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Wolf Leader Guide

The document outlines the Boy Scouts of America's commitment to ensuring youth safety. It discusses implementing safety features in the Scouting program through handbooks and following policies and procedures. Leaders are responsible for creating a safe environment by knowing and following the program, planning activities carefully, setting a good safety example, discussing hazards with participants, and reporting any incidents.

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0% found this document useful (0 votes)
327 views260 pages

Wolf Leader Guide

The document outlines the Boy Scouts of America's commitment to ensuring youth safety. It discusses implementing safety features in the Scouting program through handbooks and following policies and procedures. Leaders are responsible for creating a safe environment by knowing and following the program, planning activities carefully, setting a good safety example, discussing hazards with participants, and reporting any incidents.

Uploaded by

pkancianic
Copyright
© © All Rights Reserved
We take content rights seriously. If you suspect this is your content, claim it here.
Available Formats
Download as PDF, TXT or read online on Scribd
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The BSA’s Commitment to Safety

We want you to know that the safety of our youth, volunteers, staff, and employees is an
important part of the Scouting experience. Youth develop traits of citizenship, character,
fitness, and leadership during age-appropriate events when challenged to move beyond
their normal comfort level and discover their abilities. This is appropriate when risks are
identified and mitigated.
The Scouting program, as contained in our handbooks and literature, integrates many
safety features. However, no policy or procedure will replace the review and vigilance of
trusted adults and leaders at the point of program execution.
Commit yourself to creating a safe and healthy environment by:
Knowing and executing the BSA program as contained in our publications
Planning tours, activities, and events with vigilance using the tools provided
Setting the example for safe behavior and equipment use during program
Chief Scout Executive Engaging and educating all participants in discussions about hazards and risks
Michael Surbaugh Reporting incidents in a timely manner
Thank you for being part of Scouting and creating an exciting and safe experience
for every participant.
BOY SCOUTS OF AMERICA
SCOUTER CODE OF CONDUCT
On my honor, I promise to do my best to comply with this Boy Scouts of America Scouter Code of Conduct while
serving in my capacity as an adult leader:
1. I have completed or will complete my registration with the Boy Scouts of America, answering all questions
truthfully and honestly.
2. I will do my best to live up to the Scout Oath and Scout Law, obey all laws, and hold others in Scouting
accountable to those standards. I will exercise sound judgment and demonstrate good leadership and use the
Scouting program for its intended purpose consistent with the mission of the Boy Scouts of America.
3. I will make the protection of youth a personal priority. I will complete and remain current with Youth
Protection training requirements. I will be familiar with and follow:
a. BSA Youth Protection policies and guidelines, including mandatory reporting:
www.scouting.org/training/youth-protection/
b. The Guide to Safe Scouting: www.scouting.org/health-and-safety/gss
c. The Sweet Sixteen of BSA Safety: www.scouting.org/health-and-safety/resources/sweet16
4. When transporting Scouts, I will obey all laws, comply with Youth Protection guidelines, and follow safe
driving practices.
5. I will respect and abide by the Rules and Regulations of the Boy Scouts of America, BSA policies, and
BSA-provided training, including but not limited to those relating to:
a. Unauthorized fundraising activities
b. Advocacy on social and political issues, including prohibited use of the BSA uniform and brand
c. Bullying, hazing, harassment, and unlawful discrimination of any kind
6. I will not discuss or engage in any form of sexual conduct while engaged in Scouting activities. I will refer
Scouts with questions regarding these topics to talk to their parents or spiritual advisor.
7. I confirm that I have fully disclosed and will disclose in the future any of the following:
a. Any criminal suspicion, charges, or convictions of a crime or offense involving abuse, violence, sexual
misconduct, or any misconduct involving minors or juveniles
b. Any investigation or court order involving domestic violence, child abuse, or similar matter
c. Any criminal charges or convictions for offenses involving controlled substances, driving while
intoxicated, firearms, or dangerous weapons
8. I will not possess, distribute, transport, consume, or use any of the following items prohibited by law or in
violation of any Scouting rules, regulations, and policies:
a. Alcoholic beverages or controlled substances, including marijuana
b. Concealed or unconcealed firearms, fireworks, or explosives
c. Pornography or materials containing words or images inconsistent with Scouting values
9. If I am taking prescription medications with the potential of impairing my functioning or judgment, I will not
engage in activities that would put Scouts at risk, including driving or operating equipment.
10. I will take steps to prevent or report any violation of this code of conduct by others in connection with
Scouting activities.

37004 The Boy Scouts of America welcomes your comments and


ISBN 978-0-8395-0115-2 suggestions on how to improve this resource. Please email
©2018 Boy Scouts of America your thoughts to myscouting@scouting.org.
2018 Printing
CONTENTS

◆◆ Welcome...................................................................................................................5

◆◆ An Overview of Cub Scouting.................................................................................5


The Purposes of Cub Scouting................................................................................................. 5
Cub Scouts: A Positive Place................................................................................................... 5
The Scout Oath and Scout Law................................................................................................ 6

◆◆ Delivering the Cub Scouting Program.................................................................. 8


Roles and Responsibilities in Cub Scouting............................................................................. 8
The Role of Training................................................................................................................ 10
Resources............................................................................................................................... 10
The Cubmaster....................................................................................................................... 10
Responsibilities to Cub Scouts............................................................................................... 11

◆◆ The Cub Scout Ranks and Handbooks................................................................12

◆◆ Advancement.........................................................................................................13
Bobcat.................................................................................................................................... 16
Wolf Advancement.................................................................................................................. 16

◆◆ Den Meetings.........................................................................................................20
Den Meetings at a Glance...................................................................................................... 20
What Are Den Meeting Plans, and How Do I Use Them?...................................................... 21
Character Compass................................................................................................................ 22
Do-at-Home Projects.............................................................................................................. 22
Your First Den Meeting........................................................................................................... 22
Den Outings............................................................................................................................ 23

◆◆ Understanding Cub Scout–age Children.............................................................23


Working With Cub Scouts With Special Needs and Disabilities............................................. 26

◆◆ Helpful Hints for Den Leaders..............................................................................28


Planning Your Meetings in Advance....................................................................................... 28
Den Rules and Code of Conduct............................................................................................ 29
Duty to God Adventures......................................................................................................... 29
Ceremonies............................................................................................................................. 29
Immediate Recognition........................................................................................................... 30
Missed Meetings..................................................................................................................... 30

CONTENTS 3
Snacks/Treats......................................................................................................................... 30
Den Scrapbook....................................................................................................................... 31
Tracking the Adventure........................................................................................................... 31
Success.................................................................................................................................. 31

◆◆ The Wolf Adventure Den Meeting Plans............................................................... 33


Required Adventures.............................................................................................................. 33
• Call of the Wild............................................................................................................ 35
• Council Fire (Duty to Country).................................................................................... 43
• Duty to God Footsteps............................................................................................... 51
• Howling at the Moon................................................................................................... 55
• Paws on the Path........................................................................................................ 65
• Running With the Pack............................................................................................... 77
Elective Adventures............................................................................................................... 83
• Adventures in Coins.................................................................................................... 85
• Air of the Wolf.............................................................................................................. 93
• Code of the Wolf....................................................................................................... 101
• Collections and Hobbies........................................................................................... 109
• Cubs Who Care......................................................................................................... 115
• Digging in the Past.................................................................................................... 123
• Finding Your Way...................................................................................................... 131
• Germs Alive!.............................................................................................................. 141
• Grow Something....................................................................................................... 149
• Hometown Heroes.................................................................................................... 155
• Motor Away............................................................................................................... 161
• Paws of Skill.............................................................................................................. 167
• Spirit of the Water..................................................................................................... 175

◆◆ Appendix.................................................................................................................A-1
1. Parts of Your Meeting.............................................................................................. A-7

2. Working With Cub Scouts........................................................................................ A-25

3. Crafts....................................................................................................................... A-33

4. Games...................................................................................................................... A-37

5. Outdoors.................................................................................................................. A-47

6. Resource Guide for Aquatics Activities................................................................... A-54

7. Leader Helps............................................................................................................ A-63

8. Awards..................................................................................................................... A-64

9. Additional Resources............................................................................................... A-66

4 WOLF
WELCOME
Welcome! You have chosen to make an important difference in the lives of the youth in your den and
pack. With your guidance as their leader, the youth in your den will develop character, leadership skills,
responsibility, fitness, and a love for fun while learning. Your role as a den leader is a critical one to
a child’s success and continued involvement in Cub Scouting. This guide is your key to leading a
successful program.

AN OVERVIEW
OF CUB SCOUTING
THE PURPOSES OF CUB SCOUTING
Cub Scouting is a year-round, family-oriented part of the Boy Scouts of America. The program is designed
for youth who are in the year prior to first grade through fifth grade (or are 6–10 years of age). Parents,
leaders, and organizations work together to achieve the 10 purposes of Cub Scouting:
• Character Development
• Spiritual Growth
• Good Citizenship
• Sportsmanship and Fitness
• Family Understanding
• Respectful Relationships
• Personal Achievement
• Friendly Service
• Fun and Adventure
• Preparation to join a Scout troop
All the activities leaders plan and Cub Scouts enjoy should relate
to one or more of these purposes.

CUB SCOUTS: A POSITIVE PLACE


The Boy Scouts of America emphasizes a positive place in Cub Scouting. Any Cub Scouting activity
should take place in a positive atmosphere where children and other family members can feel
emotionally secure and find support, not ridicule. Activities should be positive and meaningful and
should help support the mission and purpose of the BSA.

AN OVERVIEW OF CUB SCOUTING 5


THE SCOUT OATH AND SCOUT LAW
Use of the Scout Oath and Scout Law in all Scouting programs is designed to help emphasize the unity
of Scouting. This helps fulfill Scouting’s mission and vision statements, both of which mention the Scout
Oath and Scout Law:

Vision Statement: The Boy Scouts of America will prepare every eligible youth in America to become
a responsible, participating citizen and leader who is guided by the Scout Oath and Law.

Mission Statement: The mission of the Boy Scouts of America is to prepare young people to make
ethical and moral choices over their lifetimes by instilling in them the values of the Scout Oath and Law.

Scout Oath Scout Law


On my honor I will do my best A Scout is trustworthy, loyal, helpful, friendly,
To do my duty to God and my country courteous, kind, obedient, cheerful, thrifty,
and to obey the Scout Law; brave, clean, and reverent.
To help other people at all times;
To keep myself physically strong,
mentally awake, and morally straight.

Age-Appropriate Expectations for Learning the Scout Oath and Scout Law

The concepts of the Scout Oath and Scout Law are difficult to master, but they are not so difficult that
a Cub Scout cannot begin the journey. In the beginning of the Cub Scout’s journey, don’t expect
memorization. The Scout Oath and Scout Law are printed on the back cover of the handbooks. Use
the handbook or a poster as an aid to reciting.

You can also use older Scouts and adults as mentors to help bring your Cub Scouts along at a pace
comfortable for their learning needs.

The following descriptions can help you explain the meaning of the Scout Oath and Scout Law to
Cub Scouts:

What the Scout Oath Means


ON MY HONOR ...
Saying “On my honor” is like saying “I promise.”
I WILL DO MY BEST ...
This means that you will do your best to do what the Scout Oath says.
TO DO MY DUTY ...
A duty is something you are expected to do. At home, you might be expected to make up your bed or
take out the trash. You also have duties to God and to your country.
TO GOD ...
You do your duty to God by following the teachings of your family and religious leaders.
AND MY COUNTRY ...
You do your duty to your country by being a good citizen and obeying the law.
AND TO OBEY THE SCOUT LAW; ...
You also promise to live by the 12 points of the Scout Law, which are described on the next page.
TO HELP OTHER PEOPLE AT ALL TIMES; ...
Many people need help. A friendly smile and a helping hand make life easier for others. By helping other
people, you are doing a Good Turn and making our world a better place.
TO KEEP MYSELF PHYSICALLY STRONG, ...

6 WOLF
This part of the Scout Oath is about taking care of yourself. You stay physically strong when you eat the
right foods and get plenty of exercise.
MENTALLY AWAKE, ...
You stay mentally awake when you work hard in school, learn all you can, and ask questions.
AND MORALLY STRAIGHT.
You stay morally straight when you do the right thing and live your life with honesty.

What the Scout Law Means


The Scout Law has 12 points. Each one is a goal you should do your best to achieve.
A Scout is TRUSTWORTHY.
Tell the truth and keep your promises. People can depend on you.
A Scout is LOYAL.
Be true to your family, friends, Scout leaders, school, and country.
A Scout is HELPFUL.
Volunteer to help others without expecting a reward.
A Scout is FRIENDLY.
Be a friend to everyone, even people who are very different from you.
A Scout is COURTEOUS.
Be polite to everyone and always use good manners.
A Scout is KIND.
Treat others as you want to be treated. Never harm or kill any living thing without good reason.
A Scout is OBEDIENT.
Follow the rules of your family, school, and pack. Obey the laws of your community and country.
A Scout is CHEERFUL.
Look for the bright side of life. Cheerfully do tasks that come your way. Try to help others be happy.
A Scout is THRIFTY.
Work to pay your own way. Try not to be wasteful. Use time, food, supplies, and natural resources wisely.
A Scout is BRAVE.
Face difficult situations even when you feel afraid. Do what you think is right despite what others might be
doing or saying.
A Scout is CLEAN.
Keep your body and mind fit. Help keep your home and community clean.
A Scout is REVERENT.
Be reverent toward God. Be faithful in your religious duties. Respect the beliefs of others.

AN OVERVIEW OF CUB SCOUTING 7


DELIVERING THE
CUB SCOUTING PROGRAM
Cub Scouting can be extremely rewarding for every member of the family—children and adults alike.
Taking the time to review this information and using the den meeting plans in this den leader guide is the
first and best step toward ensuring that you can deliver the fun that families want as easily as possible.

The den is where Cub Scouting takes place. The majority of dens meet two to four times a month with
the average meeting lasting 60 to 90 minutes. The following are some considerations to make things
even smoother.

SAFETY FIRST
In conducting activities, Cub Scout den leaders must maintain adequate supervision and assure the
proper use of materials. Be careful, and remember: Safety must always come first!

Refer to the latest printing of the Guide to Safe Scouting, No. 34416, for information on policies
relating to the many activities in which your den may participate.

The Guide to Safe Scouting is available on the National Council website at www.scouting.org,
or you can find it at your local council service center. The online version of the Guide to Safe
Scouting will always have the most current information.

ROLES AND RESPONSIBILITIES


IN CUB SCOUTING
Parents and other caring adults support Cub Scouting through a variety of ways. Some adults take on a
role with the pack committee and provide support through finance, record keeping, or other administra-
tive tasks to make it easier for den leaders to provide the program.

◆◆ DEN LEADER
Cub Scout den leaders work directly with Cub Scouts and their parents/guardians to execute the Cub
Scouting program in the den. Cub Scout dens are gender-specific and are either all boys or all girls.

Dens may have a den leader and assistant den leader or two co-den leaders. In all situations, den lead-
ers work with parents as a team to deliver the program.

Qualifications: Is at least 21 years old, and should be an experienced leader and is usually a parent or
guardian of a child in the den. Recommended by the Cubmaster after consultation with the parents and
guardians of the Cub Scouts involved, and approved by the pack committee and chartered organization.
Registered as an adult leader of BSA and current with Youth Protection training.

Responsibilities:

• Den leaders are to carry out the activities listed for each rank adventure in the handbook in order for
the Scouts in the den to earn their badge of rank.
• Plan, prepare for, and conduct den meetings with the assistant den leader and den chief (if Wolf,
Bear, or Webelos den leaders) or adult partners (if Lion or Tiger den leaders).
• Attend the monthly pack committee meetings.
• Lead the den at pack activities.
• Ensure the transition of Cub Scouts to a den of the next rank (or to a troop if Webelos/Arrow of Light
Scouts) at the end of the year.

8 WOLF
Lion and Tiger den leaders should do the following:
• Coordinate shared leadership among the adult partners in the den.
• Ensure that each child and their adult partner have the opportunity to be the host team, planning and
executing the den activities. Rotate responsibilities monthly.
Cub Scout den leaders should keep in mind the following responsibilities:
• Ensure that their den chief attends den chief training, and guide them in working with Cub Scouts.
Attend Den Chief Training with them and see that they receive recognition for their efforts at den and
pack meetings.
• Provide meaningful responsibilities for the denner and assistant denner so that they can learn
responsibility and gain satisfaction from their efforts.
The Webelos den leader should remember the following responsibilities:
• Ensure that their den chief attends den chief training, and guide them in leading Webelos Scouts. At-
tend Den Chief Training with them, and see that the den chief’s efforts receive recognition at den and
pack meetings.
• Provide worthwhile tasks for a Webelos Scout serving as denner so that they can assume some
responsibility and gain satisfaction from their efforts.
• Along with the Scoutmaster and assistant Scoutmaster, plan and conduct meaningful joint activities.
• Plan and carry out overnight campouts and other outdoor activities.

◆◆ ASSISTANT DEN LEADER


The assistant Cub Scout den leader shares the responsibilities of the Cub Scout den leader and may be
called upon to serve as a family contact or record keeper, or to handle other details of den operation. Each
den should have at least one assistant den leader, and more if needed.

Qualifications: Is at least 21 years old, and is recommended by the Cubmaster after consultation with the
den leader, parents, and guardians of the Cub Scouts involved, and approved by the pack committee and
chartered organization. Is registered as an adult leader of the BSA and current with Youth Protection training.

◆◆ PARENTS/GUARDIANS/FAMILIES
Cub Scouting seeks to support the family, whatever that looks like. When we speak of parents or
families, we are not referring to any particular family structure. Some Cub Scouts in your den may live
with two parents, some with one parent, some with foster parents, and some with other relatives or
guardians. Whomever Cub Scouts call their family is their family in Cub Scouting.

Our focus is on helping build strong families as we build stronger children. Don’t try to carry the load yourself.
Involve parents or guardians and encourage them to lend expertise to the program in their areas of interest.
Each parent has something to contribute. Invite them to participate and use their skills. Use “two-deep
leadership,” which means that two adults are required for all outings or activities. Review the “Youth
Protection” section in the Cub Scout Leader Book for more information on how parents can help.

◆◆ DENNER AND ASSISTANT DENNER


The denner position is for Wolf, Bear, and Webelos dens. The denner is a den member selected to be a
youth leader for a short period of time—anywhere from one week to several months. It is a good practice
for the den leader to rotate the position of denner throughout the den so that all Cub Scouts have the
opportunity to experience the leadership position. The den leader and den chief determine the denner’s
responsibilities, which might include leading the opening flag ceremony; helping to set up and clean up
the den meeting place; helping with games, ceremonies, tricks, and puzzles; leading a song; or acting as
den cheerleader. Denners should be given meaningful responsibilities and recognition to help them learn
how to be leaders. The denner wears a shoulder cord on the left shoulder. Some dens also have assistant
denners who assist the denner and may move up to the denner position after their term is over.

DELIVERING THE CUB SCOUTING PROGRAM 9


◆◆ DEN CHIEF
The den chief is an older Scout from a troop, a Venturer, or a Sea Scout who serves as an activities
assistant at Wolf, Bear, or Webelos Scout den meetings. The den chief can serve as a positive role model
for Cub Scouts as they look toward the continuation of their Scouting experience. The Scoutmaster from
a local troop, the Advisor from a Venturing crew, or the Skipper from a Sea Scout ship may be able to
help identify a den chief. A den chief that has been approved by their unit leadership and by the pack
leadership may serve either an all-boy den or all-girl den regardless of their gender.

THE ROLE OF TRAINING


Core to succeeding with these responsibilities is the concept that every Cub Scout deserves a trained
leader. Being a trained leader helps you deliver the program in a way that is effective and efficient
with a focus on the core objectives of Scouting. Becoming a trained leader requires completion of the
following training:
• Youth Protection
• Leader Position-Specific
Both trainings are available online at my.scouting.org and as an in-person training through your local
council service center. Leaders who have completed these two trainings qualify to wear the Trained
Leader emblem.

RESOURCES
This den leader guide is designed to be self-contained, including all the information you will need to run your
den meetings. However, there are additional resources that may be helpful to the Cub Scout leader’s
experience. As you gain more experience you should consider having the following in your personal Cub
Scouting library. Many packs have pack libraries as well for sharing among their pack leadership.
• Cub Scout Leader Book • Group Meeting Sparklers
• Cub Scout Leader How-To Book • Cub Scout Ceremonies for Dens

Wolf Handbook and Packs
• Cub Scout Songbook

THE CUBMASTER
You will work closely with the Cubmaster to deliver the Cub Scouting program to the families in your den.
The Cubmaster works as the program leader for the pack. In addition to working with den leaders, he or
she will lead the pack program at your monthly pack meeting. Some of the ways you and the Cubmaster
will collaborate include the following:
• Work together to plan and help carry out the Cub Scouting program in the pack according to the
policies of the BSA. This includes leading the monthly pack meeting with the help of other leaders.
• With the pack committee, develop and execute a year-round recruitment plan for recruiting new
families into Cub Scouting.
• Acquire and use the appropriate and available Scouting literature, including the den leader guide for
each program level.
• See that the pack program, leaders, and Cub Scouts positively reflect the interests and objectives of
the chartered organization and the BSA.

10 WOLF
• Encourage the continuation of Scouting by establishing and maintaining good relationships with local
troops; this is especially important for Webelos den leaders. Your pack may have an assistant Cubmaster
whose primary responsibility is to support transition from Cub Scouting into a troop.
• Together, maintain good relationships with parents and guardians. Seek their support, and include
them in activities.
• Work collaboratively to ensure that Cub Scouts receive a quality, year-round program filled with fun
and activities that qualify the dens and pack for the National Summertime Pack Award.
• Participate with the Cubmaster and the pack committee chair in the pack’s annual program planning
conference and the monthly committee meetings.
• Work as a team with the pack committee chair to cultivate, educate, and motivate all pack leaders
and parents or guardians in Cub Scouting.
• Work together to conduct impressive advancement, recognition, and graduation ceremonies.
For Webelos ceremonies, involve Scoutmasters and other Scout leaders.
• Bring families together at joint activities.
• Support the policies of the BSA.

In addition to supporting den leaders, the Cubmaster will help coordinate activities that take place during
the pack meeting. Many of the advancement requirements that are related to outdoor adventure, such as
camping, and leadership development require the members of each den to work with each other
during pack meetings. The Cubmaster will help to organize those activities. Camping activities can only
be conducted as pack overnighters, council-organized family camps, or Webelos den overnighters.

RESPONSIBILITIES TO CUB SCOUTS


All Cub Scout leaders have certain responsibilities to the Cub Scouts. Each leader should:

• Respect each child’s rights as individuals and treat them as such. In addition to common-sense
approaches this means that all parents/guardians should have reviewed How to Protect Your
Children From Child Abuse: A Parent’s Guide, and all youth leaders must have taken the BSA’s
Youth Protection training.
• See that Cub Scouts find the excitement, fun, and adventure that they expected when they joined
Cub Scouting.
• Provide enthusiasm, encouragement, and praise for Cub Scouts’ efforts and achievements.
• Develop among the Cub Scouts a feeling of togetherness and team spirit that gives them security
and pride.
• Provide opportunities for Cub Scouts to experience new dimensions in their world.
• Become a fully trained Cub Scout leader.

DELIVERING THE CUB SCOUTING PROGRAM 11


THE CUB SCOUT RANKS
AND HANDBOOKS

A child who is 6 years old or is A child who is 7 years old or A child who is 8 years old or is
in the year prior to first grade is is in the first grade is a Tiger. in the second grade is a Wolf.
a Lion. Related adventures are Related adventures are found Related adventures are found
found in the Lion Handbook. in the Tiger Handbook. in the Wolf Handbook.

A child who is 9 years old or A child who is 10 to 11 years


is in the third grade is a Bear. old or is in the fourth or fifth
Related adventures are found grade is a Webelos Scout.
in the Bear Handbook. Related adventures are found
in the Webelos Handbook.

The den meeting plans are written to help Cub Scouts complete the adventure requirements in their
handbook. A den leader is strongly encouraged to have the handbook for the den he or she is leading
as well, to be able to follow along and review for den meeting planning.

12 WOLF
ADVANCEMENT
◆◆ CUB SCOUT ADVANCEMENT FOR RANK BADGE
Advancement is the word used to describe the progress Cub Scouts make toward their rank. It is one of the
methods we use to achieve Scouting’s aims and its desired outcomes. As Scouts earn the ranks of Lion,
Bobcat, Tiger, Wolf, Bear, Webelos, and the Arrow of Light, they achieve important goals in developing skills
and favorable dispositions related to personal fitness, good character, participatory citizenship, outdoor skills
and awareness, and leadership development. Each level of the program is designed to achieve these goals
through a series of developmentally appropriate and fun adventures.

◆◆ RECOGNITION PROCESS
No Cub Scout wants to wait several months to be recognized for hard work. The Cub Scouting
program recognizes completion of intermediate steps leading to rank advancement by awarding
immediate recognition.

Each adventure for Lion through Bear has a metal adventure loop that is designed to be worn on the Cub
Scout’s belt. To purchase adventure loops at the Scout shop, an advancement report is not required. This
allows for the den leader or other pack leadership to purchase adventure loops ahead of time and have
them ready to present once a Cub Scout has completed the adventure. Adventure loops are color-coded
to each rank. Required adventure loops have full-color logos, and elective adventure loops have single-
color logos.

Advancement gives Scouts a means of measuring their progress. Credit is given to the Cub Scout for
each requirement when the den leader is satisfied that the Scout has done their best.

Ensuring that Cub Scouts are recognized immediately and publicly for their efforts is an important part
of the advancement process. No Scout should have to wait for more than two weeks to receive a
device and be recognized for their accomplishments. Your pack may approach this in a variety of ways:

• The den leader may provide the belt loop or adventure pin at the final meeting when the Cub Scouts
complete the adventure. At the following pack meeting, the Scouts would then receive a certificate
during a brief ceremony.
• The pack may provide certificates for den leaders to award when Scouts complete the adventure and
then present the adventure loops and pins at the next pack meeting.
Packs are encouraged to find a method that works well for the families in the pack, guided by principles
that recognition is both immediate to encourage the Cub Scouts and public to celebrate their success.

Advancement provides a satisfying means of recognizing Cub Scouts for their progress. Cub Scouts have
a ladder to climb, with recognition at each step. Presenting awards in meaningful ceremonies to recognize
their accomplishments is a principle of advancement. Advancement is not competition. Each Cub Scout
is encouraged to advance steadily and purposefully, setting their own goals with guidance from family and
leaders. Measurement for satisfying requirements is “Do Your Best,” and that level can be different for each
Cub Scout.

Advancement 13
◆◆ HOW THE ADVANCEMENT PROGRAM WORKS
The success of the advancement program depends entirely on how Cub Scout leaders and parents apply
it. Careful research has gone into developing the advancement program, but den and pack leaders and
families make advancement work in the dens, in the home, and with pack activities.

Goals of the Advancement Program


When implemented correctly, the advancement program will:

• Help build a Cub Scout’s self-esteem.


• Help build self-reliance as each Cub Scout discovers they are now old enough to assume certain
responsibilities toward other people.
• Give each Cub Scout the positive recognition they need.
• Bring families closer through the advancement activities that each family enjoys with their Cub Scout.

The Den Leader

The den leader has the following responsibilities related to advancement.

1. Work on advancement requirements in den meetings using the handbook


and den leader guide for the appropriate rank.
2. Plan meetings that support the advancement program. Other parents
with specific skills, the den chief, or local troop leaders can help.
3. Help parents and adult partners understand the advancement plan and
their role in promoting advancement. Make sure returning parents under-
stand how the advancement process works at each age level.
4. Keep accurate records of requirements that Cub Scouts complete. Promptly provide the pack
leadership with the advancement records so Scouts can be recognized at the next pack meeting.
The use of Scoutbook and the Scouting mobile app provides the easiest way to keep leaders and
parents up to date on advancement.
5. With advancement being completed in the den meeting, a Scout’s absence should be the only reason
for failure to advance. Work with the Scout and their family to complete activities missed due
to absence.
6. Provide reinforcement for and recognition of advancement at den meetings. These can include
advancement charts, den doodles, and immediate recognition items.
7. Make sure that impressive advancement ceremonies and graduation ceremonies are conducted at the
pack meeting. For the Arrow of Light rank, involve the Scoutmaster and the troop’s youth leaders.

The Cubmaster

The Cubmaster has these responsibilities related to advancement.

1. Provide a quality year-round program full of action and fun that appeals
to the Cub Scouts and their families. See that den and pack activities are
planned so that completing required and elective adventures for all levels
is a natural outcome.
2. Guide den leaders in the use of the den leader guide to help organize and
deliver each meeting’s program for each level of programming.
3. Work with den leaders to coordinate den activities at pack meetings that
support the use of the Cub Scout adventure program materials.
4. Provide advancement reinforcement at the pack meeting, such as colorful and exciting induction,
advancement, and graduation ceremonies. Encourage displays of advancement charts and den
doodles at pack meetings.
5. Ensure that Cub Scouts in each den who have earned awards receive them at the next pack meeting.
Don’t let Cub Scouts and family members get discouraged by having to wait for recognition.
14 WOLF
6. Make sure that den leaders are trained and know how to use the advancement program effectively.
7. See that advancement standards are maintained. All Cub Scouts should do their best to complete the
requirements as presented in the program.
8. Coordinate with the pack committee to ensure that accurate advancement records are kept.

The Pack Committee


Pack committee members have these responsibilities related to advancement.
1. Help train leaders and adult partners or family members in the proper use
of the advancement program.
2. Ensure that den leaders have program resource materials such as den
leader guides and advancement charts to support program delivery.
3. Collect den advancement reports monthly. Purchase awards from the local
council service center. See that badges are presented at the next pack
meeting. Use of Scoutbook and the Scouting mobile app makes each of
these responsibilities easy to manage with an online tool that reduces the
use of paper reporting.
4. Help plan advancement and graduation ceremonies for the pack meeting.
5. Help build or secure equipment for use in meaningful advancement ceremonies.

How Fast Should a Den Advance?


A Cub Scout’s approach to advancement progress will depend on two factors:
• Their own motivation for learning new skills, the encouragement and help they get from family, and
their need for recognition
• The den leader’s preparation for and presentation of advancement activities in the den meetings
The den meeting plans outlined in the den leader guide provide program opportunities that are generally
delivered as two den meetings and an outing. This will provide opportunities for the Cub Scouts in your den
to advance. A year-round program is composed of required adventures (that will lead to rank advancement)
and elective adventures (which contribute to rank advancement and provide program enrichment).

If a Cub Scout cannot attend all meetings, the den leader should help the Cub Scout and their family
complete the missed activities.

The length it takes for the den to earn their rank is completely up to the den leader and the
families in the den. Dens meet as frequently as they like. Although many packs target their
blue and gold banquet for awarding the new badge of rank, there is no requirement to advance
by an arbitrary date such as a blue and gold banquet.

Advancement Checklist
o Do the Cubmaster and pack committee give den leaders and families guidance in using the
advancement program effectively?
o Do family members understand their part in the advancement program? Are they using required
adventures and elective adventures to suggest activities for the Scout’s free time?
o Do den leaders talk to parents about children who are missing den meetings and therefore
missing opportunities to advance?
o Do den leaders implement the required den meeting plans leading to advancement as outlined in
the den leader guide and, when necessary, have advancement work completed at home?
o Are accurate advancement records kept in the dens and the pack?
o Do Cub Scouts receive prompt recognition?
o Do pack advancement ceremonies create an incentive for advancement?
o Are wall charts and den doodles used in den and pack meetings?
o Does the pack have an advancement ladder or chart?

Advancement 15
BOBCAT
Regardless of what age or grade a Cub Scout is in, the Bobcat rank must be earned before earning any
other rank, except Lion. Lion Scouts earn the Lion rank first. When they complete kindergarten, they may
begin work on the Bobcat badge. The Bobcat requirements focus on the fundamentals of Cub Scouting
that every Cub Scout must know.

You as the den leader can help! Practice the requirements in your den meetings, and encourage Cub
Scouts to work on the requirements with their families also. Requirement 7 is a home-based requirement.
The requirements are found in each of the youth handbooks as well as listed below:

Bobcat Requirements
1. Learn and say the Scout Oath, with help if needed.
2. Learn and say the Scout Law, with help if needed.
3. Show the Cub Scout sign. Tell what it means.
4. Show the Cub Scout handshake. Tell what it means.
5. Say the Cub Scout motto. Tell what it means.
6. Show the Cub Scout salute. Tell what it means.
®
7. With your parent or guardian, complete the exercises in the pamphlet
How to Protect Your Children From Child Abuse: A Parent’s Guide.

WOLF ADVANCEMENT
Wolf Scouts work toward the Wolf rank. The Wolf badge is earned by completing
six required adventures and one elective adventure as described below.

1. Complete each of the six required adventures:


• Call of the Wild
• Council Fire (Duty to Country)
• Duty to God Footsteps
• Howling at the Moon
• Paws on the Path ®
• Running With the Pack
2. In addition to the six required adventures listed above, complete at least one elective adventure of
your den’s or family’s choosing.
3. With your parent, guardian, or other caring adult, complete the exercises in the pamphlet How to
Protect Your Children From Child Abuse: A Parent’s Guide.
4. Earn the Cyber Chip award for your age. (The Cyber Chip requirement may be waived by your parent
or guardian if you do not have access to the internet.)
For each adventure, the Wolf Scout must complete the requirements as outlined in the Wolf Handbook.

Requirement 7 of Bobcat and requirement 3 of Wolf are identical. Cub Scouts earning the Bobcat
rank during the same year they begin working on the Wolf rank will need to complete the requirement
only one time.

The den leader signs each Scout’s handbook (Den Leader’s OK) and records progress in the den’s
advancement records. The Wolf Scouts also keep track of their own advancement using the Adventure
Tracking section in the back of their handbooks, and under the guidance of the den leader, they can also
keep a record of their individual progress on a den advancement chart and den doodle. For requirements
completed at home, the parent or other caring adult who worked with the Cub Scout on the requirement
notifies the den leader, and the den leader signs off on the requirement.

The pack should encourage each den to deliver a year-round program, drawing from both required adventures
to support rank advancement and elective adventures to support program enrichment. Elective adventures

16 WOLF
may be earned during den activities, by a Scout with participation of the Scout’s family, and during
council- and district-sponsored program opportunities. There is no required order in which adventures
must be earned. The sequence is left to the discretion of the den leader.

After Cub Scouts earn the Wolf badge, they will continue to meet with their den, working on elective
adventures until they complete second grade (or turn 9 years old) and become Bear Scouts.

Adventure Adventure
Wolf Wolf
Loop Loop
Required *Call of the Wild Elective Collections and
Hobbies

Required Council Fire Elective Cubs Who Care


(Duty to Country)

Required Duty to God Elective Digging in the Past


Footsteps

Required Howling at the Moon Elective Finding Your Way

Required Paws on the Path Elective Germs Alive!

Required *Running With Elective Grow Something


the Pack

Scout or (1) Elective Elective Hometown Heroes


Den Choice adventure of choice

Adventure Wolf
Loop
Elective Adventures in Coins Elective Motor Away

Elective Air of the Wolf Elective Paws of Skill

Elective Code of the Wolf Elective Spirit of the Water

*Seasonal considerations

Advancement 17
After a Scout has completed all the requirements for the Wolf rank, they should receive the Wolf badge at the
next pack meeting. This is an important milestone, so the ceremony should be suitably impressive. The Wolf
badge is sewn on the left pocket of the uniform shirt in the Scout’s right position.

Scouts may complete as many elective adventures as their ambition and time available allow. They are
entitled to wear each of the adventure loops on their official Cub Scout belt.

◆◆ PLANNING YOUR MEETINGS


As you plan your den’s program for the year, there are a few important points to consider.

• Required adventures. These adventures are required to advance from rank to rank.
• Elective adventures. These add to the fun and adventure of Cub Scouting. One elective adventure is
required for each rank.
• Coordinating your planning. Some of the adventures require coordination with other dens. A pack
meeting is an ideal place to do this. There are some suggestions made in the Cub Scout Leader
Book, but however your dens and pack wish to do this, work together with the other leaders in your
pack to build this into your annual program. For example, Lion, Tiger, Wolf, and Bear dens may not go
camping as a den. They may only participate in pack overnighters or council-organized family camps.
When working out your annual program plan, seek to deliver an entire year of fun programming. It is
important to seek input from the Cub Scouts in the den to find out which adventures they would like
to explore with the members of the den. Elective adventures that are not selected may be earned by
Cub Scouts at home, working with their families.
• Audience for requirements. Many of the requirements state that a Scout should demonstrate a new
skill or share something they have learned with others during a den meeting. We all need to recognize
that not all Scouts are able to make each meeting. While we recognize that the best approach is to
carry out sharing tasks in a den setting, it may be necessary to allow Cub Scouts to share what they
have learned while working on Cub Scout advancement requirements in other settings, such as in
front of their family.
• The duty to God adventures are primarily done with the family and, for some dens, may not be
included as part of the den meeting planning. If that is the case, notify families that they will need to
help their Cub Scouts complete the adventure at home and then notify the den leader when those
requirements are completed. See page 29 for more information regarding the duty to God adventures.

Read through the Wolf adventures, and give some thought to which adventures will work the best for
your location and climate. Write in the adventures you will use and the corresponding month that will
work best. Check with your Cubmaster to see if some adventures need to be coordinated with other
dens or for upcoming pack meetings.

Important: When planning, keep in mind that six required adventures and one elective adventure are
required for Wolf advancement. Adventure loops may be awarded at any time within the Scout’s rank
year by age or grade. Once Cub Scouts have moved (graduated) to their next level den, THEY MAY NOT
EARN THE RANK OF THEIR PREVIOUS DEN LEVEL.

18 WOLF
DEN ANNUAL ADVENTURE PLAN

Month Adventure

August

September

October

November

December

January

February

March

April

May

June

July

Advancement 19
DEN MEETINGS
The den meeting is critical to the Cub Scout’s success and enjoyment of the Scouting program. It is in
and through the den that youth develop character and learn life skills through completion of the adven-
ture activities. Along the way, they make social connections and enjoy exploring a wide variety of ideas.
Den meetings that are fun, organized, and interesting provide a great experience for youth.

The structured, but fun nature of den meetings sets the tone for a Cub Scout experience in which youth
thrive. Each den meeting consists of five basic elements: Gathering, Opening, Talk Time, Activities,
and Closing.

DEN MEETINGS AT A GLANCE


PREPARATION AND MATERIALS NEEDED
Use this section of the den meeting plan to determine the materials you will need to lead the den
meeting and to know when to make arrangements in advance, such as scheduling a meeting with a
guest or arranging the logistics for an outing.

Read the pages in the youth handbook for each new adventure before you start to work on it. The
handbook provides background information, instructions, or suggestions for many activities. Encourage
Scouts to bring their handbooks to each meeting.

GATHERING (5 TO 15 MINUTES BEFORE MEETING)


• Designed to provide constructive welcoming activities for early arrivals while they wait for the
meeting to start
• Suggested gathering activities range from active games to quiet pastimes, depending on children’s
needs (energy release or settling down), time of day, and the meeting venue
• Should not include activities essential to the meeting, as not everyone will be part of the
gathering experience
Use a formal, time-consuming gathering activity only if youth arrive at different times and there is
considerable time before everyone is present. Be sure to begin the meeting itself on time. Sometimes
a nutritious snack is substituted for a gathering activity. The gathering activity sets the tone for the
den meeting.

OPENING (5+ MINUTES)


• Pledge of Allegiance (may be part of larger flag ceremony)
• Recite the Scout Oath and Law together
• Sometimes additional inspiring message or reflection
• May include Outdoor Code or Leave No Trace ideas related to preparation for an outing
Youth and adults stand respectfully for the opening, which often takes place with Scouts in a horseshoe
or circle at the front of the room. The opening may be a longer ceremony for special occasions.

TALK TIME (5+ MINUTES)


• Overview of meeting and den member roles (what to expect)
• Dues collection (only if needed and not collected otherwise)
• General announcements and updates
• Quick discussion (or extensive planning) for coming events
• May include youth sharing ideas or accomplishments related to adventure requirements
• May introduce a new adventure or set groundwork for future advancement
Expand the meeting time to accommodate in-depth discussion or planning if needed.

20 WOLF
ACTIVITIES (30+ MINUTES)
• The heart, or core, of the den meeting, where most of the fun and learning (adventure requirements)
take place
• Two to three projects, games, or discussions chosen from requirement activities in the meeting plan
Note that many of the activities for requirements include a reflection at the end. (See “Closing” below.)
Make sure that someone is taking notes on parts of requirements each youth completes.

CLOSING (5+ MINUTES)


• A ceremonial moment wrapping up the meeting
• Often led by the denner, the youth leader of the den
Closing should be a quiet time. It usually works best to have youth stand in a circle or horseshoe with
adults standing behind.

AFTER THE MEETING


• Assign roles and provide opportunities for teamwork.
• Ensure protocols in place for continued supervision and parental pickup.
• Review the general success of the meeting, such as group dynamics and accomplishments.
• Record Scouts’ individual requirement completions in their advancement reports, either on paper
or electronically.
• Plan for following up with additional parts of requirements or to make arrangements for coming events.
• Communicate with parents via email or a note given to the child to take home. Include a review of
the Scouts’ accomplishments and reminders of future events and arrangements.

Use this Den Meetings at a Glance guide when preparing for meetings and following through after
meetings. Key how-to and ideas for these important considerations are included in the meeting
plans throughout this guide. The appendix includes great ideas for generic parts of the meeting,
and adventure-specific ideas are highlighted in this chapter.

WHAT ARE DEN MEETING PLANS,


AND HOW DO I USE THEM?
The den meeting plans are your guide to bringing the adventures of advancement to life for your den. These
plans will, if followed, help Cub Scouts advance in rank as they experience all the fun of Cub Scouting. Take
time to read through and prepare for each den meeting.
The plans are developed around the following:
• Two to three den meetings per month in addition to the pack meeting or other pack activities.
• If a plan consists of three den meetings, one of those meetings is usually designed to be an outing.
The outing may take place at the beginning, middle, or end of the adventure, so be sure to read
through each of the den meeting plans for each adventure before beginning. Outings are very important
to the Scouting experience.
• The plans follow the parts of the den meeting structure listed above.

Den Meetings 21
CHARACTER COMPASS
HA
In the den meeting plans, you will notice this icon. The adventures you are planning for the
RACTE

monthly meetings have an association with one or more points of the Scout Law. As you read
C

R
CO
through the plans and the youth handbook for the adventure, be aware of the point of the Law
S
M PA S
emphasis and how you may be able to help teach it. These points are to be brought about
naturally and subtly within the adventure and are by no means meant to be “drilled” into your
meeting plan. That’s one of the wonderful things that happens in Scouting—we teach character develop-
ment through our adventures and advancement.

DO-AT-HOME PROJECTS
Do-at-Home Projects are activities completed outside den meetings. Projects should be
assigned (usually during the Closing). They may be assignments in preparation for the next
den meeting plan, or they may be part of a requirement that you will need to then verify at
the next den meeting as having been completed.

YOUR FIRST DEN MEETING


You are going to be a great den leader! Use your first den meeting as a chance to get to know each
Cub Scout and their family. Take time to hand out the Family Talent Survey or email the link to the PDF
form and ask each adult to complete it and return it to you. (The form is available at www.scouting.org/
programs/cub-scouts/leaders/forms.) Below are some tips for your first meeting. This will help set a
positive atmosphere for everyone.

• Wear your adult uniform to all meetings, and remind Scouts to wear their uniforms.
• Be completely organized before the start of the meeting.
• If you are new to running meetings like this, it is easier to think of it as seven short activities rather
than a single long event. (See the Den Meetings at a Glance section earlier in this chapter.)
• Explain clearly to the Scouts the behavioral expectations. You may wish to use the “conduct candle”
approach (see this guide’s appendix), and develop a den code of conduct. This can be handwritten
on poster board, or a den code of conduct poster, No. 32068, may be purchased at your local Scout
shop. Be consistent and friendly but firm.
• Explain that Scouts should bring their handbooks to each meeting.
• Remember to set high expectations so the Cub Scouts in your den can learn how to achieve. Setting
low expectations will lower everyone’s performance and not meet the expectations families have of
the program.
If you are a new den leader, ask the assistant den leader(s) to arrive at least 15 minutes before the
starting time of the meeting. They can help you with final preparations before everyone else
arrives. It is a good idea to have something constructive for those who arrive early to do (known as
the “Gathering” part of the den meeting plan) while you are making final preparation for den meetings;
you might even have them help set up some parts of the meeting.

A snack at den meetings is optional. If you do serve a snack, offer fruits or vegetables to set an example
of healthy eating. Be aware of any food allergies of den members and communicate these to parents
who may be assisting with the snacks.

22 WOLF
To encourage healthy snacks at meetings, you can work toward the
SCOUTStrong Healthy Unit Award as a den! Earn the award by following
three healthy meeting practices, including providing fruits and/or vegetables
for snacks (if snacks are served). Learn more about this award in the
appendix, under “Awards Cub Scouts Can Earn.”

One best practice to facilitate communication and involvement is to distribute a family information letter
at the conclusion of each meeting. The letter tells families what was completed at each meeting and
provides information on upcoming den and pack meetings and activities.

DEN OUTINGS
Den outings are an important part of the Cub Scout experience. They are a time not only for fun but
for learning. And they are critical steps in the Cub Scouts in your den earning their badge of rank. It
is important that you plan in advance for these den outings. Planning should include the following, at
a minimum:

• Arrange for the visit with the point of contact at your destination (if needed).
• Work with the parents or guardians in the den to arrange transportation, or get an adult to carry
out the planning.
There is an activity consent form available to use at the den level for outings. This is a permission
slip the parents sign for their child to attend the outing. The activity consent form is also available at
www.scouting.org/programs/cub-scouts/leaders/forms.

