chooses to conduct this program.
Spend time here rehearsing on what the den will be doing at the Cub World campfire. Make sure you
know what the assignment for the den is ahead of time. You will also have a little time to rehearse at
Cub World, but the attention of the boys won't be as good there as it will be in the den meeting.
ACTIVITY: Use this time to finish up any costuming or den flag projects not completed. If time permits,
have the boys make the rope neckerchief slide as shown below. To make the slide, whip both ends of
an eight-inch piece of rope (instructions on how to whip the ends of a rope are shown to the right of the
tie slide). Then lay a bead of hot glue along the rope and turn the rope in a circle forming an opening
about the width of your finger or their thumb for the neckerchief to fit through. Pieces of a half-inch
dowel rod work well for the form for the rope.
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GAME: WALK THE PLANK Lay a 6 or 8 foot long 2"x4" board flat on the ground. Line the boys up
behind one end of the plank. Put a blindfold on the first boy. The boy will attempt to "walk the plank".
If he steps off the plank at any point except the "Finish", he will then have fallen into shark infested
waters and is out of the game. The winner is the boy who successfully walks the plank in the shortest
period of time. As an option, have the boys try to get the whole den across without falling in for a "best
den" prize.
REFRESHMENTS/STORY: Refreshments for this week's den meeting are gummy worms (or other
sea-type gummy candy) and the thirst quenching, gut busting grog. Tell the second part of the Henry
Morgan story as the boys enjoy their snacks.
THE STORY OF HENRY MORGAN, PART 2
After miraculously surviving the explosion of his ship, Morgan decided to attack Maracaibo, Venezuela
after hearing of vast wealth located there. The city was located on a well defended lake. Morgan
moved into the harbor, past the defenders, by dropping his sails at night and being swept in by the
incoming tide. At daylight Morgan was inside the lake and attacked the town. For six weeks the pirates
plundered and robbed, and then set sail for the entrance of the harbor. The Spanish in the meantime
had sent a force of three large galleons to trap the pirates. Morgan's small ships were no match for this
force, but Morgan used his skill to devise a plan. He chose the smallest of his eight little ships and had
the boat cut in many places to weaken it. Then he planted gunpowder, tar, sulfur, fuses and anything
else that would burn easily on the ship. Fire was a wooden boat's greatest enemy.
To camouflage his trick, logs were placed on deck to look like cannon, with barrels of gunpowder and
cannon balls also. Dummies dressed in buccaneer clothes, with painted faces and armed with
cutlasses were placed on the deck. The ship held a dozen volunteers who would light the fuses at the
last minute and swim to safety. When they were ready, the pirates sailed with the fire ship in front, the
next largest vessels and the largest with prisoners and plunder last.
On May Day, 1669, the Spanish lookouts sighted the procession and sounded the alarm. "Pirates!
Pirates!" The fire ship led the way, and was sailing a little faster than the others. The Spanish didn't
want to waste time shooting at a single boat, which was also the smallest and most insignificant. The
Spanish decided to wait to shoot at the larger ships and held their cannons - too long! The ships got
closer and closer, with the fire ship approaching the Spanish flagship, the largest of the three warships.
Before the Spanish realized what was happening, the men on the fire ship tossed the grappling hooks
onto the flagship and hooked the two ships together. The pirates lit the fuses and dove overboard.
Within minutes flames and explosions tore apart both ships. Panic set in with one Spanish Captain
accidentally running his ship aground on a shoal. He sank it to keep the pirates from capturing and
using it. Morgan's five fighting ships then ganged up on the remaining galleon which they captured very
quickly.
The joy of winning the battle was short lived. The castle on the cliff still prevented the pirates from
safely sailing out of the harbor. Morgan again used his skill to fake the Spanish. In broad daylight,
Morgan sent rowboats loaded with men to a wooded area behind the castle. The Spanish knew of
Morgan's reputation of attacking by land, so they moved their cannon from overlooking the harbor, to
the rear of the castle to defend an attack from land. What the Spanish didn't see was when the boats
were landing behind the castle, and in the woods, NO-ONE WAS GETTING OUT! On the way back, all
of the pirates crouched down in their boats so that only the oarsmen could be seen returning, and they
returned to the far side of the main ship. Over and over this process was repeated until hundreds of
pirates had seemed to be placed behind the castle. Obviously Morgan was planning to make a night
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attack in the rear of the castle. When the tide started out during the night, the pirates slipped quietly out
the channel untouched.
Years later the English and Spanish settled on a truce and the Spanish arrested Morgan for piracy in
Jamaica, shipped to England and subjected to an investigation. King Charles II was charmed by
Morgan and declared his piracy a "mistake", and instead knighted Morgan! Sir Morgan was appointed
Lieutenant-Governor of Jamaica with the job of seeking out, arresting and punishing PIRATES!
CLOSING: Have the boys form a living circle, give the Cub Scout sign, and repeat the Cub Scout
Promise.
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PACK MEETING
The Pack Meeting can be an optional meeting, depending on when the unit will attend Cub World.
SETTING
Make it as simple as possible by using rope, colored pennants, green and red lanterns, a mast, bell,
compass, and a roped-off area for a ship's quarterdeck. Have the Cubmaster act as Captain of the
ship with a ship's wheel in front of him on a stand. If the boys have completed their costumes, they
may wear them to this meeting. Leaders should try to be in costume.
ENTRANCE/GATHERING
Sign with skull and crossbones says "BEWARE". Place 1 X 6 inch planks for them to walk on into the
meeting area. Play a tape of sea songs during the gathering part of the meeting.
OPENING (Den ___)
Arrangement: Six Cub Scouts hold large cardboard cutouts of ships, on which have been printed the
following words:
SCHOLAR-SHIP, FELLOW-SHIP, FRIEND-SHIP, SPORTSMAN-SHIP,
WORKMAN-SHIP, STATESMAN-SHIP.
Cubmaster:
Tonight, Den ___ would like to tell you about the Six Ships of Scouting.
These are ships which were launched in America strong and mighty,
ships that will last forever.
1st Cub:
SCHOLAR-SHIP. This ship is very important on the Sea of education. On her deck
stands such officers as Ambition, Determination, Intelligence, and Application. Her flag
bears symbols of the letter "A" and the plus sign.
2nd Cub:
FELLOW-SHIP. This ship stands for good spirit, fine cooperation and never-failing unity.
Its flag floats high - the flag of Scouting.
3rd Cub:
FRIEND-SHIP. This is the most handsome ship of all. It is true blue and its flag is golden
- since friendship itself, is golden.
4th Cub:
SPORTSMAN-SHIP. This is the ship that's fair and square. It never veers from its course.
Its flag is never at half mast.
5th Cub:
WORKMAN-SHIP. This ship's every line, every part, every mast, represents the best that
a person can give. Its flag bears a laurel wreath.
6th Cub:
STATESMAN-SHIP. This ship represents wise guidance, constant counsel, unselfish
interest and sincere endeavor. Its flag is white for purity.
Cubmaster:
And there you have six strong and sturdy ships to brave the sea.
Three cheers for the Scouting ships!
Will Webelos Den ___ please present the colors.
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CHEER for this evening will be the Sword Applause: Pretend to have a sword in you hand. Swing it
across your body three times, saying "Swish, swish, swish."
GAME (Den___)
SHIP WRECK Divide the group into teams of 4 or 5. Give each team a piece of plywood 2 feet by 2
feet. This is their ship. Instruct the boys to hold onto its sides as they run the length of a playing field.
The teams are to run with their "ship" until the leader yells "Shark!" Then all boys jump on board the
ship. The first group with all feet off the ground, gains a point. Repeat the procedure several times.
The first group to cross the finish line gains 3 points. Add up points to decide the winner.
SONG (Den___)
CUB SAILORS (Tune: My Bonnie)
The Cub Scouts sailed out on the ocean.
One weekend with all of the pack.
We didn't remember the compass,
Oh, please bring our Cub Scout pack back.
(chorus)
Brink back, bring back,
Bring us Cub Scouts back home from the sea.
Brink back, bring back,
Bring us Cubs home from the sea.
We sailed till we reached Honolulu.
We landed with nobody hurt.
We went to a Hawaiian luau,
Dressed up in blue and gold grass skirts.
(chorus)
We headed back home one gray morning.
Got caught in a bad hurricane.
The last report that was heard of us,
We were sighted off the coast of Spain.
(chorus)
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AUDIENCE PARTICIPATION
PEG LEG PETE'S PREDICAMENT
Pirates:
Treasure:
Yo-ho-ho!
Gold, Gold!
Peg Leg Pete:
Map:
Clomp, clomp!
It's that-a-way!
Back in the swashbuckling days of PIRATES bold, there lived a certain one named PEG LEG PETE.
His only goal in life was to find a hidden TREASURE which could only be found by following a MAP.
PEG LEG PETE had such a MAP! He was very fearful of losing this MAP, and after carefully reading it,
he hid it in an old wooden chest that he had found in the ground.
One fine day, PEG LEG PETE and his PIRATES set sail under his direction to find the TREASURE
carefully bringing the chest containing his MAP. Each one was dreaming of the riches he would find
when they finally located the TREASURE. Day by day PEG LEG PETE followed what he remembered
of the MAP. Finally they arrived at a deserted island, and the PIRATES were very happy that they were
about to be rich. It was here that the MAP was needed.
Time to open that old smelly chest and read where on the island to locate the TREASURE. Upon
opening the chest, PEG LEG PETE yelled and turned red with rage. The PIRATES all came running to
see what the problem was. It was then they saw that little termites had eaten all the MAP, and only
dust remained! The PIRATES grew very angry over the loss of this information and tossed PEG LEG
PETE to the sharks, and proceeded to dig up the entire island looking for the TREASURE that the MAP
would have shown them. The last that anyone has seen of the PIRATES, they were still fussing and
digging for "their" TREASURE.
ANNOUNCEMENTS: Make necessary announcements. Remind the pack about the Cub World
weekend and additional information they need to know about preparation, transportation, and
scheduling.
