JUNGLE NIGHT
TIME LEADER ACTIVITY GEAR
7.00 All Inspection- Fur, Fangs, Paws
7.03 Baloo Flag parade
7.05 Akela Grand howl
7.10 Kim Game 1- Protecting Mowgli A scarf
7.20 Baloo Game 2- King of the Jungle none
7.30 Bagheera Craft - Make a Promise and Law raft see below
7.55 Akela Game 3 - Monkey game none
8.10 Kim Activity - Promise and Law jigsaw words on cardboard (4 sets)
8.25 Baloo Flag Parade
8.27 Akela Grand howl
8.30 All Prayer
Game 1 - Kim Protecting Mowgli
One Cub Scout is "Shere Kham" and stands separate from the rest of the Pack who
form a long line holding each other round the waist.
The Cub Scout at the front of the line is "Father Wolf" and the one at the
end is "Mowgli" and he has a scarf tucked into his belt.
Shere Kham tries to snatch Mowgli's scarf whilst Father Wolf and the rest of
the pack swing round, trying to protect him.
If the line breaks call a halt and rejoin. When Shere Kham succeeds in
snatching the scarf, change the three "lead roles".
Game 2 -Mowgli - King of the Jungle
The Cubs form a circle sitting down. One Cub squats in the centre of the circle
with his hands behind his back - he is Mowgli.
Mowgli slowly turns round and points to one Cub in the circle and says: "I am
Mowgli, King of the Jungle, and I challenge you to a fight!".
The Cub replies "I accept your challenge" and joins Mowgli in the centre
of the circle, also in a squatting position. In this position with hands behind
backs, they try to push each other over.
If Mowgli wins he challenges a new Cub; if the Cub wins he becomes Mowgli.
Craft - Promise & Law raft
Equipment: Film cases (2 per Cub), Paddle pop sticks (3 per Cub)
Elastic Bands (2 per Cub), card with Promise & Law - Printed on,
Contact, Craft Knives.
The Cubs Scouts cut out the Promise & Law cards and cover with contact.
The leaders supervising the Cubs make two small slits in the card and insert
one paddle pop stick which forms the mast and sail for the raft.
The Cubs then use the other
two paddle pop sticks for the floors of the raft, setting them on the film cases
and hold together with the rubber bands.
Game 3 - The Monkey Game
The Cubs carry out appropriate actions in response to a call or sign from Akela.
The last Cub to complete the action each time is given a matchstick as a 'penalty'
and the Six with the least number of 'penalties' at the end wins.
The calls are:
Pack! - the Cubs stand still and listen.
Pack! Pack! Pack! - the Cubs form a circle after shouting
the response 'Pack'!
the signs are:
Leader salutes - Cubs return the salute and each gives his
neighbur the left handshake.
Leader stands still with arms stretched out in front -
the Sixer calls his Six to line-up in file behind him and
in front of the leader.
Leader stands still with right arm raised over head - The
Cubs immediately stop where they are, stand still with their
hand held up and keep quiet.
Any other signs or calls considered appropriate.
In between each of the calls or signs the Cubs rush around like the Bandarlog -
making as much noise as they like.
The object of the game is for the Cubs to remain alert to orders - using their
ears and eyes even while they are dashing about.
Promise & Law Mime -
Each Six is given a card with a mime described on it.
They have a couple of minutes preparation time and then present the mime.
The remainder of the Pack try to guess the situation the Six is acting out.
Promise & Law Jigsaw -
Each Six has a set of words comprising the Promise & Law.
These are given out to each Six and the first one to complete the words of the
Promise & Law correctly gains a point.
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