UNDERSTANDING
CUB SCOUT–AGE CHILDREN
Scouting is designed to help children develop character, citizenship, personal fitness, and leadership. To
understand where we want them to go, we need to understand where they are.
The Cub Scout years are a time of rapid development for children, falling between the total dependence
of early childhood and the relative independence of early adolescence. Cub Scout–age children are
becoming more competent, and they need to be able to demonstrate what they can do. Eager to prove
themselves to their friends, themselves, and their parent(s) or other caring adults, they show off what
they can do, sometimes forgetting to plan ahead and forgoing safety.
Cub Scouting activities are designed for children who are in the normal range of development, but the
program is flexible enough to adapt to the needs of those who are developing faster or slower than their
peers or who face physical, mental, or emotional challenges.
Cub Scout leaders who understand and recognize the developmental changes of these years will have a
much better Cub Scouting experience.

◆◆ DEVELOPMENTAL CHARACTERISTICS
Although typical behavior patterns exist for any age group, every child is unique. For example, some
10-year-olds are already experiencing the growth spurts associated with puberty, while others still
resemble 8-year-olds. It’s important not to confuse physical size with psychological maturity. Minds
and bodies often develop at different rates.

DEN MEETINGS 23
Physical Development
Children are full of energy. They need a way to burn it off, especially if they’ve been sitting in a classroom
for a long time. They can be noisy and boisterous, and they need to romp and play.
Children are steadily growing. Young children are often quite thin and lack muscle mass. Second graders
are losing baby teeth and tend to have an “all teeth and ears” look. By fifth grade, they are taller and
heavier, have more stamina, and are capable of more sustained effort.
Children are becoming better coordinated. Children at this age may be clumsy and accident prone,
but they gradually become more coordinated. By fifth grade, most children have achieved much better
control and increased their mastery of large-muscle activities.
Children are impatient with aspects of personal hygiene. Tasks like brushing their teeth and combing
their hair seem unimportant. Self-care routines can be a source of conflict. Few children of Cub Scout
age appreciate the importance of cleanliness.

Mental Development
Children are concrete thinkers and take things very literally. Subtleties and humor frequently escape
them, and they often interpret “what if” and “maybe” as promises to be kept. However, they are beginning
to build concepts out of their concrete experiences and can use these ideas to imagine possibilities and
solve problems.
Children are beginning to understand that behavior involves motivation and consequences. By
first and second grade, they are likely to try to explain away bad outcomes by saying, “I didn’t mean it.”
Fifth-graders are better at planning ahead to predict possible consequences. They are better at
communicating with others because they can begin to see others’ points of view.
Children enjoy activities that are distinct from their school-day experiences. By second grade,
most children have begun to read on their own with varying success and interest. Cub Scouting often
stimulates interest in reading and learning because the activities create a desire to know more. Cub
Scouting activities don’t have the association with failure that formal schoolwork has for some children;
those who have problems at school might turn out remarkable Cub Scout projects.
Children have different learning styles. Some of them learn best visually, and some learn best by
listening. Children and adults learn best when lessons are fun and hands-on. Cub Scouting’s emphasis
on learning by doing gives everyone a chance to shine.
Children are curious and adventurous. For Cub Scouts, the world is still new and waiting to be
discovered. First- and second-graders are eager to meet life head-on—often with a willingness to take
risks that may outrun their abilities.
Children can be highly imaginative. Children are ready to picture themselves in all kinds of roles and
situations. Their ability to pretend lets them explore new ideas and feelings and their relationships with
other people. Cub Scouting plays an important role in keeping curiosity alive by letting children do and
learn things that interest them.
Children are collectors. Cub Scouts seem to accumulate things indiscriminately, and they’re more
concerned with quantity than quality. Fifth-graders retain their interest in collecting but often settle down
to a more serious focus on one or two kinds of items. They are likely to spend more time counting,
sorting, and arranging collections.
Children have short attention spans. First- and second-graders throw themselves into activities with
great enthusiasm but might be ready to move on to something else in a remarkably short time. However,
when something really interests them, Cub Scouts can stick with it longer. They also like to return again
and again to favorite activities.
Children are still developing a sense of time. Many first- and second-graders can tell time with a
clock, but they might have little sense of what time means. They express interest in planning and particularly
like to know what is coming next. By age 10, most children have improved their time-management skills.
They enjoy making rather elaborate plans and can generally get to where they want to be pretty much
on schedule.

24 WOLF
Building Relationships
Children have a strong need for adult/family support. Although they may be willing to try new things
on their own or with peers, children still need family members and adults they look up to whom they
can trust and with whom they can share their experiences. By fifth grade, they are ready for greater
independence and responsibility. They resent being treated like “little kids,” although they still want their
parents to be there for them.
Children are learning to interact within groups. Generally, they understand the importance of friends,
and many appear anxious about whether others approve of them. Still immature, they often view life
mainly from their own perspective.
Children are becoming genuinely devoted and committed to their friends. They usually engage with
enthusiasm in group activities. Many youngsters of this age also form spontaneous clubs and other fluid,
though often short-lived, peer groups.
Children prefer dynamic group games. Young Cub Scouts love to succeed, and they have a great
desire to win every time. They have difficulty understanding and mastering intricate rules of games and
may lay blame on their opponents. Fifth-graders, on the other hand, usually have a sharp sense of rules.
They can make a distinction between intentional and accidental rule violation.
Children need acknowledgment for their performance. Sometimes children avoid trying innovative
endeavors because they are afraid that others might see them perform inadequately. Fifth-graders thrive
on praise, too, but they prefer not to be singled out in front of others.

Learning Values
Children are developing ideas about right and wrong. By second grade, many of them do what is
right because they’ve progressed in their moral development and learned important values. Others may
do what is right primarily to avoid punishment.
Children are beginning to see the value of trying to get along with others. By age 10, most children
have begun to relate conformity to rules with self-interest. They are interested in the benefits they receive
when they follow the rules. This age is also a time of much bargaining. They are beginning to understand
that others have rights, too.
Children have a growing appreciation for fairness. Some psychologists believe that sensitivity to the
feelings of others is the beginning of a moral sense. The young Cub Scout takes a fairly rigid stand on
issues of fairness.
Children are beginning to see that values are important. Some of them begin to realize that the ideas
expressed in the Scout Oath and Scout Law are values that American society feels are important.
Modern American culture requires children to be able to experience moral issues in terms of obedience
to rules and to explore them within networks of relationships.
Children like being helpful. At this age they are not too young to do things for others. Children enjoy
helping others, especially if they can see that their service actually meets a need. At the end of a service
project, it’s important to have time for discussion so that your Cub Scouts can understand their
experience, learn from it, and grow.

See Appendix 2 for additional information and specific ideas for working with Cub Scouts, creating
den spirit, and tracking behavior.

UNDERSTANDING CUB SCOUT–AGE CHILDREN 25


◆◆ PROVIDING ENCOURAGEMENT
• Reward more than you criticize, in order to build self-esteem.
• Praise immediately any and all good behavior and performance.
• Change rewards if they are not effective in motivating behavioral
improvement when needed.
• Find ways to encourage the Scout.
• Teach Scouts to reward themselves. This encourages them to
think positively about themselves.
• Emphasize and recognize accomplishments.

◆◆ PROVIDING SUPERVISION AND DISCIPLINE


• As a leader, you must be a number of things to each Cub Scout in
your den: friend, authority figure, reviewer, resource, and teacher.
• Listening is an important technique that means giving Scouts an opportunity to express themselves.
Whether as a part of the group or in private conversation, be patient, be understanding, and take
seriously what the Scout has to say. Keep yourself attuned to what they are saying; use phrases like,
“You really feel that way?” or “If I understand you right. . . .”
• Be on the lookout for signs that a Scout may need redirection, and be ready to intervene before a
situation escalates.
• Avoid ridicule and criticism. Remember, all children have difficulty staying in control.
• Remain calm, state the infraction of the rule, and avoid debating or arguing with the Scout.
• Develop a plan for appropriate and consistent consequences for particular types of misbehavior.
• When a Scout is behaving in an unacceptable manner, try the “time out” strategy or redirect their behavior.
• Administer consequences immediately, and monitor proper behavior frequently.
• Make sure the discipline fits the offense and is not unduly harsh.
• Enforce den rules consistently.
• Do not reward inappropriate behavior. Offer praise when the Scout exerts real effort, even if unsuccessful,
and/or when you see improvement over a previous performance. Never praise falsely.
• Do not accept blaming others as an excuse for poor performance. Make it clear that you expect
all Scouts to answer for their own behavior. Behavior is a form of communication. Look for what the
behavior is saying (i.e., does the Scout want attention?).

WORKING WITH CUB SCOUTS WITH


SPECIAL NEEDS AND DISABILITIES
We are all aware that every individual is different and unique in their own way. All children have different
ways they learn and different abilities. When we read or hear the term “disability,” we more commonly
think of visible forms of disability and not necessarily those that are not visible. It’s obvious that a Scout
in a wheelchair may have challenges fulfilling a hiking requirement, but it might not be so obvious when it
comes to the Scout with a learning disability.

Since its founding in 1910, the Boy Scouts of America has had fully participating members with physical,
cognitive, and emotional disabilities. The basic premise of Scouting for youth with disabilities is that
every child wants to participate fully and be treated and respected like every other member of the Cub
Scout pack. Children with cognitive, physical, or emotional disabilities should be encouraged to partici-
pate in Scouting to the extent their abilities will allow. Many Scouts with disabilities can accomplish the basic
skills of Scouting but may require extra time to learn them. Working with these youth will require patience
and understanding.

26 WOLF
Begin with the Cub Scout and the child’s parents or guardians; seek guidance from them on how best
to work with the Scout with special needs. The parents or guardians can help you to understand the
Scout’s medical history, capabilities, strengths, and weaknesses as well as how they can support you as
the den leader. This will help you become aware of special needs that might arise at meetings, field trips,
and campouts with the parents. To the fullest extent possible, Scouts with disabilities should be given
opportunities to camp, hike, and take part in all activities.

The best guide to working with Scouts who have disabilities is to use good common sense, to trust your
instincts, and to focus on all the potential that Cub Scouts with disabilities do have. It’s important to try
to remember that Cub Scouts are first and foremost children, whether they have a disability or not.

Below are some helpful tips for working with Scouts with special needs and disabilities:

◆◆ LEADERSHIP TECHNIQUES
• Wise leaders expect challenges but do not consider them overwhelming. All children have different
needs. The wise leader will recognize this and be prepared to help.
• Leaders should meet the parents and the new Scout with a disability to learn about the Scout, any
physical or cognitive limitations, and their abilities and preferences. Some young people with disabili-
ties will try to do more than they are capable of doing, just to “fit in” with others, which could result in
unnecessary frustration.
• Many youths with disabilities have special physical or health needs. Parents, visiting nurses, special
education teachers, physical therapists, doctors, and other agencies can help make you more familiar
with the nature of a disability that a Cub Scout in your den has.
• Accept the Scout as a person, and give them the same respect that you expect from them. This will be
much easier if you know the Scout, their family, their background, and their likes and dislikes. Remember,
any behavior that presents difficulties is a force that can be redirected into more acceptable pathways.
• All Cub Scouts use the “buddy system.” For children with special needs, the buddy system can take on a
whole new meaning. Some disabilities might be too extensive for one Cub Scout to assist their buddy with
all the time. In those cases, provide a rotation system of buddies. Just remember that if you find a buddy
system that is working and everyone is happy with, don’t feel like you have to change it for the sake of
changing it. If it is appropriate for the new Cub Scout, explain the system to the den. Each week, a different
den member will be responsible for helping the new Cub Scout during the meeting. Emphasize that the
important factor is to “Do Your Best” and that the Cub Scout who is helping must be patient—not only
because of the special needs of their buddy but because the buddy is new to Cub Scouting.
• Example is a wonderful tool. Demonstrate personal discipline with respect, punctuality, accuracy,
conscientiousness, dignity, and dependability.
• Become involved with the Scout in your care. Let them know you care. A small word of praise or a
pat on the back for a job well done can mean a lot. Judge accomplishment by what the Scout can
do, not by what someone says they must do or by what you think they cannot do.
• Rewarding achievement will likely cause that behavior to be repeated. Focus rewards on proper
behavior and achievement.
• Do not let the Scout or parents use the disability as an excuse for not trying. Expect Scouts to give
their best effort.

◆◆ GIVING INSTRUCTION TO YOUTH WITH DISABILITIES


Accept the child, offering patience, understanding, and respect. Try not to overprotect or under-assist, rath-
er encourage independence and self-advocacy. Self-advocacy—the process of knowing and being able to
communicate personal needs and abilities—is important for any youth to learn.
• Maintain eye contact during verbal instruction, except when the Scout’s culture finds this inappropriate.
• Make directions clear and concise. Be consistent with instructions.
• Help the Scout feel comfortable with seeking assistance.

UNDERSTANDING CUB SCOUT–AGE CHILDREN 27


• If there is a learning disability:
— Simplify complex directions. Give one or two steps at a time.
— Make sure the Scout comprehends the instructions before beginning the task.
— Repeat instructions in a calm, positive manner, if needed.

◆◆ ADVANCEMENT GUIDELINES FOR CUB SCOUTS WITH SPECIAL NEEDS


OR DISABILITIES
The current edition of the Guide to Advancement is the official source for administering advancement
in all Boy Scouts of America programs. Section 10 deals with advancement for members with special
needs. Topic 10.2.1.0 addresses issues specific to Cub Scouting.
Advancement is so flexible that, with guidance, most Cub Scouts with disabilities can complete require-
ments. The standard is, “Have they done their best?” It may take them longer to attempt requirements
and demonstrate this, but the accomplishments will be rewarding to the Cub Scouts, their parents, and
their leaders.

Include parents to help determine what “best” means for each child. Develop the potential of each Cub
Scout to the fullest of their ability through the advancement program. Adaptations are permitted in teaching
the skills or activities for the advancement requirements.

There could be times, however, when a Cub Scout’s “best” isn’t enough even to get a start. For example,
a Cub Scout in a wheelchair cannot pass requirements calling for walking or running. In these cases,
Cubmasters and pack committees may jointly determine appropriate substitutions that are consistent with
Cub Scouts showing they can “do their best.” For example, elective requirements could take the place of
those required. Or in consultation with a parent or guardian, other minor adjustments representing similar
challenges could be made.

HELPFUL HINTS FOR DEN LEADERS


Prepare yourself to “do your best” as a den leader by focusing on the leader materials and training you
should have to best serve your Cub Scouts.

The following are some hints that will help you better plan and execute your den meetings.

PLANNING YOUR MEETINGS IN ADVANCE


Plan your meetings ahead of time with emphasis on the flow of activities. Pay special attention to the
“Notes to Den Leader” section at the start of the adventure as well as the “After the Meeting” sections of
den meeting plans for preparation and materials needed for the next meeting. You will want to alternate
between quiet and more vigorous activities; the den meeting plans are designed with this approach in
mind. Be sure you have an active game or other activity to help keep the meetings fun and exciting. In
addition to the Gathering activity, there are additional games in the appendix to this guide that will help
you keep everyone on track and having fun. Dens that incorporate regular physical activity and other
healthy practices into their meetings can earn the SCOUTStrong Healthy Unit Award. Encourage your
Scouts to participate in physical activity at the den meeting and help them earn this award (more infor-
mation can be found in the appendix). Plan on investing 45–60 minutes to read through the den meeting
plans and prepare for the den meeting. The time invested in planning and preparing will ensure that your
meeting runs well and is fun for the Scouts.

28 WOLF
DEN RULES AND CODE OF CONDUCT
At the beginning of the year, establish the rules that the den will follow and the consequences for breaking
those rules. The Cub Scouts in your den should participate in the decision-making process. By helping
decide what can and can’t happen in the den, Cub Scouts will feel a sense of responsibility toward how
the den is run. They will feel that the den is “theirs.” Have them design and then sign a poster on which
the code of conduct is written and display it at your meeting place. You can find this poster along with
posters of the Scout Oath and Scout Law at www.scoutshop.org.

DUTY TO GOD ADVENTURES


The BSA maintains that no member can grow into the best kind of citizen
without recognizing an obligation to God; the BSA supports all faiths and
General Church of the New Episcopal Presbyterian Church (U.S.A.) Protestant/United Church of Christ/Community Churches Anglican Catholic Church
Jerusalem Ad te Domine Servus Dei The Order of

Duty to
God and Me God and Family God and Church God and Life Saint George God and Me God and Family God and Me God and Family God and Church God and Life God and Service
Open Word St. Michael

faith practices equally, whether the youth and their family are members of God and Church God and Life God and Service

GOD
an organized religious body or not. All Scouts show this by being faithful in
Hindu Roman Catholic/Eastern Catholic
Armenian Church of America
Dharma Karma Light of Christ Parvuli Dei Ad Altare Dei Light is Life Pope Pius XII Saint George (Eastern Diocese)
Jewish St. Gregory Ararat
Maccabee Aleph Ner Tamid Etz Chaim Shofar

their duty to God as their family practices their faith and by understanding
Religious Society of Friends
(Quakers)
That of God Spirit of Truth Friends

Islamic

the 12th point of the Scout Law: “Reverent.”


Bismillah In the Name Allaho Akber Salvation Army
of God God and Me Silver Crest God and Family God and Church God and Life Scouter's Award Armenian Apostolic
Church of America
Saint Mesrob
Lutheran
God and Me God and Family God and Church God and Life Lamb Unitarian Universalist
Religion Religion Living Your Service

The duty to God adventures in the Cub Scout rank requirements encourage
and Me and Family Religion Chalice
Jain
Live Help Live Help
Live—Stage I Live—Stage II Sikh Loving
Nirbhau Nirvair Gyan Kharg Khalsa Sewadar Servant
Buddhist

Cub Scouts to work with their families to develop an awareness of their own
Metta Sangha Bodhi

Live Help III Live—Stage Moravian Nazarene Unity Churches


Live—Stage Live Help IV

personal beliefs in relation to their duty to God. These adventures are primarily
God and Country The Order of God and God and God and God and God and God in Me Light of Fillmore Distinguished
David Zeisberger Me Family Church Life Service God Youth Youth Service
United Methodist
God and Me God and Family God and Church God and Life God and Service
Baha’i

home-based adventures. As the den leader, you should let parents know they
Live and Help Live and Help Live—Silver- Unity of Unity of Unity of Unity of
Live—Gold Live and Help Live—White Mankind Mankind Mankind Mankind

Zoroastrian

need to help their Cub Scout complete the duty to God adventure. Parents
Good Life
Polish National Presbyterian Church in America
Meher Baba Catholic Church
Love for God Compassionate God and Bishop Thaddeus God and God and God and United Pentecostal Church International
Father
Love of God and God and Eastern Orthodox
God Country F. Zielinski Me Family Church Life Service God and Me God and Family God and Church God and Life God and Service
Saint George Alpha Chi Rho Prophet

or guardians should let the den leader know when the duty to God adventure
Omega Elias

SKU 512879

requirements have been satisfied. If all members of your den share the same 512-879 2014 Second Printing

faith, you may choose to incorporate the duty to God adventures into your
512-879a(14).indd 3-2

annual den meeting plans, working with the families in the den to achieve these adventures.

The religious emblems program is mentioned in each rank’s duty to God adventures. The emblem for a faith
can be earned by the Scout by completing the specific program requirements. You may also want to check
with your Cubmaster or the pack committee chair for the program materials if you are chartered by a faith-
based organization.

Additional information for taking part in the religious emblems program is available at www.scouting.org/
awards/religious-awards or www.praypub.org; your religious education leaders may also have information
on these recognitions.

CEREMONIES
Ceremonies are important for marking the beginning and end of each meeting. They are also a time for
reinforcing the aims and purposes of Scouting, marking important events, and bringing the families in your
den together. As Cub Scouts finish adventures toward their badges, simple ceremonies during the den
meeting will serve to congratulate them on their accomplishments. You will find suggested ceremonies in the
appendix of this guide or in the resource Ceremonies for Dens and Packs available at your local Scout shop.
Some packs maintain a library of resources; check with your Cubmaster to see if these materials are available
within your pack.

Den ceremonies should be short—no longer than two or three minutes—and varied. The same opening
and closing each week will become boring. Occasionally, the Cub Scouts should have a chance to help
plan and lead den ceremonies. Here are some types of den ceremonies to consider using in your den
meetings:
• An opening ceremony, often a flag ceremony, signals the beginning of the den meeting.
• A progress toward ranks ceremony can acknowledge a Cub Scout’s progress toward rank advancement.
• A denner installation ceremony recognizes a youth leader and the importance of this position in Cub
Scout and Webelos dens.

Helpful Hints for Den Leaders 29


• Special recognition ceremonies can mark special events such as birthdays and holidays.
• Closing ceremonies can emphasize Cub Scouting’s ideals and bring a quiet, inspirational end to the
den meeting.

IMMEDIATE RECOGNITION
A den doodle is an object for the Cub Scouts in your den to use to show off their accomplishments and
achievements. In the appendix of this guide, there are ideas for den doodles. Your den members can
design and create their own den doodle as a den meeting activity at the start of the year. Use the den
doodle to keep a visual reminder of activities the den has completed and shared.
Adventure loops can also be awarded at the den level or at the pack level. Awarding an adventure loop
at the pack level lets all the pack know of the Scout’s achievement during an advancement ceremony.
Check with your Cubmaster and pack leadership for the practices your pack follows. No Cub Scout
should be required to wait more than two weeks to receive an award.

MISSED MEETINGS
Circumstances occur when Cub Scouts may miss one or more of the den meetings you’ve planned.
Transportation issues, illness, or sports and school activities may require Scouts to miss meetings. Do your
best to communicate the requirements or activities that were missed to their parents or guardians. Determine
if you have program materials you can share, such as activity items or notes on the outing, that a family can
use to achieve what was missed. Sharing the content of this book can be a great help as well. It is not the
expectation that you alone need to help them make up the missed work. It is a combined effort between you
as the den leader, the Cub Scout, and the Cub Scout’s family. The Cubmaster is a good resource as well for
you to consult if Scouts consistently miss meetings.

SNACKS/TREATS
Healthy snacks and water at meetings help set an example of healthy eating habits. If a snack is served
during meetings, have fruits or vegetables and save the treats for a special occasion. Offering fruits or
vegetables can also help you avoid concerns with common food allergies; however, it’s best to discuss
allergies with families before the first meeting. You can motivate Cub Scouts to try healthy foods by working
toward the SCOUTStrong Healthy Unit Award as a den, which requires fruits and/or vegetables as snacks
during meetings. Learn tips to get started and more about this award on in the appendix under “Awards
Cub Scouts Can Earn.”

30 WOLF
DEN SCRAPBOOK
A great idea for the families in your den is to create a scrapbook early in the program year. Fill the scrapbook
with sample artwork that the Cub Scouts create as den activities, stories about their adventures, and
pictures taken of Scouts with their completed projects. Whether electronic or paper, the den scrapbook
will become a treasured memento.

TRACKING THE ADVENTURE


It is important to keep track of what has been accomplished by the Scouts as they advance through the
adventures and meet the requirements for each rank. Families will keep track of adventure requirements
completed at home in each Scout’s handbook. Coach parents in the value of recording accomplishments
regularly in their child’s handbook.
For ease in keeping track of advancement requirements, advancement posters are available at your local
Scout shop (Lion, Tiger, Wolf, Bear, and Webelos). On a regular basis, transfer requirements completed
at home to this form. Keeping track of completed requirements in a single place will also help you share
accomplishments with your pack’s advancement coordinator, who will order awards each month. The
awards will be presented monthly at the pack meeting.

SUCCESS
Leadership is learned and developed. You can become an effective den leader if you complete basic
training, plan interesting den meetings, and take the time to understand the children and families in your
den. Become familiar with the Cub Scout handbook, and provide opportunities for advancement. One of
your best resources is your district’s monthly Cub Scout leader roundtable, where you can exchange ideas
with other den leaders. Remember to be flexible in your planning. Have fun in the program. Be thankful for
the opportunity you have to work with the youth in your community and influence their lives. There is great
satisfaction in helping children learn good values and worthy skills along their way to becoming adults.

Helpful Hints for Den Leaders 31


REQUIRED ADVENTURES 33
CALL OF THE WILD
RATIONALE FOR ADVENTURE
Many children join Scouting because they want to go camping. This adventure will introduce Wolves to
several camping skills—selecting and bringing gear, participating with their families in the out-of-doors,
and being prepared for bad weather. They will also learn about animals they might see, the Leave No
Trace Principles for Kids, tying knots, and how to handle potentially harmful situations.

TAKEAWAYS FOR CUB SCOUTS


• Outdoor essentials
• Identifying animals
• Tying square and overhand knots
• Taking care of themselves in the wilderness
RACTE
HA

• A Scout is obedient, courteous.


C

CO S
M PA S

Wolf Handbook, page 24


ADVENTURE REQUIREMENTS
Complete requirements 1–4 plus at least one other.
1. Attend one of the following:
A. A pack or family campout
B. An outdoor activity with your den or pack
C. Day camp
D. Resident camp
2. With your family or den, make a list of possible weather changes that could happen during your
outing according to the time of year you are outside. Tell how you will be prepared for each one.
3. Do the following:
A. Recite the Outdoor Code with your leader.
B. Recite the Leave No Trace Principles for Kids with your leader. Talk about how these principles
support the Outdoor Code.
C. After your outdoor activity or campout, list the ways you demonstrated being careful with fire or
other dangers.
4. Show or demonstrate what to do:
A. In case of a natural disaster such as an earthquake or flood.
B. To keep from spreading your germs.
5. Show how to tie an overhand knot and a square knot.
6. While on a den or family outing, identify four different types of animals you see or explain evidence
of their presence. Tell how you identified them.

CALL OF THE WILD 35


NOTES TO DEN LEADER
This adventure has several choices based on which activities you choose to do with your den. This den
meeting plan, when followed as written, meets the requirements to earn this adventure. If you choose to
make adjustments, be sure you complete at least the minimum requirements.
A pack or family camp is an option for this adventure. The den meeting plans are written to prepare the
den to participate in an overnight campout. These meeting plans can be adjusted to meet the other
option of an outdoor activity.
For Meeting 3, Wolf Scouts may participate in a pack campout (requirement 1) or an alternative activity as
permitted by their chartered organization. Confirm the campout plan with families, including transportation,
all the necessary clothing, and any additional items they need to bring. Make sure activity consent forms
are distributed, signed, and collected.
If Scouts will instead be going on family campouts, identify locations that will help them complete the
requirements for this adventure.
The options of day camp or resident camp must be completed as a Wolf Scout during the summer
prior to second grade.
Wolf Scouts have three options for camping: pack overnighters, council-organized family campouts, or
camping with their families. Wolf dens may not go camping as a den. At least one adult leader on the
overnighter must be trained in Basic Adult Leader Outdoor Orientation.
See the appendix for optional den meeting activities, including gatherings, openings, and closings.

MEETING 1 PLAN
PREPARATION AND MATERIALS NEEDED
• U.S. and den flags
• Plans for the upcoming pack campout—location, fees, gear list, food arrangements, etc.
• Assorted flying discs and targets for the Gathering activity (see Meeting 1 Resources)
• Information about how to identify animals, including photos or illustrations (Activity 1)
• Slips of paper for the “Camping Charades” game (Activity 2)
• Sample gear items for the campout, including the Cub Scout Six Essentials (Activity 3)

GATHERING
• As Scouts arrive, have them practice throwing discs at targets. (See Meeting 1 Resources.)
• Have Scouts write their favorite camping activity on one slip of paper each, and put all of the papers
in a hat, bowl, or other container.

OPENING
• Conduct a flag ceremony of your choosing that includes the Pledge of Allegiance and the Scout Oath
and Scout Law.
• Recite the Outdoor Code (requirement 3A; see the Wolf Handbook).
• Recite the Leave No Trace Principles for Kids (requirement 3B; see the Wolf Handbook).

TALK TIME
• Introduce the Call of the Wild adventure to the den. Build interest by describing the goals of the
adventure and some of the activities that are planned.
• Carry out business items for the den.
• Allow time for sharing among Cub Scouts.

36 WOLF
• Share plans for the pack campout (see above). If some Scouts will be camping out with their fami-
lies, discuss possible locations with the Cub Scouts and their families and review everything they will
need to bring.

ACTIVITIES
◆◆ Activity 1: Animal Identification (REQUIREMENT 6)
• Using photos or illustrations, teach the Scouts how to identify four types of wild animals they may be
able to see near their homes or on the campout. If possible, include examples of mammals, birds,
insects, reptiles, and amphibians. (See Meeting 1 Resources.)
• Have them go to requirement 3 in their Wolf Handbooks and write the name of each animal and how
to identify it.
• Show Scouts some additional pictures that look similar but that are clearly not the types of animals
that they will see on the campout. Have them pick out the differences.

◆◆ Activity 2: Camping Charades Game (OPTIONAL)


• Have each Scout pick one of the slips of paper they filled out during the Gathering and pretend to be
doing that activity while the other den members try to guess what it is. Tell them not to use words or
props—only actions—and give them time to plan the charade with help from adult leaders.

◆◆ Activity 3: Camping Gear (OPTIONAL)


• Discuss with the Scouts what gear they should bring on the campout for their own personal care
and comfort, based on where and when they are camping. If you are not going camping, adjust
the list based on the outdoor activity you plan to do. Don’t forget the Cub Scout Six Essentials! (See
Meeting 1 Resources.) You should also cover items like tents, sleeping bags, ground cloths, pillows,
sleeping pads or mattresses, warm clothes, raincoats, eating utensils, hats or caps, toothpaste,
toothbrushes, etc.

CLOSING
• The Grand Howl. To recognize their achievements during this meeting, form a circle make the Cub
Scout sign with both hands. Then, like young wolves, all the Scouts give a long howl. After this, they
all jump up and raise their right hands high above their heads, and give the Cub Scout sign again,
shouting, “Akela! We’ll—do—our—best!”

AFTER THE MEETING


• Serve refreshments, if desired.
• Record completion of requirements 3A, 3B, and 6.
• Work together to clean up the meeting place.
• Prepare thank-you notes for the Scouts to sign at the next meeting.

MEETING 1 RESOURCES
DISC GAMES (GATHERING)
Frisbee–style flying discs can be used for a variety of activities. The basic skill is easy, and the Gathering
is a good time for Wolves to refine that skill without the need for much equipment or preparation. Try
either of these two games, depending on the time you have available.
Target shooting. Lay out a field of “targets,” making sure to include a mix of shapes and sizes at various
distances from the throwing line. Have Scouts try to hit the items by throwing the discs. As their skills increase,
add a few challenges by removing the larger targets, moving some of them farther away, or providing ring-
shaped objects to shoot through (e.g., tires, hula-hoops).

CALL OF THE WILD 37


Disc golf. Set up a course over a large field or backyard with markers for “holes.” The players must strike
the markers to complete a hole, counting shots along the way. The course may include some obstacles to
play around. The player with the lowest shot score wins. As a variation, let teams of two players alternate
taking shots to complete a hole.

ACTIVITIES
◆◆ Activity 1: Animal Identification
These tracks may be included as an illustration during the activity.

Domestic Cat Cocker Spaniel Rabbit Squirrel Chipmunk

Lynx Fox Wolf Mink Porcupine Weasel

Cougar Coyote Raccoon Otter Skunk

◆◆ Activity 2: Camping Gear


Cub Scout Six Essentials. Review the items Cub Scouts should carry in their personal gear when going on
hikes or campouts. Suggest getting a small day pack or similar bag to organize the items and make them easy to
carry without interfering with normal activities. Emphasize that these items are not intended for play and should
be used only when needed.
• First-aid kit—adhesive bandages, moleskin, gauze, antibiotic ointment, etc.
• Water bottle—filled and large enough to last until it can be filled again
• Flashlight—for emergency use only (Check the batteries.)
• Trail food—can be made as a den activity prior to hike or campout
• Sun protection—sunscreen of SPF 30 or greater and a hat
• Whistle—also for emergency use only

MEETING 2 PLAN
PREPARATION AND MATERIALS NEEDED
• U.S. and den flags
• Several nontransparent bags, each with a camping item inside for the shape guessing
game (Gathering)
• Small bottle of soap and a basin or pot filled with water for hand cleaning (Gathering)
• Whiteboard and a marker for Talk Time
• Examples of gear and clothing needed in case of bad weather (Talk Time)
• Ropes for knot tying and the knot relay game—3' length of rope for each Scout (Activity 2)
• If needed, invite some Scouts from a troop or adult volunteers to help as the Wolves learn to tie
knots. Have examples on hand of finished overhand and square knots, so they can compare
their work.

38 WOLF
GATHERING
• Shape guessing. Let each Scout reach into one of the bags prepared for the game and try to guess
the camping item inside. Then reveal the contents of each bag.
• Hand cleaning. Demonstrate the proper method for washing your hands when on a campout.
Sing the “Happy Birthday” song as you wash your hands to ensure all the dirt has washed away
(requirement 4B).

OPENING
• Conduct a flag ceremony of your choosing that includes the Pledge of Allegiance and the Scout Oath
and Scout Law.

TALK TIME
• Carry out business items for the den.
• Allow time for sharing among Cub Scouts.
• Discuss plans for the upcoming pack campout or other activities to meet this requirement with families.
• Reveal the items that were hidden in bags for the shape guessing game. Discuss hygiene items
and gear needed for campouts, making sure to review again the Cub Scout Six Essentials (see
Meeting 1 Resources).
• Discuss the Leave No Trace principles and how they support the Outdoor Code (requirements 3A and
3B; see the appendix). Emphasize that Wolves are focusing especially on the Outdoor Code’s call to
“Be Careful With Fire.” Talk about ways to demonstrate this principle during the campout.

ACTIVITIES
◆◆ Activity 1: Safety Check (REQUIREMENTS 2 AND 4)
• Show the bad weather gear and clothing you collected, and describe how each item might be useful
if the weather changes drastically while you are camping.
• Talk about what to do in case a natural disaster occurs during a campout, including each type of
disaster listed in the handbook (requirement 4A). Have Wolf Scouts write in their handbooks one thing
they can do if any one of those disasters strikes. Don’t let the talk get bogged down in hypothetical
scenarios—keep it realistic, so everyone can quickly solve the situations. Is your area prone to flooding,
earthquakes, wildfires, windstorms, blizzards, or monsoons? Refer to www.ready.gov or other online
resources dealing with disaster preparation and recovery.

◆◆ Activity 2: Knot Tying/Knot Relay Game (REQUIREMENT 5)


Show the Scouts how to tie these two knots, based on the instructions in the Wolf Handbook. Give everyone
time to practice and demonstrate what they have learned. Then play the Knot Relay Game.
• Overhand knot. This type is used to prevent a rope from going completely through a pulley or a hole.
It can also be a starter for tying shoes or be used to keep the end of a rope from unraveling.

• Square knot. This knot can be used to tie two ropes together or to tie packages, rig sails, or the ends
of a bandage.

CALL OF THE WILD 39


• Knot Relay Game. Divide Scouts into two teams, each standing in single-file lines. Lay two ropes
on the floor about 20 feet from the start line. The first Scout in each team runs to the rope, ties an
overhand knot, shows it to a judge, unties it, and runs back to tag the next Scout in the team. Once
this relay is finished, you can repeat it using square knots.

◆◆ Activity 3: Campfire Show Planning (OPTIONAL)


• Have Wolf Scouts work together to brainstorm some ideas for a campfire show to perform at
the upcoming den outing. Ideas can include simple songs, skits, or other creative acts. Help
ensure that each Scout is included and has a role in the show. Scouts will practice for the show
as a Do-at-Home Project.

CLOSING
• Gather the den in a Friendship Circle. Using their ropes from Activity 2, have Scouts each tie their
rope to their neighbor’s with a square knot until a rope circle is formed. Standing around the circle, the
Scouts hold the rope with their left hands while making the Cub Scout sign with their right. The den
leader then recites this quote from Lord Baden-Powell: Every Scout ought to be able to tie a knot. To
tie a knot seems a simple thing, and yet there are right and wrong ways of doing it, and Scouts ought
to know the right way.
• Review details for the upcoming campout or outing in Meeting 3. Make sure all Scouts and their
families know the plans.

AFTER THE MEETING


• Serve refreshments, if desired.
• Record completion of requirements 2, 4, and 5.
• Work together to clean up the meeting place.
• Have Scouts sign thank-you notes to give to anyone who helps the den during the pack campout.

MEETING 3 PLAN (Den Outing)


PREPARATION AND MATERIALS NEEDED
• Camping gear, including Cub Scout Six Essentials and all items needed from checklist in Wolf Handbook
• Food for cooking meals
• Confirm that transportation to and from the event is in place. Secure activity consent forms.
• The unit den leader should bring a copy of the Guide to Safe Scouting.

GATHERING
Remind the Scouts of the slogan, “Take only memories, leave only footprints,” and the adage that Scouts
always leave a campsite better than they found it. Wolf Scouts focus on the Outdoor Code principle
of “Be Careful With Fire.” Discuss ways that they can demonstrate this principle when they are at a
campsite, using the Wolf Handbook’s guidelines for requirements 3A, 3B, and 3C as a resource. Point
out things previous campers may have left behind and remind Scouts that if we leave it here also, other
campers will think it was ours. So let’s clean up!

OPENING
• Say the Pledge of Allegiance and the Scout Oath and Scout Law.
• Go over the activities planned for the outing.
• Share the time that the dinner preparation will begin.
• Share the time the campfire will begin.

40 WOLF
TALK TIME
• Carry out business items for the den.
• Allow time for sharing among Cub Scouts.

ACTIVITIES
◆◆ Activity 1: Animal Identification (REQUIREMENT 3)
Make sure Scouts each identify four different types of animals during the campout and explain how they
identified them. Animals can include birds, insects, and other animals.

◆◆ Activity 2: Human Chain Race (OPTIONAL)


Have Wolf Scouts line up single file and in two teams. (Have an adult join one of the teams if you have an
odd number of Scouts.) Players reach between their own legs with their right hand and grab the left hand
of the Scout behind them to make one long chain. On the “Go” signal, both teams race forward around
an established turning point and back to the finish line. If one of the chains breaks, the team must stop
and re-form before continuing.

CLOSING
• The closing for this meeting may be part of the ending of the campfire, or possibly the morning
after camping out. It should be inspirational and ideally reference the outdoors.
• Have Scouts list in their copy of the Wolf Handbook how they demonstrated the principle of
“Be Careful With Fire” during the campout (requirement 6).

AFTER THE MEETING


• Record completion of requirements 1, 3C, and 6.
• Work together to clean up the campsite.
• Send thank-you notes to those who helped.

Upon completion of the Call of the Wild adventure, your Wolves will have earned the
adventure loop shown here. Make sure they are recognized for their completion by
presenting the adventure loops, to be worn on their belts, as soon as possible according
to your pack’s tradition.

CALL OF THE WILD 41


NOTES

42 WOLF
COUNCIL FIRE
(DUTY TO COUNTRY)

RATIONALE FOR ADVENTURE


This adventure will give Wolf Scouts the opportunity to learn more about their neighborhood and
community structure, how they can be a part of their community through service, and how others have
provided service to our country.

TAKEAWAYS FOR CUB SCOUTS


• Teamwork
• Problem solving
RACTE
HA

• A Scout is loyal.
C

CO S
M PA S

Wolf Handbook, page 44


ADVENTURE REQUIREMENTS
Complete requirements 1 and 2 plus at least one other.
1.  With your den or pack, participate in a flag ceremony, and learn how to properly care for and fold
the flag.
2. Participate in a community service project with your pack, den, or family.
3.  With your parent’s or guardian’s permission, talk to a military veteran, law enforcement officer,
member of the fire department, or someone else approved by your den leader. Talk about his or
her service to the community or country. After you have visited with the individual, write a short
thank-you note.
4.  Learn about the changes in your community, and create a project to show your den how the
community has changed.
5.  Select one issue in your community, and present to your den your ideas for a solution to
the problem.
6. Work with your den to develop a den duty chart, and perform these tasks for one month.
7. Participate in an event such as a parade or assembly celebrating military veterans.

NOTES TO DEN LEADER


The den meeting plans for this adventure include all requirements. Conducting the den meetings as
outlined here will ensure completion of this adventure. You may adjust these meeting plans as desired,
keeping in mind to include the minimum requirements to earn this adventure.
The outing in this adventure is not a den meeting. There are two activities related to this adventure:
participating in a community service project and completing an elective requirement to participate in
an event or parade celebrating veterans. This den meeting plan only covers the community service
project. Discuss options for participating in an event or parade celebrating veterans with the parents of
your den and other leaders in the pack.
You may want to invite a military veteran, member of the fire department, police officer, or community
service worker to talk to the den (requirement 3) during Meeting 2. Also, make arrangements well in ad-
vance for shipping the military care packages the Scouts will assemble at that meeting. For assistance,
contact a local military base, National Guard station, USO office, or American Legion post. The office
you contact may be able to suggest items for the packages.
See the appendix for optional den meeting activities, including gatherings, openings, and closings.

Council Fire (DUTY TO COUNTRY)


43
MEETING 1 PLAN
PREPARATION AND MATERIALS NEEDED
• U.S. and den flags
• Five metal washers per Scout and a container with a wide opening (plastic bowl, cardboard box, etc.)
for the “Washer Toss Game” (Gathering)
• List of ideas for community service projects (see requirement 4 in the Wolf Handbook)
• The den will be selecting a community service project proposal during Meeting 1.
• The presentation to the committee will be made as part of a den outing for Meeting 3.
• Contact the local library or historical society to see if photos are available showing development in
the den’s neighborhood or community during the last 25 years—streets being constructed, trees
cut down, water diverted, etc. You may also be able to collect photos online that show how the area
looked many years ago. Gather enough pictures for each Wolf Scout to build a small photo collage in
the “Things Change” activity.
• Whiteboard or a large, poster-sized piece of paper and a marker for Talk Time
• Blank cards and pencils for ballot voting
• A printed copy of the weekly den duty chart (see Meeting 1 Resources)
• Sheets of poster board and glue or tape for the “Things Change” activity
• Balloons for team-building game (Check for latex allergies. If someone is allergic, purchase latex-
free balloons.)

GATHERING
Washer Toss Game. Have the Scouts form a circle several feet in diameter. Give Scouts five metal
washers each. (If washers aren’t available, you may substitute pennies, buttons, or wrapped hard candy).
Place the container in the center of the circle, then go around the circle as Scouts take turns throwing
the washers. After they toss all five washers into the container, let them retrieve the washers and try
tossing from a farther distance when the next turn comes again.

OPENING (REQUIREMENT 1)
• Conduct a flag ceremony of your choosing that includes the Pledge of Allegiance and the Scout Oath
and Scout Law.
• Demonstrate how to properly care for and fold a flag, and actively involve the Wolf Scouts in
the demonstration. Refer to the Wolf Handbook and the appendix for additional guidance.
• Have the den recite the Outdoor Code.

TALK TIME (REQUIREMENTS 4–6)


• Introduce the Council Fire (Duty to Country) adventure to the den. Build interest by describing the goals
of the adventure and some of the activities that are planned.
• Carry out business items for the den.
• Allow time for sharing among Cub Scouts.
• Discuss changes in the community and service project ideas.
— Pass around the community photos you gathered or copied. Ask Scouts to each point out one
thing that has changed, and then discuss the impact of those changes on plant and animal life.
Discuss what changes they like and what they would have liked to have kept. Ask what they like
about living in their community. Discuss how some things have changed for the better—such as
running water, electricity, or other modern conveniences—but that many require buildings that
some people don’t want near their house. Help the Cub Scouts understand the challenges of a

44 WOLF
growing community. Considerations include determining where to locate facilities necessary for
growth, how growth may impact people who already live in the community, how it may attract
people to the community, and how it impacts the environment.
— Then have the Scouts narrow their conversation to one community problem and think of ways
they could help solve it. Let them also consider the ideas in the Wolf Handbook. If none of these
are suitable to your area, you may substitute one that is important to your group. List their ideas
on the whiteboard or a large, poster-sized paper, and pass out ballots to vote on the one that
seems best. After the vote, lead a reflection on how they came to the solution. Did everyone
agree? Maybe not, but being a good citizen means we consider the needs of others and the
community as a whole and not just our own personal opinion.
• Finally, have the Scouts work together to fill out the den duty chart for the month. See requirement 6 in
the Wolf Handbook for suggestions, and make sure everyone will have an opportunity to do several jobs.
Remind them that “a Scout is trustworthy”: Their fellow Scouts will trust them to do those chores.

ACTIVITIES
◆◆ Activity 1: Things Change (Requirement 4)
Give each Scout a sheet of poster board and some of the neighborhood photos to build a small collage
showing changes in their community through the years.

◆◆ Activity 2: Balloon Field (Optional)


• Play this team-building game. (Remember that Scouting is a safe haven for everybody; no one should
be forced to play a game if they don’t feel physically or emotionally comfortable with it.) Blow up five
to 10 balloons and place them on the ground, leaving space between them to walk around.
• Divide the Scouts into two teams. One at a time, a Cub Scout from each team walks across the
balloon field with eyes closed or wearing a neckerchief as a blindfold. The team to get the most
players across the field with hitting the least amount of balloons wins. Other players can direct their
teammates by shouting instructions to avoid the balloons (e.g., “two steps to the right”). Note: If
there are latex allergies, make sure to use latex-free balloons or substitute balloons with empty water
bottles or aluminum cans.