SKIT: THE TREASURE CHEST
The following skit is a simple one yet has some humor and a good point also and could provide a good
opportunity to thank the Cubmaster (or another deserving helper), and give him a little recognition. As
the curtains opens, a den of Cub Scouts dressed as pirates are studying a treasure map. Some carry
shovels, etc. They all huddle around the map looking puzzled and scratching their heads.
FIRST PIRATE: I think we're looking in the wrong place.
SECOND PIRATE: I think we're looking for the wrong thing.
THIRD PIRATE: What do you mean the wrong thing?
FOURTH PIRATE: We're looking for a chest of gold aren't we?
FIFTH PIRATE: Of course, we are, but where's the best place to look for a chest of gold?
SIXTH PIRATE: Probably at the end of the rainbow, but I don't see one.
SEVENTH PIRATE: Let's look out there in that sea of faces. (points to audience)
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EIGHTH PIRATE: I'VE FOUND IT!!! (Walks to Cubmaster and asks him to come to center stage) All
pirates look puzzled. "This is by far the best chest of gold, for in that chest (points to Cubmaster's
chest) beats a heart of pure gold! Otherwise why would he spend so much time being our Cubmaster?
ALL PIRATES: That's right!
At this point, if desired, the pirates could present the Cubmaster with a small token of their appreciation
for all the hours he donates to their pack. HINT: A plaster model of an open treasure chest could be
painted up with different colored gems glued in chest and right in center glue a heart shaped button
painted gold or carve one out of scrap of wood, etc. or even use a small heart shaped button for lock on
the chest. Then glue this treasure chest on a wooden or plaster background and carved in the plaster
or burnt in the wood could be something such as:
PRESENTED TO OUR CUBMASTER_____________
WHO HAS A HEART OF GOLD.
FROM PACK_________
AWARDS:
STAGING: Cubmaster, dressed like Pirate Captain: Two leaders dressed like pirates. Stage has
pirate treasure chest hidden behind cardboard rocks, plants, sand, etc. Pirates enter with shovels
following Captain with treasure map.
CAPT:
Come on you Land lubbers, me thinks it is right over here. (Points to hidden chest)
MATE #1:
Are ye sure this time, Cap'n, we have already dug up half this island?
CAPT:
Of course, I'm sure. Didn't I draw up this map after me former mates disappeared?
(The mates look at each other nervously) The winds and tide have changed this island
over the years, mates. (Mates start digging by hidden chest)
MATE #2:
How far down do we have to dig, Cap'n?
CAPT:
Let me see (thinking)...Me thinks the chest will be about three feet lower than Old
Scarface. (Mates keep digging)
MATE #1:
(Picks up skeleton) Must be Old Scarface.
MATE #2:
This looks like the treasure chest. (pulls up chest)
MATE #1:
What's in the chest, Cap'n, silver? Gold?
CAPT:
Nay, Mates, more valuable than silver or gold.
MATE #2:
If it ain't silver or gold, be it jewels?
CAPT:
Cub Scout Awards! You can always buy silver, gold or jewels, but you can only earn
these awards as a Cub Scout. (Looks into chest) Let's see what valuable awards we
have here. Will the following Cub Scouts and their parents please come aboard?
(Reads names). The first rank, Bobcat, is like being a cabin boy. He is young,
inexperienced, but curious and willing to learn. Parents, I have the pleasure of giving
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you these Bobcat Badges to present to your sons.
What other awards do we have, Mates?
MATE #2:
Here we go, Cap'n. Will the following Cub Scouts and their parents please come aboard?
(Reads names)
CAPT:
The second rank, Wolf, is like being an able seaman. He is older, experienced in the
basics and capable of learning more. Parents, I am privileged to give you the Wolf Rank
to present to your sons. Me thinks there might be more in that chest.
MATE #1:
Aye, Cap'n there is. Will the following Cub Scouts and their parents come aboard?
(Reads names)
CAPT:
The next rank, Bear, is like being the First Mate. He is older and more experienced than
the able seaman. He can almost run the entire ship but still needs the guidance of the
Captain. Parents, I have the honor of giving you the Bear Badge to present to your sons.
Mates, we have taken a lot of treasure out of that chest, could there be more?
MATE #2:
Cap'n, we still have more valuables. Will the following Cub Scouts and their parents
please come aboard? (Reads names)
CAPT:
The last treasure we have is the Webelos Award (or Activity Badges). Now the Cub
Scout is capable like a captain to run the ship, to steer his own course. Parents, I am
honored to give you these awards to present to your sons.
CLOSING: "When God made the oyster, He guaranteed him economic and social security. He built
the oyster a home, a shell to protect him from his enemies. When he is hungry, the oyster simply
opens his shell and food rushes in.
But when God made the eagle, He said, "The sky is the limit. Go build your home." And the eagle
went and built his house on the highest mountain crag where storms threaten him every day. For food
he flies through miles of rain, snow and wind. And so it is that the eagle, not the oyster, is the symbol of
America.
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RAINGUTTER REGATTA
If your pack has chosen to hold the Raingutter Regatta at Cub World, two ten foot raingutters and
holders are available from the Campmaster. The boats should have been built by the boy and a parent
prior to the weekend. The regatta should be held at the pavilion area. Fill the gutters to about 1/2" from
the top. Make sure they are level.
The boats are propelled by boys blowing into
the sails. Start with the boat's stern touching
the end of the rain gutter. The starter stands
at the opposite end with hands raised. When
he drops his hand, the boys begin to blow.
Once the race is started, the boys may not
touch the boats with their hands or any other
part of their body. The first boat to reach the
end of the gutter is the winner. All races are
run on an elimination system, by heats.
Timing of boats have no bearing on
determined heat or final winners. Winners of
the first heats will compete against each other
in the second heat, and third, etc., until a final
winner is determined. You may want to
consider a double elimination format, although
this will add a considerable amount of time to
the contest.
BUILDING INSTRUCTIONS:
1. Sandpaper balsa hull to the desired shape, following specifications shown in the drawing above.
First use a medium-grade sandpaper, then finish off with very fine sandpaper.
2. Give model two coats of sanding sealer, obtainable from craft or hobby stores.
3. Mast can be tapered by chucking either in a hand or electric drill. While carefully turning the dowel,
work a piece of sandpaper back and forth until the desired shape is achieved.
4. Give entire model two coats of colored lacquer and design.
5. Add official number at top of sail.
6. Boat specifications:
HULL
No longer than 7" or shorter than 6 1/2"
MAST
6 1/2" from deck to top
KEEL
Supplied in kit-no alterations
RUDDER
Supplied in kit-no alterations
SAIL
No larger than material supplied in kit.
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CUB WORLD WEEKEND
Here's what everyone has been building up to; your weekend at Cub World. Everyone should meet at
a designated location in time so that your pack can reach the front gate to the John Zink Scout Ranch
by 9:00 am. Please make every effort to be on time. If you don't, your young Pirates won't get to do
everything that's available as the schedule is fairly tight. Make sure you have the current code to the
front gate. Travel to the Welcome Center in Cub World where the pack coordinator will need to check
in with the Campmaster, get tent assignments (if reserved & prepaid), request reservations for shooting
ranges and/or the pavilion, provide training cards for certified shooting sports instructors, and check out
any shooting sports equipment needed. Please take special care of the shooting equipment checked
out to you. There is no charge for attending Cub World, so anything of value that is lost or damaged
other than normal wear and tear will have to be reimbursed by your pack.
The weekend schedule is as follows:
Saturday
______
9:00
9:30
10:30
10:45
12:30
1:45
3:45
4:45
5:30
6:00
6:30
7:30*
7:45*
9:00*
10:00
10:30
Sunday
7:30
8:00
8:15
9:30
10:00
11:30
11:40
12:00
Leave town for Cub World
Arrive at front gate
Check in at Welcome Center; unload at campsite and begin camp setup; designated
leaders go to set up program at Landship and field games for boys at field in front of
amphitheater.
Opening ceremony and flag raising at Landship; announcements; put up den flags.
Begin round robin activities (15 minutes each) Cubmaster to signal when to rotate.
Lunch (sack lunch)/finish campsite setup
Learning Trail
Finish round robin activities at Landship
Pirate Ship battle
Prepare for dinner/free time (branding at Village)
Dinner
Free time or activity planned by pack
Lower flags
Campfire
Star study (if clear); wide night games (if cloudy)
Ready for bed
Lights out
* Times can vary to compensate for time of year and darkness.
* Campfire should start around sundown.
Everybody up
Flag raising (at Landship)
Breakfast/start campsite break down
Chapel (on Landship)
Raingutter Regatta (optional)/open time on Landship
Lower flag
Finish campsite break down
Checkout with Campmaster & return home
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FIELD GAMES
(All family members can play)
Guard the Treasure: One person is chosen to be Purple Beard, keeper of the pirate treasure, who
stands guard over the "jewels" (beanbag or whatever). Everyone else forms a circle around Purple
Beard. The group standing around Purple Beard must try to steal the treasure without being tagged.
Those touched by Purple Beard are frozen in place and can no longer try for the treasure. Purple
Beard must try to defend the treasure. It's always surprising how far loud yells, evil glances, and some
fancy footwork will go to ward off invaders. Purple Beard, if daring, can wander away from the treasure
to tag potential thieves. Usually one part of the group will try to tease Purple Beard away from the loot
to help someone from another part of the circle catch the pirate off guard. The thief can try to dive from
behind Purple Beard and get the jewels before being tagged. If the pirate hovers over the treasure,
there may have to be a mass charge which sacrifices a few boys for the sake of the jewels. The boy
who steals the treasure becomes the next Purple Beard.
Flying Dutchman: All players but two join hands in a circle. The two who have been left out are the
lost ship. Holding hands, they walk around the outside of the circle, seeking a port. When they decide
upon a likely spot, they break the handhold of two people in the circle. Now the action begins. At full
tilt, the lost ship has to navigate the circle one more time. Meanwhile, the two people whose hands
were unjoined have to join hands again, start running around the outside of the circle in the opposite
direction, and return to their port before the Flying Dutchman does. The first pair to make port closes
the circle. The partners on the outside are left to roam in search of a new port. For variety, change the
mode of navigation to hopping, jumping, or running backwards.