◆◆ Activity 3: Den Yell (Optional)


Develop a den yell or cheer. Keep it simple so everyone can learn it. Use something as simple as, “We’re
the Cub Scouts from Den 3, and no Cubs could be prouder! If you can’t hear us now, we’ll yell a little
louder!” (Repeat twice, louder each time.) Keep the Scout Oath and Scout Law in mind when creating
and using your den yell or cheer.

CLOSING
• Have the Scouts lead the den yell they created.

Do-at-Home Project Reminder:


Tell Scouts to collect aluminum cans from home, school, or a parent’s workplace for the
“Monster Stomp.” The cans should be emptied and rinsed out, and make sure the Cub
Scouts wear strong shoes for the stomping.

AFTER THE MEETING


• Serve refreshments, if desired.
• Record completion of requirements 1, 4, and 5.
• Work together to clean up the meeting place.

Council Fire (DUTY TO COUNTRY) 45


MEETING 1 RESOURCES
DEN DUTY CHART (TALK TIME)

DEN DUTY CHART


Week 1 Duty Chart
Duty Wolf Scout in Charge Completed

Week 2 Duty Chart


Duty Wolf Scout in Charge Completed

46 WOLF
Week 3 Duty Chart
Duty Wolf Scout in Charge Completed

Week 4 Duty Chart


Duty Wolf Scout in Charge Completed

Council Fire (DUTY TO COUNTRY) 47


MEETING 2 PLAN
PREPARATION AND MATERIALS
• Aluminum cans, large trash bag, and hand sanitizer for the “Monster Stomp” (Gathering)
• Invite a military veteran, member of the fire department, police officer, or community service worker to
talk to the den (requirement 3). The guest could be a family member of one of the Wolf Scouts.
• Collect information and photos or illustrations related to each branch of the U.S. military and community
service groups to share during Talk Time. If your guest is a veteran, he or she may provide
assistance and help lead the discussion.
• Flying disc for team-building game
• A thank-you card for Scouts to sign and give to the guest who speaks to the den.

GATHERING: MONSTER STOMP


As Scouts arrive with their aluminum cans, have them do the “Monster Stomp” outside—smashing the
cans with their shoes for recycling. Once the cans are flattened, the Scouts will drop them into the trash
bag to be carried later to a recycling center. Provide hand sanitizer for cleanup after all the cans are
bagged. Keep a count of how many cans are brought, but don’t reveal the total to the Scouts until
the Closing.

OPENING
• Conduct a flag ceremony of your choosing that includes the Pledge of Allegiance and the Scout Oath
and Scout Law.
• Have each Scout say what the word “brave” means to them.

TALK TIME
• Carry out business items for the den.
• Allow time for sharing among Cub Scouts.
• Check the den duty chart, and recognize Scouts who completed their assigned duties without
being asked.
• Have them give the den yell from Meeting 1.
• As a den, review the den’s choice of a community service project and/or their participation in an
event or parade celebrating veterans. Details such as date, time, and location should be shared
with parents in a method preferred by the parents in your den.

ACTIVITIES
◆◆ Activity 1: Military or Community Service Member Visit (Requirement 3)
• Introduce the visitor to the den.
• Discuss the role of the military in defending our country. Mention each branch of the U.S. services:
— Air Force (protecting our country from the air, usually from bases on land)
— Army (occupational infantry forces that move in after the assault forces)
— Coast Guard (protecting U.S. waterways)
— Marines (mobile assault infantry)
— Navy (protecting our country from the ocean or the air, usually based on ships)
• Guide the Scouts in asking questions related to the ways that community service workers such as
your visitor help those in their communities.
• Present the visitor with the prepared thank-you card from the Scouts.

48 WOLF
◆◆ Activity 2: Perpetual Motion (Optional)
• Play this team-building game. (Remember that Scouting is a safe haven for everybody; no one should
be forced to play a game if they don’t feel physically or emotionally comfortable with it.)
• Scouts sit in a circle on a large playing area with a smooth surface. Give each Scout a number, and
put a flying disc in the center of the circle. The first player walks to the disc, turns it on its edge, and
spins it like a coin. Returning to sit, this Scout calls out the number of another player who must reach
the disc before it stops spinning, give it another spin, and call another player’s number before sitting
down. The object of the game is to keep the disc spinning as long as possible.

CLOSING
• Share how many cans were collected for the “Monster Stomp.” Then have the Cub Scouts recite
the Scout Law after that have one of the Scouts read the description of “thrifty” in the Scout Law,
found in the Bobcat! section of the Wolf Handbook. Explain how recycling is one way to be thrifty.
• Review details for the upcoming outing in Meeting 3. Make sure all Scouts and their families know
the plans.

AFTER THE MEETING


• Serve refreshments, if desired.
• Record completion of requirement 3.
• Work together to clean up the meeting place.
• Make arrangements with a parent or other adult to take the “Monster Stomp” cans to a recycling center.

MEETING 3 PLAN (Den Outing)


PREPARATION AND MATERIALS
• Two sheets of colored paper—one red, one green—for the “Silent Red Light/Green Light
Game” (Gathering)
• Make arrangements with the project site and clarify any restrictions or special requirements.
Based on the service project, bring appropriate tools and safety equipment. If the project is in a highly
visible location, be sure Cub Scouts and leaders are in full uniform. Refer to the Guide to Safe Scouting
to ensure the service project meets BSA standards of safety. Make arrangements with the project site,
and clarify any restrictions or special requirements.

GATHERING
Silent Red Light/Green Light Game. The entire game should be played in silence with Scouts tiptoeing
quietly as they move. Select a leader from among the Cub Scouts or a den chief or adult leader. This
person holds two sheets of paper—one red and one green—but stands with their back to the players,
who stand side by side at a starting line. The leader then raises up one of the sheets, and the Scouts silently
do whatever the color indicates: “go” at green and “stop” at red. Each time the leader switches to the
other sheet, the players must switch to that action. When one of them reaches the leader, that Scout
becomes the leader for the next round. Remind everyone that “a Scout is trustworthy,” so they must
return to the starting line if they stop or go at the wrong time.

Council Fire (DUTY TO COUNTRY) 49


OPENING
• Conduct a flag ceremony of your choosing that includes the Pledge of Allegiance and the Scout Oath
and Scout Law.

TALK TIME
• Carry out business items for the den.
• Allow time for sharing among Cub Scouts.
• Check the den duty chart, and reward or recognize Cub Scouts that complete their assignments
without being asked. Adapt the duties as needed for the outing.
• Review the schedule for the service project. If possible, have someone who will benefit from the
project speak to the den about the importance of what the Scouts will be doing.

ACTIVITIES
◆◆ Activity 1: Community Service (Optional)
• In accordance with the Guide to Safe Scouting, conduct the service project. Remember to make
the project simple and not overwhelming for the Cub Scouts. The service project may last a little
longer than a regular den meeting. It is also acceptable to participate in a community-organized
service project.

CLOSING
Gather everyone in a circle and reflect on the lessons they learned about the impact of their community
service project. Whom did it help? Discuss who would have done the project if they had not. Would
anyone else have done it?

AFTER THE MEETING


• Serve refreshments, if desired.
• Record completion of requirement 6.
• Record your service hours at www.scouting.org/awards/journey-to-excellence.
• Work together to clean up the meeting place.

Upon completion of the Council Fire (Duty to Country) adventure, your Wolves will have
earned the adventure loop shown here. Make sure they are recognized for their completion
by presenting the adventure loops, to be worn on their belts, as soon as possible according
to your pack’s tradition. You and the Scouts in your den are now eligible to wear the
Messengers of Peace patch, which is worn around the World Crest (the purple round
patch) on your uniforms.

50 WOLF
DUTY TO GOD FOOTSTEPS
RATIONALE FOR ADVENTURE
This adventure will help Wolf Scouts develop a consistent awareness of their duty to God. They will also
explore ways to practice their families’ beliefs as part of living out their duty to God. Part of the Scout
Law is to be reverent, which means that Scouts practice their faith and faith traditions but also respect
the faith of others.

TAKEAWAYS FOR CUB SCOUTS


• We should show reverence for those of great faith who came before us.
• Religious freedom is one of the founding principles of our country, and Scouting honors that freedom.
• Practicing one’s religion—walking the “footsteps”—shows reverence and duty to God.
RACTE
HA

• A Scout is reverent.
C

CO S
M PA S

ADVENTURE REQUIREMENTS Wolf Handbook, page 56


Complete requirement 1 or 2 plus at least two others.
1. Discuss with your parent, guardian, den leader, or other caring adult what it means to do your duty to
God. Tell how you do your duty to God in your daily life.
2. Earn the religious emblem of your faith that is appropriate for your age, if you have not already
done so.
3. Offer a prayer, meditation, or reflection with your family, den, or pack.
4. Read a story about people or groups of people who came to America to enjoy religious freedom.
5. Learn and sing a song that could be sung in reverence before or after meals or one that gives
encouragement, reminds you how to show reverence, or demonstrates your duty to God.
6. Visit a religious monument or site where people might show reverence. Create a visual display of your
visit with your den or your family, and show how it made you feel reverent or helped you better
understand your duty to God.

NOTES TO DEN LEADER


This adventure has several choices based on which activities you choose to do with your den. These den
meeting plans, when followed as written, meet the requirements to earn this adventure. If you choose to
make adjustments, be sure you complete at least the minimum requirements.
Be aware of the potential differences of faith in your den. If all families are of the same faith, these den meeting
plans work well. If there are families of different faiths, discuss potential locations for Meeting 1 to ensure
all Cub Scouts and their families will benefit from the experience and not feel excluded based on their faith.
Then share the other requirements with parents and when you would like for them to be completed.
Meeting 1 will be an outing to a religious monument or reverential historic site (requirement 6). Scouts may
complete the outing with their families or with their dens.
If the den will conduct the outing together, be sure to contact the proposed location well in advance
to set up the meeting and make any necessary plans. Make sure activity consent forms are distributed,
signed, and collected.
See the appendix for optional den meeting activities, including gatherings, openings, and closings.

Duty to God Footsteps 51


MEETING 1 PLAN
PREPARATION AND MATERIALS NEEDED
• If you need help finding a location for the outing, check with a local historical society for suggestions.
Requirement 6 for this adventure in the Wolf Handbook also provides some ideas.
• Contact someone in charge at the site to make plans for the visit and to see if a tour guide is
available. Let them know how many Wolf Scouts and adults to expect.
• Collect signed activity consent forms from parents for Scouts to attend.
• Make all the necessary transportation arrangements.
• Prepare thank-you notes for anyone who helps with the outing.
• Obtain a U.S. or den flag that can be used in a flag ceremony at or near the site. This can be a small
flag carried by one Scout as the flag bearer.
• Also bring two flags for flag-folding practice (Gathering).
• Bring permanent markers and a section of cloth large enough for each Scout to draw a picture or
write a message on it. They may also use poster board or large sheets of paper (Activity 2).
• Write the words for Scout vespers on a poster or on individual slips of paper (Closing).

GATHERING
• Remind Wolves of the buddy system, staying with the group, and observing all rules for behavior
at the site. Remember, a Scout is courteous and abides by all of the rules and customs at an
outing location.
• Review any questions that the Cub Scouts or families in your den want to ask during the tour, to
make certain all are appropriate.
• The den chief leads flag-folding practice.

OPENING
• Conduct a simple flag ceremony that includes the Pledge of Allegiance and the Scout Oath and
Scout Law. Follow this with a silent prayer.

TALK TIME
• Introduce the Duty to God Footsteps adventure to the den. Build interest by describing the goals
of the adventure and some of the activities that are planned.
• Carry out business items for the den.
• Allow time for sharing among Cub Scouts.
• Have each Scout sign the thank-you note(s) you prepared.

ACTIVITIES (REQUIREMENT 6)
◆◆ Activity 1: Religious Monument or Site Visit
Tour the site as a den, and allow time for the Scouts to ask their questions. When the tour is finished,
have everyone thank the people who helped and present the thank-you note(s).

◆◆ Activity 2: Visual Display


Find a place where the Scouts can sit and create something on the large section of cloth or poster. Pass
out markers for them to draw pictures or write messages about what the site meant to them personally.

52 WOLF
CLOSING
Gather the den members in a circle and recite the Scout Vespers.

Softly falls the light of day,


While our campfire fades away.
Silently each Scout should ask:
“Have I done my daily task?
Have I kept my honor bright?
Can I guiltless sleep tonight?
Have I done and have I dared
Everything to be prepared?”

Do-at-Home Project Reminder:


Tell Scouts to think of two ways they can practice their duty to God. Review the requirements
of the adventure and identify the activities that are to be done with their families. Remind them
to have an adult in their family inform you of when the requirements have been completed.
This should also be communicated to each family in the method they prefer.

AFTER THE MEETING


• Serve refreshments, if desired.
• Record completion of requirement 6.
• Ensure cleanup takes place.
• Bring the decorated cloth or posters to the next pack meeting and display it.

MEETING 2 PLAN
PREPARATION AND MATERIALS NEEDED
• Arrange a time and place for casting each Scout’s footprint on paper or in plaster of paris before the
meeting (Activity 2).
• Collect ribbons and dowels to create footprint wall hangings if the Cub Scouts use plaster of paris, or
construction paper, paints, permanent markers, and wiggle eyes, etc., if they use paper.
• Printed copies of wolf prints, enough to make a trail around the meeting place (Gathering).
• Poster board with words for the “America’s Great Beauty” song. Bring a recording of the “Battle Hymn
of the Republic” so Scouts can learn the tune if they do not already know it (Opening, requirement 5).
• Notify parents that the Scouts will be using paints during the meeting, so they should wear an activity
shirt under the Cub Scout uniform or bring an art smock to wear over their uniform.

GATHERING
Wolf Prints Game. Place the wolf print copies in a trail around the floor of the meeting place. Have the
trail change direction at several points and leave an activity card in those places with an activity instruc-
tion on each card. For example: “Jump in place five times.” “Walk twice in a circle.” “Say the Scout
Law.” “Say the Scout Oath.” “Show a sign of being reverent.” “Reach up high.”

OPENING (REQUIREMENT 5)
• Conduct a flag ceremony of your choosing that includes the Pledge of Allegiance and the Scout Oath
and Scout Law.

Duty to God Footsteps 53


• To complete requirement 5, Scouts sing a song. Feel free to select a song or sing “America’s Great
Beauty” (to the tune of the “Battle Hymn of the Republic”).
My eyes have seen the beauty of the land and skies and seas,
America’s great beauty makes me fall upon my knees.
To thank my God who made her, and to ask him please,
Keep my homeland safe and strong.

TALK TIME
• Carry out business items for the den.
• Allow time for sharing among Cub Scouts.

ACTIVITIES
◆◆ Activity 1: Duty to God (Optional)
Have Scouts share with the den how they do their duty to God or share a faith tradition that their family
practices. They may bring pictures, books, or other items to make a presentation.

◆◆ Activity 2: My Footprints (Optional)


Have paints, permanent markers, and other craft materials on hand for Scouts to decorate the footprint
they made on paper or in plaster of paris.

CLOSING
Have each Scout show their footprint and tell about how it was decorated. Then gather in a circle and tell
them: All of these footprints are different, not only in size and how you decorated them but also in how
unique each one of you is. You are very special, not only to your families but to God, too. In the years
ahead, you will continue to grow and your own footprints will get bigger; as this happens, remember to
keep your feet moving forward, doing your duty to God.

AFTER THE MEETING


• Serve refreshments, if desired.
• Record completion of requirement 5.
• Work together to clean up the meeting place.

Upon completion of the Duty to God Footsteps adventure, your Wolves will have earned
the adventure loop shown here. Make sure they are recognized for their completion by
presenting the adventure loops, to be worn on their belts, as soon as possible according
to your pack’s tradition.

MEETING 2 RESOURCEGAME (GATHERING)

54 WOLF
HOWLING AT THE MOON
RATIONALE FOR ADVENTURE
This adventure will give Cub Scouts an opportunity to become comfortable speaking in front of others.
It will also serve as a foundation for organizing and performing a campfire or pack meeting program.

TAKEAWAYS FOR CUB SCOUTS


• Working together to share ideas
• Being part of a team
• Learning to cope with stress, fear, and anxiety
• Participating in a campfire or pack meeting program
RACTE

• A Scout is helpful, cheerful, trustworthy.


HA

R
CO S
M PA S

ADVENTURE REQUIREMENTS Wolf Handbook, page 68


Complete the following requirements.
1. Show you can communicate in at least two different ways.
2. Work with your den or family to create an original skit.
3. Work together with your den or family to plan, prepare, and rehearse a campfire program to present
at a den meeting or pack program.
4. Perform your role for a den meeting or pack program.

NOTES TO DEN LEADER


Meeting 3 is where the families in your den come together to perform. In this den meeting plan, the
meeting is designed to be a campfire. You may do this activity at a den or pack meeting. Make sure
that all of the Scouts’ families are invited as soon as the time and location are arranged, and that any
needed props are provided or brought by the Scouts.
See the appendix for optional den meeting activities, including openings, gatherings, and closings.

MEETING 1 PLAN
PREPARATION AND MATERIALS NEEDED
• U.S. and den flags
• “Paper Route” game items (Gathering)
— One door mat or small rug
— One newspaper per Scout, rolled and secured with tape
• Items for the obstacle course activity (e.g., pool noodles, hula-hoops, rope, sports cones) (Activity 1)
• Copies of the Cub Scout motto sign language demonstration from the Wolf Handbook (one per
Scout, Activity 2)
• One talking stick, prepared before the meeting (see Meeting 1 Resources)
• Poster board or whiteboard for recording the den’s campfire plans (Activity 3)

Howling at the Moon 55


GATHERING
Play the “Paper Route” game (see Meeting 1 Resources).

OPENING
• Conduct a flag ceremony of your choosing that includes the Pledge of Allegiance and the Scout Oath
and Scout Law.
• Have the denner call roll. Each Scout should respond with a different friendly greeting.

TALK TIME
• Introduce the Howling at the Moon adventure to the den. Build interest by describing the goals of the
adventure and some of the activities that are planned.
• Carry out business items for the den.
• Allow time for sharing among Cub Scouts.
• Introduce the talking stick (see Meeting 1 Resources for instructions on how to make one). Then have
everyone take turns sharing something about their favorite game or movie while they are holding the
stick. Remind them that the holder of the stick is the only one who can talk at that time.

ACTIVITIES (REQUIREMENT 1)
First, invite the Wolf Scouts to howl like wolves. Then say: “Howling is one way that wolves communi-
cate. Let’s find other ways to communicate with each other.”

◆◆ Activity 1: Obstacle Course


• Have the Scouts go through an obstacle course around the room or outdoors, using the items you
collected. Divide them into teams of two, with one Scout wearing a blindfold and the other player
leading that Scout through the course.
• The first time around, seeing players each hold their partner’s arm and can speak directions. Then
they switch roles and go through the course again. This time, seeing players DO NOT speak and use
only their hand to guide their partner.
• Remind everyone that a Scout is helpful and trustworthy. Blindfolded Scouts should be able to trust
that they are being led in the right direction.
• After each team has gone through the course twice, ask these questions:
— “What did it feel like to close your eyes not knowing where you were going?”
— “How did you feel when you had to be the ‘eyes’ of your buddy?”

◆◆ Activity 2: Silent Howl


• Now it’s time for the “silent howl”—speaking with our hands. Pass out copies of the Cub Scout motto
in American Sign Language (ASL) from the Wolf Handbook. Talk about times when this language is
needed (communicating when one person is deaf or hard of hearing). Then learn together how to say
the motto using ASL.
• Next, divide the Scouts again into teams of two. Have each pair come up with a word, phrase, or
sentence using hand signals. Then spend some time reflecting together on how easy or difficult this
was to do.

◆◆ Activity 3: Campfire Program


• As Wolf Scouts, the members of the den will plan, prepare, and present their own campfire program
to be performed at the event you have chosen such as a campfire, den meeting, or pack meeting.
Start a discussion about this by asking, “What do we need to do first?” Chart their ideas on the poster
board or whiteboard and save it for the next meeting, when the Scouts will complete their plan. The
key takeaway should be to have an opening, skits and/or songs, and a closing.

56 WOLF
CLOSING
• Gather everyone in a circle. Then pass the talking stick around, and have every Scout share their
favorite thing about being a Cub Scout.
• Close with a grand howl.

AFTER THE MEETING


• Serve refreshments, if desired.
• Work together to clean up the meeting place.
• Record completion of requirement 1.
• If plans are in place for the time and location of the Wolf den campfire (Meeting 3), share this information
with the Scouts’ families.

MEETING 1 RESOURCES
PAPER ROUTE (GATHERING)
Materials needed: one door mat or small rug; one newspaper per Scout, rolled and secured with tape
Set up the mat or rug—or an area marked off as “door mat”—and a throw line before starting. The
Scouts line up single file behind the throw line. Then Scouts each take a turn throwing, trying to hit the
door mat with their newspaper. See who can get the most accurate throw. (You can also give one point
for each time the newspaper lands on the mat.)

TALK TIME
This is one option for making your talking stick.
Materials needed:
• 10-12" stick approximately ¾" or a wooden dowel
• Thin cord (jute twine will work)
• Feathers
• 30 craft beads (colors of your choice)
• Paint pen
• Hot glue gun and glue (Only adults may use the hot glue gun.)
Directions:
• Decorate the dowel the way you like. Look for opportunities to make the decorations meaningful. For
example you may want to have 12 beads tied onto lacing or a paracord to represent the 12th point
of the Scout Law. Remember to use the square knot or other proper knots. Keep in mind that this
project will be handled by the Cub Scouts, so make sure your decorations are secured well.

MEETING 2 PLAN
PREPARATION AND MATERIALS NEEDED
• U.S. and den flags
— Jokes from Boys’ Life magazine, printed and cut out. (Jokes should be ones that can be
acted out.)
• The following items from Meeting 2 Resources:
— Symbolic campfire, prepared before the meeting

Howling at the Moon 57


• One copy of the den skit planning sheet
• Run-on scripts, one copy per Scout
• Pencils
• Talking stick
• Poster board or whiteboard for listing campfire ideas
• One copy of the Campfire Program Planner (in Meeting 2 Resources)
• Copies of the Cub Scout motto sign language demonstration from the Wolf Handbook (one per
Scout, Closing)

GATHERING
• As the Scouts arrive, divide them into teams of two; if you have an odd number, one of them can be
paired up with the den chief or the assistant den leader. Give each pair a joke from Boys’ Life mag-
azine and have them practice converting the jokes to skits or run-ons for their program. Then have
them practice by performing the prepared run-ons in Meeting 2 Resources.
• Run-ons may be done in two different ways. (1) Two Scouts walk on to the stage together like they
are having a conversation, stop in the middle to perform their lines, then walk off together. (2) One
Scout is already on stage and the other runs into the scene. Then they exchange their lines and both
run offstage.

OPENING
• Conduct a flag ceremony of your choosing that includes the Pledge of Allegiance and the Scout Oath
and Scout Law.

TALK TIME
• Carry out business items for the den.
• Allow time for sharing among Cub Scouts.

ACTIVITIES
◆◆ Activity 1: Skit Writing (Requirement 2)
• Have the Scouts write at least one original campfire skit using the den skit planning sheet. Let
everyone work together on a single skit or divide them into groups to create two skits—as long
as each Scout has a part to perform.
• To keep the activity moving along, it may be best to have the den chief write down the lines as the
Cub Scouts create them. Also, as the den leader, you must make sure the material remains positive in
its tone and is in the spirit of the Scout Oath and Scout Law. If you see something negative, ask the
Scouts what part of the Scout Law does the material reflect.

◆◆ Activity 2: Skit Rehearsal (Optional)


• Have the Scouts run through their skit(s) one or two times. If you have two groups, let one be the
audience while the other group performs.
• Talk about the role of an audience: A good audience is quiet, listens, keeps still, hands to self, etc.
Applause (or a howl!) at the end gives performers recognition for “doing their best.” Remember,
“a Scout is cheerful” and can show support by laughing at jokes in the skit or answering questions if
the performers ask for audience participation. If time allows, teach a cheer the audience can add to
their applause.
• Remind the performers to speak clearly, slowly, and loudly enough that everyone can hear. They
should face the audience, and remember, this is their moment to enjoy being a star!

58 WOLF
◆◆ Activity 3: Campfire Planning (Requirement 3)
• Using the Campfire Program Planner, have the Scouts prepare the rest of their campfire. Tell them
that you, as the den leader, will help with some parts of the campfire, but that they will be responsible
for the good cheer, skits, and songs. Pass the talking stick around so everyone can suggest activities
while you list their ideas on the whiteboard. Then write the final plan in the program planner.
• Rehearse the program—where to enter, exit, etc. As you do this, list all the props and costumes that
will be needed and make plans for having these ready.

CLOSING
• Bring everyone together in a circle, and remind them of the time and place of their campfire presentation.
Then recite the Cub Scout motto—“Do Your Best”—using the sign language they learned from the
previous meeting. Follow this with a grand howl.
• Confirm that the Scouts’ families know the time and location of the next meeting, and make sure all
the props and refreshments will be ready.

AFTER THE MEETING


• Serve refreshments, if desired.
• Record completion of requirements 2 and 3.
• Work together to clean up the meeting place.

MEETING 2 RESOURCES
GATHERING
Run-On Scripts
• Make two copies of these scripts for each pair of Scouts in the Gathering.
• Run-ons may be done in two different ways:
— Scout 2 is already on stage, and Scout 1 runs into the scene. Then they exchange their lines, and
one or both Scouts run offstage.
— Scout 1 and Scout 2 walk on to the stage together like they are having a conversation, stop in the
middle to perform their lines, then walk off together.
Run-On 1
Scout 1 (running on stage, yelling): They’re after me, they’re after me!
Scout 2: Who is after you?
Scout 1: The squirrels, of course.
Scout 2: Why are squirrels after you?
Scout 1: They think I’m nuts. (Runs off stage.)
Run-On 2
Scout 1: Hey, [Scout 1’s name], do you know why the Cub Scout put a trumpet in the freezer?
Scout 2: No, why did the Cub Scout put a trumpet in the freezer?
Scout 1: The Cub Scout wanted to play cool music.
Run-On 3
Scout 1: Hey, [Scout 1’s name], do you know the quickest way to double your money?
Scout 2: No, what’s the quickest way to double your money?
Scout 1: Fold it in half!
(Scout 2 shakes head, looking annoyed.)

Howling at the Moon 59


Run-On 4
Scout 1: What travels faster, heat or cold?
Scout 2: Heat, of course.
Scout 1: How do you know that?
Scout 2: Heat has to travel faster, because you can catch a cold!
Run-On 5
Scout 1: Hey, [Scout 1’s name], why are fish so much smarter than some fishers?
Scout 2: That’s easy. Because fish travel in schools!
Run-On 6
Scout 1: Hey, [Scout 1’s name], why did you eat that dollar?
Scout 2: Because it was my lunch money.
(Scout 1 shakes head in frustration.)

TALK TIME
Symbolic Campfire
Materials:
• 8 pieces of wood, 2"x12"
• 12 nails, 3½"
• Hammer
• Red cellophane or tissue paper
• Flashlight
Directions:
1. Nail together the pieces of wood in the pattern above.
2. Insert red cellophane—or red, yellow, and orange tissue
paper—in the center.
3. Place the flashlight, with the light facing up, in the center so it shines up through the cellophane.

60 WOLF
ACTIVITIES
Den Skit Planning Sheet (Activity 1)

Theme (or the story’s message):

Skit title:
Number of actors (total number of the Scouts in den):

Briefly describe what happens as each part this outline is played out in the skit.
Note: Keep it simple. Keep it short (three to five minutes). Keep it in good taste.

A Scout (or a group of Scouts) wants something:

The Scout (or group) starts to reach that goal:

Obstacles stand in the way:

The Scout (or group) uses knowledge to achieve the goal:

Howling at the Moon 61


Campfire Planning (Activity 2)

THE CAMPFIRE PROGRAM PLANNER


Be sure that every feature of this campfire program upholds Scouting’s highest traditions. How to use this sheet:
1. In a campfire planning meeting, fill in the top of the Campfire Program sheet (over).
2. On the Campfire Program Planner (below), list all units and individuals who will participate in the program.
3. Write down the name, description, and type of song, stunt, or story they have planned.
4. The master-of-the-campfire organizes songs, stunts, and stories in a good sequence, considering timing, variety,
smoothness, and showmanship.
5. The master-of-the-campfire makes out the Campfire Program sheet (over).
6. Copies of the program are given to all participants.

Cheer Planner Spot Campfire Program Planner

Group or
Description Type Spot
Individual

Song Planner Spot

Opening

Closing

Headliner Main event

Song leader

Cheerleader

62 WOLF
CAMPFIRE PROGRAM
Place _______________________________
Campers notified Area set up by
Date ________________________________
Time ________________________________ Campfire planning meeting
Camp director’s approval _____________ MC Campfire built by
_____________________________________
Song leader Fire put out by

Cheermaster Cleanup by

Spot Title of Stunt, Song, or Story By Time

1 Opening (and fire lighting)

2 Greetings (introduction) MC

3 Sing Yell

10

11

12

13

14

15

16

17

18

19

20

21

22

430-696WB
2011 Revision

Howling at the Moon 63


MEETING 3 PLAN
PREPARATION AND MATERIALS NEEDED
• Make sure all Scouts and families know the time and place of the performance or campfire.
• Ensure that the families in your den will bring any props or other items they need.
• Complete the Campfire Program Planner with all sections filled out.
• Cub Scout Vespers, printed in large letters on a poster board
• Confirm transportation to and from the event is in place, if different from your normal den or
pack meeting.

GATHERING
As the Scouts arrive, gather them together to rehearse the skit(s) and run-ons. Review the order of the
program, and remind each Scout of what they will be doing.
Set up the campfire. If indoors, use a mock campfire; if outdoors, you may do a real campfire. Remember
that liquid fuels are not allowed in Scouting.

OPENING
• Welcome families to the “Wolf Den Campfire.”
• Conduct a flag ceremony of your choosing that includes the Pledge of Allegiance and the Scout Oath
and Scout Law.

TALK TIME
• Carry out business items for the den.
• Allow time for sharing among Cub Scouts.
• Discuss the upcoming pack meeting, where the Scouts will perform their original skit.

ACTIVITIES (REQUIREMENT 4)
Wolf Scouts perform their skit(s), run-ons, and the rest of the campfire program.

CLOSING
Have everyone sing the Cub Scout Vespers, to the tune of “O Tannenbaum” (or “O Christmas Tree”).

As the night comes to this land, I will always give goodwill.


On my promise I will stand. And follow my Akela still.
I will help the pack to go, And before I stop to rest,
As our pack helps me to grow. I will do my very best.

AFTER THE MEETING


• Serve refreshments.
• Record completion of requirement 4 (to be finalized following performance at the pack meeting).
• Work together to clean up the meeting place.
• Confirm that the Scouts’ families know the time and location of the pack meeting.

Upon completion of the Howling at the Moon adventure, your Wolves will have earned
the adventure loop shown here. Make sure they are recognized for their completion by
presenting the adventure loops, to be worn on their belts, as soon as possible according
to your pack’s tradition.

64 WOLF
PAWS ON THE PATH
RATIONALE FOR ADVENTURE
This adventure will encourage the development of hiking skills in Scouts.

TAKEAWAYS FOR CUB SCOUTS


• The Cub Scout Six Essentials: what they are and how to use them
• How the buddy system works and why we use it
• How to hike with Scouts
• Improving Scouts’ knowledge of the world around them
RACTE
HA

• A Scout is brave, clean.


C

CO S
M PA S

Wolf Handbook, page 76


ADVENTURE REQUIREMENTS
Complete requirements 1–5. Requirements 6 and 7 are optional.
1. Show you are prepared to hike safely in any outdoor setting by putting together the Cub Scout Six
Essentials to take along on your hike.
2. Tell what the buddy system is and why we always use it in Cub Scouting. Describe what you should
do if you get separated from your group while hiking.
3. Choose the appropriate clothing to wear on your hike based on the expected weather.
4. Before hiking, recite the Outdoor Code and the Leave No Trace Principles for Kids with your leader.
(This may be combined with requirement 3 of the Call of the Wild adventure.) After hiking, discuss how
you showed respect for wildlife.
5. Go on a 1-mile hike with your den or family. Find two interesting things that you’ve never seen before
and discuss them with your den or family.
6. Name two birds, two insects, and two other animals that live in your area. Explain how you
identified them.
7. Draw a map of an area near where you live using common map symbols. Show which direction is
north on your map.

NOTES TO DEN LEADER


This adventure has several choices based on which activities you choose to do with your den. These den
meeting plans, when followed as written, meet the requirements to earn this adventure. If you choose to
make adjustments, be sure you complete at least the minimum requirements.
Meeting 3 will take place at an outdoor location for a hike. Confirm the outing plan with families, including
transportation, all the necessary clothing, the Cub Scout Six Essentials, and any additional items they need
to bring. Make sure activity consent forms are distributed, signed, and collected.
It is a good idea to encourage parents and other adult family members to participate in den meetings. For
this adventure, several parents and other family members may want to participate in the hike so encourage
them to be part of the den meetings as everyone is getting prepared.
See the appendix for optional den meeting activities, including openings, gatherings, and closings.

Paws on the Path 65


MEETING 1 PLAN
PREPARATION AND MATERIALS NEEDED
• U.S. and den flags
• Trash bags
• Trail food items—could include raisins, chocolate-coated candies, nuts (check for allergies among
Scouts), dried fruit, granola, etc.
• Plastic resealable bags
• Any detailed local map (You may use an electronic map; confirm internet connectivity if doing so.)
• A map of the trail or area you will use for your hike
• Cub Scout Six Essentials: first-aid kit, filled water bottle, flashlight (check the batteries), trail food, sun
protection, and whistle
• Word strips to identify features on your detailed map. (This does not have to be a map of the trail
you are hiking.)

GATHERING
• Have each Scout make trail food to take on the hike. Give everyone a plastic resealable bag labeled
with their name. Show the Scouts the options, and allow them to choose and create a personal
trail mix.
• Encourage them to sample any unfamiliar items. Look for healthy options such as granola, dried
fruits, nuts, and seeds. Trail food should give you long-term energy. (Check for food allergies BEFORE
any sampling or assembling.)
• Once assembled, collect the bags for use on the hike.

OPENING
• Conduct a flag ceremony of your choosing that includes the Pledge of Allegiance and the Scout Oath
and Scout Law.
• Recite the Outdoor Code together. Ask Scouts to share one way the Outdoor Code makes a
difference to hikers.

TALK TIME
• Introduce the Paws on the Path adventure to the den. Build interest by describing the goals of the
adventure and some of the activities that are planned.
• Carry out business items for the den.
• Allow time for sharing among Cub Scouts.

ACTIVITIES
◆◆ Activity 1: Map Symbols Game (Optional)
• Introduce the hike, the highlight of this adventure, by showing the Scouts a map of the area that you
will be hiking.
• If your map shows the trail as a simple line drawing, acquire a map with details.
• Show the Scouts the key, and explain the symbols.
• Once they get the idea, play a game using word strips. Have a Scout pull a word strip, such as
“river,” out of the bag, read it aloud, and show where it is on the map. Word strip options include:
Highway Trail Building
Road River Park

66 WOLF
◆◆ Activity 2: Explore the Cub Scout Six Essentials (Requirement 1)
• If your Scouts have already assembled the Six Essentials as Tigers or during the Call of the Wild
adventure, simply review each item, and challenge the Scouts to remember the purpose of each.
Emphasize the importance of bringing water with them for the following reasons:
— Water will hydrate them.
— They cannot rely on the water along the trail because it may not be safe to drink.
— Natural streams and rivers may have harmful bacteria or germs in them.
• If they have not assembled the Cub Scout Six Essentials, introduce the idea by asking them what sorts
of items they should take on EVERY hike. Help them focus on the six items we want them to have.
Suggest that Scouts each have their own set of essentials in a small day pack or backpack that is
easy for them to carry. Remind them that they should bring these essentials each time they hike.
• Play the Cub Scout Six Essentials game.
— Divide the den into two groups.
— Have each group line up 20 feet from a table containing at least two sets of the Six Essentials, as
well as some other items that are not on the list of essentials.
— On “Go,” each team sends the first runner to the table. Runners select an item they think is one of
the six and then return to their team, tagging the next Scout in line.
— Play continues until one team has assembled the correct Cub Scout Six Essentials.

◆◆ Activity 3: Preparing for the Weather (Requirement 3)


• Discuss the types of weather you are expecting on the hike and how to prepare for any
unexpected weather.
• Have the Cub Scouts identify what type of clothing they should wear. Be sure they include hats that
cover their heads and ears. Explain what is meant by dressing in layers and the importance of proper
socks and shoes for the hike.
• Remind them that sunscreen is an important part of sun protection, which is one of the Six Essentials.
• If rain is a possibility, include a light rain jacket. A large trash bag can double as a rain jacket in
an emergency.

◆◆ Activity 4: Map Drawing (Optional)


• Have the Cub Scouts choose an area they would like to use for their map drawing. It should be an
area they see every day.
• Remind them that at the next meeting you will be drawing maps, and they should spend some time in
between looking for details to use on their maps.

CLOSING
• Offer a den leader thought regarding “Be Prepared.” When Scouts are prepared, they are not only
able to take care of themselves but also able to help other members of their den or community.
• Retrieve the flags.

AFTER THE MEETING


• Serve refreshments, if desired.
• Record completion of requirement 3.
• Work together to clean up the meeting place.

Paws on the Path 67


Do-at-Home Project Reminder:
Remind the families in your den to assemble their Cub Scout Six Essentials so they will be
ready for the hike. They should be brought to the next meeting for review. Note: If this is
your den’s introduction to the Six Essentials, suggest that Scouts and their families may be
able to minimize the cost by gathering some items from home rather than purchasing everything new.

MEETING 2 PLAN
PREPARATION AND MATERIALS NEEDED
• Review the Cub Scout rules for hiking safety (see Meeting 2 Resources).
• Additional maps and key labels for map game
• Map-drawing supplies—paper, colored pencils, rulers, etc.
• Animal identification information
• Pictures, drawings, etc., of animals in your area. Scouts will need to identify two birds, two insects,
and two animals for requirement 6.
• Items for making a compass or the “Binocular Balance” game (see Meeting 2 Resources)

Outdoor Meeting Options


The alternate meeting plan is designed to get the Scouts outside to use the hiking skills you’ve been
teaching this month in a fun, nonthreatening environment. Consider a school playground, nearby
park, or other open space near your normal meeting place. Set up stations in advance on the route
the Scouts will take. Have parents or guardians occupy the stations. Adapt the plans for Meeting 2
as appropriate to transfer activities to the selected outdoor location.

GATHERING
• Ask your den chief, assistant den leader, or parent helper to assist Scouts with the activities below.
• Review the Cub Scout Six Essentials that each member of the den has brought.
• Choose one of the following:
— Play the “Map Symbols” game from the last meeting. Use multiple maps so the Scouts can apply
their knowledge.
— Make a compass.
— Play the “Binocular Balance” game.

OPENING
Conduct a flag ceremony of your choosing that includes the Pledge of Allegiance and the Scout Oath
and Scout Law.

TALK TIME
• Carry out business items for the den.
• Allow time for sharing among Cub Scouts.

68 WOLF
ACTIVITIES
◆◆ Activity 1: STOP (Requirement 2)
• Ask the Scouts what to do if they are separated from the group on the hike. Steer them to the STOP
acronym featured in their handbooks. Reinforce the idea that a lost Scout is not in trouble for being
separated and that helpers may be out looking for them. Remind everyone that a Scout is brave,
and that while it may be scary to be separated from their buddy or the group, they need to stay calm
while they are waiting to be found. They have an important role to play in helping rescuers find them,
and they can do that by using STOP:
— Stay calm: Sit down, take a drink of water, and eat some trail food. Make sure you are comfort-
able, but stay where you can be seen. Don’t hide; you are not in trouble.
— Think: Think about how you can help your leaders or others find you. Stay where you are, and be
sure people can see you. Make yourself easy to find. Remember, if you are apart from the group,
people will come and look for you. Stay in one place where you can be seen.
— Observe: Listen for the rest of your group or for the people looking for you. Blow your whistle
three times in a row, then listen. Three of any kind of signal means you need help.
— Plan: Stay calm, and stay in one place. Plan how to stay warm and dry until help arrives.

◆◆ Activity 2: The Buddy System (Requirement 2)


Explore and understand the buddy system. The buddy system is a fundamental element of Scout safety
anytime, but especially in the outdoors. Each Scout is assigned a “buddy” for the duration of the event.
(If you have an uneven number of Scouts, put three together in one group.) Each pair is assigned a
number. That number is only theirs and the only one they should use in the event of a “buddy check.”
The buddy pairs should be close to each other at all times.
• Assign buddies.
• Practice buddy checks. When a leader calls “Buddy check!” the pair moves toward each other and waits.
Once the Scouts are with their partners, they call out their numbers in order—“1,” “2,” “3”—until all numbers
have been called. If you get through all the pair numbers, everyone is accounted for. Pairs are not allowed
to call their number if they are missing a member, so the process will stop. The process also stops if a
number is not called. Pairs can call only their own numbers and no one else’s number. Once everyone
understands the concept, it goes quickly and is a valuable tool for keeping track of everyone.
• Play a memory game. Start by asking who can name all 12 points of the Scout Law without help; they
don’t need to be in order. Have each Cub Scout write as many points of the Scout Law as they can
in one minute. After the minute is up, give each Scout a minute to join with a buddy to improve their
lists. The two-Scout lists should have more items than the single-Scout lists. Make the point that it’s
good to work with a friend.

◆◆ Activity 3: Draw Individual Maps (Requirement 7)


• It may be helpful for you to provide a detailed map for them to look at.
• See the steps for Activity 3 in the Meeting 2 Resources.

◆◆ Activity 4: Identify Local Creatures (Requirement 6)


Have the Scouts identify local creatures from pictures. Name two birds, two insects, and two animals.
If they have trouble with these identifications, show them the differentiating features (e.g., red
breast=robin). Have them write the names in their handbooks. Save the pictures for use on the hike.

CLOSING
• Practice buddy checks.
• Give final reminders for the hike, such as bringing the Cub Scout Six Essentials and a daypack to
carry their gear. Make sure all Scouts and their families know the plans.
• Retrieve the flags.

Paws on the Path 69


AFTER THE MEETING
• Serve refreshments, if desired.
• Record completion of requirements 1, 2, 6, and 7.
• Work together to clean up the meeting place.

MEETING 2 RESOURCES
GATHERING
Cub Scout Rules for Hiking Safety
1. Always tell someone where you are going and when you will return.
2. Never hike alone. Always use and practice the buddy system.
3. Dress properly for the weather and environment. Be Prepared for possible changes in the weather.
4. Bring the Cub Scout Six Essentials.
5. Avoid hiking along roadways, but if you must, obey all traffic signs and signals.
6. Stay on the trail, protect the environment, and leave the area better than you found it.
7. Be alert to dangerous animals, insects, and plants. Never touch a wild animal.
8. Take 1 pint of water for each hour you will be hiking. Never drink untreated water.

Tips for a Great Hike


• Practice a buddy check while on the hike to impress on all its importance.
• Designate a “lead” hiker and a “trail” or “sweep” hiker. No one passes the lead or falls behind
the sweep. These hikers should be able to contact each other, either with radios, or by passing a
message up the trail. Take care that no one gets separated.
• The lead hiker should set a pace that all can maintain. One way to do this is to have the slowest of
your group lead the way.
• When it’s time for a break, make sure everyone gets a rest—not just those at the front of the line.
• Scouts will forget to look at scenery, so stop the group and point out natural features, animal signs,
interesting plants, and other sights.
• Make sure Scouts keep a good spacing from the hikers in front of them. There should be enough
room to fall over without hitting anyone in front or back for all hikers. Help Scouts overcome the
natural inclination to pack together on the trail.
• Bring a resealable bag with 1 cup of plaster of paris inside. If you find any animal tracks along the
trail, mix some drinking water into the plaster and pour the mix into the tracks.

How to Make a Compass


Materials:
Bowl of water
Magnet
Large needle
Cork
Scissors
Directions:
• To magnetize the needle, rub the magnet down the needle 50 to 60 times. Always rub in the
same direction.
• Cut off a piece of cork one-half-inch thick.
• Put the needle through the cork, and place it in the water.
• Which way does it point? Turn the cork the other direction. What happens?

70 WOLF
Binocular Balance Game
Materials:
Binoculars
Chalk, tape, string, or cord
Chalk
Stopwatch
Directions:
• Challenge all the Scouts to see the world in a new way—specifically, from the wrong end of a pair
of binoculars.
• Set out your course by drawing it or marking it with tape, string, a long cord, or chalk. Challenge each
contender to walk along the line while looking through the wrong end of a pair of binoculars. The
players are not allowed to look away from the binoculars or stray from the line. If they do, they are
disqualified. The Scout who walks the line fastest and straightest is the winner.

ACTIVITIES
Activity 3: Draw Individual Maps
Teaching Maps to Cub Scouts
• Things you’ll need:
— One local map for each Scout or pair of Scouts
— Direction signs: north, south, east, west
— Two sheets of chart paper—one blank, one with a sketch of the area around your meeting location
— Markers
— Building blocks
— Yarn
— Sticky notes with map symbols
— Graph paper and pencils
• Post signs on the four walls of the room indicating the four cardinal directions. Ask your Scouts to
stand up and face north. Repeat for south, east, and west.
• Gather the Scouts in one section of the room, and tell them they need to listen carefully and
follow instructions.
• Give verbal directions such as “Take five steps to the south. Turn right at the bookcase.” Your instructions
might lead outside or to a place where you can reward them with a special snack or game.

Drawing Maps N
• Refer to the signs on the four walls of the room to in-
dicate the four cardinal directions. Ask your Scouts to
stand up and face north.
• Place a sheet of chart paper on the floor in the middle of
the room or on a table in the middle of the room.
W E
• Draw an outline of the room on the paper. Direct Scouts
to identify which lines on the map correspond to the walls
of the room.
• Ask what is missing from the drawing on the paper and
the room itself. Accept suggestions from the Scouts.
Identify where items in the room are located, and mark S
their location on the drawing.
• Your drawing may have a variety of tables, chairs, lamps, and other objects represented on the drawing.
• When finished, the “map” may look similar to the example here.
Paws on the Path 71
Orienting a Hand-Drawn Map to North
• Use the Scout-made compass and the map drawn above to show how the north-seeking arrow
matches the map.
• Rotate the map so that it is no longer oriented properly. Ask the Scouts how the compass can be
used to point the map in the right direction.
• Have the Scouts rotate the map so that it is again oriented toward the north. Confirm when the map
is properly oriented.

Model to Map
• In advance, sketch the area around your meeting place on chart paper as on the example. Draw a
compass rose on the map to help the Scouts orient the map.
• Have the Scouts assist you in laying down the map so that it is oriented to the north. Use their Scout-
made compasses or another compass and the labels posted in the room.
• Display some building blocks. Ask the Scouts to indicate where the den meets and place a block in
that position. Tape the map symbol for that structure on the block.
• Do this for a variety of other structures in the area: houses, stores, railroad tracks, streams (use a
piece of yarn to mark a stream on the map). When five to six different structures are marked on the
map, ask the Scouts how the blocks on the table are like the space outside the meeting place.
• Provide Scouts with a sheet of graph paper and a pencil. Ask them to create a map on their sheets of
paper by reproducing the map with the building blocks.
• Once they have the basic area sketched out, talk about what places and objects lie within that area.
Work as a group to create a map key of five things that should be indicated on the map. Have the
Scouts draw the key in the corner of their maps. They should also draw a compass rose to indicate
the directions.
• Tell the Scouts to use the key to draw the symbols for each location or object at the place where it is
located within the boundaries they have drawn. They may need help, so you can guide them to figure
out, for instance, that the bookcase is located on the eastern wall in the right hand corner. Remind them
they can use the compass rose and the direction signs to help determine the correct map location.
• After Scouts have a firm grasp of symbols and directions, have them map their bedrooms, houses, or
streets. This task can be done at home and brought to the next den meeting.

72 WOLF
MEETING 3 PLAN (Den Outing)
PREPARATION AND MATERIALS NEEDED
• Confirm that transportation to and from the event is in place. Secure signed activity consent forms.
• The unit den leader should bring a copy of the Guide to Safe Scouting.
• Trail food from Meeting 1
• Water to fill bottles as needed
• Trail map(s)
• Creature identification information
• Thank-you notes
• Cub Scout Six Essentials for each Scout
• Magnifying glasses for Activity 1

GATHERING
• Conduct a gear check as Scouts arrive, fill water bottles, distribute trail food, tie shoes, etc.
• Remind Scouts of hiking rules (see Meeting 2 Resources) and that a Scout is clean: They respect the
environment, and they do not put trash on the trail.
• As a group, lead Scouts as they recite the Outdoor Code and Leave No Trace Principles for Kids.
Focus on ways that Scouts can demonstrate the principle of “Respect Wildlife” (requirement 5).
• Refresh animal identification information.

OPENING
Conduct a flag ceremony of your choosing that includes the Pledge of Allegiance and the Scout Oath
and Scout Law.

TALK TIME
• Carry out business items for the den.
• Allow time for sharing among Cub Scouts.

ACTIVITIES
◆◆ Activity 1: Hike (Requirement 5)
There are a number of ways to encourage Scouts to engage with the natural world as they hike. Giving
Scouts a focus can help ensure that they take in the sights, sounds, smells, and textures around them.
Here are a few activities you might include as you hike:
• I Spy: Choose a descriptive word, and have everyone in the den hunt for objects in nature that fit that
description. For example, say, “I spy something smooth.” Then have Scouts look around as they hike
and name smooth items they see, such as a rock. Scouts can take turns as the leader, choosing new
descriptive words to search for as they walk.
• Zoom In: Bring a number of small, inexpensive magnifying glasses on the hike. When it’s time for a
break, give everyone a magnifying glass and point out a few interesting objects, such as chewed-up
leaves or tiny insects, for them to examine up close.
• Slow It Down: After you’ve had a chance to hike for a short distance, have the Scouts pause to take
in their surroundings—one sense at a time. First have them look around and notice the details of what
they see (e.g., the light, shapes, lines, colors). Then have them stand very silently for a short time,
listening for sounds from nature. Follow that up by selecting several safe objects the Scouts can feel,
such as bumpy tree bark or a cool rock. A leaf or a flower might be a good opportunity to explore the
sense of smell as well. If Scouts ask about the sense of taste, remind them that it’s not safe to taste
items they find in nature.

Paws on the Path 73


• Tell a Story: Have Wolf Scouts bring a small journal and a pencil (or several colored pencils) to record
what they see along the trail. When the group stops to rest, have everyone take the first few minutes to
quietly jot down notes or draw sketches to capture interesting things they have seen. The notes or sketch-
es will help the Scouts when it’s time to record their observations in their handbooks for requirement 6.

◆◆ Activity 2: Trail Games and Hiking Songs (Optional)


See Meeting 3 Resources.

◆◆ Activity 3: Creature Hunt (Requirements 5 and 6)


Scouts should find two interesting things on the trail to record in their handbooks.

CLOSING
• Guide Scouts in a reflection on ways they showed respect for wildlife (requirement 4).
• Thank You Circle: Everyone—Scouts and leaders—forms a circle and links hands. Go around the
circle, and give everyone the opportunity to say thank you for something. (Arrange the group so that
the person on your left is already prepared and will give a good answer to set the tone.) Say some-
thing like, “You’ll know it’s your turn when the person before you squeezes your hand. You can say
something out loud if you like, or just think something to yourself. When you are done, you squeeze
the hand of the next person, and so on, around the circle.”
• You will be last; use your turn to thank the Scouts for the great job they did on the hike, thank any
leaders who helped today, and add anything else you’d like. Close with the Scout Benediction: “May
the great Scoutmaster of all Scouts be with you until we meet again.”

AFTER THE MEETING


• Write thank-you notes to those who helped.
• Record completion of requirements 4, 5, and 6.

MEETING 3 RESOURCES
ACTIVITIES
Activity 2: Trail Games
If you notice young hikers start to complain about the hike or boredom sets in, try some of these
games and songs to keep them moving down the trail while distracting them from thinking about the
remaining distance.
• ABC’s: Starting at the beginning of the alphabet, identify something on the trail that begins with
“A,” and work your way to “Z.”
• The Never-Ending Story: One person begins to tell a story and passes it along to another person
to continue the plot, and so on. This can be a successful way to keep the group hiking together,
laughing, and being creative.
• Categories: Think of a topic, such as animals, colors, cartoon characters, or U.S. states. Each hiker
takes a turn identifying something in the category. This continues to rotate through the group. If a hiker
cannot think of something or they repeat something that has already been said, that person is out.
• Riddles/word games: Brain teasers are fun and entertaining for hikers of all ages. There are several
resources on the Web to find appropriate riddles. Here are just a couple of examples:
Q. What happens once in a minute, twice in a moment, but never in a thousand years?
A. The letter “M”
Q. What is round on both ends and “hi” in the middle?
A. Ohio
Q. What travels around the world, but stays in a corner?
A. A postage stamp

74 WOLF
• Minute Mysteries: Similar to riddles, minute mysteries can keep a group entertained for quite a while
on the trail. Search the internet for minute mysteries to find numerous short mysteries to solve. Here
are some brief examples:
Q. A man leaves home, takes three left turns, and returns home to find two people in masks waiting
for him. Who are the people in masks?
A. It’s a baseball game; the two people in masks are the catcher and umpire.
Q. A cowboy rides into camp on Tuesday, stays three days, and leaves on Tuesday.
How is this possible?
A. The cowboy’s horse is named Tuesday.
Q. A woman pushes a car up to a hotel and realizes she is bankrupt. How can this be?
A. The woman is playing Monopoly.

◆◆ Activity 2: Hiking Songs for Scouts


Along the Trail
(original author unknown; sung to “Frère Jacques”)
Let’s go marching, let’s go marching,
Along the trail, along the trail.
I love to march fast; I love to march slow,
Along the trail, along the trail.
(For additional verses, substitute other actions for marching.)

March and Sing


(original author unknown; sung to “Here We Go Round the Mulberry Bush”)
Along the trail we march and sing,
March and sing, march and sing.
Along the trail we march and sing,
Along the trail today.
(Additional verses: We huff and puff; skip and whistle; swing our arms)

I Met a Bear
(original author unknown; sung to “Skip to My Lou”)
I met a bear along the trail, I met a bear along the trail,
I met a bear along the trail, I better step aside.
(Additional verses: I met a skunk; squirrel; deer; etc.)

Upon completion of the Paws on the Path adventure, your Wolves will have earned the
adventure loop shown here. Make sure they are recognized for their completion by
presenting the adventure loop, to be worn on their belt, as soon as possible according to
your pack’s tradition.

Paws on the Path 75


NOTES

76 WOLF
RUNNING WITH
THE PACK
RATIONALE FOR ADVENTURE
This adventure will promote physical fitness and good health through games and other fun activities.

TAKEAWAYS FOR CUB SCOUTS


• Activities increase our level of fitness and make us feel better about ourselves.
• Good sportsmanship is just as important as skill in sports and active games.
• Choosing nutritious foods will help you live an active life.
RACTE
HA

• A Scout is friendly.
C

CO S
M PA S

Wolf Handbook, page 92


ADVENTURE REQUIREMENTS
Complete the following requirements.
1.  Play catch with someone in your den or family who is standing five steps away from you. Play until
you can throw and catch successfully at this distance. Take a step back and see if you can improve
your throwing and catching skills.
2. Practice balancing as you walk forward, backward, and sideways.
3. Practice flexibility and balance by doing a front roll, a back roll, and a frog stand.
4. Play a sport or game with your den or family, and show good sportsmanship.
5. Do at least two of the following: frog leap, inchworm walk, kangaroo hop, or crab walk.
6. Demonstrate what it means to eat a balanced diet by helping to plan a healthy menu for a meal for
your den or family. Make a shopping list of the food used to prepare the meal.

NOTES TO DEN LEADER


If a medical provider certifies that a Wolf Scout’s physical condition will prevent the completion of one
or more of the requirements in this adventure for an undetermined period of time, the Cubmaster and
pack committee may authorize substituting up to three requirements from elective adventures.
The Meeting 3 activity will be a game chosen by the Cub Scouts in your den. Make sure all the
needed materials are there, and if the game requires special equipment or a large playing field,
contact a nearby school, community college athletic department, or the local parks and recreation
office for assistance.
You can make this adventure special by contacting a local sports team to see if a player or coach can
be part of the fun.
See the appendix for optional den meeting activities, including openings, gatherings, and closings.

MEETING 1 PLAN
PREPARATION AND MATERIALS NEEDED
• U.S. and den flags
• Two or three balls for playing catch (Gathering)—Tennis balls work best. If you use baseballs, be sure
everyone has gloves that fit.
• Find a 6-foot-long 2x4 board to serve as a balance beam.
• Items for the “Under the Broom” game:

Running With the Pack 77


— One broomstick or pole
— Enough books to build two stacks about three feet in height and level with each other. You should
be able to remove a few books from the stacks for each round of the game, while still keeping the
stacks at an even level.

GATHERING (REQUIREMENT 1)
• As Wolf Scouts arrive, divide them into two or three groups to play catch, counting how many throws
each group can achieve without the ball being dropped.
• At first, have the Scouts stand 5 steps away from each other; after a few throws, they should step
back to make the game a little more challenging.
• Remind them that a Scout is friendly; it is important that everyone participates, and no one feels
left out. Some Cub Scouts are already involved in sports and are athletic. Ask those Scouts to
coach others.

OPENING
• Conduct a flag ceremony of your choosing that includes the Pledge of Allegiance and the Scout Oath
and Scout Law.
• Have Scouts share one way to demonstrate good sportsmanship.

TALK TIME
• Introduce the Running With the Pack adventure to the den. Build interest by describing the goals of
the adventure and some of the activities that are planned.
• Carry out business items for the den.
• Allow time for sharing among Cub Scouts.
• Explain that the Gathering game was not only fun to play but also a way to improve physical fitness
through practice. Go over the requirements for this adventure, assuring the Scouts that it will be full
of activity and that everyone will learn ways to keep themselves healthy and fit.

ACTIVITIES
◆◆ Activity 1: Balance and Flexibility Games (Requirement 2)
Divide the den into two groups. One group
will practice on the balance beam—walking
forward, backward, and sideways. The other
group will play “Under the Broom”:
• Build two stacks of books about three
feet high and at least three feet apart.
Lay a broomstick or pole across them.
The Scouts line up, and each Cub Scout
crawls under the broomstick, then
returns and goes to the end of the line.
When everyone has crawled through, re-
move one or two books from each stack
to lower the broomstick, and try again.
• After a few rounds, let the two groups switch places; both the balance beam and “Under the Broom”
will help them develop flexibility.

◆◆ Activity 2: Planning a Nutritious Meal (Requirement 6)


• Ask Scouts to share why eating nutritious foods is important. Can they think of any nutritious foods
they enjoy eating?

78 WOLF
• Guide them to look under requirement 6 in their handbooks to learn more about some nutritious food
options. Explain that they will be working with their families during the week to choose and prepare
a meal. Scouts should be ready to share about their meals, including what was hard, easy, fun, or
surprising, at the next meeting.

◆◆ Activity 3: Skin the Snake (Optional)


• This team-building game begins with Scouts lined up single file. The Scout at the back of the line
stoops over, places their right hand between their legs, and with their left hand grasps the right hand
of the player in front of them. The others do the same until everyone is connected.
• Next, the player at the end of the line lies down on their back. The Scout in front of them backs up by
straddling and walking over their body; then that Scout lies down, too, placing their feet next to the
other Scout’s shoulders.
• All the players follow this same pattern, without anyone unclasping hands. Then the last one to lie
down gets up and walks forward, straddling all the other players and pulling them up, too, as they go.
This resembles a snake shedding its skin.

CLOSING
Emphasize that the Scouts showed “A Scout is friendly” during this meeting by making sure all their
friends participated and no one felt left out of the games.

Do-at-Home Project Reminder:


Tell Scouts to complete requirement 6 at home, helping to plan a healthy meal for their
family based on what they have learned about eating a balanced diet. They should make a
shopping list for this meal, and bring the list to the next meeting.

AFTER THE MEETING


• Serve refreshments, if desired.
• Record completion of requirements 1 and 2.
• Work together to clean up the meeting place.

MEETING 2 PLAN
PREPARATION AND MATERIALS NEEDED
• U.S. and den flags
• 1 large sheet of paper or poster board per Scout (Opening)
• Materials for the relay game (Activity 2)
— Two balls of equal weight and size
— 6-foot-long 2x4 board to serve as a balance beam
— 1-foot-tall objects to serve as obstacles
— Cones or markers to define start and endpoints of the race
— Buckets
• Large poster board and markers (Talk Time)

GATHERING (Requirement 5)
• As Scouts arrive for the meeting, have the den chief, assistant den leader, or a parent show them
how to do the frog leap, inchworm walk, kangaroo hop, and crab walk (see Meeting 2 Resources).
Make sure everyone practices at least two of the exercises.

Running With the Pack 79


• Using paper or poster boards, have each Scout create a sign to hold up during the opening
ceremony (see Opening).

OPENING
• Conduct a flag ceremony of your choosing that includes the Pledge of Allegiance and the Scout Oath
and Scout Law.
• Simulate an international athletic event opening ceremony by having Scouts each carry in a sign
announcing who they represent. This can indicate their country of ancestry, family name, street,
or school.

TALK TIME
• Carry out business items for the den.
• Allow time for sharing among Cub Scouts.
• Explain that the skills they practiced during the Gathering will help them play the “Running with the
Pack” relay game.
• Ask Scouts to offer examples of good sportsmanship. Write their answers on a poster board.
(Note: This board will be used again in Meeting 3.)
• Have Scouts who completed requirement 6 at home share the shopping list and other information
about the healthy meal they planned and prepared for their families.

ACTIVITIES
◆◆ Activity 1: Balance and Flexibility Exercises (Requirement 3)
Have everyone practice doing front rolls, back rolls, and frog stands. (See Meeting 2 Resources.)

◆◆ Activity 2: “Running with the Pack” Relay Game (Optional)


• Play the relay game. (See instructions in Meeting 2 Resources.)
• After the game, discuss the good sportsmanship examples provided during Talk Time. Remind them
that a Scout is courteous to all others, and ask if they demonstrated this quality by practicing good
sportsmanship during the relay game. If they had trouble being good sports, lead a reflection about
what could have gone better and why good sportsmanship is important.

CLOSING
• Say the Scout Oath together. Tell Wolf Scouts that when they did the Gathering exercises and played
the relay game, they were having fun but also living out their promise to keep themselves “physically
strong.” Also, when they practice good sportsmanship, they show that “a Scout is friendly” and “a
Scout is courteous”—two points of the Scout Law.
• Have everyone vote on a game to play as the activity at Meeting 3. Give them three choices (e.g.,
basketball, kickball, ultimate, bowling, volleyball, etc.).
• If Meeting 3 will be held at a different location to play the game, make sure all arrangements and
transportation plans are set.

AFTER THE MEETING


• Serve refreshments, if desired.
• Record completion of requirements 3, 5, and 6.
• Work together to clean up the meeting place.

80 WOLF
MEETING 2 RESOURCES
GATHERING
Inchworm Walk
• Have Cub Scouts support their bodies on
their hands and feet with their legs extended
behind them. Keeping their hands in place,
they walk on their toes with short steps until
their feet are near their hands.
• Then, without moving their feet, they walk
forward on their hands with short steps until
their original position is attained.
• Repeat the exercise, having Scouts
alternately walking on their toes and hands.

ACTIVITIES
◆◆ Activity 1: Balance and Flexibility Exercises
Front Roll Back Roll

The front roll, back roll, and frog stand will help Wolf Scouts in testing and improving Frog Stand
their ability to keep their balance and be flexible. Some may have a little difficulty
with these exercises, but they should “do their best.”

◆◆ Activity 2: “Running with the Pack” Relay Game


• Set up the “Running with the Pack” relay course with signs to indicate
what the players should do along the way. For example: Start, front roll,
walk the balance beam, back roll, go under the broom, jump on both
feet over a 1-foot-tall obstacle, crab walk, frog leap, and toss a ball
into a bucket.
• Have the den chief or an adult leader demonstrate how to go through
the course. Then divide the Scouts into two teams—lined up one behind
the other. Each person, in turn, follows the course to the end. After they
finish, they run back and tag the next person in line. When everyone on
a team has completed the course, the team members shake hands and
do their cheers. If time permits, have everyone try the course again to
see if they can improve their time.

Running With the Pack 81


MEETING 3 PLAN
PREPARATION AND MATERIALS NEEDED
• U.S. and den flags
• Equipment for the game the den selected
• The sportsmanship poster board the den filled out at Meeting 2
• Confirm that transportation to and from the event is in place. Secure signed activity consent forms.
• The unit den leader should bring a copy of the Guide to Safe Scouting.

GATHERING
As Scouts arrive, have them practice the skills they will use in the game.

OPENING
Conduct a flag ceremony of your choosing that includes the Pledge of Allegiance and the Scout Oath
and Scout Law.

TALK TIME
• Carry out business items for the den.
• Allow time for sharing among Cub Scouts.
• Remind them that the fun they’re having in this adventure is also a great way to keep healthy and fit.
• Review the sportsmanship board the den created at Meeting 2, and make sure everyone knows the
rules of the game they are about to play.

ACTIVITIES (REQUIREMENT 4)
Have the den play the selected game, using good sportsmanship.

CLOSING
Lead the den in the Blast-Off Cheer. Tell the Scouts: “Prepare to blast off. Coil your body and then count
down from 10 to zero. At zero, yell, ‘Blast off!’ and jump as high into the air as you can. Land on your feet
and yell, ‘We did our best!’”

AFTER THE MEETING


• Serve refreshments, if desired.
• Record completion of requirement 4.
• Work together to clean up the meeting place.

Upon completion of the Running With the Pack adventure, your Wolves will have earned the
adventure loop shown here. Make sure they are recognized for their completion by present-
ing the adventure loops, to be worn on their belts, as soon as possible according to your
pack’s tradition.

82 WOLF
ELECTIVE ADVENTURES 83
ADVENTURES IN COINS
RATIONALE FOR ADVENTURE
Coins are more than just money. In this adventure, Wolves will learn how to spot the various markings on
a coin and identify the meanings. Through games and experiments, they will learn how to determine the
value of a coin.

TAKEAWAYS FOR CUB SCOUTS


• Following directions
• Practicing mathematical skills
• Learning how to estimate weight
RACTE
HA

• A Scout is trustworthy.
C

CO S
M PA S

ADVENTURE REQUIREMENTS Wolf Handbook, page 106


Complete requirements 1–4. Requirements 5–7 are optional.
1. Identify different parts of a coin.
2. Find the mint mark on a coin. Identify the mint where the coin was made and the year it was made.
3. Choose a coin that interests you, and make a coin rubbing. List information next to the coin detailing
the pictures on it, the year it was made, and the mint where it was made.
4. Play a game or create a game board with your den or family where you can practice adding and
subtracting coins.
5. Play a coin game.
6. Create a balance scale.
7. Do a coin-weight investigation.

NOTES TO DEN LEADER


This adventure has several choices based on which activities you choose to do with your den. These den
meeting plans, when followed as written, meet the requirements to earn this adventure. If you choose to
make adjustments, be sure you complete at least the minimum requirements.
This adventure does not include a den outing. If desired, an outing to a bank or location featuring coins
could be arranged. If an outing is added, the leader will need to make arrangements with the outing
location in advance and confirm the outing plan with families, including transportation and any additional
items they need to bring. Make sure activity consent forms are distributed, signed, and collected.
See the appendix for optional den meeting activities, including openings, gatherings, and closings.

Adventures in Coins 85
MEETING 1 PLAN
PREPARATION AND MATERIALS NEEDED
• U.S. and den flags
• Commemorative state quarters—several for each Scout (Gathering)
• Coins of various denominations (cents, nickels, dimes, quarters, half dollars, and dollar coins)
• Coin identification charts on poster board or in the Wolf Handbook
• Visit www.usmint.gov/kids/teachers/coinCurricula/ for large pictures you can print out of individual
coin types. Then cut one or more of the pictures into different parts that the Scouts can reassemble
like a puzzle in Activity 1.
• Cut out a large cardboard circle so the Scouts can paste the pieces of the puzzle on both sides.
When it’s complete, they will have a big cardboard coin.
• Paste or glue
• Cups, bowls, or pie tins for the coin game (Requirement 5)

GATHERING
Give each Scout several commemorative state quarters representing different states. Then try to see
how many matching pairs each Scout can find by exchanging one for another.

OPENING
• Conduct a flag ceremony of your choosing that includes the Pledge of Allegiance and the Scout Oath
and Scout Law.
• Optional opening: Hold up a quarter so everyone can see George Washington’s head. Make the
following points:
George Washington’s writings show he was sensitive about his lack of advanced education. He
compensated by being an observant student of other people’s behavior. Washington’s experiences
on the frontier and in the army helped develop his confidence.
Young Washington read and copied important ideas from a book called The Rules of Civility. This
book was a guide to how to be respectful of others and to be a gentleman. This combination etiquette
manual and moral code taught young George how to work with others. By strictly following its advice,
young Washington molded his character. The Scout Law gives us a set of values as well. In honor of
President Washington, let’s recite the 12 points of the Scout Law. I think that he would have found
much in these ideas to use to mold his life as well.

TALK TIME
• Introduce the Adventures in Coins adventure to the den. Build interest by describing the goals of the
adventure and some of the activities that are planned.
• Carry out business items for the den.
• Allow time for sharing among Cub Scouts.
• Discuss the reasons people carry money and why it is important to have not only paper money but
also coins.

86 WOLF
ACTIVITIES
◆◆ Activity 1: Elements of a Coin (Requirement 1)
• Hand a coin to every Scout—preferably a different denomination for each person. Give everyone two
or three minutes to examine their coins and see how many different markings they can find (edge
texture, inscriptions, raised surfaces, etc.). (See Meeting 1 Resources.)
• As a group, discuss the similarities and differences in the coins. Using the charts you prepared or the
Wolf Handbook, help them identify the various parts of a coin.
• Then give them the cardboard circle and the different coin parts you printed out so they can put
together a coin puzzle by sticking the pieces in place.

◆◆ Activity 2: Mint Markings (Requirement 2)


• Give Cub Scouts a coin different from the one they had in Activity 1. Going around the group, have
them read aloud the year on each coin and the mint mark, if there is one.
• Then talk about the different coin mints across the country that are signified by the marks
(e.g., P—Philadelphia, D—Denver, S—San Francisco, W—West Point).

◆◆ Activity 3: Coin Game (Requirement 5)


Have the Scouts play a coin game. This may be any game of your choice that uses coins; here are a
couple of options.
• Coin Basketball. Sit down at a table with a large coin—a quarter or half dollar. Place a cup about 2
or 3 feet in front of you. Hold the coin upright on its rim between one finger and thumb. Try tossing
the coin into the cup, and maybe attempt some “bank shots”: bouncing the coin off the table so that
it lands in the cup. Just like in basketball, a player scores two points every time the coin makes it into
the cup.
• Coin Kick. Give Scouts each a coin to place on the top of their shoe. They then raise one foot and
“kick” the coin into a cup, bowl, or pie tin.

CLOSING
• Gather all the Scouts together and tell them: A Scout is trustworthy. I am proud of the way you all
acted today. I trusted you when I handed out my coins for the activities, and you showed your hones-
ty by helping me gather up all the coins at the end. Thank you. Sometimes people do things that they
shouldn’t do, and it can be tempting to tell a lie to cover it up. But that is not honest. It’s better to live
the Scout Law and always be trustworthy. Nobody expects perfection, and we are all here to learn and
grow. If we do make mistakes, we should always do our best the next time to make a better choice.
• If time permits, discuss ideas for what type of counting game the Scouts would like to play at the
next meeting or with their families. It should involve adding and subtracting coins. If they wish to cre-
ate a game, assign Scouts to collect the needed materials.

AFTER THE MEETING


• Serve refreshments, if desired.
• Record completion of requirements 1, 2, and 5.
• Work together to clean up the meeting place.

Adventures in Coins 87
MEETING 1 RESOURCES
ACTIVITIES
Activity 1: Elements of a Coin
You can find information and graphics showing the elements of a coin at the following websites:
coins.about.com/od/coinsglossary/ss/coinanatomy.htm and www.usmint.gov/kids/teachers/.

The bust is The legend is The field is the


a picture of a the main writing. background of
person’s head. the coin.

The relief
is all of
the raised
parts of
the coin.
The edge
The inscription The mint mark is a
is the outer
is writing on letter telling where surface of
the coin. the coin was made. the coin. It
The rim is a raised area could have
near the edge around the lettering,
coin on both sides. It helps designs, or
the coin keep from wearing ridges on it.
out too quickly.

88 WOLF
MEETING 2 PLAN
PREPARATION AND MATERIALS NEEDED
• U.S. and den flags
• Items for coin rubbing (Activity 1)
— One coin of each denomination
— Paper and colored pencils
• Board for creating a counting game as a den, if Scouts choose that option, OR items for the “Change
Mixer” counting game (Activity 2, see Meeting 2 Resources)
• Pennies and a pie tin or a flying disc for the “Coin Kick” game (Gathering)

GATHERING: COIN KICK


Give Scouts a penny each as they arrive, and have them place the coin on the top of their shoe. Then
see if they can “kick” it into the pie tin or an upside-down flying disc.

OPENING
• Conduct a flag ceremony of your choosing that includes the Pledge of Allegiance and the Scout Oath
and Scout Law.

TALK TIME
• Carry out business items for the den.
• Allow time for sharing among Cub Scouts.
• Continue the discussion on trustworthiness from the last meeting and have Scouts explore the
difference between borrowing and stealing:
— Borrowing: You have permission to use an item and you return it.
— Stealing: You do not have permission and don’t return the item.

ACTIVITIES
◆◆ Activity 1: Coin Rubbing (Requirement 3)
• Hand every Scout a sheet of paper (or have Scouts use the Coin Rubbings page in the Wolf Handbook for
this activity), one coin, and one pencil—giving each Scout a different coin and color.
• Each member of the den makes a rubbing of a coin—front and back, using the directions in the Wolf
Handbook—and then passes the coin and pencil to someone else until everyone has made rubbings of
the whole set.
• Under the rubbings, have everyone list the markings they found: images on the coin, year, and
mint mark.

◆◆ Activity 2: Counting Game (Requirement 4)


Have the Scouts create or play a game that will help them practice adding and subtracting coins (see
Meeting 2 Resources for two suggestions). They can design a game with guidance from you or play one
with established rules such as “Change Mixer.”

CLOSING
• Gather everyone in a circle, and have Scouts each share their favorite activity from the meeting.
• Close with a grand howl.

Adventures in Coins 89
AFTER THE MEETING
• Serve refreshments, if desired.
• Record completion of requirements 4 and 5.
• Work together to clean up the meeting place.

MEETING 2 RESOURCES
ACTIVITIES
Activity 2: Counting Game
Change Mixer
Materials: Four sheets of paper displaying the numbers 1 through 4; four sports or traffic cones labeled
“pennies,” “nickels,” “dimes,” and “quarters”; coins of those denominations, one coin per Scout;
music (upbeat)
Instructions:
• Give each player one coin.
• Have players begin by standing next to the cone labeled with their coin name.
• Start the music and tell players to move around the room in a particular motion (skipping, sliding,
running, jogging, or jumping), but keep things slow and safe.
• Stop the music and hold up one of the numbers. Players then gather into groups of that number, and
each group counts the total value of their coins.
• Have the groups share their totals. The group with the lowest sum drops out of the game, and the
rounds continue until only one group remains.
• Then start the game again with players moving in a different motion.

Going to the Bank


Materials: Dice; playing pieces, one per Scout (e.g., multicolored buttons or paper clips); one circular or
square board with spaces marked with “plus” or “minus” signs; index cards with instructions for “plus”
spaces (e.g., “You cleaned three rooms in your house and received a quarter for each room. How much
were you paid?”) or “minus” spaces (e.g., “You received a dollar for your birthday and bought 35 cents’
worth of candy at the store. How much do you have left?”)
Instructions:
• Each Scout, in turn, rolls the dice and moves that number of spaces with a playing piece.
• The Scout lands on a space, answers the question associated with it, then receives the balance in
coins from the “banker” (the den chief or an adult leader). As the game continues, players can also
exchange coins with the banker—for example, trading in two nickels for a dime.
• When the game is finished, the Scouts count their change to see who collected the largest amount.
Then everyone deposits their money back into the bank.

MEETING 2 PLAN
PREPARATION AND MATERIALS NEEDED
• U.S. and den flags
• Materials for coin weight guessing game: small bags; a large number of coins in various
denominations (Gathering)
• Materials for making balance scales: four paper cups of equal size and weight; two 10-gallon paint
sticks; two binder clips; two pencils; two heavy books; string; masking tape (Activity 1)

90 WOLF
GATHERING
Before the meeting, fill several pairs of small bags with coins that total the same amount but in
different denominations. For example, put 20 dimes in one bag and put eight quarters in another bag.
Give each Scout a pair of bags each as they arrive and ask them to hold one in each hand and estimate
which bag contains the most money. Make a note of what each Scout estimates.

OPENING
• Conduct a flag ceremony of your choosing that includes the Pledge of Allegiance and the Scout Oath
and Scout Law.

TALK TIME
• Carry out business items for the den.
• Allow time for sharing among Cub Scouts.
• Review the estimates in the Gathering game, and then reveal that the value was actually the same in
each pair of bags, even if one bag weighed more than the other.

ACTIVITIES
◆◆ Activity 1: Building a Balance Scale (Requirement 6)

• Divide Wolf Scouts into two groups and have each build a balance scale from these directions:
— Poke holes in the rims of two cups and run string through the holes so the cups can hang like
buckets from opposite ends of a 10-gallon paint stick. Attach the string ends to the stick with
masking tape to keep the cups from falling off when the stick tilts.
— Attach a binder clip to the middle of the stick and dangle it from your fingers, working the clip
back and forth sideways until the stick hangs level.
— Insert a pencil through the binder clip and secure one end of the pencil to a table top by laying a
heavy book on top of it.

◆◆ Activity 2: Weight Comparison (Requirement 7)


Now the Scouts can use their balance scales to weigh various arrangements of coins. Have them begin
with one coin in each denomination. Then give them groups of coins so they can compare four nickels to
the weight of two dimes, etc.
The most important relationships will come from coins made of the same substance. Five dimes, for
example, will have the same weight as two quarters. Two quarters will have the same weight as a single
half-dollar coin. These relationships are based on the history of these coins being made of precious
materials. The five-cent coin, made of nickel, is larger than the dime because the metal it is made from
is worth less than the metal used to manufacture a dime.

Adventures in Coins 91
CLOSING
Recite the Scout Law and ask the Scouts which values they think were used in the den meeting.

AFTER THE MEETING


• Serve refreshments, if desired.
• Record completion of requirements 6 and 7.
• Work together to clean up the meeting place.

Upon completion of the Adventures in Coins adventure, your Wolves will have earned the
adventure loop shown here. Make sure they are recognized for their completion by present-
ing the adventure loops, to be worn on their belts, as soon as possible according to your
pack’s tradition.

92 WOLF
AIR OF THE WOLF
RATIONALE FOR ADVENTURE
This STEM-based adventure helps Wolves explore basic aspects of air—an often overlooked substance.
Then they discover some of the many things that air can do for us.

TAKEAWAYS FOR CUB SCOUTS


• Scientific discovery
• Easy yet fun activities
• Creativity
RACTE
HA

• A Scout is obedient.
C

CO S
M PA S

ADVENTURE REQUIREMENTS Wolf Handbook, page 124


Complete the following requirements.
1. Conduct two of the following investigations to see how air affects different objects:
A. Make a paper airplane and fly it five times. Try to make it fly farther by altering its shape. Fly it at
least five more times to see if your changes were effective.
B. Make a balloon-powered sled or a balloon-powered boat. Test your sled or boat with larger and
smaller balloons.
C. Bounce a basketball that doesn’t have enough air in it. Then bounce it when it has the right
amount of air in it. Do each one 10 times. Describe how the ball bounces differently when the
amount of air changes.
D. Roll a tire or ball that doesn’t have enough air in it, and then roll it again with the right amount of
air. Describe differences in how they move.
2. Complete two of the following:
A. With other members of your den, go outside and record the sounds you hear. Identify which of
these sounds is the result of moving air.
B. Create a musical wind instrument, and play it as part of a den band.
C. With an adult, conduct an investigation on how speed can affect sound.
D. Make a kite using household materials. With your den or family, explain the rules for safely flying
kites. Fly your kite.
E. With your family, den, or pack, participate in a kite derby, space derby, or raingutter regatta.
Explain how air helps the vehicle move.

Air of the Wolf 93


NOTES TO DEN LEADER
This adventure has several choices based on which activities you choose to do with your den. These
den meeting plans, when followed as written, meet the requirements to earn this adventure. If you
choose to make adjustments, be sure you complete at least the minimum requirements.
Requirement 4 is for Wolf Scouts to participate in a kite derby, space derby, or raingutter regatta. The
event can occur as part of a den activity or part of a larger event put on by the pack. If the event will be
an outing or special event at a location other than the den’s regular meeting place, the leader will need
to make arrangements with the outing location and confirm plans with families, including the event
rules, plans for inclement weather, transportation, and any additional items they need to bring. Make
sure activity consent forms are distributed, signed, and collected.
See the appendix for optional den meeting activities, including openings, gatherings, and closings.

MEETING 1 PLAN
PREPARATION AND MATERIALS NEEDED
• U.S. and den flags
• Paper for making paper airplanes (Gathering)
• Items for activities:
— Activity 1: 12-inch balloons (using latex-free balloons if there are any latex allergies in the group);
balance beam (see Meeting 1 Resources); several paper clips or pennies
— Activity 2: balloons; a tape measure; thread; a pan
— Activity 3 (optional): air pump; a basketball or tire

GATHERING
• Have each Wolf Scout make a paper airplane and fly it five times, adjusting the shape afterward to make
the plane go farther and then flying it again. Use the Scouts’ neckerchiefs to mark distances.
• Encourage adult family members to stay and participate to help with making paper airplanes.

OPENING
• Conduct a flag ceremony of your choosing that includes the Pledge of Allegiance and the Scout Oath
and Scout Law.
• Optional opening: Hold a kite up as a prop.
Say: Kites will fly when four things are arranged properly: lift, drag, thrust, and weight.
As Cub Scouts, we have lots of things acting on us: our friends, our families, our values, and our inter-
ests. The values in the Scout Law serve to lift us up and encourage us to do more for ourselves and
for others. Together, let’s recite the 12 points of the Scout Law and remember how those values serve
to lift us up in service to other people.

TALK TIME
• Introduce the Air of the Wolf adventure to the den. Build interest by describing the goals of the adven-
ture and some of the activities that are planned.
• Ask the Cub Scouts in your den if they have ever noticed the air. Everyone has witnessed really windy
days, but most have probably never thought about air as a substance. Describe how air may be used
for many things:
— Baseballs curve when the seams of the spinning ball interact with the air.
— Air flowing over the dimples of a golf ball may determine the distance the ball travels.

94 WOLF
— Windmills generate electricity.
— Mechanics often use air-powered tools.
• Carry out business items for the den.
• Allow time for sharing among Cub Scouts.

ACTIVITIES
◆◆ Activity 1: The Weight of Air (Optional)
Ask the Cub Scouts in your den if they think air has any weight. After a few guesses, help them conduct
this investigation.
• Tie two deflated balloons to a balance beam that you have prepared (see Meeting 1 Resources), with
one balloon on either end of the stick.
• Now remove one of the balloons, inflate it, and reattach it in the same spot, which will make that end
of the stick heavier. Or you can start with two identically inflated balloons and then let the air out of
one or pop it, which will also affect the weight.
• Share this interesting fact: The air in a balloon blown up to 10½ feet in diameter would weigh
50 pounds.
• If the Cub Scouts seem especially interested, you may try to actually weigh the air in the inflated
balloon. Put paper clips or pennies in the deflated balloon, and see how many it takes to balance the
beam. Use one of these formulas to guess the weight: one standard paper clip = 1 gram; one U.S.
penny = 2.5 grams. If you want to convert the total to ounces: 1 ounce = 28.35 grams, or 0.1 ounce =
2.83 grams.

◆◆ Activity 2: Temperature of Air (Optional)


Testing the effect of warming or cooling on air is easy.
• First, give one of the Scouts a deflated balloon (again, be aware of any latex allergies in the den).
Have the Scouts each tie their balloon shut and set it in a pan of very warm water. While the balloon
won’t inflate, it will puff up enough for everyone to see that warm air takes more space (volume) than
cooler air.
• Take another balloon, inflate it halfway, and have the Scouts measure its circumference. Then tie a
thread loosely around the balloon and set it in the same water for three to five minutes. As the balloon
gets warmer, note that the thread is visibly holding to its surface. Now, measure the balloon to see
how much it expanded.
• Finally, to test the effects of cooling, have the Scouts set an inflated balloon inside a refrigerator or in
ice water.

CLOSING
If you have enough balloons left, finish the meeting with the thunder of bursting balloons. Tell the Scouts
to imagine the sound of one balloon popping as being like a child alone. Then pop all the other balloons
at once—that’s the sound of Scouting!

AFTER THE MEETING


• Serve refreshments, if desired.
• Work together to clean up the meeting place.
• Remind each Scout to bring a rinsed-out 20-ounce soft drink bottle for the next meeting’s Bottle
Band activity.

Air of the Wolf 95


MEETING 1 RESOURCES
GATHERING
• Books on paper airplanes may be available at your local library, and you might also look at websites
like www.funpaperairplanes.com and www.10paperairplanes.com. Print out several patterns of models
that vary from the traditional dart-like plane.
• Show the Scouts how cutting flaps into the back edges of the wings and folding the flaps upward—
or just bending up the back edges—may keep the planes aloft a bit longer. Either way, the air moving
over the back edges will tend to push the nose of the plane up.
• If they require an explanation, have them hold a fairly large piece of cardboard at an angle and move
their arms forward quickly. They should be able to feel the lift.

ACTIVITIES
Activity 1: The Weight of Air
• You can make a balance beam with a dowel or other narrow piece of wood. Use a screw to attach a
cross member so that it can swing easily.
• The cross member should be balanced, but if not, use small weights to make it balance (tape, small
coins, or paper clips should work). Or, it may be easier to start with a balloon attached to each end
and then balance the beam.

96 WOLF
MEETING 2 PLAN
PREPARATION AND MATERIALS NEEDED
• U.S. and den flags
• Items for activities:
— Activity 1: a voice recorder or other device that Scouts can use to record sounds outdoors
— Activity 2: cardboard tube; string
— Activity 3: water; eight 20-ounce soft drink bottles; straws; measuring cup
— Activity 4: sections of corrugated cardboard (1½ x 8 inches); straws
• Materials for craft stick harmonicas (see Meeting 2 Resources)
• If you have access to the internet during the meeting, find some videos of aeolian harps—instruments
played solely by the motion of wind. The Scouts will likely be fascinated by these instruments. (Talk Time)

GATHERING
As Scouts arrive, have them create harmonicas.

OPENING
• Have Scouts hum “God Bless America” on the craft stick harmonicas they made during the Gathering.
• Conduct a flag ceremony of your choosing that includes the Pledge of Allegiance and the Scout Oath
and Scout Law.

TALK TIME
• Carry out business items for the den.
• Allow time for sharing among Cub Scouts.
• Discuss how the previous week’s meeting on air serves as the basis for this week’s meeting in which
Cub Scouts will explore how wind can make music.

ACTIVITIES
◆◆ Activity 1: Wind Sounds (Requirement 2A)
• Have the den go outside, and encourage everyone to listen closely for sounds that are associated
with the wind. There may be many such noises (e.g., cans rolling on the pavement, wind whistling
through the trees), but even gentle breezes will cause leaves to rustle or move wind chimes. If there
is no wind, ask Scouts to describe things they may have heard in the past that are associated with
the wind.
• While the Scouts are listening, record as many different sounds as you can, including some that aren’t
related to wind. Then play the recording and have everyone identify a sound that resulted from wind.

◆◆ Activity 2: Speed and Sound Investigation (Requirement 2C)


Tell Scouts that in some countries, there is an instrument called a “bullroarer” that uses speed to create
sound. This activity will use a similar concept to investigate how sound can be affected by speed.
Tie a string to a cardboard tube, ensuring that the knot is secure.
Have Scouts create a large circle with a single Scout in the center, and test the safety distance to ensure
the circle is wide enough to keep the tube from hitting anyone.
When ready, have the Scout hold the string and swing the tube above their head in a circle. Have each
Scout take a turn, and encourage Scouts to try speeding up or slowing down the tube to see how the
change in speed affects the sound.
After each Scout has had a turn, have them share what they noticed.

Air of the Wolf 97


◆◆ Activity 3: Bottle Band (Requirement 2B)
• Have each Scout remove the cap from a 20-ounce bottle and blow gently across the top to hear the
tone the bottle makes. Then line up the bottles on a flat surface.
• Leave one bottle empty, but pour the following amounts of water into the other seven bottles: 13⁄8 cups,
2 cups, 23⁄8 cups, 3 cups, 33⁄8 cups, 4 cups, and 43⁄8 cups. Now have the Scouts experiment, blowing
gently across the open tops and listening for variations in tone. The water amounts given should pro-
duce a fairly accurate musical scale, and with some practice, the “bottle band” might play a tune!
• You will find that the more water a bottle contains, the higher its tone will be. The tone can be altered by
inserting a straw in the bottle, placing a finger over the end of the straw, or pouring out some water.

◆◆ Activity 4: Soda Straw Pipe Organ (Optional)


Here’s another way to create a musical wind instrument, if the den has time:
• Cut the eight straws down to the following lengths in inches: 4¼, 4½, 5¼, 6, 6¾, 7, 7¾, and 8½.
• Starting about 1½ inches from one end of the cardboard, push the straws between the corrugations
and leave four empty corrugations between each straw.
• Flatten the top ends of the straws and cut off the corners. Blow into the instrument with your lips
lightly around the straws—like a harmonica. Listen to the unique sounds that come out as you
continue blowing and sliding the instrument across your lips.

CLOSING
• Tie the musical activities at this meeting to relevant points of the Scout Law. For example, the Wolf
Scouts helped each other make the Bottle Band, and creating music probably made them feel cheerful.
• Review details for the upcoming outing in Meeting 3 if the kite derby will be held at a location and/or
time different from the den meeting. Make sure all Scouts and their families know the plans.

AFTER THE MEETING


• Serve refreshments, if desired.
• Record completion of requirements 2A, 2B, and 2C.
• Work together to clean up the meeting place.
• Remind each Scout to bring materials for making a kite at the next meeting.