Tug of War: Divide teams evenly. Use rope provided by your pack. Tie a bandanna or rag to the
middle and mark off boundaries, and take off!
Pirates in the Sea: All players stand behind a line. A boy chosen to be "IT" stands midway between
the line and another line thirty feet away. He shouts "Pirates on the ocean, Pirates on the sea; don't get
the notion you'll get by me." The pirates leave their line and try to cross the opposite line without being
tagged. Players who are tagged join "IT" and help catch others as the challenge is shouted again and
the pirates must cross the field again.
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OPENING CEREMONY
(at Landship)
Assigned to Webelos Den ____
NARRATOR: We, the sailors who fought the Moroccan, Algerian, Tunisian, and Tripoli pirates in 1815,
want to call your attention to our flag - the symbol of our country's unity. Let us go back to the
time when the Barbary Pirates were laughing at America and charging us "protection" money to
be allowed to ship our goods on the oceans.
CABIN BOY: I am the Cabin Boy who helped in my way to support our ships as they spent many days
at sea.
SAILOR: I represent the hundreds of Sailors who manned the topsails, and fired the broadsides to
protect American shipping.
FIRST MATE: I am the First Mate. I provided the direction and support for the Captain who was
charged with removing the Pirate threat.
CAPTAIN: I am Captain Decatur. In 1815, my men had to face overwhelming odds to bring respect
to the American Flag. In 1815, we had just begun to make the world aware of our presence. We
had to face weeks at sea and defeat an enemy in their home ports.
NARRATOR: When we look at our flag, we are reminded of years of dedicated support by many
people. Color guard, present the colors. Attention. Salute. (When flag has been hoisted, ask
group to join in Pledge of Allegiance. After raising the flag, raise the commemorative flag at the
stern of the ship.) When the United States was just becoming a nation, there were many
variations of flags before the official stars and stripes were sewn by Betsy Ross. One of the
more colorful flags was known as the "rattlesnake" flag. This was the first Navy Jack to be flown
on a ship of the United States. It was first flown in 1776 on the Alfred, a ship commanded by
John Paul Jones, the naval hero of the Revolutionary War. Many historians believe the stripes
on the flag were the inspiration for the stripes on the official flag of the United States. We will
now raise a replica of that flag at the stern of our ship. (Two designated Webelos raise the flag.)
(Attach and raise the den flags on the front side of the mast.)
Note: If it rains during the day, lower the flags immediately and put them in a place where they can
dry. If it stops raining raise them again.
The weekend leader makes any pertinent announcements, quickly reviews the schedule, and explains
the round robin program. Have an official naming of the ship and christen in honor of the winning den.
Each den is assigned a number for the round robin. Each round robin station is also assigned a
number. The den starts at the same number as they are assigned, and then rotates to the next number
at the break.
Most round robin activities are designed so that both the boys and members of their families can
participate. Five round robin stations will be completed before lunch, with the remainder after the
Learning Trail. Each event will be 15 minutes in duration, with 5 minutes between to move to the next
event. The Cubmaster will blow a whistle when the groups should rotate. Listed on the next page are
the round robin events and how to do them. Be sure to pick up all equipment after the round
robins are completed.
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ROUND ROBIN ACTIVITIES
#1 CATAPULT: The catapult station is designed for boys and their families to try their aim launching
cannonballs (tennis balls) into the target range. Score one point for each ball in a magic ring (tire).
Each person should get five tries, and more if time allows. Have the boys pick up all launched
cannonballs and bring them back to the catapults at the end of this session.
#2 PLANK WALK: This series of planks provide safe passage over the dreaded Okiezinkokie Swamp.
The objective is to walk the plank through the swamp the end. Anyone falling off during the plank walk
must let go a blood-curdling scream and go back to the start to try again. The best method of
participation for this station is to have all the boys and family members hold hands and try to walk the
plank as a group without breaking contact. Once this is accomplished, players may try individually.
#3 CARGO NET: The objective of the cargo net station is for each boy and their family members to
start on one end of the net and make their way to the other end. One option is to have one person start
at each end and pass in the middle. Another option is to have the entire group remain in touch contact
with each other and traverse the net together.
#4 COMPASS: This activity takes place at the wheel on the top deck. Compasses will need to be
provided by your pack. Explain that the compass always point to North. Have them turn the dial of the
compass so the arrow matches up with the needle. Explain that there are 360 degrees on the
compass, and North is at the 360 degree mark. South is halfway, or 180 degrees. East is halfway
between North and South or 90 degrees, and West is halfway between South and North, or 270
degrees. Turn the dial until the arrow in the dial lines up with the "direction of travel" arrow. Have the
boys hold the compass on top of the captain's wheel and point the "direction of travel" arrow at the
various landmarks listed below. Then turn the dial so the arrow and needle point the same direction.
The line from the direction of travel arrow should point to the degrees the landmark is from magnetic
North. Have each boy take turns to find the direction to one of the following landmarks and figure out
how many degrees from North each landmark is. Accept anything within 5-10 degrees. Designated rail
post have a small dot painted on them.
MAST
FOURTH RAIL POST ON RIGHT
RAIL POST DIRECTLY TO RIGHT
MIDDLE POST AT STERN
ANTENNA
RAIL POST DIRECTLY TO LEFT
FARTHEST VISIBLE POINT OF WATER
TELEPHONE POLE
FOURTH RAIL POST ON LEFT
340 degrees
360 degrees (true north)
70 degrees
160 degrees
240 degrees
260 degrees
280 degrees
315 degrees
320 degrees
#5 OCTOPUS COURSE: The object of this activity is to go from one end of the course to the other
without touching any of the octopus tentacles hanging down. The leader will need to time each player
and watch for any touches, which cost the player a penalty of five seconds for each touch. This event
will take the place of Map Making when constructed.
#6 MAP MAKING: Map making should take place from the bow of the ship. This activity will take
some imagination and artistry from the boys and family members. Give each boy and family member a
piece of 8 1/2" by 11 " paper (preferably thicker than normal paper) and access to a number of markers.
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Your pack will need to provide these materials. Have them draw a very small ship in the exact middle
of the page (thumb size). Then have them draw what they think the area around the ship might look
like from the air, using some of the visible landmarks, water, etc. They may color in as they wish.
Collect the markers at the end of the activity for the next group. Please make sure the boys don't mark
on the ship.
#7 SWABBING THE DECK: This game is similar to shuffleboard, but the boys and their family
members use mop handles to push the puck. The game is played on the lower deck of the ship. There
are two playing courses. Eight players may play at a time, two on each end. Players on one end take
turns pushing their colored puck to the other end of the board. They must stand behind their second
line from the middle of the ship when they push their puck. A puck that stops between the first and
second line gets one point; between the second and third gets two points; and between the third and
last gets three points. No points are scored if the puck hits the wall and rolls back. When all five pucks
have been pushed for each player, their teammate on the other end (the one with the same colored
puck) push the pucks back. The first team to score 10 points wins or the team in the lead when the
whistle blows. Once a team has won with 10 points, two more teams take the field to play. Four mop
handles and twenty wooden pucks (5 of each four colors) will need to be provided by the pack.
#8 KNOT TYING CONTEST: During the den meetings, the boys hopefully practiced the square knot
and sheet bend. Have each boy (and family member if they wish to try) see how long it takes for them
to tie a square knot and sheet bend properly. Give a prize to the boy who does it quickest in the den. If
time allows, they may practice some of the other knots shown in the display.
#9 GOLD CUBLOONS: Four buckets are set out, full of water with a "gold cubloon" on the bottom.
The objective is for each boy or family member, standing upright, to drop eight pieces (pennies that
represent "pieces of eight") into the bucket and score one point for each piece that touch or land on top
of the cubloon on the bottom. Have the group rotate so everyone has at least one chance to try. Give
a prize to the boy or family member who has the best score.
NOTE: Several of these events can be moved to the pavilion in the event of rain. Map making,
compass study, gold cubloons, knot tying, swabbing the deck and beam walk can be adapted to the
pavilion. You'll need to take a little time to set up a compass course. The beam walk can be made by
putting down strips of masking tape, in eight-foot sections, four inches apart. The shuffle board
markers can also be made with masking tape. You should have a couple of other indoor type game
ideas to use in case the weather turns bad. Several of the learning trail activities can also be set up for
pavillion use. On another note, once the octopus course has been installed, the map making activity
can be dropped.
LUNCH: For the sake of ease and time, it is recommended everyone bring a sack lunch. However, the
pack may opt to do a big spread for sandwiches or cook a big pot of soup.
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LEARNING TRAIL
Instruction for the Learning Trail are found at the end of this program publication as well as in a
separate publication. Make sure all leaders have read the instructions and are prepared to conduct the
Learning Trail. Leaders should do a walk-through on the trail during the lunch period.
PIRATE SHIP BATTLE
This activity is designated for the Cub Scouts only, but is a great spectator event for the family. The
boys should be separated into two groups, one on the ship and the other as attackers of the ship.
Determine a way to designate the two groups (one may wear bandannas or hats or have a piece of
rope tied to their belt, etc.) Half of the boys on the ship must be on the lower deck and half on the
higher deck. The object is for the attackers to try to take the ship. The boys will have five minutes to
discuss strategy before the attack officially begins. Each boy will be provided with a sword (made of
pipe insulation). The only contact that can be made during the attack is with the sword. Pushing and
shoving or hitting in any way disqualifies the boy. Several leaders should be placed on and around the
ship to monitor the activity and to make sure safety and rules are observed. A boy is out of the game if
he is touched (use this word rather than stab, slash, etc.) with an opposing boy's sword in the area
between the neck and the knees. Arm, head, and lower leg touches don't count. They must be
touched in the front, not from behind, for the touch to count. A boy who is out must immediately sit
down and not take any other action, other than to watch the rest of the battle. The winner is the group
that has boys still in the game when the other side has everyone out. Once the attack is over, have the
boys trade places and try it again. If time allows, have adults have a battle with the boys acting as
observers.
DINNER TO CAMPFIRE TIME
The time between 5:15 and the campfire can be used for several purposes. This time is a great
opportunity for boys to have free time on the Landship or explore other areas at Cub World. They may
want to visit the other theme areas to see what is there for them when they come back for another
program. Dens may want to reserve time to practice on their assigned part of the campfire. If the
campfire has not been built, now is the last chance to do so. And of course, dinner and cleanup has to
be accomplished.