MEETING 2 RESOURCES
GATHERING
Wooden Harmonicas
Use the instructions for requirement 2B in the Wolf Handbook to create
harmonicas using craft sticks.
Materials:
• Two tongue depressors or wide craft sticks
• Scissors
• Paper
• Clear tape
• Three rubber bands (one wide, two skinny)
1. Cut two strips of paper the same size as a tongue depressor.
2. Place one tongue depressor on top of the other. Wrap one paper strip around each end of the tongue
depressors. Wrap tape around each loop without touching the tongue depressors.
3. Slide off one tongue depressor. Stretch the wide rubber band around the length of the tongue
depressor and paper loops.
4. Place the second tongue depressor back on top. Wrap one skinny rubber band around each end
outside of each paper loop.

98 WOLF
MEETING 3 PLAN
PREPARATION AND MATERIALS NEEDED
• U.S. and den flags
• Materials for making kites (paper, sticks, string, glue, scissors, markers) and kite reels (wood blocks,
dowels, glue, and a drill if the wood is not predrilled). Have a parent or other adult present to help
each Scout.
• If the den will hold a kite derby as part of this meeting, be sure that the meeting location allows a safe
outdoor space for flying the kites.
• Confirm that transportation to and from the event is in place. Secure signed activity consent forms.
• The unit den leader should bring a copy of the Guide to Safe Scouting.
• Prepare simple enough ribbons or awards for each Scout to be presented with a special award at the
end of the kite derby. Awards could include: Most Colorful, Highest Flying, Fastest, etc.

GATHERING
As Scouts arrive, have them decorate the paper they will use to create their kites.

OPENING
• Conduct a flag ceremony of your choosing that includes the Pledge of Allegiance and the Scout Oath
and Scout Law.
• During the ceremony, you could tie the waving of the flag into the previous week’s discoveries
about wind.

TALK TIME
• Carry out business items for the den.
• Allow time for sharing among Cub Scouts.
• Review the information on kite safety (requirement 2D) and the science of air (requirement 2E) in the
Wolf Handbook.

ACTIVITIES
◆◆ Activity 1: Making a Kite (Requirement 2D)
• Have each Cub Scout in your den build a kite and assemble a kite reel. Use the directions in the Wolf
Handbook for a newspaper kite (see the Meeting 3 Resources), or choose other design options for
the den.
• If limited space is an issue, try making finger kites, which are not more than 8 to 10 inches long and
can be flown by simply running.

◆◆ Activity 2: Kite Derby (Requirement 2E)


• Have the Wolf Scouts take their new kites outdoors to hold a small-scale kite derby. As an alternative,
this can be planned as a separate activity with the pack or as part of a community event.
• Allow time for Wolves and adults who are able to help to try launching and flying their kites.

CLOSING
Close the meeting with appropriate remarks about kites flying high and a comparison to Scouts “flying
high” by doing their best and “soaring” to their rank advancement.

Air of the Wolf 99


AFTER THE MEETING
• Serve refreshments, if desired.
• Record completion of requirements 3A, 3B, and 4.
• Work together to clean up the meeting place.

MEETING 3 RESOURCES
Activity 1: Making a Kite
Use the instructions for requirement 2D in the
Wolf Handbook if your den will create newspaper kites.
Materials:
• Two-page spread of newspaper
• Scissors
• Cellophane tape
• String
• Long sticks, bamboo plant rods, or ¼-inch wooden dowels
• Marker

Upon completion of the Air of the Wolf adventure, your Wolves will have earned the
adventure loop shown here. Make sure they are recognized for their completion by present-
ing the adventure loops, to be worn on their belts, as soon as possible according to your
pack’s tradition.

100 WOLF
CODE OF THE WOLF
RATIONALE FOR ADVENTURE
This STEM-based adventure engages Wolves in fun math-related activities that range from counting and
simple arithmetic to geometric shapes and code.

TAKEAWAYS FOR CUB SCOUTS


• Realization that math is all around us
• Starting to see math as a fun tool
• Creativity and deductive reasoning
RACTE
HA

• A Scout is cheerful, thrifty.


C

CO S
M PA S

ADVENTURE REQUIREMENTS Wolf Handbook, page 142


Complete the following requirements.
1. Complete two of the following:
A.  With the members of your den or family, make a game with simple materials that requires math
to keep score.
B. Play a game of “Go Fish for 10s.”
C.  Do five activities at home, at school, or in your den that use mathematics, and then explain to
your den how you used everyday math.
D.  Make a rekenrek with two rows, and show your den leader or other adult how you would repre-
sent the numbers 4, 6, 9, and 14.
E. Make a rain gauge or some other measuring device, and use it.
2. Complete one of the following:
A.  With other members of your den or family, identify three different types of shapes that you see
in nature.
B.  With other members of your den or family, identify two shapes you can see in the construction
of bridges.
C.  Select a single shape or figure. Observe the world around you for at least a week, and write
down where you see this shape or figure and how it is used.
3. Complete one of the following:
A. With your den, find something that comes with many small, colored items in one package. Count
the number of items of each color in your package. Keep track of each color. Then:
i. Draw a graph showing the number of items of each color.
ii. Determine what the most common color is.
iii. Compare your results to those of the other Scouts.
iv. Predict how many items of each color you will find in one more package.
v. Decide if your prediction was close.
B. With your den or family, measure the height of everyone in the group and see who takes more
steps to walk 100 feet.
C. Have each member of your den shoot a basketball. Count the number of shots it takes for each
Scout to sink five baskets. Make a graph that shows how successful your den was. Your graph
should show each group that needed 5, 6-10, 11-15, 16-20, and more than 20 tries to sink
their shots.
Code of the Wolf 101
4. Complete one of the following:
A. Use a secret code using numbers to send a message to one of your den members or your den
leader. Have that person send a message back to you. Be sure you both use the same code.
B. Send a message to another member of your den or your den leader using the pig pen code or
another code that changes letters into special shapes.
C. Practice using a code stick to create and decode a message.

NOTES TO DEN LEADER


This adventure does not include plans for a den outing. If a den outing is desired, the leader may plan
to hold one of the meetings at a location where Wolf Scouts could learn about geometry and bridges
as part of fulfilling requirement 2. All event coordination and activity consent forms would need to be in
place in advance, depending on the location selected.
See the options in the Wolf Handbook for requirement 1. Adjust meeting plans as needed if your den
chooses different options to complete the requirement.
See the appendix for optional den meeting activities, including openings, gatherings, and closings.

MEETING 1 PLAN
PREPARATION AND MATERIALS NEEDED
• U.S. and den flags
• For Gathering—materials for “Bull’s-Eye” (see Meeting 1 Resources)
• Materials for making a rain gauge or other measuring device (Activity 1, requirement 1E)
• Cards for playing “Go Fish for 10s” or materials for making a game that requires math to keep score
(Activity 2, requirements 1A and 1B)

GATHERING
Have the Scouts take turns at playing “Bull’s-Eye” while waiting for everyone to arrive. An adult or the
den chief should keep track as each Scout tries to reach a score of 25.

OPENING
• Conduct a flag ceremony of your choosing that includes the Pledge of Allegiance and the Scout Oath
and Scout Law.
• Optional opening: Lead the den in singing “Boom Chicka Boom” (see Meeting 1 Resources).

TALK TIME
• Introduce the Code of the Wolf adventure to the den. Build interest by describing the goals of the
adventure and some of the activities that are planned.
• Carry out business items for the den.
• Allow time for sharing among Cub Scouts.

ACTIVITIES
◆◆ Activity 1: Rain Gauge (Requirement 1E)
Have each Scout build a rain gauge, using the instructions in the Wolf Handbook.
(Note: If Scouts prefer to make something else, the Cub Scout Leader How-To
Book offers instructions for a liquid barometer and a wind gauge, also known as
an anemometer.)

102 WOLF
◆◆ Activity 2: Adding Game (Requirement 1A or 1B)
Scouts may play “Go Fish for 10s” as a second activity (see the Wolf Handbook for rules), or they could
create a game of their own that requires math to keep score. The Wolf Handbook provides some sugges-
tions, and here is one more:
Life-size board game. Use two boxes to create a large pair of dice. Then map out a game board on
the floor, using construction paper for the spaces. Have Scouts take one turn each, rolling the dice and
adding the numbers to see how many spaces they should move. Create simple instructions to appear on
certain spaces on the board, such as “Skip two spaces,” “Lose a turn,” “Move back five spaces,” etc.
The game doesn’t need to be elaborate.

CLOSING
Here’s a chance to note that the Scout Law has 12 points. Recite the words together; then have each
Cub Scout say what one of the points means to them.

AFTER THE MEETING


• Serve refreshments, if desired.
• Record completion of requirements 1A or 1B and 1C.
• Work together to clean up the meeting place.

MEETING 1 RESOURCES
GATHERING: BULL’S-EYE
The objective in this game is to reach a score of 25 by tossing small objects onto paper plates marked
with different numbers.
Materials: Small objects to use as counters (e.g., pennies, beans); six paper plates (two sets of three)
with the numbers 1, 5, and 10 marked on them
Instructions: Establish two throwing lines, and set three paper plates in straight succession at varying
distances from the line. As Cub Scouts arrive for the meeting, give each Scout 10 of the counters so they
can attempt a score of 25—scoring one point if they hit the nearest plate, five points for the next one,
and 10 points if they reach the farthest plate.

OPENING: “BOOM CHICKA BOOM”


The leader slaps both legs and snaps their fingers as lines are added one at a time, and chants the lyrics
as the group repeats each line.

I said boom!
I said boom chicka-boom!
I said booma-chicka-rocka!
I said booma-chicka-rocka-chicka-rocka-chicka-boom!
Uh huh!
Oh yeah!
One more time. ...
This time higher. ...
(Repeat the above verses in different ways—in a lower voice, faster, slower, etc.
Make up any variations that you think the Scouts will enjoy.)

Code of the Wolf 103


MEETING 2 PLAN
PREPARATION AND MATERIALS NEEDED
• U.S. and den flags
• Materials for invisible ink investigations (Gathering)
— White paper
— Hair dryer
— Baking soda
— Cotton swabs, toothpicks, or paintbrushes
— White crayons
— Lemon juice
— Watercolors
• Materials for graphing (Activity 1)
— Graph paper for each Scout or a large sheet of poster board
— Two packages of the same multicolored object (paper clips, marbles, colored candies, etc.)
• Paper for writing secret codes (Activity 2), and more materials if the den will be making code sticks:
— Scissors
— Tape
— Unsharpened pencils (one per Scout) to wrap the paper around
— Pens or pencils to write the code letters

GATHERING
Set the materials for the invisible ink investigations on a table and have each Scout participate when they
arrive for the meeting.
• Mix baking soda with water. Then dip a cotton swab, toothpick, or paintbrush into the mixture and
use it to write a message on plain white paper. Heat the message by blowing the hair dryer over it,
and watch the message turn a brownish color.
• Now clean off the writing instrument, dip it into lemon juice, and perform the same experiment.
• Write another message on white paper with a white crayon. Then brush a watercolor over the
message; the crayon will resist the watercolor and stay white.

OPENING
• Conduct a flag ceremony of your choosing that includes the Pledge of Allegiance and the Scout Oath
and Scout Law.
• Lead the Scouts in the Centipede Yell: “Ninety-nine THUMP! Ninety-nine THUMP! Ninety-nine
THUMP! This wooden leg is murder!” Then add some variations for the last line, like “My feet are
killing me!” and “My shoe bill is outrageous!”

TALK TIME
• Carry out business items for the den.
• Allow time for sharing among Cub Scouts.

104 WOLF
ACTIVITIES
◆◆ Activity 1: Graphing (Requirement 3A)
Graphing is an important skill because it teaches observation and deductive reasoning. The Scouts
may do this activity in teams or individually, using the instructions in the Wolf Handbook. Including an
edible treat works well because you can use things like trail mix or mixed candy to graph, and then let
the Scouts eat the “materials” after they finish the activity. (If you do use food, check in advance to see
if there are any allergies in the group.)
Ideally, each small package of whatever item you use will contain 20 to 30 pieces (or more), enough
to give you a reasonable sampling of the item. Graph paper may be helpful in drawing charts, but it is
not necessary. If you prefer to build a single chart using poster board, you could draw the graph using
1- or ½-inch scales for each item.

◆◆ Activity 2: Secret Codes (Requirement 4)


Have the Cub Scouts in your den do at least one of the activities for this requirement in the Wolf
Handbook: Exchange messages via code numbers or shape codes, or create and use a code stick.

CLOSING
Lead the America Cheer. Call out, “Give me an ‘A,’ give me an ‘M,’ give me an ‘E,’” etc., until “AMERICA”
is spelled out. Then shout, “What’s that spell?” Scouts respond, “America—land that I love!”

AFTER THE MEETING


• Serve refreshments, if desired.
• Record completion of requirements 3 and 4.
• Work together to clean up the meeting place.

MEETING 3 PLAN
PREPARATION AND MATERIALS NEEDED
• U.S. and den flags
• Materials for the “Bounce ’n’ Catch” game (Gathering): eight plastic cups; basket of pingpong
balls; table
• Books or magazines to identify shapes in nature (for Activity 1 if the weather does not permit
doing this outside)
• Materials for making tangram puzzles: pencils, rulers, scissors, envelopes, and one cardboard
square per Scout

GATHERING
Place the basket of pingpong balls on the table before the meeting. When Scouts arrive, have them take
a turn at the game. Each player starts by holding a plastic cup in one hand and bouncing a pingpong
ball off the floor and into the cup. Once a ball makes it into the cup, players stack a new cup on top of
the ball in the first cup and bounce another ball into the empty cup. Play continues until all eight cups
contain one ball and are stacked on top of each other.

OPENING
• Have Cub Scouts form a circle and pass the Cub Scout handshake from one to another until it
reaches the Scout who started it. Then, on the count of three, they all give a wolf howl.
• Conduct a flag ceremony of your choosing that includes the Pledge of Allegiance and the Scout Oath
and Scout Law.

Code of the Wolf 105


TALK TIME
• Carry out business items for the den.
• Allow time for sharing among Cub Scouts.
• Review the information on shapes used in the construction of bridges in the Wolf Handbook
(requirement 2B).

ACTIVITIES
◆◆ Activity 1: Shapes in Nature (Requirement 2A)
• Have the Scouts take a walk outside, stopping to note the shapes of leaves, flowers, trees, rocks,
clouds, and blades of grass.
• If weather conditions make this impossible, browse through the books and magazines so the Scouts
can identify three different types of shapes found in nature.

◆◆ Activity 2: Making a Tangram (Optional)


The tangram, a puzzle that originated in ancient China, is a square made of seven flat shapes that can
be put together to form other shapes. For this activity, have each Scout use a pencil and ruler to mark off
the seven shapes on one square of cardboard. Then Scouts will cut the shapes from the cardboard and
use the pieces to make silhouettes of animals, people, geometric figures, or anything else they choose.
The pieces can be stored in the envelopes for the Scouts to take home after the meeting.

106 WOLF
CLOSING
Gather the den in a circle and sing “I’ve Got That Cub Scout Spirit” (Tune: “I’ve Got That Joy, Joy, Joy, Joy”)

I’ve got that Cub Scout spirit up in my head,


Up in my head, up in my head.
I’ve got that Cub Scout spirit up in my head,
Up in my head, to stay.
(Sing three more verses, replacing “up in my head” with different words each time:
“deep in my heart,” “down in my feet,” “all over me.”)

AFTER THE MEETING


• Serve refreshments, if desired.
• Record completion of requirement 2.
• Work together to clean up the meeting place.

Upon completion of the Code of the Wolf adventure, your Wolves will have earned the
adventure loop shown here. Make sure they are recognized for their completion by present-
ing the adventure loops, to be worn on their belts, as soon as possible according to your
pack’s tradition.

Code of the Wolf 107


NOTES

108 WOLF
COLLECTIONS
AND HOBBIES
RATIONALE FOR ADVENTURE
Everywhere we look, we see collections. A collection of plants is a garden; a collection of cows is a herd.
And any group of objects that are similar and special to you counts as a collection, too. That collection tells
others what you find interesting, and as you expand the collection, you gain new skills and understanding.

TAKEAWAYS FOR CUB SCOUTS


• Enthusiasm for starting a collection
• Cooperation and showing respect for others
• Completing a task
• Listening skills
RACTE
HA

• A Scout is courteous.
C

CO S
M PA S

Wolf Handbook, page 164


ADVENTURE REQUIREMENTS
Complete the following requirements.
1. Begin a collection of 10 items that all have something in common. Label the items and title
your collection.
2. Share your collection at a den meeting.
3. Complete one of the following and tell your den what you learned:
A. Visit a show or museum that displays different collections or models.
B. Watch a webcast or other media presentation about collecting or model building.
4. Complete one of the following:
A. Create an autograph book, and get 10 autographs. Start with members of your den.
B. With your parent’s or guardian’s permission, pick a famous living person, and write him or her a
letter. In your letter, ask the person to send you an autographed photo.

NOTES TO DEN LEADER


Meeting 3 will be a den outing to a show or museum that displays different collections or models
(requirement 3A). You will need to schedule the outing in advance. Work with families to plan transporta-
tion to and from the location. Make sure activity consent forms are distributed and signed.
For requirement 3B, be sure there is an internet connection available. To complete this requirement,
you may meet at a local public library that has free internet access.
See the appendix for optional den meeting activities, including openings, gatherings, and closings.

MEETING 1 PLAN
PREPARATION AND MATERIALS NEEDED
• U.S. and den flags
• Materials for “Tape Web” (Gathering): painter’s tape; pom-poms
• Materials for “Autograph Books” (Activity 2): white paper; construction paper or card stock for
covers; colored pencils; stapler or brads

Collections and Hobbies 109


• Materials for “Clothespin Collection Tag” (Activity 3): clothespins marked with a different color for
each Scout (number of pins can vary, but the minimum is six.)
• Samples of collections
• Activity consent forms for den outing

GATHERING: TAPE WEB


• Create a web that crisscrosses an open space or hallway, using painter’s tape (the type that will
not stick to walls or lift paint). Make sure that there are large enough openings for Scouts to crawl
through or step over.
• Attach colored pom-poms to the sticky side of the tape.
• As everyone arrives for the meeting, assign a pom-pom color to each Cub Scout and have them
work their way through the web, collecting their color as they go. Warn them to be careful and not
get caught in the web!
• If part of the web comes down during the activity, simply put it back up.

OPENING
• Conduct a flag ceremony of your choosing that includes the Pledge of Allegiance and the Scout Oath
and Scout Law.
• Briefly explain to the den that the Scout Law is a collection of values by which we live.

TALK TIME
• Introduce the Collections and Hobbies adventure to the den. Build interest and excitement by
describing the goals of the adventure and some of the fun activities that are planned.
• Carry out business items for the den.
• Allow time for sharing among Cub Scouts.

ACTIVITIES
◆◆ Activity 1: Planning a Collection (Optional)
• Share with Scouts the sample collections you brought to the meeting.
• Have them share about collections that they own or want to start. These could include—but are not
limited to—types of toys, models, rocks, or drawings. Each Scout should bring a small collection
from home to share at the next meeting (requirement 2).
• Demonstrate ways that different types of collections may be displayed.

◆◆ Activity 2: Autograph Books (Requirement 4A)


• Have Scouts assemble and decorate their autograph books. They can get their first signatures from
fellow den members. Then have them brainstorm on ways each den member can gather other signatures.
• Assembling the books may be a simple project, or you can make it elaborate, depending on the
supplies you have available. To make the simplest type:
— Fold a sheet of card stock or construction paper in half to make a cover.
— Fold sheets of construction or printer paper in half and fit them inside the cover.
— To bind the book, staple the sheets along the fold, or punch holes and use brads to fasten the
sheets together.

◆◆ Activity 3: Clothespin Collection Tag (OPTIONAL)


• See the suggestions for this activity in the Wolf Handbook.
• If weather conditions prevent playing this game outside, consider having everyone use animal
movements, such as duck waddles or crab walks, to chase one another.

110 WOLF
CLOSING: DEN LEADER MOMENT
Say: “Collections are a wonderful way to look at the world around you. When collecting from nature,
remember that it is always best to leave the beauty you find for others to see—especially plants and
flowers—but you can draw them or take a picture. I am really looking forward to seeing the collections
that you bring and learning more about the things that interest you.”

Do-at-Home Project Reminder:


Remind Wolves to begin a collection at home of at least 10 items (requirement 1). They will bring
this collection, or another one, to share at the next meeting (requirement 2). They should be
prepared to answer these questions: Why did you choose those items to collect? Where did you
find the items? How will you add to your collection?
Also for the next meeting, Scouts should think about the famous person they want to write to and find the
mailing address online—with permission and assistance from their parent or guardian (requirement 4B).

AFTER THE MEETING


• Serve refreshments, if desired.
• Record completion of requirement 4A.
• Work together to clean up the meeting place.
• Prepare thank-you notes for the Wolves to sign at the next meeting.

MEETING 2 PLAN
PREPARATION AND MATERIALS NEEDED
• U.S. and den flags
• Materials for “Scout Law Scavenger Hunt” (Gathering): all 12 points of the Scout Law, written individually
on slips of paper and hidden around the room; tape; a poster board with the words “A Scout is”
written at the top
• Paper, pens, envelopes, and stamps for writing and sending a letter (Activity 2)
• Materials for “Sensory Scavenger Hunt” (Activity 3): a variety of objects chosen for a distinctive
texture and shape; a list of all the objects (one copy per Scout); pencils; and paper bags. Hide each
object—wrapped in a closed paper bag—outside or in a different room from the one where the Scout
Law Scavenger Hunt will be played.

GATHERING
• Hide the Scout Law words around the room. As Wolves arrive for the meeting, have each of them find
two words. They must not tell anyone the words they found.
• When all 12 words have been found, bring everyone together and have them tape their words on
the poster board in the correct order of the Scout Law: A Scout is trustworthy, loyal, helpful, friendly,
courteous, kind, obedient, cheerful, thrifty, brave, clean, and reverent.

OPENING
• Conduct a flag ceremony of your choosing that includes the Pledge of Allegiance and the Scout Oath
and Scout Law.

Collections and Hobbies 111


TALK TIME
• Carry out business items for the den.
• Allow time for sharing among Cub Scouts.
• Assign buddies for the den outing.

ACTIVITIES
◆◆ Activity 1: Personal Collections (Requirements 1 and 2)
Have Scouts share the collection they brought and have them tell why they chose to collect those items,
where they found them, and how they plan to add to the collection.

◆◆ Activity 2: Writing to a Famous Person (Requirement 4B)


• Hand out paper and pens for the Scouts to write their letters.
• Provide a template, using the example in the Meeting 2 Resources or one you prepared yourself.
• Be sure an adult leader and the den chief are available during this activity to help if anyone has any
trouble composing their letters.
• If you cannot find an address for a Cub Scout’s first choice, you may need to help identify
another person.

◆◆ Activity 3: Sensory Scavenger Hunt (Optional)


• Give each Scout a copy of the list and a pencil. When they locate one of the bags, have them close
their eyes, reach inside to feel around, and put a check mark next to the object they think it is.
• When everyone has finished their search, display the contents of each bag so they can see if their
guesses were correct.

CLOSING
• Make sure Scouts each know who their buddy will be during the den outing.
• Confirm plans for the following meeting’s den outing to a show or museum where collections are
displayed. Make sure all transportation needs are covered.

AFTER THE MEETING


• Serve refreshments, if desired.
• Record completion of requirements 1, 2, and 4B.
• Work together to clean up the meeting place.
• Have Scouts sign thank-you notes for anyone who helps with the outing.

112 WOLF
MEETING 2 RESOURCES

[Today’s date]

[Mr./Mrs./Miss/Dr. and the person’s full name


Street address
City, state, zip code]

[Greeting],
[First, tell the person why you are writing a letter. Be polite. Then, tell why you enjoy what
the person does or how you support what they do. Tell a little about yourself, too, and that
you are working on your Wolf rank in Cub Scouts. Finally, say that you would appreciate it
if they could send you a photo. Explain that you have enclosed a self-addressed, stamped
envelope for them to send you the photo. End by thanking them for their time.]

Sincerely,
[Your signature]
[Your name
Your street address or PO box
City, state, zip code]

MEETING 3 PLAN (DEN OUTING)


PREPARATION AND MATERIALS NEEDED
• U.S. and den flags
• Confirm that transportation to and from the event is in place. Secure activity consent forms.
• The unit den leader should bring a copy of the Guide to Safe Scouting.

GATHERING
• Play a game of “I Spy” while waiting for everyone to arrive.
• Remind everyone that it is important to stay together, be on their best behavior, and use the buddy
system. Have Wolves share things they would like to learn during the visit.
• Review any questions the Scouts want to ask to make certain all are appropriate.

Collections and Hobbies 113


OPENING
• Conduct a flag ceremony of your choosing that includes the Pledge of Allegiance and the Scout Oath
and Scout Law.
• Recite the Scout Law and ask Scouts to name points of the law they will demonstrate during the outing.

TALK TIME
• Carry out business items for the den.
• Allow time for sharing among Cub Scouts.

ACTIVITIES
◆◆ Activity 1: Visit to Show or Museum (Requirement 3)
• Visit the facility as a group, and take a guided tour if possible.
• Engage Scouts by having them identify different types of collections.
• Have Scouts ask the questions they have prepared.
• When the tour ends, have the Wolves give their thank-you cards to anyone who helped, including tour
guides. Then offer a relay clap for the guides: The first Cub Scout claps the second Scout’s hand,
and the clap is then relayed through the group.

CLOSING
• Have the den members form a friendship circle: All arms are crossed with each person extending
their right arm over their left and grasping the left hand of the person beside them. Everyone makes a
silent wish and gently passes a friendship squeeze from hand to hand.
• Ask Wolves to describe a favorite exhibit and why they thought it was best.

AFTER THE MEETING


• Serve refreshments, if desired.
• Record completion of requirement 3.
• Work together to clean up the meeting place.

Upon completion of the Collections and Hobbies adventure, your Wolves will have earned
the adventure loop shown here. Make sure they are recognized for their completion by
presenting the adventure loops, to be worn on their belts, as soon as possible according to
your pack’s tradition.

114 WOLF
CUBS WHO CARE
RATIONALE FOR ADVENTURE
This adventure is intended to help Wolf Scouts learn about physical disabilities, which are more easily
understood at their age than learning and intellectual disabilities.

TAKEAWAYS FOR CUB SCOUTS


• Empathy
• Awareness of disabilities
RACTE
HA

• A Scout is kind, helpful, friendly, cheerful.

R
CO S
M PA S

Wolf Handbook, page 176


ADVENTURE REQUIREMENTS
Complete at least four of the following requirements.
1. With other members of your den, try using a wheelchair or crutches, and reflect on the process.
2. Learn about a sport that has been adapted so that people in wheelchairs or with some other physical
disability can play, and tell your den about it.
3. Learn about “invisible” disabilities. Take part in an activity that develops an understanding of
invisible disabilities.
4. With your den, try doing three of the following things while wearing gloves or mittens:
A. Tying your shoes
B. Using a fork to pick up food
C. Playing a card game
D. Playing a video game
E. Playing checkers or another board game
F. Blowing bubbles
5. Draw or paint a picture two different ways: Draw or paint it once the way you usually would and then
again while using a blindfold. Discuss with your den the ways the process was different.
6. Use American Sign Language to communicate either a simple sentence or at least four points of the
Scout Law.
7. Learn about someone famous who has or had a disability, and share the person’s story with your den
or family.
8. Attend an event where people with disabilities are participants or where accommodations for people
with disabilities are made a part of the event.

Cubs Who Care 115


NOTES TO DEN LEADER
This adventure has several choices based on which four activities you choose to do with your den.
These den meeting plans in this book, when followed as written, meet the requirements to earn this
adventure. If you choose to make adjustments, be sure you complete at least four requirements.
Meeting 1 includes several options for activities that can be used to complete requirement 4. Prepare
materials according to the needs of the requirement option your den selects. Requirement 4D can be
completed at home with the permission of a Scout’s parent or guardian.
For Meeting 2, invite a guest speaker who is an expert on physical disabilities such as a physical
therapist, someone with the Special Olympics or Easter Seals, to talk to the Cub Scouts about the
work they do and how it helps others. If you have a personal relationship with someone who has a
disability, you may consider asking them to meet with your den to share how they overcome their
physical challenges. This is an optional part of the adventure.

Check with your local hospital or Red Cross chapter to see if they have access to a wheelchair,
crutches, or other resources that could be borrowed for completion of requirement 1. If you decide
to have a guest speaker, he or she may be able to assist you in securing the needed equipment
for Meeting 2.
This adventure does not include plans for a den outing to fulfill requirement 8. If that requirement is
selected, leaders should make arrangements with the outing location, provide families with planning
information, and submit all required paperwork in advance.
Scouts might choose to complete requirements 2, 7, or 8 independently at home. Encourage Scouts
who do so to share what they learned and how the activity helped them increase their awareness of
certain disabilities or people who live with them.
See the appendix for optional den meeting activities, including openings, gatherings, and closings.

MEETING 1 PLAN
PREPARATION AND MATERIALS NEEDED
• U.S. and den flags
• Photos or illustrations of the words “loyal” and “friendly” being spoken in American Sign Language
(ASL) (Gathering)
• Gloves or mittens for each Scout. Gardening or dishwashing gloves also work well.
• Checkers and a playing board for each pair of Scouts (If possible, set out the boards and checkers
before the meeting begins, to save time.)
• Plastic forks (one per Scout)
• Dried beans (10 per Scout)
• Paper plates (two per Scout)
• Deck of cards for playing “Go Fish”

GATHERING: AMERICAN SIGN LANGUAGE (REQUIREMENT 6)


• Use the photos or illustrations to teach the Scouts how to
say “loyal” and “friendly” in American Sign Language. Have
them practice until everyone has arrived for the meeting.

OPENING
• Conduct a flag ceremony of your choosing that includes
the Pledge of Allegiance as well as the Scout Oath and
Scout Law.
Loyal Friendly
116 WOLF
• Have the Scouts sign “loyal” and “friendly” when they get to those words in the Scout Law.
(Note: This fulfills half of requirement 6; the other half will be done at Meeting 3, when the
Scouts learn “cheerful” and “clean” in ASL.)

TALK TIME
• Introduce the Cubs Who Care adventure to the den. Build interest by describing the goals of the
adventure and some of the activities that are planned.
• Carry out business items for the den.
• Allow time for sharing among Cub Scouts.
• Explain that for people with certain disabilities it is difficult to do things without full use of their hands
and fingers. At this meeting, Wolves will do three activities while wearing gloves, to give them an idea
of the challenges that some people face and overcome.
• Tell the Scouts about the guest speaker who will join them for the next meeting. Make sure they know
what behavior will be expected of them, and help them to plan some questions. Later, when they
thank their guest for coming, they should mention things they appreciated learning from him or her.

ACTIVITIES
◆◆ Activity 1: Checkers (Requirement 4E)
• Divide the Scouts into pairs. Have them put on their gloves or mittens and then play a game of checkers.
• If anyone in the den isn’t familiar with the game, review the rules in Meeting 1 Resources before they
start. Let the Scouts know that after 10 minutes, they will put away the checkers and play another day.
• When time is up, ask the Wolves if they found it difficult to play with gloves on. Could they adjust
if they had to wear gloves every time they played the game? Help them see how this relates to the
challenges faced by people with disabilities affecting motor skills.

◆◆ Activity 2: Shoe Tying Relay (Requirement 4A)


• See Meeting 1 Resource for instructions. The Scouts will play this relay with a twist: They must wear
the gloves when they tie and untie their shoes.
• Again, discuss with them how this challenge is similar to dealing with some disabilities. Ask which
point of the Scout Law would be a good one to remember when they encounter people who have a
disability that makes it difficult for them to use their hands and fingers.

◆◆ Activity 3: Fork Lift (Requirement 4B)


• While they are still wearing the gloves, have the Scouts race to see who can transfer 10 beans the
fastest from one paper plate to another—using a single fork.
• Talk about why we need to have patience and show courtesy and respect to individuals who have
difficulty with tasks due to a disability.

◆◆ Activity 4: Go Fish (Requirement 4C)


• Have Scouts put on their gloves or mittens and then play a game of Go Fish.
• If anyone in the den isn’t familiar with the game, review the rules in Meeting 1 Resources before
they start.
• After the game is finished, ask how it felt to play cards while wearing the gloves. How does this help
them relate to people with disabilities that affect their hands or fingers?

CLOSING
Gather for a Living Circle. All members of the den form a close circle, and everybody turns to the right
while stretching their left hands into the center with palms facing downward. Each person grasps the left
thumb of the person next to them, making a complete circle with the group. Then they hold their right
hands straight up in the Cub Scout sign. Pumping their left hands, they say in unison the Cub Scout
motto and then give a howl. (See “Closing Ceremonies” in the appendix.)

Cubs Who Care 117


AFTER THE MEETING
• Serve refreshments, if desired.
• Record completion of requirements 4A, 4B, 4C, and 4E.
• Work together to clean up the meeting place.
• Prepare thank-you notes for the Wolves to sign at the next meeting.

MEETING 1 RESOURCES
SCOUT LAW IN
AMERICAN SIGN LANGUAGE

Scout Law
(close (drop
hands) hands)

A Scout (is) Trustworthy

Loyal Helpful Friendly

(tap (open
twice) palms)

(roll hands over each other)


Courteous Kind Obedient

(tap (circle
twice) “K”
hands)

Cheerful Thrifty Brave

NOTE: Some English words are not


signed or do not have a one-to-one
translation in American Sign Language.
American Sign Language is a conceptual
language, which means that not every
word of spoken English is signed.
Clean Reverent
Sentences in sign language may also
have a different structure than those
written or spoken in English.

118 WOLF
ACTIVITIES
Activity 1: Checkers
If anyone in the den isn’t familiar with the game, here are the basic instructions.
• The player with the black color pieces traditionally moves first, and then the players take turns
moving a piece. Pieces are always moved diagonally; this can be done in two ways: forward (toward
your opponent) or “jump” one of your opponent’s pieces, if it is diagonal to your piece and there is
an empty space on the other side. This removes your opponent’s piece. Remember that you can do
multiple jumps at once if you are moving in a straight diagonal line. If a jump is possible, you must
take it.
• The row closest to the player on both sides of the board is called the king row. If you succeed in mov-
ing a piece across the board all the way to the opponent’s king row, that piece becomes a king. Stack
one of the pieces you have lost on to that piece, so it can now be distinguished as a king. Once a
piece is “crowned” in this way, you must wait until another turn to move it out of the king row. King
pieces can move either forward or backward and still only diagonally.
• The game is over when an opponent runs out of pieces or still has pieces but can’t move them. If
neither player can move, the game ends in a tie.

Activity 2: Shoe Tying Relay


Again, Scouts must do this relay with their gloves on.
• Mark a start line and a line for stopping and tying shoes. This can be done before the meeting to
save time.
• Divide the den into two teams. Each Scout on a team runs to the stop line, bends down to untie
and retie one of their shoes, then runs back to the start line and tags the next Scout, who repeats the
process. This continues until the whole team has completed the course.
• If you have a small den (three or four members), have them play as a single team and time the relay
through several runs to see if their speed improves.

Activity 4: Go Fish
If anyone in the den isn’t familiar with the game, here are the basic instructions.
• Deal five cards to each Scout. Set the remainder of the deck in the center of the circle.
• The denner goes first and asks a specific player for cards of a specific type. (The denner must already
have one of those cards in their hand.) Example: “Ben, please give me your threes.” Ben must hand
over all the cards he has of that rank. If he doesn’t have any, he says, “Go fish.”
• The denner then draws one card from the deck. If the card is the one that was requested, the player
gets to go again. If not, the Scout to the denner’s right takes a turn.
• After collecting four cards of the same rank, a Scout has a “book.” The Scout with the most books at
the end of the game wins.

MEETING 2 PLAN
PREPARATION AND MATERIALS NEEDED
• U.S. and den flags
• One plastic cup for each Scout
• Sandpaper with three different levels of grit, ranging from very fine to very coarse. Cut the sandpaper
into small squares so each Wolf will get a sample of each type.
• 6-10 clear glasses of water and colored drink mix
• Cotton balls (one for each pair of Scouts)
• Balloons—minimum of four (If someone is allergic to latex, make sure to use latex-free balloons.)
• Invite and confirm a guest speaker who lives with a disability and is open to sharing his or her
experience with the den.
Cubs Who Care 119
GATHERING: COTTON BALL TOSS
As Scouts arrive, pair them into teams. Have them pass a cotton ball back and forth between them,
using only a plastic cup in their nondominant hands to both catch and toss. Have them start playing
about 12 inches apart and increase their distance 1 foot at a time as their skills improve.

OPENING
• Conduct a flag ceremony of your choosing that includes the Pledge of Allegiance and the Cub Scout
motto: Do Your Best.

TALK TIME
• Carry out business items for the den.
• Allow time for sharing among Cub Scouts.
• Introduce the guest speaker, and ask him or her to talk about the nature of the work they do with people
who have disabilities, why they choose to be in this line of work, and what skills are important for them
to have. If the guest speakers have a disability themselves, discuss with them beforehand what they
would be comfortable discussing.
• When the speaker is finished, give the Scouts time to ask their questions. (They may have many questions.)

ACTIVITIES
◆◆ Activity 1: Invisible Disabilities Stations (Requirement 3)
• Introduce the idea of invisible disabilities to Scouts, noting that many people have disabilities that
others can’t see. ADHD and autism spectrum disorders are two examples of invisible disabilities that
can cause people to think or feel things differently. Remind Scouts that people with invisible disabil-
ities have many positive attributes and abilities and that getting to know people as individuals is the
only true way to get to know them.
• Ask if anyone knows what the word “spectrum” means, and explain that a spectrum is a wide range.
In the case of invisible disabilities, no two people will be impacted in exactly the same way. There is a
wide spectrum, and each person fits in a different place on that spectrum.
• There are a number of activities you can do with Scouts to build awareness of invisible disabilities
and the concept of a spectrum. The following activities were adapted from the Eagle project of Justin
Krejcha for The Autism Empowerment Great Quest for Autism Acceptance.
— Autism Is a Spectrum:
1. Set up 6-10 glasses of water in a line.
2. Begin to add powdered drink mix to the cups, increasing the amount for each cup as you go
down the line. The first cup should have minimal color, and the last cup should be a deeply
saturated color.
3. Tell Scouts that the glasses of water represent how autism means something different to each
person. There is no single type of person with autism. Some people with autism might have
very few symptoms and be able to participate in the daily activities of school and life with need
for only minor accommodations. Others might have significant symptoms and triggers that
impact basic activities of living. And still others will be at every place along the spectrum—
no two people with autism are alike.
— Tactile Station:
1. Explain that some people with autism are what is known as touch-sensitive. That means that
even very soft fabrics can feel like rough sandpaper on their skin.
2. Provide each Scout with three pieces of sandpaper: one with a very fine grit, one with a
medium grit, and one with a very coarse grit.
3. Have Wolves share how the sandpaper pieces feel different and how uncomfortable each
piece is to touch. They can rate how uncomfortable each piece feels on a scale of 1–5, with
1 being not much and 5 being very uncomfortable.

120 WOLF
4. Ask: How would that affect someone whose clothes feel that way to them when they are get-
ting dressed in the morning? Remind Scouts that many things people without autism or similar
disabilities don’t think about every day (such as how clothes feel on your skin) can be extremely
important to someone with autism.
• Additional information on autism can be found at www.autismempowerment.org/.

CLOSING
• Recite the Scout Oath in unison while giving the Cub Scout sign.

NOTE TO DEN LEADER


It is important to lead a reflection at the conclusion of these activities. It is important for the members
of your den to recognize that their peers who are differently abled are just like them, except in one
small way. See the “Leading a Reflection” guidelines in the appendix.

AFTER THE MEETING


• Serve refreshments, if desired.
• Record completion of requirement 3 and any other requirements fulfilled by selected activities.
• Work together to clean up the meeting place.
• Remind Scouts and parents to find old T-shirts the Scouts can wear over their uniforms during the
painting activity at the next meeting.

MEETING 3 PLAN
PREPARATION AND MATERIALS NEEDED
• U.S. and den flags
• Photos or illustrations of the words “cheerful” and “clean” being spoken in American Sign
Language (Gathering)
• Materials for painting (Activity 1):
— Washable paints
— Paper (enough for each Scout to paint two pictures) or a small painting canvas (4"x4" or 6"x6")
if using acrylic paints
— Old T-shirts (Scouts should all bring an old shirt to wear over their uniforms while painting; have an
extra available for Scouts who do not bring one.)
— Blindfolds (one per Scout)
— Paintbrushes (one per Scout)
— Plastic cups with water for rinsing paintbrushes (one per Scout)
— Plastic cover or inexpensive tablecloth
• A wheelchair or crutches and cones or other items to set up a simple obstacle course

GATHERING (REQUIREMENT 6)
• Use the photos or illustrations to teach the Scouts how to say
“cheerful” and “clean” in American Sign Language. Have them
practice until everyone has arrived for the meeting.

Cheerful Clean

Cubs Who Care 121


OPENING
• Conduct a flag ceremony of your choosing that includes the Pledge of Allegiance as well as the
Scout Oath and Scout Law.
• Have the Cub Scouts sign “cheerful” and “clean” when they get to those words in the Scout Law.
(Note: This fulfills the other half of requirement 6.)

TALK TIME
• Carry out business items for the den.
• Allow time for sharing among Cub Scouts.

ACTIVITIES
◆◆ Activity 1: Painting (Requirement 5)
• Make sure everyone wears the old T-shirts over their uniforms to avoid stains.
• First, have each Scout paint a picture as they normally would. To prevent too much time being spent
on deciding what to paint, consider giving the Scouts direction with a simple image to paint.
• Then have them try to paint the same picture while wearing a neckerchief as a blindfold. (As this
part of the activity will probably be messier, be sure to put the plastic cover or tablecloth over the
painting area.)

◆◆ Activity 2: Wheelchair or Crutches Obstacle Course (Requirement 1)


• Set up a simple obstacle course on a flat paved surface for Scouts to navigate using crutches or
a wheelchair.
• Have Scouts take turns going through the course, trying their best to move and maneuver using the
selected device.
• After the activity is finished, ask how it felt to go through the course on crutches or in a wheelchair.
How does this help them relate to people with disabilities that affect their mobility?

CLOSING
Bring all the Scouts together and have them sign the words “loyal,” “friendly,” “cheerful,” and “clean.”
Then close with a grand howl!

AFTER THE MEETING


• Serve refreshments, if desired.
• Work together to clean up the meeting place.
• Record completion of requirements 1, 5, and 6.

Upon completion of the Cubs Who Care adventure, your Wolves will have earned the
adventure loop shown here. Make sure they are recognized for their completion by present-
ing the adventure loops, to be worn on their belts, as soon as possible according to your
pack’s tradition.

122 WOLF
DIGGING IN THE PAST
RATIONALE FOR ADVENTURE
This elective adventure will help Wolf Scouts understand the formation of fossils.

TAKEAWAYS FOR CUB SCOUTS


• Understanding that fossils are affected by the ground around them
• Learning about different types of dinosaurs
• Listening to instructions
• Making a layered dessert
RACTE
HA

• A Scout is thrifty.
C

CO S
M PA S

Wolf Handbook, page 190


ADVENTURE REQUIREMENTS
Complete the following requirements.
1. Play a game that demonstrates your knowledge of dinosaurs, such as a dinosaur match game.
2. Create an imaginary dinosaur. Share with your den its name, what it eats, and where it lives.
3. Complete one of the following:
A. Make a fossil cast.
B. Make a dinosaur dig. Be a paleontologist, and dig through a dinosaur dig made by another
member of your den. Show and explain the ways a paleontologist works carefully during a dig.
4. Make edible fossil layers. Explain how this snack is a good model for the formation of fossils.

NOTES TO DEN LEADER


This adventure does not include plans for a den outing. If a den outing is desired, the leader may plan
to hold one of the meetings at a location suitable for learning about dinosaurs or paleontology, such as
a natural history museum. All event coordination and activity consent forms would need to be in place
in advance, depending on the location selected.
See the appendix for optional den meeting activities, including openings, gatherings, and closings.

MEETING 1 PLAN
PREPARATION AND MATERIALS NEEDED
• U.S. and den flags
• Copies of the Dino Match game cards in Meeting 1 Resources (Gathering)
• One beanbag (Activity 1)
• Materials for building imaginary dinosaurs (Activity 2). These may include tape, glue, construction
paper or felt, clay, papier-mâché, buttons, chenille stems, spools, and brads. Also, make sure to call
parents in advance to have the Scouts bring recyclables like plastic bottles and caps, soda cans,
cereal boxes, container lids, and cardboard tubes.

Digging in the Past 123


GATHERING
Hand out the “Dino Match” cards as Scouts arrive, and when everyone is there, play the card game.

OPENING
• Conduct a flag ceremony of your choosing that includes the Pledge of Allegiance as well as the Scout
Oath and Scout Law.
• The den members form a circle and give the Cub Scout sign. They repeat in unison, “A Scout is
thrifty.” Then Wolf Scouts each tell what being thrifty means to them.

TALK TIME
• Introduce the Digging in the Past adventure to the den. Build interest by describing the goals of the
adventure and some of the activities that are planned.
• Carry out business items for the den.
• Allow time for sharing among Cub Scouts.

ACTIVITIES
◆◆ Activity 1: Play “Herbivore! Carnivore!” (Requirement 1)
• Have the Cub Scouts in your den sit in a circle with one Wolf Scout in the center holding the
beanbag. The Cub Scout with the beanbag then tosses it to someone in the circle and shouts,
“Herbivore!” or “Carnivore!”
• The player who receives the bag must say the name of a dinosaur in that category before the player
in the center can finish counting to 10.
• Once a dinosaur has been named, it may not be called again. Players who don’t name one in time
trade places with the Scout in the center.