Dinner can consist of any number of menus. The pack may choose to come up with ideas on their
own, or may use the traditional foil pack dinner with a twist, as explained below. Another option may be
a big pot of navy beans and ham, although the resulting consequences should be considered. A fish
fry could be another option. Try to keep the meal in pirate terms. Even if you use normal food, call it
something else. For instance, stew is crocodile stew, meat is barracuda, potatoes are barnacles, drinks
are grog, silverware are table weapons, etc.
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Foil Dinner Instructions: Using a bed of hot coals, a foil dinner will eliminate a lot of dishes being
required. To make a foil dinner, two layers of light weight, or one layer of heavy duty aluminum foil will
be needed. The foil will need to be large enough to go around the food and then allow for folding and
crimping along the sides to keep the juices and steam from escaping.
The meat for this foil dinner should be hot dogs or sausages, sliced about 3/4 of the way up with eight
slices so it looks like octopus! Cover your octopus with slices of potato, onion, and carrots. Season
with butter, salt, and pepper. Cook 20-30 minutes in hot coals, turning if the dinner is on top of the
coals. Use thin layers of vegetables.
If you are careful, the food may be eaten from the heavy weight foil package.
Bring heavy gloves or long tongs to move the dinners around. Small shovels can be useful, and allow
for a good bed of coals, by starting 15-20 minutes before the cooking begins. These may be cooked on
the charcoal stoves provided or by spreading several sheets of foil on the ground with the charcoal on
top. Be sure to do this on bare ground. If you have some good outdoor cooks in the group, you might
want to make some dutch oven cobblers for dessert either after dinner or after the campfire.
These meals can be prepared at home, and kept cool until dinner time.
Before the meal is served have everyone be silent for a moment of thanks and give the PHILMONT
GRACE:
For food, for raiment,
For life, for opportunity,
For friendship and fellowship,
We thank thee, oh Lord. Amen
FLAG LOWERING
CUBMASTER: "The colonial Navy was born in 1632 when the English colonists of Massachusetts built
the first American warship, the 30 ton "Blessing of the Bay". They used it to fight pirates off the Atlantic
Coast. By the late 1700s, the colonists had built hundreds of ships including privateers, or privately
owned war vessels. On board all these vessels, the flag of the original colonies and now in recent
times, the flag of the United States waves proudly in the sea breezes. Long may she wave. This
evening, Den____ will retire the colors for us."
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CAMPFIRE PROGRAM
The campfire program should be full and fun. The campfire is also a good time for adults to put on part
of the program, as well as the boys. A couple of the campfire program activities are designated for
adults. Boys love to see their parents on stage doing fun things. Assignments for the campfire should
have been made two or three weeks prior to the weekend so boys will have time to prepare. Each den
should be ready when called upon to perform. The campfire program shown here is the suggested
program. Packs are encouraged to add to the program to fit their needs. In addition, the pack may
want to include an awards ceremony and actually use the campfire as a pack meeting. The Cubmaster
or person designated by the Cubmaster should be the emcee. A copy of a Campfire Planning Guide is
included. The campfire area for the Landship theme is the amphitheater. Lighting is available to use in
conjunction with the campfire. Check with the Campmaster about how to turn the lights on.
SONGS:
THE SEAMEN SAILED OUT TO SEA
(Tune: The Bear Went Over the Mountain)
The seamen sailed out to sea,
The seamen sailed out to sea,
The seamen sailed out to sea,
To see what they could see.
To see what they could see,
To see what they could see,
The seamen sailed out to sea,
To see what they could see.
Sea is all they saw, sea is all they saw,
Sea is all they saw, see, all they saw was sea.
The sea surged over the seamen,
The sea surged over the seamen,
The sea surged over the seamen,
So all they saw was sea.
So all they saw was sea,
So all they saw was sea,
Since the sea surged over the seamen,
All they saw was sea.
See saw several seamen, see saw several seamen,
See saw several seamen, see sawing on the sea.
See six seasick sea serpents,
See six seasick sea serpents,
See six seasick sea serpents,
See sawing on the sea.
See sawing on the sea,
See sawing on the sea,
We saw six seasick sea serpents
See sawing on the sea.
Seasick sea serpents, seasick sea serpents,
Seasick sea serpents, so now I'm seasick too.
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THAT SEASICK FEELING (**Adult Song**)
(Tune: You've Lost that Loving Feeling)
We always close our eyes,
When we're sailing on the seas.
And there's some shakiness
Going on down in my knees.
We're trying hard not to show it.
But inside, inside we know it.
(Chorus)
We've got that seasick feeling,
Oooh, that seasick feeling.
We've got that seasick feeling,
Lunch is gone, gone, gone, oh, oh, oh.
I've got a stomach ache
As I stagger toward the rail.
And if I get must get sick
I hope I don't barf on a whale.
You know I just feel like crying.
Cause something in my stomach is dying.
(Chorus)
When I get seasick, I get down on my knees and pray.
That all my breakfast and lunch, in my stomach will stay.
I need some Tums, some Rolaids, some Alka Seltzer too.
The cook just said he'd made another batch of stew.
I need a pail, I need a pail, I need a pail, I need a pail,
So bring it here please, bring it here please, bring it here please,
bring it here please.
(Chorus)
SONG: "Cub Scout Treasure Chest"
(Tune: Yo, Ho Ho)
We are Cubs on a pirate quest.
Yo, ho, ho and a bottle of bug juice.
Looking for gold in a treasure chest.
Yo, ho, ho and a bottle of juice.
Here's to the Cub Scout treasure chest,
Yo, ho, ho and a bottle of bug juice.
Throw out the juice and leave the rest.
Yo, ho, ho and a bottle of BUGS!!!
What will we find inside the chest?
Yo, ho, ho and a bottle of bug juice.
Just a note saying "Do your best."
Yo, ho, ho, and a bottle of juice.
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SHIPWRECKED CUB SCOUTS
(Tune: Gilligan's Island Theme)
Our pack set sail on the sea one day,
In search of coins of gold.
A group of hearty Cub Scouts,
And leaders true and bold.
The weather started getting rough,
The tiny ship was tossed.
If not for the courage of our Cubmaster,
The whole pack would be lost.
Our boat touched ground on a rocky isle
And up walked a tall old man.
He tossed a towel to dry us off,
And raised high his right hand.
He said "You're a sharp pack of Cub Scouts,
Your courage brave and sure,
To sail out on a sea like this
On a scouting adventure."
He gave directions to get home.
We set sail with good cheer.
We reached home with the setting sun,
And tied up to the pier.
We looked in the bottom of the boat
And saw the old man's towel.
His name was stitched along the hem,
The name was Baden-Powell.
ON AKELA
(Tune: Michael Row the Boat Ashore)
Cub Scouts sail the ship to sea, on Akela.
Best crew on the seven seas, on Akela.
Our ship's name is Akela, on Akela.
We are brave Cub Scout sailors, on Akela.
Webelos will trim the sail, on Akela.
Bobcats look a little pale, on Akela.
Ocean is deep and ocean is wide, on Akela.
Milk and cookies on the other side, on Akela.
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SKITS:
PIRATES OF PENZANCE (Adult Skit) (CAST: Pirate captain and his crew of eight. All should be
dressed in costume. SETTING: All of the crew is standing on the deck of the ship.)
ALL:
(Singing)
CAPTAIN:
Alright you scurvy mates, lets bring this ship around and
fire the cannon broadsides
into that treasure ship. We'll board the ship with the cutlasses 'tween our teeth and
plunder all the treasure.
MATE 1:
But I don't want to plunder.
CAPTAIN:
You don't want to plunder? I can't believe this. You're supposed to be a pirate. What do
you want to do?
MATE 1:
(sings to the tune of "Hokey Pokey")
I want to sing and dance, I want to sing and dance,
I want to be a pirate like the Pirates of Penzance.
Wear those bright silver slippers
And those short shiny pants.
I want to sing and dance.
CAPTAIN:
You want to sing and dance, do you? Now I suppose maybe some of the rest of you
would like to go treasurin'. I know a place on the island where there's emeralds, rubies,
diamonds, and pieces of eight just layin' around on the ground.
MATE 2:
But I don't want to go treasurin'.
CAPTAIN:
You don't want to go treasurin'? What kind of pirate are you? I ought to make you walk
the plank. What do you want to do?
MATE 2:
(Sings song shown above).
CAPTAIN:
Well shiver me timbers. I guess I'll have to sing to cheer myself up. "Sixteen men on a
dead man's chest, yo, ho, ho, and a bottle of rum."
MATE 3:
But I don't want no rum.
CAPTAIN:
You don't want no stinking rum? What do you want?
MATE 3:
Oh, maybe a Diet Pepsi and something from the salad bar.
CAPTAIN:
Did someone hoist the Jolly Roger upside down today? Oh well, if you can't beat them...
All right the rest of you scurvy sea dogs, lets all sing this thing together (points his sword
to all cast members and audience and coaxes them on to sing. Everyone sings the
chorus to the song as the skit closes.)
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"THE PIRATES AND THE SCOUT"
CHARACTERS: Scout (Den Chief), Pirate Captain and several pirates, one
named Smythe
SETTING:
Pirate ship with large plank pointing toward audience, pirate flag. As skit begins, pirates
are forcing Scout toward plank.
CAPTAIN:
You have been found guilty of doing "Good Deeds" and I am sentencing you to walk the
plank. Do you have anything to say for yourself? (Pirates begin to blindfold his eyes with
his neckerchief)
SCOUT:
Yes, did you know that as a Scout I have learned to tie numerous knots? Here, let me
show you. (He ties his own blindfold on.)
PIRATE 1:
Gee, Captain, look at that neat knot. His blindfold is staying up all by itself!
PIRATE 2:
We never had a blindfold do that before.
SCOUT:
(Raising blindfold) And your plank is covered with splinters. In Scouts we learn to work
with wood and sand it real smooth. Why, with a little time and some sandpaper, I could
show you how to sand and paint this plank and make it the pride of your ship.
PIRATE 3:
Then you wouldn't get splinters in your...your...when you sun bathe on the plank!
CAPTAIN:
(Rubbing bottom) That would be nice.
SCOUT:
And I couldn't help noticing how bored your crew is.. we learn all kinds of games and
songs in Scouts. You'd be surprised how much fun it would be to sing and play games.
PIRATE 1:
We could play games while we watched our enemy's ships sink into the sea!
CAPTAIN:
(Obviously mulling over the Scout's words) Hmmm, there may be something to this
Scouting. Smythe!
SMYTHE:
Aye, Captain! I know, march him down the plank!
CAPTAIN:
No, no, no...He's much too valuable.. he's just chock full of great ideas and skills....
PIRATE 2:
Then we make him one of the crew? Force him to join?
CAPTAIN:
Better than that...We'll join him! We'll become Scouts!
SCOUT:
I can be your Den Chief!
CAPTAIN:
Fine...but I'm STILL The Captain!
(All cheer and lower the pirate flag and raise the Scout flag.)
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"A SHIP LIKE THIS"
CHARACTERS: Three boys
SCENE: Aboard an ocean liner. A small table with a chair on each side. (John, who is very unhappy,
sits in the right hand chair. He picks up a book, signs, puts down the book. Looks around. Taps the
table with his finger tips. Tries to read again. Ed enters left.)
ED:
Good morning, John. How are you today?
JOHN:
Oh, I just don't know.
ED:
May I sit down?
JOHN:
Of course! Of course! Do whatever you wish. Anything you do is alright with me.
ED:
Did you sleep well last night?
JOHN:
No, No, not a wink!
ED:
Were you sea sick?
JOHN:
No, No, I wasn't sea sick.
ED:
Well, what's your problem?
JOHN:
I'm afraid.
ED:
Afraid of what?
JOHN:
I'm afraid this ship will sink.
ED:
Oh, come on. That's silly fear. A ship this size doesn't sink.
JOHN:
Oh, I read about a ship that sank.
ED:
Here comes the Steward. Let's talk to him.
JOHN:
All right.
ED:
(Speaking to Steward) Pardon Me.
STEWARD: Good morning gentlemen. May I help you?
ED:
I hope so. We have a question. Maybe you can answer it and put our minds to rest.
STEWARD: I'll answer if I can.
JOHN:
Does a ship like this sink very often?
STEWARD: Oh, NO! (Men smile happily), a ship like this sinks only ONCE!
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AUDIENCE PARTICIPATION
"TEW TOO MUCH"
TEW: Attack!
SEA: Splash, Splash!
GOLD: Oooo...
SHIP: Ahoy There!!!
Captain Thomas TEW was a native of Newport Rhode Island who wanted to go to SEA and steal
GOLD and jewels from other SHIPs. By 1692 he operated as a privateer (a warship hired by a
country). He managed to go to English Bermuda and persuaded the governor to give him a letter
authorizing his capture of French SHIPs as England was at war with France at that time. He had no
plans to be a part of the English Navy, but wanted an excuse for piracy. Captain TEW was soon
headed for the Red SEA where he heard he could make a fortune in GOLD. He and his crew sailed
quickly and sure enough, found a great SHIP laden with GOLD and jewels. They easily captured more
GOLD and valuables than could be counted in a whole day. They looked for other rich SHIPs at SEA
but couldn't find any as rich as the first.
They returned to Newport in 1694 with all crew members receiving about $400,000 each in GOLD and
jewels. Pirate TEW became Gentleman TEW, visiting the wealthiest families in Newport. Gentleman
TEW probably would have reached a ripe old age if greed didn't set in. After six months, he wanted to
return to SEA. Young men in New York and Rhode Island fought over who was going to get to board
TEW's SHIP in the search for GOLD.
As they began TEW's second voyage, arriving in the Red SEA in September 1865, the first Indian
Merchant SHIP came into view and was attacked. A cannonball slammed Captain TEW in his stomach
killing him instantly. His crew immediately quit and surrendered. As you know, piracy was against the
law and pirates were either sent to jail or hanged. We have never heard what happened to his
crew.....So a SHIPful of GOLD at SEA was often TOO much!!!
CHEERS:
SWORD APPLAUSE: Pretend to have a sword in you hand. Swing it across your body three times,
saying "Swish, swish, swish."
PIRATE APPLAUSE: "Avast you land-lubbers! Walk that plank! Glub, glub,
glub!"
WATER APPLAUSE: "Now, Now, Now! Water, Water, Water! Glub, Glub, Glub!"
PEG-LEG APPLAUSE: Hop on one leg and say "Yo, Ho, Ho, and a bottle of bug juice!"
CANNON APPLAUSE: Open mouth, act as if cramming a cannonball down it, act like you are lighting
your nose, and yell "BOOOOOOOOMMMMMMM!"
SHIVER ME TIMBERS: Shake your body, and yell in a wavering voice "Shiver me timbers!"
SAILOR/SANTA CHEER: "Land-Ho, Ho, Ho, Ho, Ho, Ho."
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RUN-ONS
CAPN: (Pulling a rope tied to a piece of wood) "Come along now. Shape up!"
MATEY: Capn, what are you doing?
CAPN: Can't you tell? I'm walking the plank!
MATEY: (Measures some of the audience's heads with a tape measure)
CAPN: Matey, what do you think you're doing?
MATEY: I though you said you wanted to capsize the ship!
CAPN: (Holding an ear of corn) "Get your fresh corn here!"
MATEY: Ahoy, that corn really looks good. How much does it cost?
CAPN: It'll cost you one pirate.
MATEY: One pirate?
CAPN: That's right. A buck an ear!
CAPN: Matey, the cook says that someone has been stealing his pies. I want you to find out who.
MATEY: Capn, I know where the pies are goin. The rats from down in the galley are stealing them.
CAPN: Oh no, you don't mean....
MATEY: That's right, capn. We've got pie rats!
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ADVANCEMENT CEREMONIES: (Optional)
Setting: Cubmaster, a Bobcat, a Wolf, a Bear and a Webelos all dressed in pirate costumes stand in
front of the campfire. The Cubmaster holds a spyglass. A plank on the ground leads to their "ship"...
CUBMASTER: Aye, mateys, some of our crew have put ashore to give up a life on the sea. For us to
continue our trip on the Scouting ocean, we need some new recruits to man the ship. See if you can
spot any likely candidates to join our crew. (Hands the spyglass to the Bobcat.)
BOBCAT:
(Scan the room with the spyglass.) Aye, captain, I see a fine young lad who would be a
good addition to our crew.
CUBMASTER: Go, then, and bring him and his parents before me. (Bobcat crosses the plank and
brings candidate and parents back across plank.)
CUBMASTER: To prove your worthiness to join the good ship, "Pack____" give me the sign and
repeat the Promise, motto and Law of the Pack, and explain our secret word "WEBELOS". (Candidate
does so). Aye, Matey, Welcome aboard our ship. And to you parents, a hearty welcome, for ours is a
family cruise and your help is going to be needed. Now some of our crew is ready for promotion to a
higher position. (Hands the spyglass to the Wolf Scout.) Are any of our number ready to advance?
WOLF:
(Scan the room with the spyglass.) Aye, captain, there are.
CUBMASTER: Then bring them before me. (Wolf crosses plank and brings Wolf candidate and
parents
back across plank.)
CUBMASTER: As good workers on our ship, you have completed your assigned achievements and
have earned the rank of Wolf. You are now a step closer to your goal of reaching Boy Scout Island.
Congratulations to you and your parents for their help.
(Repeat as needed for Bear and Webelos.)
CUBMASTER: Our ship, Pack____, is certainly in good hands. With a crew such as ours we will not
be waylaid.
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STORY
BLACKBEARD
The most famous, notorious pirate of all was Blackbeard. His name was Edward Teach and was born
in Bristol England. Many stories were told about Blackbeard, and most were true! At a time when the
poor diet of the day stunted almost everyone's growth, with very few men growing to six feet tall,
Blackbeard was 6' 4" tall and weighed over 200 pounds. At the time this made him appear as a
man-mountain.
Blackbeard selected his nickname because of his appearance. He had a very heavy growth of the
blackest black hair and beard, and it was as coarse as steel wool. He would grow his hair and beard
very long, braiding his beard back into his hair and over his ears. He used this to his advantage by
creating a terrible appearance. He would take gunners fuses, hemp rope with gunpowder, and dip it in
limewater to make it burn slowly, then braid it into his beard and hair, and put it under his hat. When he
attacked a ship, he would light these and with the smoke drifting around his head, merchantmen would
believe that he was the devil himself.
As he never bathed, and very seldom changed clothes, he was covered in dirt, sweat, rum and other
slime. With his bat-winged mutilated ears, and twisted broken nose, he was the image of the perfect
slob. This was his "contented" look!! In battle, he was something else!! He carried a cutlass and a belt
full of knives, but was noted for his six pistols in holsters slung across his chest. Blackbeard liked to
attack at night when his fizzing matches around his head lit his dirty devil-like face, making it easy to
overpower frightened sailors.
He was unpredictable. One time he decided to recreate hell in a lower hold on the ship. He challenged
some fellow pirates to accompany him to the hold, closed and locked the hatch and then proceeded to
set sulfur pots on fire. Clouds of the yellow suffocating smoke filled their lungs until they thought they
would die. They smashed their way out, panting for breath, while Blackbeard roared with laughter.
Another time he sat down with two friends to have a drink. One of their names was Israel Hand. As
they continued drinking, his friends didn't realize that Blackbeard was holding two pistols under the
table. Blackbeard blew out the lantern and randomly fired two shots. One missed, but the second
smashed Israel Hand's knee and crippled him for life. He quit pirating and became a beggar in London.
We remember his name because Robert Louis Stevenson used his name in the story "Treasure
Island". When asked about the shooting, Blackbeard replied "If I didn't kill one of you from time to time,
you'd forget who I am."
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Blackbeard found time to get married. In fact it is reported that he married 14 times! Generally the
night of the wedding, he had his bride dance for him, while he fired pistols around her feet. Usually
these were not long-lasting affairs, with the bride left at the next port.