◆◆ Activity 2: Imaginary Dinosaur (Requirement 2)


• Have each Scout build an imaginary dinosaur using the construction materials you gathered and the
recyclables the Cub Scouts brought from home.
• Wolf Scouts are very creative! Encourage them to use their Wolf imaginations to invent and name
their dinosaurs.

CLOSING
Have the den members form a circle and pass the Cub Scout handshake from one to another until it
reaches the Cub Scout who started it. As Wolf Scouts each receive the handshake, they silently make a
wish and pledge to do their best.

AFTER THE MEETING


• Serve refreshments, if desired.
• Record completion of requirements 1 and 2.
• Work together to clean up the meeting place.

124 WOLF
MEETING 1 RESOURCES
GATHERING: DINO MATCH CARD GAME
• As Scouts gather for the meeting, give each of them two cards: one showing the picture of a dinosaur
and the other showing the name and description of a different dinosaur.
• When everyone has arrived and all the cards are distributed, have the Cub Scouts in your den go
around the room and find the matching names and pictures for their cards.
• Encourage them to share any other information that they know about the dinosaurs.

Tyrannosaurus
rex
I am a carnivore with
little arms and a big bite.

Triceratops
I have three horns and a bony frill
with points on its edges.

Archaeopteryx
I am only about 12 inches long and
have three fingers with claws on each
of my wings.

Parasaurol-
ophus
I weigh about 4 tons and
have a bony crest on my head.

Digging in the Past 125


Pteranodon
I am a reptile that lived alongside
dinosaurs. I am able to fly because
I am very light—my hollow bones
are filled with air sacs.

Apatosaurus
I am one of the largest land
animals. I have a long neck
and eat only plants.

Velociraptor
I am small and fast. I have
sharp claws on my front
and hind feet.

Ankylosaurus
My protection comes in the
form of spines on my body
and a long heavy club tail
that could be used to break
the legs of enemies.

Spinosaurus
I am longer than the T. rex;
I have a sail on my back,
and scientists think I speared
fish out of the water.

Hesperorni-
thiformes
I use my webbed feet
to dive for fish.

126 WOLF
MEETING 2 PLAN
PREPARATION AND MATERIALS NEEDED
• U.S. and den flags
• Items for the “Dinosaur Eggs” game (Gathering): dried beans (12 per Scout); small paper plates (one
per Scout); and toothpicks (two per Scout)
• Materials for fossil prints (Activity 1): air-dry clay; paper plates; permanent markers; leaves; sticks;
rocks; small plastic dinosaurs; plastic bugs or spiders
• Materials for “Dino Dig” Part I (Activity 2): square disposable aluminum pan (one per Scout); plaster of
paris; safety glasses; dust masks; various small objects (plastic dinosaurs, polished rocks, silk leaves, etc.)
• Two flashlights or battery-operated candles—one larger than the other (Closing)

GATHERING: DINOSAUR EGGS


As Scouts arrive, have them sit around a table or kneel in a circle on the floor. Give each Cub Scout two
toothpicks and a small paper plate with 12 dried beans on it. On your signal, see who will be the fastest
at lifting out five beans.

OPENING
• Conduct a flag ceremony of your choosing that includes the Pledge of Allegiance as well as the Scout
Oath and Scout Law.
• Have the den members make the Cub Scout sign as they recite the Scout Oath and Scout Law.

TALK TIME
• Carry out business items for the den.
• Allow time for sharing among Cub Scouts.

ACTIVITIES
◆◆ Activity 1: Fossil Prints (Requirement 3A)
• Give Scouts all a piece of the air-dry clay and a paper plate. Have them make a fossil print, following
the instructions in the Wolf Handbook. When the clay has hardened, have them write their name on
the back using a permanent marker.

◆◆ Activity 2: “Dino Dig” Part I (Requirement 3B)


• Each Scout will now make a dinosaur dig based on the instructions in the Wolf Handbook.
• Make sure that only adults prepare the plaster of paris, wearing safety glasses and dust masks.
Allow them plenty of space, and keep the Scouts from getting too close until the job is done.
• When the activity is finished, set the pans aside to dry until the next meeting.

◆◆ Activity 3: Dinosaur’s Tail (Optional)


• Everyone stands single file, with Scouts placing their hands on the shoulders of the person in front of
them. The first in line is the “head” of the dinosaur, and the last is the “tail.”
• The head tries to catch the tail by maneuvering the line around so that they can tag the end player.
All other players do their best to keep the head from catching the tail. The line must not break.
• When the head catches the tail, the end player becomes the head and the head player moves to the
second place in line.

Digging in the Past 127


CLOSING: CUB SCOUT LIGHT
Place the two flashlights or battery-operated candles on a table. The den leader asks Wolf Scouts to sit
on the floor in a circle. Then the leader dims the lights.
Den chief (picking up the small light): “I will light this small candle. It represents the goodwill given by
one Cub Scout. See how it shines? The rays from several Cub Scouts make a brighter light. Each Scout
lets their light shine by doing their best and helping other people.”
Den leader: “I’ll light this large candle. This represents that there is a brighter light that leads us all. Let
us always think first of God, second of others, and finally of ourselves.”

AFTER THE MEETING


• Serve refreshments, if desired.
• Record completion of requirements 3 and 4.
• Work together to clean up the meeting place.

MEETING 3 PLAN
PREPARATION AND MATERIALS NEEDED
• U.S. and den flags
• Items for the Musical Dino Eggs (Gathering): one beanbag, recorded music
• Materials for “Edible Fossil Layers” (Activity 1; check with parents to see if there are any food allergies
or dietary restrictions and plan accordingly: large clear plastic cups (one per Scout), flavored gelatin,
animal crackers, crushed graham crackers, pudding.
— Before the meeting, prepare each cup with an inch of gelatin in the bottom, and place a few
animal crackers in the gelatin before it solidifies. Prepare a large bowl of pudding, and fill another
large bowl with crushed graham crackers.
• Materials for “Dino Dig” Part II (Activity 2): craft sticks (one per Scout); small paintbrushes (one per
Scout); dinosaur digs made at the last meeting
• Two round balloons (using latex-free balloons if there are any latex allergies in the group) for the
Dinosaur Egg Relay (Activity 3)

GATHERING: MUSICAL DINO EGGS


Have the arriving Wolf Scouts sit in a circle and pass around a “dinosaur egg” (the beanbag). Play the
recorded music and, similar to “Hot Potato,” when the music stops the player holding the egg is out.
Continue until only one Scout remains.

OPENING
• Conduct a flag ceremony of your choosing that includes the Pledge of Allegiance as well as the Scout
Oath and Scout Law.
• The denner calls roll, and each Cub Scout responds by naming a point of the Scout Law when their
name is called.

TALK TIME
• Carry out business items for the den.
• Allow time for sharing among Cub Scouts.

128 WOLF
ACTIVITIES
◆◆ Activity 1: Edible Fossil Layers (Requirement 4)
• Have Wolf Scouts make a snack, using the ingredients you prepared and following the directions in
the Wolf Handbook.
• When finished, they should set the snacks aside until after the meeting.

◆◆ Activity 2: “Dino Dig” Part II (Requirement 3B)


• Tell the Scouts: Paleontologists use many different tools to dig out bones and fossils. Because they
do not want to damage anything, they typically use small tools like chisels and paintbrushes. We’ll
be digging through plaster of paris instead of rock, so you will use craft sticks and paintbrushes.
• Now have the Cub Scouts dig their objects out of the plaster of paris. Note: If time is limited, this
activity may need to be completed at home.

◆◆ Activity 3: Dinosaur Egg Relay (Optional)


• Divide Wolf Scouts into two teams. Tell them that you have “dinosaur eggs” (two inflated balloons)
that must be moved before they hatch.
• They must move the balloons only with their fingertips. That’s because the “eggs” might hatch early
from the warmth of a whole hand.
• Give each team one balloon. The object of the relay is for a pair of players to hold the balloon
between them, each Scout using only one fingertip. They transport the “egg” across the jungle
and back, and then pass it on to the next pair on their team—again, using only single fingertips.
• The first team to finish the relay sits down and raises the Cub Scout sign so the game warden can
report success to the base camp!

CLOSING
Form a circle and recite the Outdoor Code in unison.

AFTER THE MEETING


• Serve refreshments, if desired.
• Record completion of requirements 3B and 4.
• Work together to clean up the meeting place.

Upon completion of the Digging in the Past adventure, your Wolves will have earned the
adventure loop shown here. Make sure they are recognized for their completion by present-
ing the adventure loops, to be worn on their belts, as soon as possible according to your
pack’s tradition.

Digging in the Past 129


NOTES

130 WOLF
FINDING YOUR WAY
RATIONALE FOR ADVENTURE
Learning to read and use a map and a compass is a valuable skill. In this adventure, Scouts will receive
an introduction to maps, symbols, and the cardinal directions of north, south, east, and west. They will
also learn the basic functions of a compass.

TAKEAWAYS FOR CUB SCOUTS


• Following and giving directions
• Observing and reading a map
• Cardinal directions—north, south, east, and west
• Navigating with a compass
• Working with others
• The buddy system

ADVENTURE REQUIREMENTS Wolf Handbook, page 208


Complete the following requirements.
1. Do the following:
A. Using a map of your city or town, locate where you live.
B. Draw a map for a friend so he or she can locate your home, a park, a school, or other locations in
your neighborhood. Use symbols to show parks, buildings, trees, and water. You can invent your
own symbols. Be sure to include a key so your symbols can be identified.
2. Do the following:
A. Identify what a compass rose is and where it is on the map.
B. Use a compass to identify which direction is north. Show how to determine which way is south,
east, and west.
3. Go on a scavenger hunt using a compass, and locate an object with a compass.
4. Using a map and compass, go on a hike or walk with your den or family.

NOTES TO DEN LEADER


The requirements in this adventure can be done with the Paws on the Path adventure.
Meeting 3 will take place at an outdoor location for a hike. In advance of the outing, the leader will need
to make arrangements with the outing location and confirm the outing plan with families, including
transportation and any additional items they need to bring. Make sure activity consent forms are
distributed and signed.
See the appendix for optional den meeting activities, including openings, gatherings, and closings.

Finding Your Way 131


MEETING 1 PLAN
PREPARATION AND MATERIALS NEEDED
• U.S. and den flags
• Flag for folding ceremony (Closing)
• Words to the “Happy Wanderer” song, either on a poster or as a handout for the Scouts (Gathering;
see Meeting 1 Resources)
• Various maps, including your town or city (one copy per Scout if possible), the United States, and the
earth. Other types to consider are globes, nautical maps, GPS displays, and the map for a local park.
• Small, removable stickers (stars or dots)
• Compass with a needle, direction-of-travel arrow, and baseplate (one per Scout or one for each pair
of buddies)
• Hand-sketched map
• Paper (plain or graph for sketching maps)
• Crayons or colored pencils

GATHERING
• Display a compass and the various maps you collected. Give Wolf Scouts time to view the items
before the den discusses them during Talk Time.
• As Scouts arrive, help them locate their home on a city map.
• Have the den chief teach the Scouts the “Happy Wanderer” song (see Meeting 1 Resources).

OPENING
• Conduct a flag ceremony of your choosing that includes the Pledge of Allegiance as well as the Scout
Oath and Scout Law.
• When the den chief calls each Wolf Scout’s name, the Scout steps forward and puts a sticker on the
city map where their home is located (requirement 1A).
• After roll call, everyone recites the Cub Scout motto.

TALK TIME
• Introduce the Finding Your Way adventure to the den. Introduce the topic of maps by talking about
how many different types there are and how those maps help us. Maps can be found everywhere: a
GPS display or printed maps in a car, maps in a classroom, maps in a shopping mall, etc. Ask what
maps the Scouts have used.
• Show a hand-sketched map and explain how it can be used to help someone reach a destination if
they are lost or haven’t been there before.
• Show how the legend on a map can help us find local parks, buildings, bodies of water, etc.
• Carry out business items for the den.
• Allow time for sharing among Cub Scouts.

132 WOLF
ACTIVITIES
◆◆ Activity 1: Drawing Maps (Requirement 1B)
• Hand out the paper and colored pencils or crayons, so Scouts can draw a map that shows the
location of their homes, a park, a school, and other important places in the community.
• Make sure each Cub Scout saves space on the map to draw a basic legend with symbols for water,
trees, parks, and large buildings. Also, have Scouts place those symbols where they should go around
the map.

◆◆ Activity 2: Using a Compass (Requirement 2B)


• If weather permits, move the den outside so Wolves can have fun learning to use their compasses in
natural surroundings. Show them how to use a compass to see which way is north.

CLOSING
Flag Folding Ceremony. Have three Scouts fold the flag while the other Cub Scouts stand respectfully
in a semicircle.

AFTER THE MEETING


• Serve refreshments, if desired.
• Record completion of requirements 1A, 1B, and 2B.
• Work together to clean up the meeting place.

MEETING 1 RESOURCES
Using a Compass
Tell Scouts that north, south, east, and west are the points of a compass. A compass can help them
figure out what direction is north. Once they know that, they can decide which direction to go to move
toward their destination. Scouts can also use a map and compass to figure out how to get from one
place to another. The compass needle always points north.
• Have Scouts hold a compass flat in their hand and away from anything metal, like their belt buckle or
adventure loops.
• Instruct the Cub Scouts in your den to look down at the needle to see where it is pointing, then turn
their bodies slowly. They should keep turning until the compass needle lines up with the north line or
“N” on the grid.
• Remind Scouts that the floating needle is magnetized and the red end will always point to magnetic
north. You can always figure out the other points of the compass when you stand facing north.
• When Scouts are facing north using a compass, east will be on their right, south will be directly
behind them, and west will be to their left. If they forget, teach Scouts the phrase “Never Eat Soggy
Waffles” and they’ll get right back on track.

Finding Your Way 133


MEETING 2 PLAN
PREPARATION AND MATERIALS NEEDED
• U.S. and den flags
• Pieces for the “Sign Match” Game (Gathering; see Meeting 2 Resources)
• Den cheer written on a poster board in large letters (Opening)
• Items for the “Scavenger Hunt” (Activity 1)
— One compass per Scout (or one for each buddy pair) with a needle, direction-of-travel arrow,
and a baseplate
— Items to hide before the meeting
• Healthy snacks—raisins, apples, sunflower seeds, oranges, fruit cups, etc. (These may also serve
as scavenger hunt items. Note: Please check for food allergies among den members before
selecting snacks.)
• World map or globe (Activity 2)
• Small, removable stickers (stars or dots)
• Paper or cards for Scouts to write thank-you notes for anyone helping with the den hike during Meeting 3

GATHERING
As Wolf Scouts arrive, have them play the “Sign Match” game. Give all Scouts one set of cards as they
arrive, and pair Scouts up to play together. Have players combine and mix up their cards in a pile on the
floor, with all cards facing down. When the cards have been mixed up, organize them into a grid. Scouts
may flip over two cards in each turn, trying to create a pair. If the cards do not display a pair, they should
be flipped back over and the turn changes to the other Scout. If a Wolf Scout gets a pair, they keep the
cards and take another turn. The goal is to have the most pairs when the cards are all gone.

OPENING
• Conduct a flag ceremony of your choosing that includes the Pledge of Allegiance and the Scout Oath
and Scout Law.
• Lead the den in an opening cheer: “Today we’ll face north, south, east, and west. But whatever way
and whatever day, we will always do our best! We’re Wolf Scouts! Howl!”

TALK TIME
• Carry out business items for the den.
• Allow time for sharing among Cub Scouts.
• Talk about the Gathering game. Ask the Scouts if they recognized any of the signs. Discuss how
different types of signs are useful in helping people find their way.

ACTIVITIES
◆◆ Activity 1: Scavenger Hunt (Requirement 3)
• Review what was learned at the last meeting about how to use a compass.
• Then give them directions on how to find each hidden item using their compasses.

134 WOLF
◆◆ Activity 2: Snacks Around the World (Optional)
• Distribute the snacks and have the Scouts check the label on each one to find its place of origin.
Which snack traveled the farthest to get to where it is now?
• Help the Scouts find those areas on the map or globe, and have Scouts each put a sticker on the
location for their snack.

CLOSING
• Have Wolf Scouts form a circle and pass the Cub Scout handshake from one to another around
the group until it reaches the Scout who started it. When Scouts each receive the handshake, they
silently and pledge to do their best.
• Review details for the upcoming outing in Meeting 3. Make sure all Scouts and their families know
the plans.

AFTER THE MEETING


• Serve refreshments, if desired.
• Record completion of requirement 3.
• Work together to clean up the meeting place.
• Have the Scouts write thank-you notes for those who will help with the outing.

Finding Your Way 135


MEETING 2 RESOURCES
GATHERING: SIGN MATCH GAME
Print as many copies of these signs as you need for Scouts to play the game.
Interstate Highway Red Light Camera

Stop Sign Workers Ahead

Pedestrian Crossing Nuclear Zone

Road Slippery When Wet School Zone

No U-turn Hurricane Evacuation Route

136 WOLF
Railroad Crossing Dead End

Deer Crossing No Left Turn

Flagger Ahead No Right Turn

One-Way Traffic Hospital Ahead

Yield Right of Way Traffic Light Ahead

Winding Road Lane Ends, Merge Left

Finding Your Way 137


MEETING 3 PLAN (DEN OUTING)
PREPARATION AND MATERIALS NEEDED
• U.S. and den flags
• A map of the trail or area you will use for your hike
• Cub Scout Six Essentials (Den members are each responsible for bringing their own materials.)
• Water to fill bottles as needed
• One compass per Scout (or one for each buddy pair)
• Printed example of a compass rose
• Thank-you notes
• Confirm that transportation to and from the event is in place. Secure signed activity consent forms.
• The unit den leader should bring a copy of the Guide to Safe Scouting.

GATHERING
• Conduct a gear check as Scouts arrive, fill water bottles, distribute trail food, tie shoes, etc.
• Play the “Changing Winds” game
— Use a compass to establish the four main directions.
— Have everyone stand facing one player who is the “wind.” The wind tells the direction they are
blowing by saying, “The wind blows . . . south.” All players must face south. If a player is already
facing that direction and moves, they are out.
— The “wind” may confuse the other players by facing any direction. Players turning the wrong di-
rection are out. The winner is the last player still in the game.

OPENING
• Say the Pledge of Allegiance and the Scout Oath and Scout Law.
• As a group, lead Scouts as they recite the Outdoor Code and Leave No Trace Principles for Kids.

TALK TIME
• Carry out business items for the den.
• Allow time for sharing among Cub Scouts.
• Discuss the buddy system and what Scouts should do if they become separated from the group
during the hike. Use the STOP (Stay calm, Think, Observe, Plan) procedure from the Paws on the
Path adventure in the Wolf Handbook.

ACTIVITIES
◆◆ Activity 1: Compass Rose (Requirement 2A)
• Identify what a compass rose is and where it is on the map.
• Introduce walking between the four points of the compass rose. Discuss the difference between the
four cardinal directions—north, south, east, and west—and the ordinal directions between them:
northeast, southeast, southwest, and northwest. Demonstrate that if Scouts are walking between
north and west, they are going northwest, and so on.

138 WOLF
◆◆ Activity 2: Den Hike (Requirement 4)
• Using the map, make sure everyone understands the path the den will be taking before the hike begins.
• During the hike, each time the den arrives at a point that is marked on the map, have them stop and
use the map to orient themselves.

CLOSING
Gather everyone together after the hike and discuss what they liked about the hike and what parts of the
Leave No Trace principles they followed.

AFTER THE MEETING


• Have Scouts give their thank-you notes to those who helped.
• Record completion of requirements 2A and 4.

Upon completion of the Finding Your Way adventure, your Wolves will have earned the
adventure loop shown here. Make sure they are recognized for their completion by present-
ing the adventure loops, to be worn on their belts, as soon as possible according to your
pack’s tradition.

Finding Your Way 139


NOTES

140 WOLF
GERMS ALIVE!
RATIONALE FOR ADVENTURE
This adventure teaches Wolf Scouts about the importance of keeping a clean room, proper hand wash-
ing, and covering their sneezes—through fun, hands-on science experiments.

TAKEAWAYS FOR CUB SCOUTS


• Knowing the proper way to wash hands
• Why we cover a sneeze
• What mucus does for our bodies
• The importance of cleaning our rooms
• Bacteria are present even if we can’t see them.
RACTE
HA

• A Scout is clean, courteous.


C

CO S
M PA S

ADVENTURE REQUIREMENTS Wolf Handbook, page 218


Complete at least five of the following requirements.
1. Wash your hands while singing the “Happy Birthday” song.
2. Play Germ Magnet with your den or your family. Wash your hands afterward.
3. Conduct the sneeze demonstration.
4. Conduct the mucus demonstration with your den or family.
5. Grow a mold culture. At a den or pack meeting, show what formed.
6. Make a clean room chart, and do your chores for at least one week.

NOTES TO DEN LEADER


This adventure has several choices based on which activities you choose to do with your den. These
den meeting plans, when followed as written, meet the requirements to earn this adventure. If you
choose to make adjustments, be sure you complete at least the minimum requirements.
This adventure does not include plans for a Meeting 3 den outing. If an outing is desired, all outing and
transportation information would need to be planned in advance.
See the appendix for optional den meeting activities, including openings, gatherings, and closings.

MEETING 1 PLAN
PREPARATION AND MATERIALS NEEDED
• U.S. and den flags
• Soap, water, and sink for washing hands. (If a sink is not readily available, use a bucket and a pitcher
of water.)
• Items for the “Sink the Germs” game (Gathering)
— Six beanbags
— Removable tape
— One large, open box with a picture of a sink drawn or taped to the front
— One large printed copy of the “When to Wash Your Hands” chart (Meeting 1 Resources)
Germs Alive! 141
• Brightly colored glitter or washable paint for the “Germ Magnet” game (Activity 2)
• Items for the sneeze demonstration (Activity 3)
— One blanket, old sheet, or tarp with concentric bull’s-eye rings drawn on it in washable ink. Each
inner ring should be about 12 inches narrower than the one that surrounds it.
— One balloon (check for latex allergies in the den)
— Paper confetti
— One sheet of paper to roll into a funnel
— Tape
— Tape measure

GATHERING: SINK THE GERMS


• Set the large open box on the floor to represent a sink.
• Use tape to mark a throwing line on the floor. Then tape the large copy of the “When to Wash Your
Hands” chart (see Meeting 1 Resources) behind the line and place one beanbag over each of the
six squares.
• As each Wolf Scout arrives, have them take a turn throwing the six beanbags, one by one, into the
box. If time allows, have them try again.

OPENING
• Conduct a flag ceremony of your choosing that includes the Pledge of Allegiance as well as the Scout
Oath and Scout Law.
• Find out who in the den has an upcoming birthday or had one recently. Have the den sing the “Happy
Birthday” song to them. Tell them that the time it takes to sing the song twice is the same amount of
time they should spend washing their hands.

TALK TIME
• Introduce the Germs Alive! adventure to the den. Tell the Cub Scouts in your den: Our hands are
valuable tools. We use them every day. Because of this, hands become “germ magnets,” and when
we touch other people, those germs move from hand to hand! So you need to remember to wash
your hands often every day to make sure your “Wolf paws” are as clean as can be!
• Ask them to name the six times that it is very important to wash their hands. (Note: The answers were
presented during the Gathering game.)
• Carry out business items for the den.
• Allow time for sharing among Cub Scouts.

142 WOLF
ACTIVITIES
◆◆ Activity 1: Soap and a Song (Requirement 1)
• Have Wolf Scouts wash their hands while singing the “Happy Birthday” song again.
• When someone works soap and warm water into a lather on both hands and then sings the “Happy
Birthday” song twice, that will be long enough to wash away all the germs.

◆◆ Activity 2: Germ Magnet (Requirement 2)


• Have Scouts play the “Germ Magnet” game, using the directions in the Wolf Handbook.
• The game is likely to be messy, so you may want to move the den outside for this activity or use
washable paint rather than glitter. Also, make sure that none of the Scouts rub their eyes while they
still have glitter or paint on their hands.

◆◆ Activity 3: Sneeze Demonstration (Requirement 3)


• Tell the Scouts that when they played “Germ Magnet,” they were practicing the “A Scout is clean”
part of the Scout Law. They learned that germs can spread and that we wash our hands to
remove germs.
• Do the sneeze demonstration, using the materials you collected and involving the Scouts in every
step as presented in the Wolf Handbook—except for popping the balloon, which should be done by
an adult. The bull’s-eye represents each individual’s personal space, the popping balloon is like a
sneeze, and the confetti represents the germs that are spread. (Note: Be sure Scouts pinch off the
end of the balloon if they stop blowing, or the confetti in the balloon may get in their mouths.)
• In this activity, they see the importance of “A Scout is courteous.” Just as popping the balloon
spreads the confetti, sneezing causes germs to spread quickly and powerfully. Scouts protect those
around them and are courteous by sneezing into their elbows.

CLOSING
Gather the den in a circle. Starting with the denner, Scouts will each step into the center and shake
hands with their fellow Wolf Scouts, moving counterclockwise and using the Cub Scout handshake. This
continues until every Scout has their turn at initiating the handshakes.

AFTER THE MEETING


• Serve refreshments, if desired.
• Record completion of requirements 1, 2, and 3.
• Work together to clean up the meeting place.

Germs Alive! 143


MEETING 1 RESOURCES
GATHERING: SINK THE GERMS
Make a copy of this chart that is large enough to place each of the six beanbags over one of the reasons
why we would need to wash our hands throughout the day.

When to Wash Your Hands


After playing with a pet After using the bathroom

After sneezing, blowing your nose, or coughing Before touching a cut or open sore

After playing outside Before eating

144 WOLF
MEETING 2 PLAN
PREPARATION AND MATERIALS NEEDED
• U.S. and den flags
• Paper and colored pencils or crayons for “Design a Germ” drawings (Gathering)
• Paper, pencils, and rulers for making chore charts (Activity 1)
• Materials for the Sweeping the Germs Away relay (Activity 3)
— One broom for each team of three Scouts
— Empty 1- or 2-liter bottles with caps (one per team)
— One permanent marker
— Food coloring (one color per team)
— Removable tape or chalk

GATHERING: DESIGN A GERM


• As they arrive, have all Scouts design and name their own “germ,” using the drawing materials
you collected.
• These drawings may be saved and displayed at the next pack meeting.

OPENING
• Conduct a flag ceremony of your choosing that includes the Pledge of Allegiance as well as the Scout
Oath and Scout Law.

TALK TIME
• Carry out business items for the den.
• Allow time for sharing among Cub Scouts.
• Ask the Cub Scouts in your den if they have ever thought about growing mold. Explain: Molds are
very small and can live and grow on many surfaces. We cannot see mold at first unless we look
at them through a microscope. There are different types of mold that can grow in and outside of
our homes.
• Each Wolf Scout will create a mold “culture” (experiment) at home with the help of an adult (require-
ment 5). They will follow the directions in the Wolf Handbook and take photos each day of the results.
These photos will be brought to the next meeting to share with the den.

ACTIVITIES
◆◆ Activity 1: Chore Charts (Requirement 6)
• When preparing for this activity, communicate with parents or guardians in the den to discuss
responsibilities Cub Scouts currently have at home and opportunities for new ones.
• Have each Scout draw a “clean room” chore chart based on the one in the Wolf Handbook, using a
pencil, paper, and ruler. All Scouts should adapt the chart to fit their own situation. For example, they
may have a cat instead of a dog, and they probably already have some assigned chores to add to
the chart.
• Scouts will keep a record of the chores they complete during the week.

◆◆ Activity 2: Germ Tag (Optional)


• To start this game, one Scout will be a “germ.” At the word “Go,” the germ tries to touch the other
players on the arm. Once a player is touched, they become a germ as well and try to catch the others.
The game ends when everyone is a germ.
• Remind everyone that this is not a tackling, hitting, or grabbing game.
Germs Alive! 145
◆◆ Activity 3: Sweeping the Germs Away (Optional)
• Give a bottle to each team of three Wolf Scouts. Have the teams pour a half cup of water into their
bottles and give each team a different color food dye to mix with the water. Place the cap on the
bottle. Now they can draw faces on the bottles with the permanent marker, and each bottle becomes
that team’s “germ.”
• Using the tape or chalk, mark separate start and finish lines for each team, making sure the lines are
the same distance apart.
• On the word “Go,” the relay begins. Members on each team take turns pushing the germ with their
broom to the finish line and back, then hand off the broom to the next Cub Scout. The first team to
finish sweeping their germ back and forth wins.
• If you have a small den, the Scouts can play as a single team, trying to beat their own time in two or
three rounds. If you don’t have an even number of Scouts, put the den chief on one of the teams.

CLOSING
All the Wolves gather in a circle and make the Cub Scout sign. Then they recite in unison, “A Scout is
courteous,” and each Scout says something that being “courteous” means to them.

Do-at-Home Project Reminder:


Remind Wolves to make their mold cultures at home, following the directions in the Wolf
Handbook. For materials, each Cub Scout in your den will need a banana, a slice of bread,
a piece of cheese, three paper plates, labels to put on the plates (so no one mistakenly eats
the molds), and a pair of rubber gloves (check for latex allergies). They should take photos to compare
at the next meeting, but each Scout should dispose of the mold cultures at home, wearing the gloves
for safety. The molds will not be brought to the next meeting—only the photos.

AFTER THE MEETING


• Serve refreshments, if desired.
• Record completion of requirement 6.
• Work together to clean up the meeting place.

MEETING 3 PLAN
PREPARATION AND MATERIALS NEEDED
• U.S. and den flags
• Dried pinto beans (20 to 30 per Scout) in plastic bags (Gathering)
• Photos of each Scout’s mold culture from the Do-at-Home Project (Talk Time)
• Items for “mucus” demonstration (Activity 2)
— Borax
— Warm water
— White school glue
— Dirt, flour, glitter, or cocoa
— Food coloring
— Small bowls or plastic containers (two per Scout)
— Quart-size resealable storage bags (one per Scout)
— Paper plates (one per Scout)

146 WOLF
GATHERING: BACKHAND BEANS
• As they arrive, give all Wolf Scouts a small bag filled with 20 to 30 dried pinto beans.
• The Scouts should dump the beans in a small pile on the floor or table. They then pick up one bean
with the thumb and forefinger of one hand, transfer it to the thumb and forefinger of their other hand,
and place it on the back of the first hand.
• Have the Cub Scouts continue this pattern, adding more beans to the back of their hand and trying
not to drop them. If the beans do fall off, have them start over.

OPENING
• Conduct a flag ceremony of your choosing that includes the Pledge of Allegiance as well as the Scout
Oath and Scout Law.
• All the Wolves make the Cub Scout sign. Then they recite in unison, “A Scout is clean,” and each
Scout says something that being “clean” means to them.

TALK TIME
• Carry out business items for the den.
• Allow time for sharing among Cub Scouts.
• Have everyone tell about the chores they did during the week.
• Have the Scouts display and compare their photos of the mold cultures they grew at home. Ask
them: Which of the three types of molds—banana, bread, or cheese—grew the fastest?

ACTIVITIES
◆◆ Activity 1: Mucus Demonstration (Requirement 4)
• Have the Scouts conduct their “mucus” demonstrations, using the materials you collected and
following the directions in the Wolf Handbook.
• This activity will help Wolves understand the role of mucus in protecting us from germs. Give each
Scout the chance to mix their own bag, so they can see firsthand evidence of the chemical change
when the Borax and glue interact.
• Let them play with their slimy creations for a few minutes. Ask: What does it feel like? How do you
think something so slimy could protect your body?
• Now have each Cub Scout do a filtering test by putting their fake mucus on a paper plate and gently
blowing a pinch of dirt, glitter, flour, or cocoa onto it. Ask: Does this help you see how the mucus in
the membranes inside your nose might keep you from breathing in germs, bacteria, and viruses?

◆◆ Activity 2: Wolf! Wolf! (Optional)


• All the Scouts sit in a circle around the Cub Scout who is “It,” or “the wolf.” The Scouts in the circle
say, “Wolf! Wolf! What are you doing?”
• The wolf can respond by saying a one-sentence action that protects a person from germs, like “brush-
ing my teeth,” “washing my hands,” or “cleaning my room.” But if the wolf says “Chasing you,” the
other Scouts must scatter to keep from being tagged by the wolf—just like a germ floating through
the air.

CLOSING
• The whole den forms a friendship circle. Everyone crosses one arm over the other and grasps the
hand of the person on either side.
• Close by asking Scouts what song do you sing when you wash your hands? Then lead everyone in
singing the “Happy Birthday” song.

Germs Alive! 147


AFTER THE MEETING
• Serve refreshments, if desired.
• Record completion of requirements 4 and 5.
• Work together to clean up the meeting place.

Upon completion of the Germs Alive! adventure, your Wolves will have earned the
adventure loop shown here. Make sure they are recognized for their completion by present-
ing the adventure loops, to be worn on their belts, as soon as possible according to your
pack’s tradition.

148 WOLF
GROW SOMETHING
RATIONALE FOR ADVENTURE
In this adventure, Wolves will come to understand how plants grow and the importance of taking care of
our natural resources and the environment. They will also learn about the tools needed to plant and tend
a garden.

TAKEAWAYS FOR CUB SCOUTS


• Learning important life skills
• Learning how to observe and listen carefully
• Taking care of plants and the environment
• Working in teams
Wolf Handbook, page 234
ADVENTURE REQUIREMENTS
Complete the following requirements.
1. Select a seed, and plant it in a small container. Care for it for 30 days. Take a picture or make a
drawing of your plant once each week to share with your den or family.
2. Find out the growing zone for your area, and share the types of plants that will grow best in your zone.
3. Visit or research a botanical or community garden in your area, and learn about two of the plants that
grow there. Share what you have learned with your den or family.
4. Complete one of the following:
A. Make a terrarium.
B. Using a seed tray, grow a garden inside your home. Keep a journal of its progress for 30 days.
Share the results with your den or family.
C. Grow a sweet potato plant in water. Keep a journal of its growth for two weeks. Share the
information with your den or family.

NOTES TO DEN LEADER


Meeting 3 will be a den outing to a botanical or community garden in your area, or—if those choices
are not available—a plant nursery or garden club (requirement 3). In advance of the outing, the leader
will need to make arrangements with the outing location and confirm the outing plan with families,
including transportation and any additional items they need to bring. Make sure activity consent forms
are distributed and signed.
See the appendix for optional den meeting activities, including openings, gatherings, and closings.

MEETING 1 PLAN
PREPARATION AND MATERIALS NEEDED
• U.S. and den flags
• Materials for Nature’s Layer Cake (Gathering)
— Rinsed-out jars with tight-fitting lids (one per Scout)
— 1 scoop of soil for each Scout
— Water

Grow Something 149


• Map that shows the growing zones in the United States, downloaded from the internet and printed
out (Talk Time)
• Materials for making Grass Buddies (Activity 1)
— Potting soil
— Plant seeds or grass seeds (any type of grass would serve, but rye seed grows very quickly)
— Clear plastic cup or container (one per Scout)
— Items for decorating (e.g., pom-poms, chenille stems, googly eyes, craft foam, glue, and
permanent markers)

GATHERING: NATURE’S LAYER CAKE


• Soil is made up of many layers as well as particles of various sizes. As Scouts gather for the meeting,
have them do this activity so they can distinguish one layer from another.
• Fill half of a jar with soil and add water to the top. Screw the lid on tightly, shake the jar well, and
give the contents time to settle. Before long, everyone should see leaf litter floating on the top, and
sand and clay that give structure to the soil. Stones that settle on the bottom will help the water drain
away, which keeps the soil from becoming waterlogged.
• Have each Cub Scout take samples from different areas of their “layer cake,” so they can see how
the layers differ.

OPENING
• Conduct a flag ceremony of your choosing that includes the Pledge of Allegiance and the Scout Oath
and Scout Law.
• Lead Wolves in the Seed Cheer: First they curl themselves tightly in a ball. Then they slowly “grow”
upward. Once the Cub Scouts are standing up, on the count of three, have them stretch out their
arms like flower petals and shout, “Grow!”

TALK TIME (REQUIREMENT 2)


• Carry out business items for the den.
• Allow time for sharing among Cub Scouts.
• Review requirements 5A and 5B, and help Wolves decide which Do-at-Home Project they will
complete this month: growing a small garden in a seed tray or growing a sweet potato plant in water.
They will keep journals of their progress to share at the next two meetings.
• Talk about the science of soil, seeds, and plants, and the difference between planting seeds versus
transplanting a plant from a pot to the ground. Explain to the Cub Scouts in your den that good soil
is a very important part of growing plants and vegetables. As they could see in the Gathering activity,
there are many things that make up our soil. That is why it is important to prepare the soil before
we plant.
• Discuss other elements needed for plants to grow, including water and different balances of sun,
shade, heat, and cold—depending on what a particular plant requires for it to thrive.
• Use the map you printed to introduce the topic of “growing zones,” and how to find out if a plant
can grow well in a specific part of the country. This information is often provided on the back of seed
packets, along with instructions on watering and the type of light a plant needs. Focus the conversation
on the best plants to grow in your area.

ACTIVITIES
◆◆ Activity 1: Grass Buddies (Requirement 1)
• Give each Wolf Scout one of the small containers, and have them fill it halfway with potting soil.
• Now have each of them add one plant seed, or a heaping teaspoon of grass seed, to their containers.
Then they should add more soil until the containers are three-quarters full.

150 WOLF
• Pass out the materials for decorating the containers, encouraging everyone to get creative with
this project.
• Finally, have each Scout gently water their Grass Buddies. After the meeting, they will take their new
friend home to grow throughout the next 30 days. Make sure to provide instructions on how often
they should water, and remind them to keep their plant in sunlight.

◆◆ Activity 2: “The Green Grass Grew All Around” (Optional)


• Teach the Scouts a new song that they can add words to. The song is a traditional children’s song
based on the song “And the Green Grass Grew All Around,” written in 1912 (music by Harry Von Til-
zer, lyrics by William Jerome). This is a “repeat after me” song.
• Get the song started with the verses below, and then have the Cub Scouts create new verses.

There was a hole in the middle of the ground,


the prettiest hole that you ever did see.
Well, the hole in the ground,
And the green grass grew all around and around,
And the green grass grew all around.
And in that hole there was a root,
the prettiest root that you ever did see.
Well, the hole in the ground, and the root in the hole,
And the green grass grew all around and around,
And the green grass grew all around.

CLOSING
Have the den members form a friendship circle: All arms are crossed with each person extending their
right arm over their left and grasping the left hand of the person beside them. Everyone makes a silent
wish and gently passes a friendship squeeze from hand to hand.

Do-at-Home Project Reminder:


 ell Scouts to start working on requirement 5A or requirement 5B at home, so they can share
T
their journals during the next few weeks. They will also be caring for the Grass Buddies they
made at this meeting, and taking a photo or drawing a picture each week to show its progress
to the rest of the den.

AFTER THE MEETING


• Serve refreshments, if desired. Fresh vegetables would be a great snack for this adventure.
• Record completion of requirement 2.
• Work together to clean up the meeting place.
• Prepare thank-you notes for the Wolves to sign at the next meeting.

MEETING 2 PLAN
PREPARATION AND MATERIALS NEEDED
• U.S. and den flags
• Materials for Scene Rubbings (Gathering)
— Artificial or real leaves
— Large sheets of white paper (two per Scout)
— Crayons or colored pencils
• Photos or drawings of the growing Grass Buddies, brought by the Scouts (Talk Time)

Grow Something 151


• Materials for making terrariums (Activity 1)
— 1 clear glass container for each Scout (e.g., aquarium of
any size, goldfish bowl, cookie jar, pickle jar, vase with a
broad bottom)
— Enough small rocks to fill the bottom of each container
— Activated charcoal bits (one bag per Scout)
— Sterilized potting soil
— Miniature plants of different colors, shapes, and textures
— Optional decorations: moss, pebbles, shells, ceramic figures
• Materials for the Seed Relay Game (Activity 2)
— Chalk
— 2 small cups filled with dried beans
— Open, rinsed-out jars or juice bottles (enough to place a pair of them at 3-foot distances
along the playing area)
• Thank-you cards for the den outing

GATHERING: SCENE RUBBINGS


• When they arrive, give all Scouts a large sheet of paper and enough real or artificial leaves to create
the figure of their choice (e.g., a car, person, or animal) on the paper.
• Then give the Scout another sheet of paper to lay over the first one, and one or more colored pencils
or crayons to rub and recreate the picture—with the textures of the leaves—on the new sheet.

OPENING
• Conduct a flag ceremony of your choosing that includes the Pledge of Allegiance as well as the Scout
Oath and Scout Law.
• Lead the den in singing “The More We Get Together” to the tune of “Ach Du Lieber Augustine.”

The more we get together, together, together,


The more we get together, the happier we’ll be.
For your friends are my friends, and my friends are your friends,
The more we get together, the happier we’ll be.
The more we get together, together, together,
The more we get together, the happier we’ll be.
For you know that I know, and I know that you know,
The more we get together, the happier we’ll be.

TALK TIME
• Carry out business items for the den.
• Allow time for sharing among Cub Scouts.
• Have everyone compare the photos or drawings they brought to show the progress of their Grass
Buddies. Scouts should also give an update on how their seed tray garden or sweet potato plant is
coming along.

152 WOLF
ACTIVITIES
◆◆ Activity 1: Making a Terrarium (Requirement 4A)
• A terrarium is a miniature garden that is planted in a clear glass or plastic container. In order to make
the garden a mini-greenhouse, the container either is completely covered with a removable lid or has
just a small opening. This allows sunlight to enter through the glass or plastic and warm the plants, soil,
and air—the same way that the sun warms our planet as it comes through the atmosphere. The glass or
plastic holds in the moisture and warmth, allowing the plants to grow with little or no water added.
• Have the Wolf Scouts build their terrariums with the materials you collected, using the picture and
directions in the Wolf Handbook as a guide.

◆◆ Activity 2: Seed Relay Game (Optional)


• Using the chalk, draw a straight line lengthwise through the playing area. Put a mark on the line at every
3 feet (or less, depending on how much space is available). Parallel to those marks, set the pairs of
jars or juice bottles—with one jar on either side about 1½ feet away from the line.
• Divide the den into two teams. Each team should line up behind one of the rows of jars, and both
teams will start at the same end of the playing area.
• Have one Scout on each team go first, with both of them carrying a cup of dried beans. They will
follow the line drawn on the floor by placing the heel of one foot against the toe of the other. Every 3
feet, they must stop and place a bean in their team’s jar.
• When a Cub Scout reaches the end, they run back and hand the cup of beans to the next person on
their team, who “plants” their beans in the same manner. The first team to finish wins.
• Try several variations to make the game fun and challenging. The players can try tossing the beans in,
or you can use larger or smaller jars.

CLOSING
• Tell the Scouts: Today we sowed plants that will grow strong during the next few weeks if they are
given water, sunlight, and fresh air. We, too, will grow and thrive like our plants if we take care of our
bodies by keeping them nourished, always getting a good night’s sleep, and playing in the fresh air
and sunlight.
• Review details for the upcoming outing in Meeting 3. Make sure all Scouts and their families know
the plans.

AFTER THE MEETING


• Serve refreshments, if desired.
• Work together to clean up the meeting place.
• Record completion of requirement 4A.
• Have Scouts sign thank-you notes for anyone who helps with the outing.

MEETING 3 PLAN (Den Outing)


PREPARATION AND MATERIALS NEEDED
• Confirm that transportation to and from the event is in place. Secure activity consent forms.
• The unit den leader should bring a copy of the Guide to Safe Scouting.
• Contact the outing location to confirm plans. Find out if a representative will be assigned to guide
your group.

Grow Something 153


GATHERING: MONKEY IN A TREE
• While waiting for everyone to arrive, have the Cub Scouts play Monkey in a Tree:
— Form two small circles with three or four players linking their arms to make a “tree.” Have one
player stand in the middle of each circle. This represents a monkey in the tree.
— Have one player be “It,” standing outside all the circles and pretending to be a monkey without
a tree.
— On a signal, the other monkeys leave their trees. Then all of the monkeys, including “It,” scramble
to get into another tree before time is called. The one left out becomes “It” for the next round.

OPENING
• Say the Pledge of Allegiance and the Scout Oath and Scout Law.
• Ask Scouts to name points of the Scout Law that they will demonstrate during the outing.
• Remind everyone in the den that it is important to stay together, be on their best behavior, and use
the buddy system.

TALK TIME
• Carry out business items for the den.
• Have Wolves share things they would like to learn about during the visit.
• Review any questions the Scouts want to ask to make certain all are appropriate. (See the Wolf
Handbook for suggestions, if needed.)
• Before starting the tour, give the Wolves time for a final comparison of their Grass Buddy photos or
drawings and an update on how their terrariums, seed trays, or sweet potatoes are progressing.

ACTIVITIES
◆◆ Activity 1: Visit to Botanical or Community Garden (Requirement 3)
• Visit the location as a group, and take a guided tour if this is possible.
• Engage Scouts by having them identify different types of plants. Be sure the den has time to learn in
detail about at least two of the plants or flowers they see.
• Have Scouts ask the questions they prepared.
• When the visit ends, have the Wolves give their signed thank you cards to anyone who helped,
including tour guides.

CLOSING
• Gather everyone together for a “round of applause” cheer for the tour guides: While clapping,
move your hands around in a circle in front of you.

AFTER THE MEETING


• Serve refreshments, if desired.
• Record completion of requirements 1, 3, and 4B or 4C.

Upon completion of the Grow Something adventure, your Wolves will have earned the
adventure loop shown here. Make sure they are recognized for their completion by present-
ing the adventure loops, to be worn on their belts, as soon as possible according to your
pack’s tradition.