Blackbeard used psychology to spread fear of him throughout the Caribbean for years. He was finally
overcome and killed by British sailors sent to end his menace. He fought wildly, but in the end was
overcome. He was said to have died from five gunshots and twenty saber cuts before this
man-mountain of a devil was defeated.
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CLOSING: (by Cubmaster) As we bring our campfire to a close, I want to tell you a story about a boy
standing on a beach. The ocean had washed thousands of starfish up onto the beach, where they
would soon die out of the water. The boy would bend over and pick up a starfish and throw it back into
the sea. He repeated this many times.
An old man approached the boy, and said, "Son, what you are doing is useless. There are thousands
of starfish here on the beach. You'll never be able to make much of a difference." The boy smiled at
the man, and then bent over a picked up another starfish, threw it into the ocean, and said, "Bet it
makes a difference to that one!"
As we go through life, we must always remember that one small act of kindness to one person can
make a big difference in their lives.
STAR GAZING
If the sky is clear, take the pack to the deck of the Landship for star gazing. A star chart is provided in
the equipment box to help identify constellations. Assign a leader or parent to put on this part of the
program. Have them do their homework so they can point out the stars and be able to talk about
phases of the moon, planets, shooting stars (meteors), etc. Find out if someone in the pack has a
telescope and have them bring it for closer observation of the stars and moon. As you learned from the
compass station, north is the fourth rail post from the front as you stand behind the wheel. Now that
you know which way is North, look at the sky and identify "Polaris", the North Star. It can be found at
the end of the handle of the "Little Dipper".
NIGHT GAMES
Cub World can't guarantee clear skies, but there is an alternative if star gazing isn't possible. Listed
below are several night games that can be played in the field in front of the ampitheater. The pack may
also play these games after star gazing. All family members may participate in these games.
COMMANDANT
The object of this game is for the leader (The Commandant) to keep all the boys from making it back to
home base in the dark. You will need one powerful flashlight. Choose a field area that is free of rocks
and trees or other things that might cause injury in the dark.
The Commandant stands at the designated home base and counts to 50 slowly, while the rest of the
players scatter. Each player must physically touch two predetermined large objects in or on the
perimeter of the field before they can try to get back to home base. These two objects must be in the
Commandant's field of vision and as much at opposite ends of the field as possible. The Commandant
must turn his/her light on at the end of the 50 count, which starts the game. Boys at this point cannot
be closer than 10 yards to a mandatory touch object. The light can then be turned off or on as the
Commandant chooses. The Commandant may either stay near the base or roam in order to try to
catch someone. A catch is made if the Commandant spots someone and can call their name. A
successful boy, upon touching the home base, yells FREE. A caught boy goes to home base and
remains their until the end of the game.
LIGHTHOUSE
Cub Scouts and family members line up at one end of the playing area. The area should be dark. One
player holds a flashlight and stands at the other end. The object of the game is to move from one end
of the playing area to the other, past the person holding the flashlight. The boy with the flashlight
stands with his back to the other boys. Every five seconds, he turns around, turns on the light, and
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scans the area for 3 seconds. If a moving boy gets caught by the flashlight beam, he has to return to
the starting end. Stationary players may remain where they are.
NIGHT TREE HUNT
Set up the course in advance by tacking 10 numbered cards to 10 trees, noting the type of tree and its
number. After dark, arrange the Cub Scouts in pairs and give each pair a flashlight, a piece of paper,
and a pencil. Explain the boundaries of the playing area and set a reasonable time limit for the
distance and terrain they must cover. Send out the pairs with directions to try to locate the numbered
trees without letting the other teams see. When players spot a tree, they write down the number and
the tree name. If they don't know the tree, they must bring one leaf from the tree. At the sound of a
whistle, all teams return to base. Award one point for each tree found and one for each correct name.
NIGHT OBSTACLE COURSE
Set up an obstacle course and let the boys run through it during the day. Then have them run through
the same course after it is dark. Make sure the course is safe for both day and night activities. Record
the time for each boy both during the day and at night. Give a prize for the best added time and the
closest day compared to night time.
FLASHLIGHT TAG
Boys are divided into teams of 4 to 8. The leaders (include Den Chief) and parents are given a twominute head start to hide themselves in a wooded area. Teams have to stay together during the entire
game. Each team begins to hunt the leaders and parents, who are required to shine a flashlight at one
minute intervals. Leaders and parents may remain mobile, or may seek a hiding place. The object of
each team is to touch as many leaders as possible during the game. Captured leaders are freed
immediately to run and "flash" again. The team who tags the most leaders wins.
LIGHTS OUT AT 10:30
cassette tape and player.
If someone can play a bugle or trumpet, have them play taps, or bring a
SUNDAY
Start the day with reveille, either by the bugler or from a tape. Your breakfast menu may be easy, such
as donuts (rat life preservers) or cereal (Captain Crunch, of course) or more challenging. A cooked
breakfast could consist of pancakes (flat cannonballs), scrambled eggs (turtle eggs, of course),
sausage patties (pigloons), toast (Blackbeard's blackbread), etc. And, of course, the ever popular grog,
this time disguised as Tang. The size of your group and experience of outdoor chefs among parents
and leaders will dictate the challenge of your menu.
While some folks are cooking, the rest of the group can be breaking down the campsite (this can be
done later, if you wish). If you are planning to hold a Raingutter Regatta, use this time to set up the
gutters. Don't forget to have a flag raising ceremony. The ceremony may be simple this morning,
raising only the current U.S. flag followed by the Pledge of Allegiance.
The chapel services designed for Cub World are non-denominational. The service is a guideline for
packs to use, but may be changed to fit the needs of the pack. For instance, a pack sponsored by a
particular church may want to use a service that more closely follows the church's services and beliefs.
The service should take place on the Landship, if possible, with the ship's wheel as the pulpit area.
You may want to add a worship message/sermon. If you didn't use the starfish closing in the pack
meeting, this would make a good worship message for the chapel service. Have Webelos scouts help
conduct part of the service. Feel free to copy this service and hand out so the pack can follow along
and have the words to the songs.
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LANDSHIP CHAPEL SERVICE
CALL TO WORSHIP: This is the day the Lord has made. Let us rejoice and be glad in it.
HYMN:
Michael Row the Boat Ashore
Michael row the boat ashore, alleluia,
Michael row the boat ashore, alleluia.
Sister help to trim the sail, alleluia,
Sister help to trim the sail, alleluia.
River Jordan is chilly and cold, alleluia,
Chills the body but not the soul, alleluia.
River is deep and river is wide, alleluia,
Milk and honey on the other side, alleluia.
Michael row the boat ashore, alleluia,
Michael row the boat ashore, alleluia.
PRAYER:
Morning Star wake us, filled with joy
To new days of growing to man from boy.
Sun, with your power, give us light,
That we can tell wrong and do what's right.
South Wind, we ask, in your gentle way
Blow us the willingness to obey.
North Wind, we ask, live up to thy name.
Send us the strength to always be game.
East Wind, we ask, with your breath so snappy,
Fill us with knowledge of how to be happy.
West Wind, we ask, blow all that is fair
To us, that we may always be square.
Moon, that fills the night with your light,
Guard us well while we sleep in the night.
Akela, please guide us in every way,
We'll follow your course in work or play.
SCRIPTURE: (Excerpts from the Book of Jonah)
One day the Lord spoke to Jonah and said, "Go to Nineveh and speak out against it; I am aware of how
wicked its people are." But Jonah set out in the opposite direction in order to get away from the Lord.
He went aboard a ship to sail to Spain. But the Lord sent a strong wind on the sea, and the storm was
so violent that the ship was in danger of breaking up. The sailors were terrified and cried out for help.
The captain found Jonah and said to him, "What are you doing asleep? Get up and pray to your God
for help. Maybe he will spare our lives." The sailors drew lots to find out who was to blame for the
storm, and Jonah's name was drawn. Jonah told them that he was running away from the Lord. The
sailors were terrified and asked him "What should we do to you to stop the storm?" Jonah answered,
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"Throw me into the sea, and it will calm down. I know it is my fault that you are caught in this storm."
Then they picked Jonah up and threw him into the sea and it calmed down at once.
At the Lord's command a large fish swallowed Jonah, and he was inside the fish for three days and
three nights. From deep inside the fish, Jonah prayed to the Lord his God:
"In my distress, O Lord, I called to you and you answered me.
From deep in the world of the dead I cried for help, and you heard me.
You threw me down into the depths, to the very bottom of the sea,
Where the waters were all around me, and all your mighty waves rolled over me.
I thought I had been banished from your presence and would never see your holy temple again.
The water came over me and choked me;
The sea covered me completely, and seaweed wrapped around my head.
I went down to the very roots of the mountains, into the land whose gates lock shut forever.
But you, O Lord, my God, brought me back from the depths alive.
When I felt my life slipping away, then O. Lord, I prayed to you,
and in your holy temple you heard me.
Those who worship worthless idols have abandoned their loyalty to you.
But I will sing praises to you;
I will offer you a sacrifice and do what I have promised.
Salvation comes from the Lord!"
Then the Lord ordered the fish to spit Jonah up on the beach, and it did.
PRAYER: Let us take a moment for silent prayer to thank God for all the wonders of the earth he has
created.
WORSHIP MESSAGE:
HYMN:
America The Beautiful
Oh beautiful for spacious skies,
For amber waves of grain,
For purple mountain majesties,
Above the fruited plain!
America! America!
God shed His grace on thee,
And crown thy good with brotherhood,
From sea to shining sea.
O beautiful for patriot dream,
That sees beyond the years,
Thine alabaster cities gleam,
Undimmed by human tears.
America! America!
God shed his grace on thee,
And crown thy good with brotherhood
From sea to shining sea.
BENEDICTION:
May your sails be full, your course be straight and true.
The sun smile warmly on your crew.
The sea of colors green and blue.
And may God give you the strength to stay afloat
Until your journey's through.
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CLOSING OUT THE WEEKEND
After chapel service, the pack has the option of holding a Raingutter Regatta or allowing unstructured
activities at the Landship. Or the pack may opt to go home early (but the Cub Scouts won't want to).
The campsite should be broken down and loaded up. Have the Cub Scouts police the area for any
trash left behind. Make sure to clean charcoal out of the stoves if you used them. And remember,
there are no trash facilities at Cub World, so you will have to take your trash with you. When your
campsite is cleaned up and loaded up, take the pack to the Landship and lower the flag. You might
want to have some closing comments about the weekend.
You must check out with the Campmaster before you leave. The equipment box will be checked to
make sure all equipment has been returned in good condition. The Campmaster will go with you to
your campsite to make sure the area has been cleaned up. You will also need to turn in your
evaluation of the weekend. We need your input about what worked and didn't work so we can improve
the program.
Thank you for caring about the boys in the Cub Scout program so they could have the opportunity to
enjoy the Cub World program. We look forward to seeing you again.
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THE LEARNING TRAIL
The Learning Trail is part of the Landship program. The objective of the use of this trail is to give Cub
Scouts and their families the opportunity to participate in games and activities from which they can learn
lessons about life. In addition to the large group opening activities at Station 1, there are seven other
stations on the Learning Trail:
Station 2:
Station 3:
Station 4:
Station 5:
Station 6:
Station 7:
Station 8:
Problem Solving
Communications
Self Esteem
Trust
Physically Challenged Awareness
Environmental Awareness
Team Building
Each station on the trail will take about 15 minutes to complete. The activities are structured to allow
from 8 to 16 to participate. Both Cub Scouts and their family members may participate in most of the
activities. The group may need to be separated into smaller teams so there are 8 to 20 participants per
team. These teams may be made up of dens or other designated groups.
The first activity is structured for the entire group to participate. After the opening activity, the smaller
teams should be assigned to various stations on the trail. The teams should remain in their station until
signaled (whistle, ship’s bell, yodel, etc.) to move on by the designated overall leader. Each team
should then move on to the next station until they have experienced the activities in all the stations.
Some of the activities will require materials to be provided by the pack. These materials should be
placed at the designated stations prior to the start of the Learning Trail and picked up when the trail is
over. Materials for each station will be listed with each activity instruction.
There is a learning experience involved with each of the stations. An adult leader should be selected
for each team in advance. The leader should review the instructions for each of the station activities
before starting. One alternative for leadership is to assign one adult to each station. It works, but the
assigned adults won't have the opportunity to observe the other stations.
Part of the benefit of each activity is a brief discussion of what the Cub Scouts and their families
learned. Tell the group before you start that these discussions will be held at each station. With each
activity instructions are questions for the leader to ask the group about what they learned and how it
can be used in their daily life. Leaders must take the time (3 to 5 minutes for each activity) to lead
these discussions to get the real value from the Learning Trail. Leading these discussions is called
"processing the experience."
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PROCESSING THE LEARNING TRAIL ACTIVITIES
What Is Processing? Processing is guiding people to think about what has happened as a result of
the activity; to get them to think about what has happened and attempt to learn from it. It is
remembering thoughts, feeling, and actions and their effects. It is making comparisons and contrasts.
Processing is making sense of the activities by using a series of questions to fit the needs of the group.
There are processing questions provided for each of the activities on the Learning Trail. Make sure to
allow time at the end of each station's activities to ask the questions and get feedback, especially from
the Cub Scouts. It might help if you can get an adult to start feedback on the first station or two to get
the process going.
What Processing Is Not! Processing is more than going around a circle of participants and asking
what each one learned. Processing is not generalizing an experience further than it has application.
Why Process? The value of experiencing the activities on the Learning Trail is greatly reduced or lost
if the leader does not take time to guide the group in reflecting upon what happened. The leader must
help the group focus on their actions, feelings, and verbal or non-verbal participation. It is through this
processing that learning is actually experienced rather than from the activity itself. During the activity,
the boys and other participants are usually so engrossed that the process goes by unnoticed. That's
why the leader has to guide the process through questions.
Another way to look at the questions used in processing is by actually using the letters in the word
"processing". Here's what we mean:
Participation
Did you participate fully? Did you do your best?
Reflecting
Were you a leader or follower? How did it feel?
Observe
What did you see? What was helpful? What wasn't?
Communication
Were your needs met? How? If not, why?
Experience
Did you discover anything new about yourself or others?
Senses
What did you feel, hear, touch or see?
Solutions
What could you do differently?
Initiate
Did you give your ideas? Were you assertive?
Negotiate
Did you try to work together? How did it feel if you didn't get your way? Did
you offer suggestions?
Growth
Did you do anything differently than you would have normally? If so, what?
How can you use this experience in other things you do?
Processing is a learning experience for the leader as well. Enjoy this opportunity to help the Cub
Scouts and their families learn by doing.
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Station 1: Large Group Beginning Activity
The beginning activity is a series of games played in the large area at the head of the Learning Trail.
This event is structured to allow all Cub Scouts and their family members to participate. These
activities are a little more "active" than some of those on the trail. That's to wear down some of the Cub
Scouts' energy level so they won't be quite so fidgety on the trail stations. There are processing
questions for this station, so this is a good place to get them used to discussing what they have learned
from the activities.
BLOB The Blob begins innocently enough as a mere individual playing a game of tag. As soon as
the person who is "it" tags someone, the tagged person joins in and holds hands with "it" to become
part of the Blob. Everyone the Blob catches (only the outside hand on either end of the Blob can tag)
joins hands with it and becomes part of the encompassing slime.
As with most Blobs, this one oozes its way through the playing area once it has reached a size of three
members. At this point is must ooze (walk, don't run) to prevent bloblash of the outside members of the
Blob. The boundary of the playing area is inside the stand of trees at the station. Boundaries must be
set as some Cub Scouts (and even their parents) will go to any length to avoid an untimely end at the
hands(?) of the Blob.
The thrilling climax occurs when there is only one person left to put up a heroic last ditch stand on
behalf the humanity. But alas, there is no defense against the Blob, and the last person will finally
become part of the advancing goop.
INCORPORATIONS
Everyone likes to be part of a group, and this game gives everyone the
opportunity to be a part of several groups. The game involves forming and reforming groups as quickly
as possible. The group spreads out over the playing field. The leader whistles or rings a bell to get
everyone's' attention, and calls out a type of group. Everyone dashes to find and form their group. As
soon as the groups have been formed, the leader signals again and calls out another type of group.
Group ideas are listed below:
• Get into a group of people the same age as you.
• Get into a group wearing the same colored socks (stripes count as
a separate group).
• Get into a group of seven.
• Get into a group wearing the same color of shoes.
• Get into a group by favorite cereal.
• Get into a group with the same hair color.
• Get into a group of five.
• Get into a group of five with all wearing something of the same color.
• Get into a group with the same eye color.
• Get into a group of people born the same month as you.
Processing Questions:
BLOB: What feelings did you have being part of the Blob?
What feelings did you have being chased?
Which did you like better? How come?
INCORPORATIONS:
Did you ever feel left out of a group? If yes, how come? How did that make you feel?
Did you find yourself in the same group of people often? Why do you think that
happened?
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Station 2: Problem Solving
Boys will have many problems to solve as they grow up. This event gives them the opportunity to solve
King Cacklesheimer's puzzle. Both teamwork and problem solving are involved with this activity.
Although all family members may participate, make sure the boys are the ones trying to solve the
puzzle. If adults seem to be taking charge, announce that a mysterious vapor has risen from the puzzle
that takes the power of speaking away from all people over 11 years of age.
King Cacklesheimer's Puzzle
Here's the story (read this to the group). "Most people have never heard of King Cacklesheimer, but
that is because he was the least known ruler of the little kingdom of Kraztophia. His grandson, King
Kraftdinar, was the best known ruler as he was the inventor of macaroni and cheese! But King
Cacklesheimer did invent this puzzle that stands before you.
The object of this puzzle is to get from one end of the puzzle to the other. But to do so, you must use
the right squares (known as heimers). Each person will take turns trying to find the right heimers, one
heimer at a time. If you step in the wrong heimer, the leader will squeeze the cacklehorn (squeeze horn
provided), which tells you that you stepped in the wrong heimer. If the leader does not sound the
cacklehorn, you found a safe heimer. If you hear no cackle, you may continue. You may step in the
heimer in front of you, sideways, or diagonally in any direction. You can only step in a heimer directly
connected to the one you are in. When you hear the cacklehorn, you must exit the puzzle at the
closest spot, and it's time for the next person to try. Make sure you keep track of which heimers are
safe. The object is to keep going until you solve the puzzle and one person can move through all the
safe heimers to the other end, at which time the entire group wins. The leader will keep track to see
how many cackles are crowed to see if your group can beat the world record for fewest cackles.
Everyone in the group has to try before you start repeating."
Processing Questions:
Do you feel this activity was successful? What made it so?
How did you feel when you stepped in the wrong heimer?
Is there anything you would change? How come?
How were you able to solve the problem?
Was it a successful way to work together?
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Station 3: Communications
The activities at this station deal with the ability to communicate. Both Cub Scouts and adults can
participate together in these events.
Impulse
Have the group form a hand-in-hand circle around you. Using a watch with a second hand, time how
log it takes to send a hand squeeze impulse around the circle. Ask an individual in the circle to start the
impulse and simultaneously say "GO" and eventually "STOP" when the impulse returns. Try three or
four times to see if the group can improve its speed. Try it once with eyes closed to see the effect of
not watching.
Pass the Bugs
Have the group remain in a circle and break it open slightly so you can join the circle. The object of the
game is to pass two imaginary bugs around the circle in opposite directions. Give the first object to the
person on the right and say "This is a big black bug!" The person to whom it is offered asks "A what?"
You reply, "A big black bug," and the imaginary object is passed. Repeat the same ritual with "A shiny
spiny spider" to the person on the left.
Both the person on the right and left continue the ritual, with one exception: when the next players asks
"a what?", the person offering the object turns back to the previous passer and asks "a what?". The "a
what" is passed along back to the leader who tells the name of the bug which is passed back down the
line. At some point in the middle, the two objects are going to cross paths. This all will appear chaotic,
but hang on and keep going. The game ends when the bugs find their way back to the leader.
Processing Questions:
IMPULSE
Did you have fun?