154 WOLF
HOMETOWN HEROES
RATIONALE FOR ADVENTURE
In this adventure, Wolf Scouts will learn about the heroes within their community. By getting to know
some real-life heroes and honoring their service, the Wolves will see the importance of living the Scout
Oath and Scout Law, and gain an understanding of what makes a hero.

TAKEAWAYS FOR CUB SCOUTS


• Observation skills
• Listening skills
• Following instructions
• Teamwork
• Helping others
• Living the Scout Oath and Scout Law
RACTE
HA

• A Scout is brave.
C

CO S
M PA S

Wolf Handbook, page 246


ADVENTURE REQUIREMENTS
Complete the following requirements.
1. Talk with your family or den about what it means to you to be a hero. Share the name of someone you
believe is a hero. Explain what it is that makes that person a hero.
2. Visit a community agency where you will find many heroes. While there, find out what they do. Share
what you learned with your den.
3. With the help of a family member, interview one of your heroes, and share what you learn with your
den. Tell why you think this person is a hero.
4. Complete one of the following:
A. As a den or family, honor a service member by sending a care package along with a note thanking
them for their service.
B. With your family or den, find out about animals that are trained to help others in your community.
C. Participate in or create an event that celebrates your hometown hero(es).

NOTES TO DEN LEADER


In Meeting 1, the den will learn about animals trained to help people. One option for fulfilling this re-
quirement is to include a visit from a person who works with service animals or other animals who as-
sist people. Before the meeting, make arrangements for the visit. Prepare a thank-you note in advance
for the visitor.
In Meeting 2, the den will create a care package for a hometown serviceman or servicewoman (require-
ment 4). A local military recruiting office or military base might be able to help in identifying a recipient.
Your local council might also be able to help provide suggestions. Select a recipient in advance so you
can guide the den in choosing appropriate items for the package that the person might like. Scouts will
need to bring assigned items to Meeting 2.
Meeting 3 will be a den outing to the local police or fire department, or another service agency, to
learn about heroes in the community (requirement 2). In advance of the outing, the leader will need
to make arrangements with the outing location and confirm the outing plan with families, including
transportation and any additional items they need to bring. Make sure activity consent forms are
distributed and signed.

Hometown Heroes 155


The den leader will need to select an appropriate local event to complete requirement 4C and coordi-
nate details of participation with families. The adventure could be coordinated around a pack event or
a special day when events are often held, such as Veterans Day, Memorial Day, National Police Day,
International Firefighters’ Day, or other similar days.
See the appendix for optional den meeting activities, including openings, gatherings, and closings.

MEETING 1 PLAN
PREPARATION AND MATERIALS NEEDED
• U.S. and den flags
• Items for the Rescue Game (Gathering)
— 1 large bowl
— Drinking straws (one per Scout)
— Paper circles or cutouts (20 to 50 of these, 2 inches in diameter)
• Dry-erase whiteboard or poster board for listing heroes (Talk Time)
• Items for Firefighter Relay Game (Activity 2)
— 2 sets of large, adult-sized clothes (shirt or jacket, pants with suspenders, boots, and hat, plus
a backpack)
— 2 buckets
— Blue and white paper streamers (representing water) to fill the buckets
— Cardboard boxes
• Words of the Scout Law, written on a poster board
• Printed list (one copy per Scout) of items needed for sending a military care package (e.g., toothbrushes,
deodorant, chewing gum, books or magazines, writing paper, DVDs, CDs)
• If the den will have a visit from a person who works with animals trained to help people, confirm plans
with the visitor and prepare thank-you notes.

GATHERING: RESCUE GAME


• Put the paper circles on a table and give all Wolf Scouts a drink straw when they arrive for
the meeting.
• Have the Cub Scouts stand single file beside the table. On the signal word, “rescue,” the Scout in
front picks up a paper circle by sucking it against the end of the straw. Then they hurry to the large
bowl and drop the circle in—delivering the “rescued person” to safety. See how many can be saved
by this very fine rescue brigade!

OPENING
• Conduct a flag ceremony of your choosing that includes the Pledge of Allegiance and the Scout Oath
and Scout Law.
• Lead the den in singing the “Hometown Heroes” song, to the tune of “My Bonnie Lies Over the Ocean.”

156 WOLF
The firefighters, they put out the fires.
The doctors, they make you feel swell.
Our teachers, they give us all knowledge.
Scout leaders teach us to do well!
Chorus:
Hometown heroes, thank you for all that you do. Thank you!
Hometown heroes, thank you for all that you do.
Cub Scouting will help us be leaders,
To help any person in need.
And someday we all could be heroes,
Just like our moms and dads—indeed!
Repeat chorus.

TALK TIME (Requirement 1)


• Introduce the Hometown Heroes adventure to the den. Ask every Cub Scout in your den what they
think it means to be a hero, and list their responses on the whiteboard or poster board. Have Scouts
each name someone they consider a hero, and ask them to explain why.
• Help the Wolves decide on a military serviceman or servicewoman who is deployed overseas whom
they will adopt as a den. Then hand out the list of items the den will need to send a care package at
the next meeting. These should be things that remind people of home, encourage or entertain them,
and help them pass the time. Make sure each Cub Scout is assigned to bring one or more items; they
could also ask friends or neighbors for donations.
• Carry out business items for the den.
• Allow time for sharing among Cub Scouts.

ACTIVITIES
◆◆ Activity 1: Animal Helpers (Requirement 4A)
• Have Scouts sit in a location where they will be able to listen, and introduce the visitor. If the visitor
has brought a service animal, remind Scouts that there are special guidelines for interacting with a
service animal. Tell them that they should think of questions they might like to ask when the visitor
has finished speaking. After the visitor completes his or her talk, allow time for Scouts to ask ques-
tions. Give the prepared thank-you note to the visitor and have Scouts thank him or her.

◆◆ Activity 2: Firefighter Relay Game (Optional)


• Divide the Scouts into two teams, lined up single file behind a starting line. Put one set of large,
adult-sized clothes and a backpack on the floor in front of each team.
• At the other end of the room (15 to 20 feet away), stack a pile of cardboard boxes that will serve as a
“house on fire.” Then give each team a bucket filled with a string of blue and white streamers—
taped together to serve as “water.”
• At your signal, the first player on each team puts on the clothes and the backpack over their Cub
Scout uniform, carries the bucket to the house, and pours out the streamers to douse the fire.
• Then the player puts the streamers back in the bucket, returns to the starting line, removes the large,
adult-sized clothes, and hands the bucket to the next Cub Scout on their team. This continues until
everyone has run the course; the first team to finish wins.

Hometown Heroes 157


CLOSING
• Recite the Scout Law in unison. Have Scouts name a point of the Scout Law that heroes
often demonstrate.

Do-at-Home Project Reminder:


Make sure all the Scouts remember to purchase items for the military care package and
bring them to the next meeting. Also, Scouts should get help from a family member to inter-
view one of their heroes. This person might be a veteran, a police officer, a firefighter, or a
schoolteacher—anyone who is open to telling his or her story. Each Scout will share what they learned
with the den.

AFTER THE MEETING


• Serve refreshments, if desired.
• Record completion of requirements 1 and 4A).
• Work together to clean up the meeting place.
• Prepare thank-you notes for the Wolves to sign at the next meeting for anyone who will be helping
with the den outing.

MEETING 2 PLAN
PREPARATION AND MATERIALS NEEDED
• U.S. and den flags
• Cards with names of famous heroes (Gathering)
• Words for the “Hometown Heroes” song on a poster board (Opening)
• Materials for the military care package
— Box large enough to hold all the items
— Packing supplies (tape, scissors, newspaper or other packaging material, marking pen)
— Name and mailing address for package
— Paper or a card to enclose a message signed by the Scouts
• Thank-you cards for the den outing

GATHERING: NAME THE HERO


While waiting for everyone to arrive, give all Scouts a card with the name of a famous real-life hero. They
are not to show it to anyone. Then have them ask each other questions that can be answered only with
“yes” or “no” (e.g., “Is your hero alive?” “Is your hero American?”) to help them guess who is who.

OPENING
• Conduct a flag ceremony of your choosing that includes the Pledge of Allegiance and the Scout Oath
and Scout Law.
• If desired, lead the den in singing the “Hometown Heroes” song from Meeting 1.

TALK TIME
• Carry out business items for the den.
• Allow time for sharing among Cub Scouts.
• Ask who has interviewed a hero (requirement 3) since the last meeting. Give each Scout time to share
what they learned from the interview.

158 WOLF
ACTIVITIES
◆◆ Activity 1: Military Care Package (Requirement 4A)
• Have Scouts prepare their care package for mailing. Before sealing it, they should sign a card with a
special message to the recipient, thanking them for their service.
• Decide who will take the package to the post office, making sure a parent or other adult guardian will
be there to assist. For help in addressing the package, visit www.usps.com/ship/apo-fpo-dpo.htm.

◆◆ Activity 2: Do This, Do That (Optional)


• Have Wolf Scouts stand side by side in a line several feet behind a goal line. The den chief or den
leader stands in front of the den and performs certain movements, saying “Do this” or “Do that”
before each movement.
• If the instruction is “Do this,” all the players should immediately copy the action. However, if the
leader says, “Do that,” they must NOT do it. A player who makes a mistake moves back one step.
If they do it correctly, they move one step forward.
• The first player to reach the goal line wins.

CLOSING
• Gather everyone together and ask each Scout to name one new thing that they learned at this meeting.
• Ask which point of the Scout Law the Wolves think of first when they are helping others. Why? Talk
about how they felt when they finished preparing the military care package.
• Review details for the upcoming outing in Meeting 3. Make sure all Scouts and their families know
the plans.

AFTER THE MEETING


• Serve refreshments, if desired.
• Record completion of requirements 3 and 4A.
• Work together to clean up the meeting place.
• Have Scouts sign thank-you notes for anyone who helps with the outing.

MEETING 3 PLAN (Den Outing)


PREPARATION AND MATERIALS NEEDED
• Cards with names of famous heroes (Gathering)
• Confirm that transportation to and from the event is in place. Secure activity consent forms.
• The unit den leader should bring a copy of the Guide to Safe Scouting.

GATHERING
• Have the Wolves play another round of Name the Hero (the Gathering game from the last meeting)
until everyone has arrived for the outing.

OPENING
• Recite the Scout Law and ask Scouts to name points of the law they will demonstrate during the outing.
• Remind everyone in the den that it is important to stay together, be on their best behavior, and use the
buddy system.

Hometown Heroes 159


TALK TIME
• Carry out business items for the den.
• Allow time for sharing among Cub Scouts.
• Have Wolves share things they would like to learn about during the visit.
• Review any questions the Scouts want to ask to make certain all are appropriate.

ACTIVITIES
◆◆ Activity 1: Visit a Community Agency (Requirement 2)
• Visit the location as a group, and take a guided tour if this is possible.
• Have Scouts ask the questions they prepared.
• When the visit ends, have the Wolves give their signed thank-you cards to anyone who helped,
including tour guides.

CLOSING
Gather the den in a Living Circle and have the Scouts say a special thank you to their hosts for being
hometown heroes.

AFTER THE MEETING


• Serve refreshments, if desired.
• Record completion of requirement 2.

Upon completion of the Hometown Heroes adventure, your Wolves will have earned
the adventure loop shown here. Make sure they are recognized for their completion by
presenting the adventure loops, to be worn on their belts, as soon as possible according
to your pack’s tradition.

160 WOLF
MOTOR AWAY
RATIONALE FOR ADVENTURE
We live in an electronic world. This adventure gives Wolf Scouts the chance to rely on the power in their
own bodies by blowing air, throwing planes, or using rubber bands. They will have the chance to explore
propulsion in its most basic form. Motor Away, Wolves!

TAKEAWAYS FOR CUB SCOUTS


• Learning to follow instructions
• Exploring how the tension in a rubber band affects propulsion
• Seeing if shape matters in a sail
• The value of cooperation
• Deductive reasoning
RACTE
HA

• A Scout is courteous.
C

CO S
M PA S

ADVENTURE REQUIREMENTS Wolf Handbook, page 256


Complete the following requirements.
1. Do each of the following:
A. Create and fly three different types of paper airplanes. Before launching them, record which one
you believe will travel the farthest and what property of the plane leads you to make that prediction.
B. Make a paper airplane catapult. Before launching a plane, record how far you believe it will travel
and explain what information you used to make this prediction. After you make your prediction,
launch the plane and measure how far it flies.
2. Make two different model boats and sail them. Choose different shapes for your boats.
3. Create a model car that moves under its own power.

NOTES TO DEN LEADER


In Den Meeting 2, Scouts will create boats made from recycled materials. Collect a variety of recycled
materials in advance of Meeting 2, and request that Scouts also plan to collect and bring materials for
the boats to ensure a good variety.
This adventure does not include plans for a den outing. If desired, an outing could be planned to an
appropriate location where Scouts could explore movement in planes, boats, or cars. In advance of the
outing, the leader will need to make arrangements with the outing location and confirm the outing plan
with families, including transportation and any additional items they need to bring. Make sure activity
consent forms are distributed and signed.
See the appendix for optional den meeting activities, including openings, gatherings, and closings.

Motor Away 161


MEETING 1 PLAN
PREPARATION AND MATERIALS NEEDED
• U.S. and den flags
• Items for paper airplane investigations (Gathering, Activities 1 and 2)
— 81/2"x11" paper (enough for building at least five planes per Scout)
— Directions printed from the Wolf Handbook for making a rubber band catapult and three types of
paper planes: arrow, delta, and classic dart
— Roll of masking tape
— 6-foot table or 6' x 2.5' area marked off on the floor with the tape
— Tape measure
— Pencil
— Scissors
• Items for the “On Base” game (Activity 3)
— 2 placemats or squares of cardboard for each Scout
— Chalk

GATHERING: THE RESCUE GAME


• As Scouts arrive for the meeting, have them use the table or marked-off area as an “aircraft carrier”
for landing paper airplanes. Put pieces of tape through the middle of the simulated carrier to form a
straight dashed line.
• Have the den chief teach the Scouts how to fold a paper airplane. Then each Cub Scout, in turn,
creates and throws a plane across the room and in for a landing, without it falling into the “ocean.”

OPENING
• Conduct a flag ceremony of your choosing that includes the Pledge of Allegiance and the Scout Oath
and Scout Law.
• Optional: Read the following quote from Orville Wright: “We were lucky enough to grow up in an
environment where there was always much encouragement to children to pursue intellectual interests;
to investigate what ever aroused curiosity.” Orville Wright was one of the inventors of the airplane.
In this adventure, we will follow his example and explore how things work. Who knows what you
will discover next? Please join in the Pledge of Allegiance to our flag.

TALK TIME (Requirement 1)


• Introduce the Motor Away adventure to the den. Build interest by describing the goals of the adventure
and some of the activities that are planned. Ask Scouts to share different ways that people have the
power to make things move.
• Carry out business items for the den.
• Allow time for sharing among Cub Scouts.

ACTIVITIES
◆◆ Activity 1: Up and Away (Requirement 1A)
• First, have each Scout build all three of the paper airplane models described in the Wolf Handbook:
arrow, delta, and classic dart.
• Before the flight tests begin, have each Scout estimate and record their predictions on which model
will fly the farthest. Have them base their decisions on various factors including the length, weight,
and wing design of each plane.
• When all the planes have been tested, give the Scouts time to compare their results.

162 WOLF
◆◆ Activity 2: Catapults (Requirement 1B)
• Now, instead of using their arms to thrust the planes forward, it’s time for each Scout to build a rubber
band catapult, following the directions in the Wolf Handbook.
• Again, after everyone has launched, have the Wolves compare their results.

◆◆ Activity 3: “On Base” Game


• Give each Cub Scout a pair of bases (placemats or cardboard squares), and draw start and finish
lines using the chalk. Have the Scouts line up side by side behind the start line.
• Players each begin by standing on base #1 and holding base #2 in their hands. They throw or place
base #2 on the ground ahead of them, and move forward by stepping or jumping onto it. Then they
pick up base #1, throw or place it ahead of them, and continue the pattern until they reach the finish
line. The first player to get there wins.
• Most will be tempted to play the game quickly—but remind them that, sometimes, slow and steady
wins the race.

CLOSING
• Have the Wolves form a friendship circle: All arms are crossed with each person extending their right
arm over their left and grasping the left hand of the person beside them.
• Starting with the denner and moving right, have Scouts say one thing they learned from this meeting
about how to fly a paper airplane.
• Remind Scouts to collect and bring recycled materials for making boats during Meeting 2.

AFTER THE MEETING


• Serve refreshments, if desired.
• Record completion of requirements 1A and 1B.
• Work together to clean up the meeting place.

MEETING 2 PLAN
PREPARATION AND MATERIALS NEEDED
• U.S. and den flags
• Items for Sponge Boats (Activity 1)
— Craft foam (enough for everyone to make a sail)
— Cardboard stencil (right-angle triangle, 3 inches high with a 2-inch base; two copies for the den to share)
— Kitchen sponges (one per Scout)
— Pencils (one per Scout)
— Straws cut into 4-inch pieces (one piece per Scout)
— Children’s scissors (one pair per Scout)
— Hole punch
— Hot glue gun with glue stick (for adult use only)
• Items for Recyclable Boats (Activity 2):
— 1 straw and 1 large paper clip for each Scout
— Recyclable materials (e.g., cardboard, milk or juice cartons, poster board, foam scraps, spools,
corks, Styrofoam pieces, craft sticks, small plastic containers)
• 1 large container for floating boats—such as a tub or child’s pool (Activity 3)

Motor Away 163


GATHERING: RUNAWAY TRAIN CARS
• Once three or four Scouts have arrived for the meeting, designate one of them to be “It,” or the train’s
locomotive; the rest will be runaway cars. The locomotive must catch the runaway cars by tagging
them. Whenever a car is tagged, that player hooks up behind the locomotive and the game continues.
• As each new Scout arrives, they join the game as another runaway car. Keep the game going until the
train is completed or it is time to start the meeting.

OPENING
• Conduct a flag ceremony of your choosing that includes the Pledge of Allegiance and the Scout Oath
and Scout Law.

TALK TIME
• Carry out business items for the den.
• Allow time for sharing among Cub Scouts.

ACTIVITIES (REQUIREMENT 2)
◆◆ Activity 1: Sponge Boats
• Each Scout traces a sail on craft foam—using one of the stencils—and cuts it out with the
scissors. They then punch two holes in the sail, one in the corner of the right angle and one at the
top, and poke the straw through the two holes to make a mast.
• Stick the bottom of the straw into the sponge. (A dab of hot glue will help to keep it in place. Make
sure only adults use the glue gun.) This completes the boat.

◆◆ Activity 2: Recyclable Boats


• Place the recyclables on a table and have the Scouts choose any pieces they want to build their
second sailboat. Remind them that the resources are limited: “A Scout is courteous,” and they can
practice this point of the Scout Law by sharing with others in the den.
• To make a mast for each boat, twist a large paper clip into a right angle with the two ends folded into
loops. The small section of the paper clip can fit into the center of a straw, and the large side can be
hot-glued to a hard surface to finish the mast.

◆◆ Activity 3: Sailing
• Have each Scout float the two boats they made in the pool or tub of water.
• Then ask: How did the boats move in the water? Which type of boat worked best? Was one design
better than the other to propel the boat forward?

CLOSING
• Again, end the meeting by bringing the den together in a friendship circle. Starting with the denner
and moving right, have Scouts say one thing they learned about how sailboats operate.

AFTER THE MEETING


• Serve refreshments, if desired.
• Record completion of requirement 2.
• Work together to clean up the meeting place.

164 WOLF
MEETING 3 PLAN
PREPARATION AND MATERIALS NEEDED
• Items for the “Stacking Logs” game (Gathering)
— Toothpicks (10 per Scout)
— 2 small-mouthed bottles
• Items for making “self-powered” cars (Activity 1):
— Balloon option: 1 balloon, 2 straws, 4 spools, 4 straight pins, and 1 clean, dry half-gallon milk
carton with the top cut off and cut in half lengthwise (If someone is allergic to latex, be sure to use
latex-free balloons.)
— Spool car option: 2 spools, 1 pencil, 2 rubber bands, 2 washers, 4 paper clips, tape
• 3-foot sections of rope (Closing, one per Scout)

GATHERING: “STACKING LOGS” GAME


• Give Wolf Scouts 10 toothpicks (or “logs”) each when they arrive for the meeting. Once you have a
group of three or four Scouts, hand them one of the bottles. (When the other half of the den arrives,
give them the other bottle.)
• The first player balances a log across the open neck of the bottle. The next Cub Scout puts another
log alongside or on top of it. The third player adds one of theirs, and so on until someone causes
their own log or any of the others to fall; that Scout must pick up and keep the logs that dropped to
the floor. The game continues until one of the players is left without any logs and wins.

OPENING
• Conduct a flag ceremony of your choosing that includes the Pledge of Allegiance.
• As the den chief calls roll, each Scout responds by naming a point of the Scout Law. Then the entire
den recites the remainder of the 12 points in unison.

TALK TIME
• Carry out business items for the den.
• Allow time for sharing among Cub Scouts.

ACTIVITIES
◆◆ Activity 1: Self-Powered Cars (Requirement 3)
• Using the directions in the Wolf Handbook, have each Scout create a spool car or a balloon car.
(Note: Check to be aware of any latex allergies in the den.)
• When all the Scouts have built their cars, use masking tape to mark start and finish lines on the floor,
and hold several races.

◆◆ Activity 2: Tunnel Relay (Optional)


• Divide the den into two parallel teams, standing single file with their legs spread apart. The back
players on both teams crawl between the legs all the way to the front, then stands with their
feet apart and yells, “All clear!” The other players follow in succession; the first team to finish the
cycle wins.
• Clock the Scouts on the first round and see if they can beat their time when they go again.

Motor Away 165


CLOSING
• Give each Scout a 3-foot section of rope. Scouts tie their rope to the rope on their right, using a
square knot, until all the ropes are tied in a big circle. Then everyone carefully leans back to make a
taut circle. Say: You are part of a group of close friends, held together by the square knot—a symbol
of friendship.
• Starting with the denner and moving right, have Scouts say something they learned about propulsion
and momentum from making and racing their cars.

AFTER THE MEETING


• Serve refreshments, if desired.
• Record completion of requirement 3.
• Work together to clean up the meeting place.

Upon completion of the Motor Away adventure, your Wolves will have earned the adventure
loop shown here. Make sure they are recognized for their completion by presenting
the adventure loops, to be worn on their belts, as soon as possible according to your
pack’s tradition.

166 WOLF
PAWS OF SKILL
RATIONALE FOR ADVENTURE
In this adventure, Wolf Scouts will learn the importance of teamwork and good sportsmanship, as well as
keeping themselves healthy and fit.

TAKEAWAYS FOR CUB SCOUTS


• Observation and listening skills
• Learning to follow instructions
• Helping each other as a team
• Being fair and respectful in competition
• Living the Scout Oath and Scout Law
RACTE
HA

• A Scout is helpful.
C

CO S
M PA S

Wolf Handbook, page 274


ADVENTURE REQUIREMENTS
Complete at least requirements 1-4. Requirements 5-7 are optional.
1. Talk with your family or den about what it means to be physically fit. Share ideas of what you can do
to stay in shape.
2. With your family or den, talk about why it is important to stretch before and after exercising. Demon-
strate proper warm-up movements and stretches before and after each activity you do that involves
action.
3. Select at least two physical fitness skills and practice them daily for two weeks. See if you can im-
prove during that time.
4. With your family or your den, talk about what it means to be a member of a team. Working together,
make a list of team sports, and talk about how the team works together to be successful. Choose
one and play for 30 minutes.
5. With your den, develop an obstacle course that involves five different movements. Run the course
two times and see if your time improves.
6. With your den, talk about sportsmanship and what it means to be a good sport while playing a game
or sport. Share with your den how you were a good sport or demonstrated good sportsmanship in
requirement 4.
7. Visit a sporting event with your family or your den. Look for ways the team works together. Share your
visit with your den.

Paws of Skill 167


NOTES TO DEN LEADER
This adventure has several choices based on which activities you choose to do with your den. These
den meeting plans, when followed as written, meet the requirements to earn this adventure. If you
choose to make adjustments, be sure you complete at least the minimum requirements.
Meeting 2 will include a game of kickball or a similar team sport to be selected by the den and den
leader. If your regular meeting location does not have access to an appropriate and safe space for the
selected sport, you will need to make arrangements in advance for an alternative meeting location.
Meeting 3 will be an outing to a sporting event. You will need to identify a sports event in your community
and contact the team at least a month in advance to arrange a visit with one of the team’s players or
an expert on the sport before the event starts. In advance of the outing, confirm the outing plan with
families, including transportation and any additional items they need to bring. Make sure activity
consent forms are distributed and signed.
See the appendix for optional den meeting activities, including openings, gatherings, and closings.

168 WOLF
MEETING 1 PLAN
PREPARATION AND MATERIALS NEEDED
• U.S. and den flags
• Poster board or whiteboard and marker (Talk Time)
• Jump ropes—one to three, depending on the size of the den (Activity 2)
• A copy of the Wolf Handbook for each Scout. Provide extra printed copies of the fitness log in the
Wolf Handbook for requirement 3 in case some Scouts do not have their handbooks.
• Obstacle Course materials for Activity 2, such as: a table or bench; 6-foot-long 2x4 board for a
balance beam; small balls or beanbags and a bucket; 1 pool noodle and 2 cinderblocks; a tunnel
made from a long, wide box; several hula hoops; a sprinkler; plastic cones; playground balls or
balloons (Check for latex allergies.)

GATHERING: STRETCHES
Have the Wolf Scouts do some stretching exercises until everyone has arrived for the meeting.
(See suggestions in Meeting 1 Resources.)

OPENING
• Conduct a flag ceremony of your choosing that includes the Pledge of Allegiance and the Scout Oath
and Scout Law.
• Optional opening: Stand in a circle, allowing a small circle of space around each Scout. Recite the
Scout Oath, and tell Wolf Scouts that when they say the phrase “To keep myself physically strong,”
they should each silently take a still pose (like a statue) that shows an activity that could keep them
physically strong. For example, Scouts who like baseball could show a pose depicting a batter
swinging or a pitcher throwing. Have Scouts pause for a moment in their poses before continuing
with the Scout Oath.

TALK TIME (Requirement 1)


• Introduce the Paws of Skill adventure to the den. Lead a conversation about ways to maintain physical
fitness. Emphasize the importance of regular exercise and a nutritious diet, and give each Cub Scout
an opportunity to name some healthy foods and activities.
• Carry out business items for the den.
• Allow time for sharing among Cub Scouts.
• As a lead-in to Activity 1, talk about the importance of warm-up stretches before an exercise workout,
sports game, or other physical activity.

ACTIVITIES
◆◆ Activity 1: Warm-Up and Exercise Stations (Requirement 2)
• Have the Scouts perform warm-up stretches for several minutes before starting this workout to get
their hearts ready for activity and to loosen their muscles so they can avoid injury. (See the Wolf
Handbook for examples of these exercises.)
• Set up exercise stations so the Scouts can practice the following with the den chief’s assistance and
supervision: jumping jacks, sit-ups, push-ups, and jumping rope.
• To finish, the Scouts should spend a few minutes cooling down with the same slow stretches they
practiced before the workout.
• Have Scouts look at the requirement 3 exercise log in the Wolf Handbook. Each Scout should decide
on two exercises to do daily at home during the next two weeks. They will keep their logs updated
and bring them to share at Meeting 3 (the den outing).

Paws of Skill 169


◆◆ Activity 2: Obstacle Course (Requirement 5)
• Have the den develop and run an obstacle course that involves five challenging movements. Use the
suggestions in the Wolf Handbook, or try a few of these:
— Forward rolls or long jumps
— Crawling through a box tunnel
— Walking along a balance beam
— Jumping like kangaroos with a ball or balloon between their knees
— Tie five hula hoops together and lay them on the ground. Have everyone run through, putting one
foot in each hoop.
— Hurdle jump: Loop a pool noodle over the ground by sticking the two ends in cinderblocks.
— Crab walk: Have Scouts sit on the ground and then rise with their backs parallel to the surface,
moving backward on their hands and feet.

CLOSING
• Have the Wolves form a friendship circle: All arms are crossed with each person extending their right
arm over their left and grasping the left hand of the person beside them.
• Starting with the denner and moving right, have Wolf Scouts say which exercises they plan to do
at home.

Do-at-Home Project Reminder:


Scouts will need to practice the two selected fitness skills every day for two weeks. Remind
Scouts that they should always start and finish their home workout sessions with the warm-up/
cool-down exercises.

AFTER THE MEETING


• Serve refreshments, if desired.
• Record completion of requirements 1, 2, and 5.
• Work together to clean up the meeting place.
• Prepare thank-you notes for the Wolves to sign at the next meeting for anyone who will be helping
with the den outing.

170 WOLF
MEETING 1 RESOURCES
GATHERING: STRETCHES
Feel free to substitute with other stretching exercises if you wish, but here are a few suggestions.
Reach for the Sky Reach Out
1. Stand straight and tall. 1. Sit on the floor with your legs spread apart.
2. Stretch your right hand with your fingers 2. Reach with both hands and try to touch your
spread open toward the sky. right foot.
3. Bend to your left side and let your right 3. Stretch as far as you can, straight between your
hand stretch over your head, reaching and legs. (Can you touch your chest to the floor?)
stretching to your left side. 4. Reach with both hands and try to touch your
4. Count to 10 while slowly breathing in and out. left foot.
5. Repeat with your left hand while leaning to 5. Repeat.
the right.
The Lean Back
Picking Cherries 1. Get on your knees, keeping your thighs in a
1. Stand with your feet spread apart. vertical position.
2. Bend over and touch the floor in front of you. 2. Put your arms out straight in front of you.
3. Touch the floor immediately between 3. Lean back as far as you can and hold the
your legs. position for 5 seconds.
4. Touch the floor behind your legs. 4. Relax for 5 seconds.
5. Stand up and clap your hands. 5. Repeat.
6. Repeat.

MEETING 2 PLAN
PREPARATION AND MATERIALS NEEDED
• U.S. and den flags
• 1 kickball and 4 bases or other equipment needed for other sport options to be selected by the
den (Activity 1)
• Thank-you cards for the den outing
• Confirm that the meeting location has an appropriate space for the selected sport and that the den
has permission to use that space.

GATHERING
• As Scouts arrive, have them do the stretching exercises they learned at the last meeting as
preparation for their game of kickball.

OPENING
• Conduct a flag ceremony of your choosing that includes the Pledge of Allegiance and the Scout Oath
and Scout Law.

Paws of Skill 171


TALK TIME (REQUIREMENT 6)
• Carry out business items for the den.
• Allow time for sharing among Cub Scouts. Focus part of the time on how each Cub Scout’s daily
exercise routine is going.
• Have the den work together to make a list of team sports and talk about specific ways that various
sports teams work. Discuss good sportsmanship, doing your best, and how it feels to be part of a
successful team. Have the team select a sport to play, such as kickball, for which the leader has
appropriate space and equipment.

ACTIVITIES
◆◆ Activity 1: Kickball (Requirement 4)
• Divide the den into two teams and have them play a game of kickball for half an hour (see Meeting 2
Resources for directions). This will complete requirement 4.
• Make sure the Scouts follow these tips to ensure good sportsmanship:
— Play by the rules.
— Be courteous to everyone.
— Cheer for good plays.
— Try your best.
— Play to have fun.
— Shake hands in midair after the game or give high-fives or fist bumps.

CLOSING
• Have the Wolves form a friendship circle. Remind them of how they practiced good sportsmanship
during their game of kickball.
• Starting with the denner and moving right, have Wolves each mention one way they and the others
played like good sports.
• Confirm plans for the following meeting’s den outing to a sporting event. Make sure all transportation
needs are covered and that all Scouts and parents know the plans.

AFTER THE MEETING


• Serve refreshments, if desired.
• Record completion of requirements 4 and 6.
• Work together to clean up the meeting place.
• Have Scouts sign thank-you notes for anyone who helps with the outing.

172 WOLF
MEETING 2 RESOURCES
ACTIVITIES
◆◆ Activity 1: Kickball
• Similar to baseball, the object is to kick the ball and run around the bases without being tagged out.
• Arrange the four bases like a baseball diamond. Divide the Scouts into two teams, and toss a coin to
decide which team kicks first. The other team (the fielding team) selects a pitcher, and the pitcher’s
teammates go to the field and stand ready to play.
• The pitcher rolls the ball to a kicker on the offensive team, who kicks it into the outfield and tries
to run the bases. If the ball is caught before the kicker reaches first base, they are out. If the ball is
caught and thrown to a field player near first base who catches it while touching the base, the kicker
is forced out.
• A kicker can also be tagged out if a field player holding the ball tags them or if a player throws the
ball and hits them while they aren’t touching a base. If a thrown ball misses them, they may only run
to the next base.
• After three outs, the teams switch places. A team gets one point for having a runner make it all the
way around the bases and back to home base.

MEETING 3 PLAN (Den Outing)


PREPARATION AND MATERIALS NEEDED
• Confirm that all have the date and time, meeting place, and directions for the outing. Make sure you
carry a list of contact numbers for the Scouts and all adults going to the facility. Make sure everyone
has their tickets, if required, and collect their signed activity consent forms.
• The unit den leader should bring a copy of the Guide to Safe Scouting.
• Bring the thank-you notes the Scouts signed.

GATHERING
While waiting for everyone to arrive for the sporting event, have the Scouts sit in a circle and play “My
Cubmaster Cooks.”
• One Scout starts the game by saying, “My Cubmaster cooks apples (or some other food that starts
with an A) on the campfire.”
• The Scout to the right repeats this and adds something that starts with B, such as “beets” or any
other silly thing like “bats” or “bears.”
• As the game goes around the circle, each Cub Scout in turn must repeat everything that has been
named before and add a word that starts with the next letter of the alphabet.
• Continue passing the sentence around the circle until the game has gone through the entire alphabet.
Eventually it will sound like: “My Cubmaster cooks apples, bugs, crickets, donkeys, elephants, . . .
and zebras on the campfire.”

OPENING
• Assemble the group, and review any conduct rules and the buddy system.
• Say the Pledge of Allegiance.
• Ask the Cub Scouts in your den to name points of the Scout Law they will demonstrate during the
outing (friendly, courteous, etc.).

Paws of Skill 173


TALK TIME
• Carry out business items for the den.
• Allow time for sharing among Cub Scouts.
• If one or more of the team players or another expert on the sport will be speaking to the den, review
the Scouts’ questions to make sure all are appropriate.
• Collect the activity logs Scouts recorded at home and give them time to share about exercises they did.

ACTIVITIES
◆◆ Activity 1: Visit to a Sporting Event (Requirement 7)
• Invite the speaker(s) to introduce the Wolf Scouts to the facility, the team, or anything else they want
to share (e.g., interesting facts or a demonstration by the team).
• When all questions have been answered or after the outing, make sure the Wolves give their thank-
you cards to the speakers and anyone else who helped out.
• During the event, tell the Scouts to observe how the athletes warm up and how they cool down
after their activities. If the Cub Scouts are watching a game, make sure they observe how the players
work together on both teams.

CLOSING
Have the Wolves form a friendship circle. Starting with the denner and moving right, Scouts will each
share one way they saw teamwork in action during the event.

AFTER THE MEETING


• Serve refreshments, if desired.
• Record completion of requirements 3 and 7.

Upon completion of the Paws of Skill adventure, your Wolves will have earned the
adventure loop shown here. Make sure they are recognized for their completion by
presenting the adventure loops, to be worn on their belts, as soon as possible according
to your pack’s tradition.

174 WOLF
SPIRIT OF THE WATER
RATIONALE FOR ADVENTURE
Water, water everywhere—water to drink, water to cook our food, water to clean our bodies and our
teeth, and water to play in! In this adventure, Wolf Scouts will learn how to conserve water and keep it
clean in their homes and neighborhoods. Then they’ll have a chance to swim together, having fun and
practicing aquatics safety.

TAKEAWAYS FOR CUB SCOUTS


• Water conservation
• Aquatics safety
• Skill development
• Physical fitness
RACTE
HA

• A Scout is loyal, obedient, brave.


C

CO S
M PA S

Wolf Handbook, page 286


ADVENTURE REQUIREMENTS
Complete the following requirements.
1. Discuss how the water in your community can become polluted.
2. Explain one way that you can help conserve water in your home.
3. Explain to your den leader why swimming is good exercise.
4. Explain the safety rules that you need to follow before participating in swimming or boating.
5. Visit a local pool or public swimming area with your family or den. With qualified supervision, jump
into water that is at least chest-high, and swim 25 feet or more.

NOTES TO DEN LEADER


An overview of BSA swimming and water activities is included in the appendix. In preparation for any
in-water activity, you should complete the BSA online training for Safe Swim Defense. This training out-
lines how to help lead a safe swimming activity with your den. The training is available at my.scouting.org.
You may also find the BSA publication Aquatics Supervision, No. 34346, helpful to fully understand the
use of aquatic activities in Scouting.
Meeting 2 will be an outing to a local pool or other swimming area for completion of requirements 3, 4,
and 5. Parts of the adventure, including the den outing, may be easier to complete at a local Scout
camp facility.
Identify the location well in advance of the outing and make arrangements with the staff member in
charge. Review in advance the BSA Safe Swim Defense and Safety Afloat procedures. Confirm that
all necessary supervision and safety measures will be in place for the outing. Also confirm plans with
families, including place, time, and transportation. Secure activity consent forms.
See the appendix for optional den meeting activities, including openings, gatherings, and closings.

Spirit of the Water 175


MEETING 1 PLAN
PREPARATION AND MATERIALS NEEDED
• U.S. and den flags
• Bubble solution and wands for blowing bubbles (Gathering)
• Words for the Water Conservation Song written in large print on a poster board (Opening)
• Materials for the Water Pollution Demonstration (Activity 1): glass baking pan; powdered drink mix;
sand; book or small block of wood; spray bottle filled with water
• Materials for the Pollution Obstacle Course (Activity 2): eight plastic cones or buckets; signs; chalk or tape

GATHERING
• Provide bubble solution for Wolf Scouts to blow bubbles while they wait for everyone to arrive.
• If possible, make a variety of wands available so the bubbles will be in different shapes.

OPENING
• Conduct a flag ceremony of your choosing that includes the Pledge of Allegiance and the Scout Law.
• Lead the den in singing the Water Conservation Song (to the tune of “Row, Row, Row Your Boat”):

Turn, turn, turn off the tap,


Be sure to fix those leaks.
You’ll be saving drops of water
Each and every week.
Wash your dishes, cars, and bikes,
But don’t let water run.
Saving water is our game
So we can have more fun!

TALK TIME
• Carry out business items for the den.
• Allow time for sharing among Cub Scouts.

ACTIVITIES
◆◆ Activity 1: Water Pollution Demonstration (Requirement 1)
• Have the Scouts perform this demonstration, following the directions in the Wolf Handbook.
• As a group, reflect on the demonstration and some of the causes of water pollution they might have
witnessed. What can they do to help at home and in the community?

◆◆ Activity 2: Pollution Obstacle Course (Optional)


• If possible, the den should play this activity outside with these materials: 8 plastic cones or small
buckets; signs on sticks; and tape or chalk for marking start and finish lines.
• First, the Scouts use the cones or buckets to set the obstacles over an area of 10 to 15 feet.
• Then they place one sign at each obstacle, each with a label:
— Candy wrappers — Leaves — Pet waste
— Fertilizer — Litter — Plastic bags
— Grass clippings — Pesticide

176 WOLF
• Together, the Scouts pretend to be a stream of water that must remain clean so it can fill a swimming
pool or serve as drinking water. They stand single file at the starting line, with Cub Scouts putting
their hands on the shoulders of the Scout in front of them. On signal, they move as quickly as possi-
ble through the course without anyone letting go or touching any of the obstacles.
• If the den is large, divide the Scouts into two teams. They can take turns running the course while the
den chief clocks their time.

◆◆ Activity 3: Conservation Quiz (Requirement 2)


• Quiz the Scouts on how to save water in five different activities listed below. Guide them toward the
answers presented here.
1. Brushing your teeth: Turn off the tap while you brush, then turn it back on when you are ready to
rinse your mouth. This may save up to eight gallons of water a day in one household—more than
200 gallons a month!
2. Bathing: Take a shower instead of a bath, and limit it to five minutes. A shower with a low-flow
head uses less water than filling a bathtub.
3. Washing your hands: Turn the faucet off completely when you are finished, and make sure to
fix all faucet leaks. A tiny drip can waste up to 10 gallons a day.
4. Watering the lawn: Do this early in the morning or late in the evening so the water won’t
evaporate in the heat of the day.
5. Washing your bike: Do this with a bucket that you can refill instead of running a hose the whole
time. If you need to wash a car, look for car washes that recycle their water.

CLOSING
• Gather the den together and say: We have learned a lot about water conservation today. In the next
meeting, we will learn about having fun in the water and keeping ourselves and others safe.
• Recite the Scout Oath.
• Review details for the upcoming outing in Meeting 2. Make sure all Scouts and their families know
the plans.

AFTER THE MEETING


• Serve refreshments, if desired.
• Record completion of requirements 1 and 2.
• Work together to clean up the meeting space.
• Prepare thank-you notes for Wolves to sign at the next meeting. The notes should be given to anyone
who helps with the outing, including lifeguards at the pool or swimming area.

Spirit of the Water 177


MEETING 2 PLAN (Den Outing)
PREPARATION AND MATERIALS NEEDED
• One buddy tag for each Scout
• This meeting, a den outing to a local pool or other swimming area, may necessitate more than one
visit for all the Scouts to meet requirements 3, 4, and 5. The size of your den may determine how you
wish to proceed.
• A Scout-owned camp facility may be a good site for the outing if qualified swimming instruction and
boating resources are available there. Consult with your local council.
• You might also consider local schools, colleges, YMCAs, Boys & Girls Clubs, or the local Red Cross
chapter. Your council aquatics committee may be able to help arrange facilities and personnel.
• Swimming activities must be supervised by an adult with current Safe Swim Defense training. All
leaders for this adventure should consider taking or renewing such training. You may also want to
invite a BSA Lifeguard. ONLY experienced, trained individuals should conduct swimming instruction.
• Confirm that transportation to and from the event is in place. Secure signed activity consent forms.
• The unit den leader should bring a copy of the Guide to Safe Scouting.

GATHERING
While waiting for everyone to arrive at the site, remind the Cub Scouts of appropriate behavior including
safety considerations. Point out any rules at the swimming area beyond the basic safety rules of the BSA.

OPENING (REQUIREMENT 4)
• Say the Pledge of Allegiance.
• Ask Scouts to name points of the Scout Law they will demonstrate during the outing (obedient,
courteous, etc.).
• Review the buddy system: A buddy is someone who helps if you get into trouble, and you can help
them if they need it.
• Have the Scouts repeat the safety rules you reviewed in the Gathering. As a den, recite the SCOUT
water safety chant in the Wolf Handbook.

TALK TIME (REQUIREMENT 3)


• Carry out business items for the den.
• Have the Scouts tell why swimming is a great exercise. (Exercise strengthens the heart, muscles, and
joints. Swimming is one of the best exercises, as it uses most of the body’s muscles without putting
much stress on the joints.)
• Introduce the response personnel and lifeguards who will assist with the outing. It is their job to oversee
the swimming area and respond if someone gets into trouble. Always be very obedient to them;
someone’s life may depend on it. Make sure the Scouts know where the qualified adult supervisors
will be located. Ask Wolves why response personnel and lifeguards are important to everyone there.
• Remind everyone in the den that “A Scout is obedient” in observing safety rules when they are in or
near the water. “A Scout is brave” in attempting things that make them uncomfortable. Some people
are uncomfortable flying or being up high; others are uncomfortable jumping into water. Everyone is
brave when they try to deal with those feelings, whether or not they conquer them.

178 WOLF
ACTIVITIES
◆◆ Activity 1: Buddy Check and Warm-up (Optional)
• Do a buddy check before allowing the Scouts to enter the water, and every 10 minutes throughout
the session. You may want to assign this task exclusively to one adult.
• Before anyone enters the water, have them do simple warm-up activities, including stretching the
torso, arms, and legs. Remind Wolves they must stay in the designated area during the activities—no
more than chest-deep.

◆◆ Activity 2: Jumping In and Swimming (Requirement 5)


Leaders should be cautioned that those without experience in deep water should not jump into it without
coaching, practice, and guidance. Scouts who do not have swimming experience should have special
attention and guidance from an experienced, trained instructor in order to work on this requirement.
Before each Scout enters the water, ask first if they have jumped into chest-deep water. It is very
important that you understand the comfort level of the Scouts; if they seem nervous, allow them to first
slide into the water or step into it using the ladder.
To teach a simple jump entry, the instructor will have the participant stand at the pool or dock edge where
the water will be chest-deep but less than chin-deep. (Chest-deep is the limit for nonswimmers.) The Scout
should bend slightly at the knees and hop forward as if trying to land with both feet together on the surface
of the water. Arms should be extended forward with the body leaning slightly forward from the waist. The
participant should jump away from the side, rather than try to land close enough to grab hold.
The Scout’s feet should gently touch the bottom when they jump in. They should then use the bottom to
push off to get started in their attempt to swim 25 feet. Have them lean forward and begin swimming as
they come up. Any surface stroke the Scout is comfortable using is acceptable for fulfilling requirement 5.

Upon completion of the Spirit of the Water adventure, your Wolves will have earned the
adventure loop shown here. Make sure they are recognized for their completion by present-
ing the adventure loops, to be worn on their belts, as soon as possible according to your
pack’s tradition.