Before you began, how fast did you think you could go?
Did you think it would go faster or slower?
PASS THE BUGS
Did you feel like giving up at any point? Did you?
What kept you going?
Can you remember a time in your life when it felt this crazy?
How did you handle it then?
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Station 4: Self Esteem
The object of these two activities is to help the boys and their families gain a more positive feeling about
themselves as individuals. If you have a large group, you might want to have the Cub Scouts only
participate in these activities as the more people you have, the more time it will take.
Positive Stone
To start this activity, find a rock of about baseball size proportion. Rocks are a very popular commodity
in this area, so that should be an easy task to accomplish. Have the group form a circle. Tell the group
that you hold in your hand a magical rock called the Positive Stone. When someone holds the stone,
the person to their left must say something positive about the person holding the stone. This must be
something they like about the person, not about how they look or what they wear. Once they have
done so, the person holding the stone may pass it on to the person on their right, and then the passing
person must say something positive about the new holder of the Positive Stone.
Make sure they say something that is really positive, not something like, "Your feet don't smell as bad
as the latrine!" The stone must pass all the way around the circle to finish this activity.
Something Good About Something Bad
Ask everyone to think about something they really dislike (spinach, commercials, polka music, poison
ivy, etc.) This must be a thing, not a person. Now have everyone think of its good qualities. What are
the things it can do that are positive? Give each person a turn to describe their least favorite things in
positive terms without telling the group what it is and see if the group can guess what it is.
Processing Questions:
POSITIVE STONE
What one feeling stood out for you during this activity (happy, sad, glad, mad, or afraid)?
Was it more comfortable giving a positive or receiving a positive?
Do you think it's easier to find something bad about a person than something good?
Why do you think that is?
SOMETHING GOOD ABOUT SOMETHING BAD
What was most difficult about this activity? How come?
How could this game relate to your den or pack or at school?
Do you have a different feeling about something you may not have liked before?
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Station 5: Trust
This activity involves a trust trail. There are two concentric circle trails that lead out from this station and
are marked as Trail 1 and Trail 2. Have the group pair up. In this activity, adults may be paired up with
Cub Scouts. The pack should provide several neckerchiefs at this station to use as blindfolds.
Trust Hike
Have one of the pair put on the blindfold. The sighted partner then helps the blind partner find his way
through Trail 1. There are obstacles that must be negotiated. The sighted partner will need to give
good instructions to the blind partner to tell him what to do. The sighted partner can touch the blind
partner, but may not be in front of the blind partner.
Once the blind partner has successfully completed Trail 1, reverse roles and put the blindfold on the
other partner and repeat the activity on Trail 2.
Be sure to tell the group that the sighted person must give as much physical and verbal instructions that
the blind person needs to feel and be safe.
Processing Questions:
Did you find that being blinded made some of your other senses stronger? Weaker?
What did you find to be helpful? What wasn't helpful?
How did you communicate with your partner?
When blind, did you let your partner know what you needed?
If not, what kept you from doing so?
Did you feel safe when blind?
When acting as a guide, what responsibility did you feel?
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Station 6: Physically Challenged
The games for this station help the boys understand the limitations physically challenged people face
every day. Cub Scouts and their family members can all participate in both games.
Oh No! I Missed!
The pack will need to provide a ball at the station to use in this activity.
Form the group into a circle. This in itself may prove challenging! The group begins randomly throwing
the ball back and forth, but cannot pass to a person on either side of the thrower. The objective is for
each throw to be caught. Since both the thrower and catcher are responsible for a successful catch, if
a throw is not caught both, the thrower and catcher must put one hand behind their back and keep it
there until they make a good catch with the remaining hand and gains back to use of the limb.
Successive misses, however, give cumulative handicaps. The order of handicaps are as follows:
1st miss
one hand behind the back
2nd miss
close one eye
3rd miss
stand on one leg
4th miss
kneel
The player removes one handicap for each successful catch but will find it more difficult with every
miss. Make sure to announce the list before starting the game.
A Little Inconvenience
There is a short trail/obstacle course set up for the participants to complete. The course looks relatively
easy, but the catch is the players may not use their right arm--it has to remain behind their back or
tucked inside their shirt. Explain to them that the object is not to finish fast, but to finish without using
their right arm!
Processing Questions:
OH NO, I MISSED!
How did you feel about this activity?
Do you know anyone who is physically challenged? (you might have to explain what
"physically challenged" is, or ask them what they think it is)
Did this activity change your view of someone who may be physically challenged?
If so, how?
Did you feel responsible for the catcher when you were the thrower? How did you feel
when the catcher missed your throw?
Did you try to help someone else remove a handicap? How did that make you feel?
A LITTLE INCONVENIENCE
How do you feel you did on this exercise?
What part was the most difficult? Was it harder than you thought it would be?
What did you find that worked for you? What didn't work?
Would you do anything different if you could do it again? What?
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Station 7: Environmental Awareness
These activities will help the group gain an understanding of the impact an imbalance can create in
nature. Both Cub Scouts and their families should participate in these activities.
Frogs, Insects, and Flowers: Have the group number off in threes. There are two circles marked on the
ground at the station. Have the ones go to the inner circle (insects), twos between the two circles
(frogs), and threes outside the outer circle (flowers). The insects begin with one knee to the ground.
The frogs begin the game standing, as do the flowers, but the flowers may not move during the activity.
When the whistle sounds (or you say "GO"), the insects (inner circle) have ten seconds to run and tag a
flower (someone outside the outer circle). Insects may avoid capture (being tagged by a frog) by flying
(touching one knee to the ground). Frogs chase the insects. If the insect is flying (one knee to the
ground), the frog should turn around in a complete circle to give the insect a chance to get up and run
to touch a flower.
Each round lasts one minute. After each round the results are noted. A successful frog is one that
captured an insect and remains as a frog for the next round. A frog that does not successfully tag an
insect becomes a flower the next round. A successful insect is one that tagged a flower without being
tagged by a frog and returns as an insect for the next round. An insect that is tagged by a frog
becomes a frog for the next round. An insect that is uncaptured but does not tag a flower becomes a
flower for the next round. A flower that is tagged becomes an insect the next round. A hippopotamus
that is tagged by a wildebeest....oops, that's another game!
Each round creates changes in populations and inter-relationships can be easily observed.
Mother (Father) Nature Says: Have group spread out in area. Have each person choose an animal that
they would like to represent. It must be a wild animal, not a pet. Animals follow the instructions given
by Mother (Father) Nature (designated leader). If animals should happen to die during the game, they
go into the middle circle, designated as "SOIL". There, they are given a task by Mother Nature, such as
hop on one leg for 30 seconds, growl like a bear, sing "Row, Row, Row Your Boat", howl like a wolf, act
like a bird in flight, pretend you are milking a cow, etc. Upon completing the task, they return to life.
Mother Nature calls out one of the following instructions:
"Survival of the Fittest": Players must run around a designated tree and touch Mother Nature. The
first six players to touch remain alive--the others die.
"Drought": Players run to touch a designated tree. The first five to touch live--the others die of thirst
since the first five drank all the water.
"Hunter Coming": Players who are animals that are hunted have ten seconds to run and hide from
the sight of Mother Nature. If they are seen, they are dead.
"Predator": All animals that are live food for other animals die.
"Overpopulation": Any animals of which there are more than one of represented in the group die.
"Winter": All animals that hibernate or migrate live, while the others die.
"Fire": All animals that cannot fly die.
Processing Questions:
What part was the most fun?
What did you like about these activities?
How can the activity be compared to what happens in nature?
How did you feel when your animal died?
What can you do to help these animals survive?
John Zink Scout Ranch
53
Indian Nations Council
Babbit Cub World
Landship Program Helps
Station 8: Teamwork
The object of both of these activities is to get the entire group to work together as a team. The activities
cannot be completed successfully unless they cooperate. Shapes of Things can be played with adults
and boys together. Try Tug of Peace with the boys only, and if time permits, have the adults try it as
well. A long piece of rope tied together at the end is the only prop needed for this station.
Shapes of Things
If the rope provided by the pack for this event is not spread out in a circle, go ahead and do so. Have
the group form a circle around the outside of the rope evenly spaced and alternating adults and boys.
Have the group pick up the rope and tell them to hold it tightly and round out the circle. Then tell them
they will need to form another shape. Listed below are shapes to have them try out. If they seem to be
accomplishing this too easily, or tell them they will have to form the next shape without speaking. If
adults are taking over telling the boys how to do it, tell the group that the adults will not be able to talk
for the next shape.
Shapes:
Triangle
5-Point Star
Square
Duck-Billed Playtpus
The letter "P"
They may have a slight problem with the platypus, so have them finish up by reforming the original
circle, and lay the rope on the ground. Have the adults step back so the boys will be ready for the next
activity.
Tug of Peace
Make sure the boys are evenly spaced around the rope. Have them sit down with the rope at their feet.
Have them reach down and grab the rope. As they pull the rope tight, the entire group should be able
to come to a standing position, using the taut rope as their support. They will need to cooperate to
accomplish this feat, and you may have to try more than once. If they accomplish it quickly, have the
adults give it a try. Leave the rope in a circle shape on the ground for the next group.
Knots
All players stand in a circle, shoulder-to-shoulder, and place hands in the center. Each player grabs
two other hands, but do not grab the hand of the person on either side or grab both hands of another
player. The object of the activity is to unravel the knot that has been formed without breaking hand
contact. When the knot is unraveled, the group should be in either one large circle or two
interconnected circles. Sometimes the knot is not able to be untied, and the group will have to start
over.
Processing Questions:
SHAPES OF THINGS
TUG OF PEACE
Which shape was easiest to make?
What make this exercise work?
What made it easy?
Is there anything you would do differently?
How did the group communicate?
Who had the most difficult time?
Was there a leader in the group?
Who had the easiest time?
Did you feel successful in making all
the shapes?
KNOTS
Did the group have to work together to untie the knot?
Did you have to try different ways to untie the knot?
Did you learn from your mistakes?
Did you expect to end up in a circle(s)? How did you feel about it when you did?
John Zink Scout Ranch
54
Indian Nations Council