MEETING 2 RESOURCES
BSA SAFE SWIM DEFENSE
BSA groups shall use Safe Swim Defense for all swimming activities. Go to www.scouting.org/
health-and-safety/gss/gss02 for detailed information about the eight principles.
1. Qualified supervision
2. Personal health review
3. Safe area
4. Response personnel (lifeguards)
5. Lookout
6. Ability groups
7. Buddy system
8. Discipline

Spirit of the Water 179


Home Swimming Pool Safety for Unit Events
All elements of Safe Swim Defense apply at backyard pools even though they may be small, shallow,
and familiar. The biggest danger is probably complacency. Adult supervision must be continuous while
the pool is in use. Cub Scouts who can’t swim can drown silently within 20 seconds of entering water
over their head.
Aquatics Supervision contains safety information specific to both in-ground and above-ground backyard
pools. That includes the following:
• Most such pools are too shallow for diving. Diving prohibition should be discussed at a tailgate
review for all participants prior to the activity.
• Beginner and swimmer areas may be combined in small, relatively shallow pools.
• Make sure to control access. Many backyard pools are too small to accommodate an entire pack
at once. If other activities are also taking place, it may be best to allow only one den into the water
at a time rather than allowing Scouts to move at will in and out of the water.
• Many states require pool fencing, which may help with supervision.
• If the uniform depth of an in-ground pool is too deep for short nonswimmers, they may need
properly fitted life jackets.
• Rescues, if needed, should be simple. Provide reaching and throwing devices for active victims.
A wading assist may be feasible for passive victims.
• For above-ground pools without decks, have a plan to remove large unresponsive adults who
suffer a heart attack or other debilitating condition.

Guarded Public Pools With Lifeguards on Duty


Aquatics Supervision also covers swimming at public pools, waterparks, and guarded beaches.
Important items include the following:
• Dens and packs do not need to assign and equip rescue personnel. Professionally trained
lifeguards provided by the venue satisfy that need.
• Unit leaders are still responsible for medical screening, ability groups, the buddy system,
discipline, and supervision.
• Many public pools will have a safety line at the five-foot mark separating shallow and deep
water that can be used to help designate appropriate areas for the different ability groups.
• Otherwise, appoint adult lookouts to make sure nonswimmers and beginners stay in their
assigned areas.
Studies show that more than half of victims at public pools are spotted first by others rather than lifeguards.
The buddy system is still very important for safety as well as instilling responsibility. It is likely awkward to
conduct frequent buddy checks. Therefore, arrange a time for everyone to leave the water and meet at a
given location. Then do a head count. Otherwise rely on unit lookouts, buddies, and lifeguards to maintain
vigilance. At large waterparks, leaders should accompany dens moving from one feature to another after
everyone in the group is accounted for.

SAFETY AFLOAT (Boating Safety)


BSA groups shall use Safety Afloat for all boating activities. Go to https://www.scouting.org/health-
and-safety/gss/gss02 for more information on the nine principles.
1. Qualified supervision
2. Personal health review
3. Swimming ability
4. Life jackets
5. Buddy system
6. Skill proficiency
7. Planning
8. Equipment
9. Discipline

180 WOLF
Water Rescue
Water rescue training for the lay rescuer often uses a reach, throw, row, go mnemonic to establish a
safe, effective sequence for responding to water emergencies. That sequence is important to Cub Scout
leaders for two distinct reasons. First it establishes the procedure that response personnel under Safe
Swim Defense should follow. If professionally trained lifeguards are not available at a swimming location,
then the qualified supervisor has to provide personnel and equipment suitable for likely emergencies.
Fortunately, that is often not as difficult as it might first appear. For that reason, a review of the reach,
throw, row, and go sequence is appropriate. Important detail can be found in Aquatics Supervision.
The other reason for reviewing the sequence is for age-appropriate training of youth. Drowning is the
second-leading cause of accidental death for those of Cub Scout age. Therefore, there is a chance that
Cub Scouts will be faced with seeing someone in trouble. That possibility is further supported by the
Scouts in Action reports in Boys’ Life magazine. Cub Scouts do save people from drowning.
However, there are also double drownings that occur yearly in the United States when well-meaning
people of all ages attempt to save drowning victims. Those are often frantic friends and relatives whose
swimming skills are no better than those of the person in trouble. Since Cub Scouts often lack swimming
skills and the maturity to realize their limitations, it is important to modify the rescue sequence for Cub
Scout training to reach, throw, row, and go for help.
Reach: This technique is appropriate to teach Cub Scouts, parents who are nonswimmers, and rescue
personnel who are skilled in the water. People who can’t swim often begin to struggle immediately after
they step into or fall into water over their heads. That is likely to be very close to safety. If so, the rescuer
should lie down, reach out, and grab the person. Laying down is necessary since the person in the water
will likely stop all effort to remain afloat, and that sudden increase in weight can topple an unprepared
rescuer into the water. If the victim is a bit further out, an extension device such as a pole, paddle, or
noodle can be used. Those should be swept to the person from the side, not used like a spear. Victims
often cannot reach for an extended item, even if it is just a foot away. Rescuers should therefore be told
to place the item under the person’s arm or within grasp. Rescuers should also be told to provide loud,
clear, simple instructions to the victim, for example “GRAB THIS!”
Throw: The second procedure in the sequence, used when the person is too far out to reach, is to throw
the person an aid. A throwing rescue is also appropriate to teach to rescuers of any age and swimming
ability. A float with a line attached is best, but any light floating item or a rope by itself may be used. An
accurate first toss is required if a line is not attached, but throwing a line takes practice. Ring buoys are
often found at hotel and apartment pools and are good devices for Cub Scout practice. Leaders may
also fashion throwing devices from light floating line and a plastic jug with just a bit of water in it for
weight. A throwing rescue is best suited to poor swimmers in trouble. Drowning nonswimmers will not be
able to reach for the object unless it lands within their grasp, nor will passive victims floating face down
or on the bottom.
Row: A boat can be used to provide a mobile platform from which to do reaching or throwing assists. Since
Cub Scouts often do not have the skills needed for a safe rowing rescue, this procedure is not emphasized
for that age group. A boat rescue is also not a common part of an emergency action plan for a unit swim
since the swimming area is typically small and within easy reach of shore-based response personnel.
Go: For Cub Scout training, this item should be interpreted as “go for help.” That is, they should first
shout for help, and if no one responds, seek out a responsible person such as a parent, lifeguard, or park
ranger. Poor swimmers should not enter the water to attempt a rescue. On the other hand, a unit swim
cannot rely on reaching or throwing rescues for emergency planning. An in-water assist will be needed
for a parent suffering cardiac arrest in the water. At guarded swims, GO also means going with equip-
ment since lifeguards or response personnel should never be without appropriate rescue aids.

Spirit of the Water 181


NOTES

182 WOLF
APPENDIX
The appendix gathers information that you may find helpful for leading any of the adventures.

Appendix 1: Parts of Your Meeting


◆◆ Gathering Activities.........................................................................................A-7
Baden-Powell Says............................................................................................................... A-7
Concentration....................................................................................................................... A-7
Craft Stick Puzzles................................................................................................................ A-7
Hot or Cold........................................................................................................................... A-7
Marble Golf........................................................................................................................... A-7
Milk Jug Toss........................................................................................................................ A-7
Odd or Even.......................................................................................................................... A-8
Pong..................................................................................................................................... A-8
Puzzle Mania......................................................................................................................... A-8
Stoplight............................................................................................................................... A-8

◆◆ Opening Ceremonies and Ideas.....................................................................A-8


Openings
• Cub Scout/Webelos Scout Light.............................................................................. A-9
• Den Flag Opening..................................................................................................... A-9
• Den Yell Opening...................................................................................................... A-9
• Handshake Opening................................................................................................. A-9
• Opening/Closing Song Ceremony............................................................................ A-9
• Outdoor Code Opening............................................................................................ A-9
• Pledge of Allegiance Opening................................................................................. A-10
• Roll Call Opening.................................................................................................... A-10
• Scout Law Opening................................................................................................ A-10
• Scout Oath Opening............................................................................................... A-10
• Scout Oath or Scout Law Meaning Opening.......................................................... A-10
• Roll Call Opening.................................................................................................... A-10
Flag Ceremonies to Open and Close Den Meetings
• Flag Ceremony Planning......................................................................................... A-11
• Create Your Own Opening Ceremony With the U.S. Flag...................................... A-11
• Flag Ceremony Comments..................................................................................... A-11
• Standard Indoor Flag Ceremony Using Flag Stands.............................................. A-12
• Retrieval of Colors Indoors..................................................................................... A-14
• Standard Outdoor Flag Ceremony Using a Flagpole.............................................. A-14
• Retrieval of Colors—Flagpole................................................................................. A-15

Appendix A-1
◆◆ Talk Time Suggestions..................................................................................A-16
Dues.................................................................................................................................... A-16
Advancement...................................................................................................................... A-16
Outings or Tours................................................................................................................. A-17
Communicating the Pack and Den Calendar to Parents.................................................... A-21
Cub Sharing Time............................................................................................................... A-21
Denner Investiture............................................................................................................... A-21
Meeting Information............................................................................................................ A-22
Groundwork for Future Advancement................................................................................ A-22

◆◆ Closing Ceremonies......................................................................................A-22
Cub Scout Circle Closing................................................................................................... A-22
Flag Folding Closing........................................................................................................... A-22
Friendship Circle Closing.................................................................................................... A-22
Handshake Closing............................................................................................................. A-22
Leader’s Minute Closing..................................................................................................... A-22
Living Circle Closing........................................................................................................... A-22
Mountain Climbing Closing Thought.................................................................................. A-23
My Flag Closing.................................................................................................................. A-23
Patriotic Song Closing........................................................................................................ A-23
Square Knot Closing........................................................................................................... A-23
We Meet as Cub Scouts Closing........................................................................................ A-23

◆◆ Den Outings....................................................................................................A-24
Outings............................................................................................................................... A-24
Hikes................................................................................................................................... A-24
Planning Den Outings and Excursions............................................................................... A-24

Appendix 2: Working With Cub Scouts


◆◆ Child Behavior................................................................................................A-25

◆◆ How to Achieve Positive Behavior...............................................................A-25


Expectations....................................................................................................................... A-25
Code of Conduct................................................................................................................ A-25
Two-Deep Leadership......................................................................................................... A-25
The Den Chief..................................................................................................................... A-26
Den Meeting Structure........................................................................................................ A-26
Leader/Scout Relationship................................................................................................. A-26

A-2 WOLF
◆◆ Tracking Behavior..........................................................................................A-27
Conduct Candle.................................................................................................................. A-27
Tickets................................................................................................................................ A-27
Marble Jar........................................................................................................................... A-27
Stickers and Certificates..................................................................................................... A-27
Superstar Pins.................................................................................................................... A-27
Superstar Notes.................................................................................................................. A-27
Coup Stick.......................................................................................................................... A-28

◆◆ Den Doodles and Den Flags.........................................................................A-28


Den Doodles....................................................................................................................... A-28
Den Flags............................................................................................................................ A-28
Bases for Den Doodle or Den Flag..................................................................................... A-29

◆◆ Den Leader “Survival” Kit..............................................................................A-29

◆◆ Guidelines for Specific Types of Special Needs and Disabilities..............A-29


Mobility Impairments.......................................................................................................... A-30
Hearing Loss....................................................................................................................... A-30
Vision Impairments............................................................................................................. A-30
Speech/Language Disorders.............................................................................................. A-30
Cognitive Disabilities........................................................................................................... A-31
Social/Emotional Impairments............................................................................................ A-31
Autism Spectrum Disorder................................................................................................. A-31
Attention Deficit Disorder.................................................................................................... A-31
Learning Disabilities............................................................................................................ A-32

Appendix 3: Crafts
◆◆ Why We Use Crafts........................................................................................A-33

◆◆ Teaching Crafts to Cub Scouts.....................................................................A-33

◆◆ Helping Cub Scouts With Crafts...................................................................A-34

◆◆ Resources for Craft Materials......................................................................A-34


Using Salvage..................................................................................................................... A-35
Tips for Painting.................................................................................................................. A-36
Tips for Adhesives.............................................................................................................. A-36

Appendix A-3
Appendix 4: Games
◆◆ Why We Use Games.......................................................................................A-37

◆◆ How to Choose Games..................................................................................A-37

◆◆ Suggestions for Leading Games..................................................................A-38

◆◆ Choosing “It” and Teams..............................................................................A-39

◆◆ Cooperative Games.......................................................................................A-39

◆◆ Making Games Count—Leading Reflections..............................................A-39

◆◆ Games.............................................................................................................A-41
Active Games With Equipment........................................................................................... A-41
• Balloon Battle Royal................................................................................................ A-41
• Cat’s Tail.................................................................................................................. A-41
Active Games Without Equipment...................................................................................... A-41
• Bear in the Pit......................................................................................................... A-41
• Shere Khan (The Tiger Game)................................................................................. A-41
Ball Games......................................................................................................................... A-42
• Bucketball............................................................................................................... A-42
• Monkey in the Middle............................................................................................. A-42
Bicycle Games.................................................................................................................... A-42
• Bike Relay............................................................................................................... A-42
• Coasting Race........................................................................................................ A-42
Knot Games........................................................................................................................ A-43
• Giant Square Knots................................................................................................. A-43
• Knot Card Game..................................................................................................... A-43
Noncompetitive, Cooperative, and Team-Building Games................................................ A-43
• Batting Down the Line............................................................................................ A-43
• Blanket Ball............................................................................................................. A-43
Parachute Games............................................................................................................... A-43
• Parachute Volleyball................................................................................................ A-43
• The Umbrella........................................................................................................... A-43
Relays and Races............................................................................................................... A-44
• Balloon Sweeping Relay......................................................................................... A-44
• Balloon Kangaroo Jumping.................................................................................... A-44
Physical Fitness Activities................................................................................................... A-44
• Circle Hop............................................................................................................... A-44
• Crab Walk............................................................................................................... A-44

A-4 WOLF
Quiet Games With Equipment............................................................................................ A-44
• Clip It....................................................................................................................... A-44
• Blowball.................................................................................................................. A-44
Quiet Games Without Equipment....................................................................................... A-45
• Above and Below.................................................................................................... A-45
• Electric Squeeze..................................................................................................... A-45
Homemade Games............................................................................................................. A-45
• Homemade Ring Toss............................................................................................. A-45
• Teeterboard Jousting.............................................................................................. A-45
Tire Games.......................................................................................................................... A-45
• Roll for Distance...................................................................................................... A-45
• Tire Rolling Relay.................................................................................................... A-45
Water Games...................................................................................................................... A-46
• Up and Under......................................................................................................... A-46
• Cork Retrieve.......................................................................................................... A-46
• Live Log.................................................................................................................. A-46
Winter Games in the Snow................................................................................................. A-46
• Fox and Geese........................................................................................................ A-46
• Snowball Sharpshooting......................................................................................... A-46

Appendix 5: Outdoors
◆◆ What to Do If Lost..........................................................................................A-47

◆◆ Health and Safety...........................................................................................A-47

◆◆ Fun on Hikes...................................................................................................A-48

◆◆ Types of Hikes................................................................................................A-49
Seasons Hike...................................................................................................................... A-49
Web of Life.......................................................................................................................... A-49
Tracks and Signs................................................................................................................ A-49
Micro Hike........................................................................................................................... A-49
Nature Safari....................................................................................................................... A-49
Sense of Touch................................................................................................................... A-50
Nature Babies..................................................................................................................... A-50
Nature Noises..................................................................................................................... A-50
Count the Colors................................................................................................................. A-50
Inch Hike............................................................................................................................. A-50
A-B-C Hike.......................................................................................................................... A-50
String-Along Hike................................................................................................................ A-51
Surprise Breakfast Hike...................................................................................................... A-51

Appendix A-5
Night Hike........................................................................................................................... A-51
Silent Hike........................................................................................................................... A-51

◆◆ Hiking Games.................................................................................................A-51
Know Your Rock................................................................................................................. A-51
Know Your Leaf................................................................................................................... A-51
Grab Bag............................................................................................................................ A-52
Nature Photographer.......................................................................................................... A-52
Nature Kim’s Game............................................................................................................. A-52
Camouflage Trail................................................................................................................. A-52
Nature Scavenger Hunt...................................................................................................... A-52

◆◆ BSA Outdoor Ethics Program.......................................................................A-53


The Outdoor Code.............................................................................................................. A-53
Leave No Trace Principles for Kids..................................................................................... A-53

Appendix 6: R
 esource Guide for Aquatics Activities
◆◆ Water Safety...................................................................................................A-54

◆◆ BSA Safe Swim Defense...............................................................................A-55

◆◆ BSA Safety Afloat (Boating Safety)..............................................................A-56

◆◆ Swim Classification Tests.............................................................................A-57

◆◆ Swimmer Classifications...............................................................................A-57

◆◆ Testing Procedure..........................................................................................A-59

◆◆ Swim Test Anxiety..........................................................................................A-61

Appendix 7: Leader Helps


◆◆ Knots and Ropes...........................................................................................A-63

Appendix 8: Awards
◆◆ Awards Cub Scouts Can Earn......................................................................A-64

Appendix 9: Additional Resources

A-6 WOLF
1 APPENDIX
PARTS OF YOUR MEETING
GATHERING ACTIVITIES
◆◆ BADEN-POWELL SAYS
This game is played like Simon Says. The leader is at the front and gives a command to perform an
action (i.e. “Stand on your left foot.”). If the leader begins the command with “Baden-Powell says,” then
everyone does the action. If the action is done incorrectly, the Cub Scout is out. If the command does
not begin with “Baden-Powell says,” and the action is performed, the Cub Scout is out.

◆◆ CONCENTRATION
Select pairs from a deck of cards depending on the size of the den. Lay the cards out on the top of the
table face down. Each player turns over two cards. If they match, the Cub Scout keeps the pair and wins
a point. If they do not match, the Cub Scout turns the selected cards face down in the same place, and
the game continues to the next player. The Scouts can make their own sets of cards by selecting
pictures from magazines to cut in half and mount on card stock.

◆◆ CRAFT STICK PUZZLES


Give each Scout the same number of craft sticks, laying them side by side to form a square. Each Scout
draws a picture covering all the sticks. Once drawn, they trade pieces with another Scout, and try to put
the puzzle back together.

◆◆ HOT OR COLD
Select a player to leave the room while an object is hidden. Select an item to hide in the meeting room.
Once the player leaves the room and the item is hidden, the player comes back in and tries to locate the
object. The player is given clues to the location by getting directions from the den such as “You’re getting
hotter” as they move closer, or “You’re getting colder” as they move away from it. Signals can also be
given by beating on the bottom of an aluminum pie plate with a spoon. As the player nears the item, the
drum beats faster and louder; as the player moves farther away, the drum beats slower and softer.

◆◆ MARBLE GOLF
Create a three-hole marble “golf” course using items such as coins or buttons as the tee boxes and cups
as the holes. Place each cup on its side several feet away from its tee box. Each Scout shoots a mar-
ble from the tee box toward the hole. The Scout should count the number of shots needed to get to the
hole. Once the first hole has been conquered, the Cub Scout moves on to the next hole. The Scout with
the lowest score wins. You can make the course harder by putting obstacles in the way.

◆◆ MILK JUG TOSS


Gather enough milk jugs for each member of the den to have one. Cut the
bottom of the milk jug out so that it is large enough to catch a bean bag, ping-
pong ball, rolled up sock, or wiffle ball. Make sure to toss an item that will not
hurt if it strikes the player and is soft enough not to break whatever it strikes.

Appendix A-7
◆◆ ODD OR EVEN
Every player starts with five pennies. They select a number between 0 and 5, and put that number of
pennies in one fist. Go to different players and ask, “Odd or even?” If the players guess right, they win
a penny. If they guess wrong, they lose a penny. Continue circulating among the players until time is up.
(It is acceptable to ask the same player multiple times.)

◆◆ PONG
Create pairs of players, and seat them across from each other with table space between them. Each
player has a straw, and each pair of players has a pingpong ball or cotton ball. Put the ball between the
two players and say “Go!” The object is to blow the item off the table on your opponent’s side.

◆◆ PUZZLE MANIA
Provide one small puzzle for each Scout. Place each puzzle in a plastic bag; however, put some of the
pieces in different bags so that Scouts will each have to go to the other Scouts to hunt for the pieces
that match their puzzles. To make this more challenging, do not show them the completed puzzle pictures.

◆◆ STOPLIGHT (SIMILAR TO RED LIGHT, GREEN LIGHT)


The caller stands at the front of the room with one green bandanna, one red bandanna, and one yellow
bandanna. The other Cub Scouts should be lined up away from the leader. With their back to the players,
the leader will hold up one bandanna at a time. The leader should keep the bandannas as hidden as
possible to keep the next action a surprise. Red means stop, green means go, and yellow means go
slow. The first one to reach the leader becomes the leader and the game begins again.

OPENING CEREMONIES AND IDEAS


The following guidelines will help the den participate in ceremonies that are well prepared and well received:

• An opening ceremony signals the beginning of the den meeting. It also sets the tone for the meeting.
Most opening ceremonies include a flag ceremony, which provides an opportunity to teach youth
how to handle and present the U.S. flag in a respectful way. A closing ceremony brings the meeting
to a close for the Scouts.
• Know your audience. Keep your openings and closings appropriate for children of Cub Scout age.
Simple ones are more effective than long, elaborate ones because children this age have short
attention spans.
• Rotate responsibilities among the Cub Scouts in your den for the opening, flag, and even closing
ceremonies at your den meeting. When Scouts are involved, it is easier to hold their attention during
the meeting.
• Use a variety of ceremonies to hold everyone’s
interest. Keep track of which ones you use and avoid
repeating them meeting after meeting. Variety is as
important as length. Den openings and closings
should be kept short. Openings should be no longer
than two or three minutes. Closings may be a little
longer but still should be age-appropriate.
• You may adapt any ceremony to meet your needs.
Dens come in many different sizes, and youth come
with different skill levels. Younger children may need
to have someone read their lines while they perform
an action or hold a sign. No ceremony is written in
stone. Feel free to make changes to work for you!
• NOTE: A prayer can also be added to each opening
or closing.

A-8 WOLF
CUB SCOUT/WEBELOS SCOUT LIGHT
The den leader asks den members to sit on the floor in a circle and dims the lights. Have a small candle
and larger candle, plus matches, on a table. Flashlights or battery-operated candles may be used instead
of regular candles and matches.

DEN CHIEF: I will light this small candle. It represents the goodwill given by one Cub Scout. See how
it shines? The rays from several Cub Scouts make a brighter light. Each Scout lets their light shine by
doing their best and helping other people.

DEN LEADER: I’ll light this large candle. This represents that there is a brighter light that leads us all. Let
us always think first of God, second of others, and finally of ourselves.

◆◆ DEN FLAG OPENING


The den forms a tight circle with the den flag in the center. Each member of the den grasps the flagpole
with their left hand, makes the Cub Scout sign with their right hand, and says the Scout Oath.

◆◆ DEN YELL OPENING


Give your den yell.

◆◆ HANDSHAKE OPENING
The denner calls the roll, and each member of the den comes forward and gives the Scout handshake.

◆◆ OPENING/CLOSING SONG CEREMONY


Select a song from the Cub Scout Songbook to sing as your opening or closing. You might also select a
song related to the adventure to sing as the opening or closing ceremony.

◆◆ OUTDOOR CODE OPENING


Preparation: Five Cub Scouts walk in with the U.S. flag.

CUB SCOUT 1: As an American, I will do my best to be clean in my outdoor manners.


NARRATOR: I will treat the outdoors as a heritage. I will take care of it for myself and
others. I will keep my trash and garbage out of lakes, streams, fields,
woods, and roadways.

CUB SCOUT 2: As an American, I will be careful with fire.


NARRATOR: I will prevent wildfire. I will build my fires only where they are appropriate.
When I have finished using fire, I will make sure it is cold-out. I will leave a
clean fire ring or remove all evidence of my fire.

CUB SCOUT 3: As an American, I will be considerate in the outdoors.


NARRATOR: I will treat public and private property with respect. I will use low-impact
methods of hiking and camping.

CUB SCOUT 4: As an American, I will be conservation minded.


NARRATOR: I will learn how to practice good conservation of soil, waters, forests,
minerals, grasslands, wildlife, and energy. I will urge others to do the same.

CUB SCOUT 5: Let us think about these responsibilities as we stand and sing “America
the Beautiful.”

Appendix A-9
◆◆ PLEDGE OF ALLEGIANCE OPENING
The den gathers in a semicircle or horseshoe formation. One Cub Scout presents the colors (the U.S.
flag) at the open end of the horseshoe. In turn, each Scout steps forward, gives the Cub Scout salute,
and steps back. Follow with the Pledge of Allegiance.

◆◆ ROLL CALL OPENING


The denner calls roll, and the Cub Scouts respond by naming an item related to the adventure.

◆◆ SCOUT LAW OPENING


The den forms a circle, gives the Cub Scout salute, and says the Scout Law. (Webelos Scouts may give
the Boy Scout salute.)

◆◆ SCOUT OATH OPENING


The Cub Scouts form a large circle. Their parents, guardians, or other caring adults (if present) form an
outer circle by standing behind their Scouts. All say the Scout Oath in unison.

◆◆ SCOUT OATH OR SCOUT LAW MEANING OPENING


Select a phrase from the Scout Oath or Scout Law, and talk about its meaning.

◆◆ ROLL CALL OPENING


(Can be adapted for Wolf or Bear Scouts)
As the den meeting host calls roll, each Tiger team responds with a loud tiger growl.

A-10 WOLF
FLAG CEREMONIES TO
OPEN AND CLOSE DEN MEETINGS
Most den meetings will include the Pledge of Allegiance to the U.S. flag. It is appropriate to have a
presentation of the colors and the Pledge of Allegiance at the beginning of the den meeting, with the
retirement of the colors at the conclusion. On occasion, you can vary the opening ceremony and not
use the flag. Patriotic ceremonies should be meaningful and inspirational. During flag ceremonies, those
who are leading the ceremony or holding the flag should be in complete uniform and well groomed.

◆◆ FLAG CEREMONY PLANNING


When you take the time to plan ahead, the Cub Scouts will be prepared for a successful experience.
• When younger Cub Scouts are responsible for a flag ceremony, make sure the flags are not too heavy
for the Cub Scouts to carry.
• Check the ceiling height beforehand to determine whether the flags will clear it. If they won’t, post the
colors before the meeting.
• Rehearse the ceremony. Make sure everyone knows their part and walking route.

◆◆ CREATE YOUR OWN OPENING CEREMONY WITH THE U.S. FLAG


Use the following suggestions to make your ceremony effective:
• Have the color guard post the colors and retreat.
• Post the flag, and then create a slight breeze with an electric fan.
• Shine a flashlight or spotlight on the flag.
• Follow the flag with a flashlight or spotlight while the color guard walks in.
• Use background music.
• Prerecord music and play it, making it louder or softer as your ceremony progresses.
• Use songs that are appropriate for the occasion, such as “The Star-Spangled Banner,” “America,
the Beautiful,” “You’re a Grand Old Flag,” “God Bless America,” seasonal songs, marching songs, or
spiritual songs.

◆◆ FLAG CEREMONY COMMENTS


Keep in mind the following guidelines:
• When in uniform, stand at attention and salute with your right hand.
• When not in uniform, stand at attention and place your right hand over your heart. You should remove
your non-uniform hat.
• When in uniform, with your head covered or uncovered and either indoors or outdoors, stand at
attention and salute with your right hand when the U.S. national anthem is played, the colors are
raised or lowered, the Pledge of Allegiance is recited, or the U.S. flag passes by in a parade.
• The color guards do not participate in saluting, singing, or saying the Pledge of Allegiance with the
group because their job is to guard the flag at all times. They should salute after the U.S. flag is posted.
• The U.S. flag is posted on the left, as you look toward the front.
• Any person can write to their U.S. senator or U.S. representative and, for a reasonable fee,
receive a flag that was flown over the U.S. Capitol in Washington, D.C.
• For more information regarding the U.S. flag, refer to the BSA booklet Your Flag.
• You can find additional information on the U.S. flag from government websites and from veterans’ groups.
• Make sure that you include all youth in your flag ceremonies at different times of the year. Scouts with
physical disabilities can proudly act as narrator or even flag bearers when adults see these events as
possibilities instead of barriers.
• Sometimes we hear people say the phrase “one nation (pause) under God.” When this phrase was added
by House Joint Resolution 243 and approved by President Dwight D. Eisenhower on June 14, 1954, it was
added without a comma or pause after the word “nation.” The correct phrasing is “one nation under God.”

Appendix A-11
◆◆ STANDARD INDOOR FLAG CEREMONY USING FLAG STANDS
Preparation: Put flag stands in place at the front of the room. Looking to the front, the U.S. flag stand
is on the left. Flag guards are in the back of the room holding the flags. They have already checked to
make sure that the flags fit in the flag holders and that the flags clear the ceiling.
Personnel: Narrator and color guard
Materials: U.S. flag and a den flag if available

NARRATOR WILL CALL: ACTIONS

Attention. Will Scouts (Pause.) The color guard waits in the back of the room for the Scouts
please rise. to stand and become quiet.

Color guard, advance. The den flag guards and bearer are on the left, and the U.S. flag
guards and bearer are on the right. With the U.S. flag in the lead, they
walk in and cross so that the U.S. flag will be on the left side of the
room when you look toward the front. The bearers and guards take
their positions near the flag stands, facing the audience and holding
the flags vertically.

Hand salute. Everyone, with the exception of the flag bearers and guards, salutes.

Please say with me the All join in.


Pledge of Allegiance.
The bearers and guards stand at attention and continue to hold the
flags. The den flag is lowered slightly so that the U.S. flag stands
taller. The U.S. flag guards and bearer and den flag guards and bearer
do not salute or say the Pledge of Allegiance.

Two. The den drops its salute. The den flag is raised to its vertical
position again.

Color guard, post the colors. The den flag is placed in its stand. Its guards and bearer step back
into place. The U.S. flag is then posted. Its guards and bearer step
back into place. The U.S. flag is then posted. The color guards then
salute the flag.

Color guard, dismissed. The U.S. flag guard leads the procession to the back of the room with
the narrator following last.

A-12 WOLF
Appendix A-13
◆◆ RETRIEVAL OF COLORS INDOORS
NARRATOR WILL CALL: ACTIONS

Attention. Will Scouts (Pause.) The color guard waits in the back of the room for the audience
please rise. to rise and become quiet.

Color guard, advance. The U.S. flag guard and bearer and pack flag guard and bearer walk
down the aisle and to the flags. They stand behind the flags, facing
the audience.

Color guard, salute. The guards and bearers salute.

Color guard, retrieve the colors. The U.S. flag is removed first (just slightly ahead of the den flag).

Hand salute. Everyone, with the exception of the guards and bearers, salutes.
The U.S. flag stays on its “marching right” as the guards and bearers
proceed down the aisle to the rear of the room.

Two. Everyone drops the salute.

◆◆ STANDARD OUTDOOR FLAG CEREMONY USING A FLAGPOLE


Preparation: Check the flag against the rope to make sure the attachments line up before the flag ceremony.
It helps to lower the loops to the base of the flagpole so it is ready for the ceremony. Rewind the cord to
hold in place.

Personnel: Narrator and color guard

Materials: U.S. flag and a pack flag

Remember that the outdoor program runs like a thread through the Scouting program. When dens and
packs are outdoors, ceremonies are appropriate—and important!

• Outside noises from wind and water can make it


difficult to hear voices. Keep the group close to-
gether and have the speaker face the crowd.
• Plan your flag ceremony carefully. If you do not
have a secure flag holder, have the Scouts present
the flag and continue to hold it during your flag
ceremony. Then have them retreat with the flag.
Whether you are inside or outside, give the U.S.
flag the same respect and handle it properly.
• Use nature as a backdrop. Look around and
choose a location that showcases your event.
• Sweep the area and walkways, looking for
loose rocks and tree roots that might trip a
child or adult.

A-14 WOLF
NARRATOR WILL CALL: ACTIONS

Attention. Will the audience (Pause while everyone stands and remains quiet.) The color guard
please rise. waits in the rear for the audience to become quiet.

Color guard, advance. The U.S. flag guards and bearer walk in and take their positions near
the flagpole, facing the audience.

Color guard, prepare to raise The line is unwound. The flag is unfolded and attached to the rope.
the colors.

Hand salute. Everyone, with the exception of the U.S. flag guards and bearer, salutes.

Color guard, raise the colors. Then the flag is raised quickly to the top of the pole, and the cord is
wound back in place.

Please say with me the Pledge The U.S. flag guards and bearer stand at attention. (All join in.)
of Allegiance. The U.S. flag guards and bearer do not salute or say the Pledge
of Allegiance.

Two. The den drops its salute.

Color guard, salute. The U.S. flag guards and bearer salute.

Color guard, dismissed. The color guard retreats to the back of the group.

◆◆ RETRIEVAL OF COLORS—FLAGPOLE
NARRATOR WILL CALL: ACTIONS
Attention. Will the audience (Pause.) The color guard waits in the rear for the audience to
please rise. become quiet.

Color guard, advance. The U.S. flag guards and bearer walk to the flagpole. They stand
behind the flag, facing the audience.

Color guard, salute. The U.S. flag guards and bearer salute.

Color guard, prepare to They unwind the cord and wait.


retrieve the colors.

Hand salute. Everyone, with the exception of the U.S. flag guards and bearer,
salutes. The U.S. flag is quickly lowered.

Two. As soon as the flag touches the hands of the guard, this command
is given. Everyone drops the salute. The U.S. flag guard and bearer
remove the flag from the rope and fold it correctly.

Color guard, retreat. They return to the back of the group.

Appendix A-15
TALK TIME SUGGESTIONS
This section of the meeting is set aside to cover the “business items” that need to be covered for den
and pack activities in the near future. Some of these items will be covered every meeting, some may only
be covered once a year.

It may be handy to have a prepared handout to send home with the Scouts or hand to their parents,
especially if it involves logistics—such as meeting somewhere different for a tour or items the Scouts
need to bring from home for the next meeting, etc. Communicating with parents and guardians of Cub
Scouts can be done several different ways. In the Family Talent Survey, parents and guardians are asked
what method of communication they prefer. Some dens or packs use social media sites, while others
use text messages.

◆◆ DUES
If your pack uses the dues you collected to fund your den operations, then you will need to come up with
a system to collect them regularly and record who has paid and who has not. This is a perfect job for an
assistant den leader, if you have one, or it could be taken care of by a parent who is willing to help. You may
want to collect something every week or on a monthly basis. Some parents prefer to pay for the entire year
so their Scout is taken care of. Decide how much (based on the expenses of providing the program supplies),
when you want to collect it, and how it will be recognized; then tell the Scouts’ parents so they are aware of
your process.

Obviously, it will be important for you to keep good records of your den purchases and dues collections in
case there are any questions. Some packs do not use individual den dues, but instead cover den expenses
from the pack budget or sponsoring organization. You will need to find out how your pack handles this.

It may be convenient to collect dues as part of your gathering activity time.

◆◆ ADVANCEMENT
Your Scouts may work on advancement with their parents as well as in your den activities. You may also as-
sign them “Do-at-Home Projects” from time to time—items to finish at home and bring back to show the rest
of the den. It may be convenient to record this information during this part of the meeting. An assistant den
leader will work well for this duty as well.

You will need to have a method to record this advancement. The BSA has colorful wall advancement charts
that can be used to keep track of each of your Scouts’ adventures. Using colored pencils or a signature to
designate a requirement as completed can work well with this type of chart. You may also choose to use
Scoutbook, which is an online tool to help you track advancement digitally instead of filling out advancement
reports. You can learn more at Scoutbook.com. You can learn more about digital tracking at my.scouting.org.
There are also paper pages available from BSA and other sources to assemble a binder and mark off
individual requirements.

However you decide to track advancement, it is an important part of your den leader job. Figure out a
method that works for you, and go for it!

If Cub Scouts have completed an advancement WOLF ADVANCEMENT


item with their family or at school, have them give a Instructions Complete the requirements for all six required adventures, plus one
elective adventure, to earn the rank of Wolf. Use the chart below to fill in the date of completion.

short report to the rest of the den, so they can see Wolf Core Electives Wolf Core
Wolf Core

Call of
the Wild
Wolf Core
Electives
Electives

Air of the
Wolf
Electives
Germs
Alive

Den __________ Den Leader _________________________________________


that all advancement does not have to happen in
Call of Air of the Germs Call of Council
Air of the Call of Germs Code of Air of the Spirit of Germs
the Wild Wolf Alive the Wild Wolf Fire the Wild Alive the Wolf Wolf the Water Alive
Wolf Core Electives Wolf Core Electives Wolf Core Electives

Pack __________ Cubmaster _____________________________________


Council Code of CallSpirit
of of Air of the Germs Call of Council Air of the Code Howling
of Germs Council Spirit of Call of
Collections Code of Air of the Spirit of
Hometown Germs
Fire the Wolf thethe Water
Wild Wolf Alive the Wild Fire Wolf the Wolf Alive
at the Fire the Water theand Hobbies the Wolf
Wild Wolf
Heroes the Water Alive
Wolf Core Wolf Core Electives Electives Wolf Core Electives Moon

the den meetings.


Howling Call of Call of
Collections Air of the Council
Hometown Air of Germs
the Code of Germs Callofof
Spirit Council Howling
Air of the Code of Germs Paws onof Howling
Spirit
Collections HometownCouncil Collections
Cubs Who Care Code of Hometown
Adventures Spirit of
at the the Wild the Wild
and Hobbies Wolf FireHeroes Wolf Alive the Wolf Alive the
the Wild
Water Fire Wolf at the the Wolf Alive the Water at the
and Hobbies
the Path Heroes Fire and Hobbies the Wolf Heroes
in Coins the Water
MoonWolf Core Electives Wolf Core Electives Moon Wolf Core Moon Electives

Paws on Council
Call of Council Code Howling
Airofof the Adventures Code Spirit of
of Germs Callofof
Spirit Council
Hometown Howling Code Paws on
of Germs Spirit of Call of Who
Running Paws on Adventures
Hometown Howling Hometown

Required Wolf Adventures Elective Adventures


Cubs Who Care Collections Air of the Collections Cubs Care Air of the Digging Into Cubs WhoGerms
Care of Skill Adventures
Collections
Paws
the Path Firethe Wild Fire the Wolf
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the Wolf the
and Hobbies Water
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Fire Wolf at the the Wolf the Water the Wild
and Hobbies Heroes the Path in Coins
Wolf at the in Coins Heroes
Alive theAlive
Path with the The Past Alive and Hobbies
Wolf Core Electives Moon Wolf Core Electives Moon MoonWolf Core Electives
Date of

Pack
Joined

Bobcat
Date of

Name
Date
Birth
Date

Call of
Call of the Council Firethe Duty to Godwith the
Running
AirHowling
Howling Council Howling Running
Code Paws onof Skill Collections
of Paws Callofof Cubs Who Care
Council
Hometown Howling Code Paws
Hometown on Running Council
Cubs WhoHometown Paws on Running
Call of of Motor
atat
of the
Fire Paws on
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Path Whoand Hobbies
Digging
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in Coins Spirit of Alive
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Path Moon With the Way Germs Alive! Motor Away PawsWolf of Skill
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the
and Hobbies Wild
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way The Past
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Pack the Wolf Electives
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Call of Council Footsteps Paws on Paws WhoRunning


onof CubsCollectionsCall Away
of Cubs Adventures
Council Howling Paws on Running Call of Who
Footsteps Air of Howling Footsteps Running Council
Wolf
Air of the Code Howling
of Germs Finding Spirit Motor
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of Germs Spirit of
Collections Cubs Hometown
Care Adventures
Digging Into theFinding Paws of Skill Germs Motor Away Grow
Collections Finding Hometown Motor Away Code of Paws of Skill
Digging Into Spirit of
the Wild Fire Wolf of Faith the Wolf
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Moon Pack Moon Pack Moon Pack

This may also work well in the gathering activity time if


Council Howling Code of Running
Paws on
Spirit
Collections of Grow Running
Hometown
Digging Footsteps
CubsInto
Who Council
Care Paws
Digging Howling
Intoof Skill
Adventures Finding Paws
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of of Skill Running
Motor
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Digging Into Paws
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in Coins you way and Hobbies Heroes
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Howling Paws on Collections Footsteps


Cubs Running
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on GrowCollections
Motor Away Footsteps
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Moon Pack Moon Pack Moon Pack

you have help and the activity will not be interrupted.


Paws on Running Cubs Who Care Footsteps
Digging Adventures
Into Grow
Paws of Skill Finding Paws on Grow Running
Motor Away Footsteps
Cubs Who Care Adventures
Digging Into Paws
Finding Paws of Skill Growon Motor Away Cubs Footsteps
Who Care Adventures Finding Running
Motor Away Digging Into Paws of Skill
Something Something
the Path with the of Faith
The Past in Coins you way the Path with the of Faith The Past in Coins you way theSomething
Path of Faith in Coins you way with the The Past
Pack Pack Pack

Running Footsteps Digging Into Finding Paws of Skill Motor Away Grow Running Footsteps Digging Into Finding Paws of Skill Grow Running
Motor Away Digging Into Paws of Skill Grow Footsteps Finding Motor Away
with the of Faith The Past you way Something with the of Faith The Past you way Something with the The Past Something of Faith you way
Pack Pack Pack

Footsteps Finding Grow Motor Away Footsteps Finding Grow Motor Away Footsteps Finding Motor Away Grow
of Faith you way Something of Faith you way Something of Faith you way Something

Grow Grow Grow


Something Something Something

SKU 646944

7 30176 34862 9

34182 2018 Printing


©2018 Boy Scouts of America

A-16 WOLF
◆◆ OUTINGS OR TOURS
Traveling with Cub Scouts and their families can be a lot of fun! It can also create opportunities for
confusion and misdirection. To keep the experience positive for all families in the den and yourself, be
sure to communicate—and communicate often—with everyone.

Preparing a printed or electronic handout, flier, or brochure to give to the families with ALL the information
needed will save you a lot of headaches. Depending on the trip, you may have a few items to pass along
or a couple of pages. Here are some samples:

Den 1 TV Station Tour!


touring TV station
Den 1 and their families will be
We will be meeting at
KCUB next Wednesday, May 14.
eting time, 6:30 p.m.,
Tamkin School at our regular me
n together. The tour is
and then carpooling to the statio
ice cream at Dairy Vil-
free, but we will be stopping for
be purchased for $2,
lage on the way home. Cones can
l also be available.
and of course, their full menu wil
roximate head count,
The station needs to know an app
, May 9, with the num-
so please contact me by Friday
. You can reach me by
ber of family members attending
call 702-555-0111.
email at dljanet@email.com, or
g trip, and the Scouts
This should be a very interestin
adventure with this trip.
will be completing our current
Hope to see you all there!

DL Janet

Appendix A-17
pout
Flaming Arrow Den Spring Cam
Spring
Webelos den will be holding our
ALOHA! The Flaming Arrow near Random
ky Willows Scout Camp
Campout next month at the Roc u”!
this year is “Hawaiian Lua
Lakes on June 10-12. The theme
son, which will include all meals,
Cost for this event is $15 per per are
belos Scouts and their parents
supplies, and a cool patch! We fee is due on Jun e 6 at
this trip ). The
invited to attend (no siblings on
the pack meeting.
342
physical address of the camp is
We will meet at the camp. The Attach ed is a ma p. The
and zip code].
Scout Camp Drive [city, state, min ute s.
take about 30
trip is about 20 miles and will
We have
list that each person will need.
Attached to this sheet is a gear pin g bag s or tents
need to borrow slee
access to camping gear if you ler at the cam p, so be
always a little coo
for your group. The weather is
sure to pack warm clothes.
at
meeting at 6:30 p.m. on May 20
We will be holding a planning uld be the re.
nning on attending sho
Spohn Elementary. Everyone pla
wered!
All of your questions will be ans
, and are
at time on this event in the fall
The Webelos Scouts had a gre
iting weekend!
looking forward to another exc
5-0112.
bob@email.com, or call 702-55
Any questions? Email camper

Always be sure to provide all the important information you can, including:
• Dates
• Location (include physical address)
• Cost
• Transportation method
• Items needed
• A contact person
Try to put yourself in the place of new parents, and give them all the information they need to feel
welcome and ready! Asking the new parents from last year what information they would have liked to
have known early will help you identify information to include.

Here is a good extended version of a trip planner from the BALOO (Basic Adult Leader Outdoor
Orientation) training. While you may not need to fill in all the blanks, it may help you uncover some
holes in your planning.

A-18 WOLF
Cub Scout
Outdoor Program Checklist
Date(s)________________________________________________________
Location_______________________________________________________
❏ BSA facility ❏ Council-approved non-BSA facility

I. Administration
❏ Guide to Safe Scouting reviewed ❏ Camp reservation made
❏ Parent permission slips ❏ Camp deposit/fee paid
❏ Health forms ❏ Local requirements
❏ Insurance ❏ Licenses and permits
(fishing, boat, campfire, parking, etc.)
II. Leadership
Event leader_________________________________________ Phone (____)______________
Assistant__________________________________________ Phone (____)______________
Program leader ______________________________________ Phone (____)______________
Assistant__________________________________________ Phone (____)______________

III. Transportation

No. of seat Driver Auto Insurance


Driver belts License No. Yes/No

Equipment hauled by________________________________________________________________

IV. Location
❏ Maps prepared _________________________________
❏ Assembly location _________________________________
❏ Departure time _________________________________
❏ Camp arrival time _________________________________
❏ Camp departure time _________________________________
❏ Anticipated return time _________________________________
❏ Stops en route (meal Y/N) _________________________________

Appendix A-19
V. Equipment
❏ Personal equipment lists ❏ Program equipment
❏ Group ❏ Emergency

VI. Feeding
❏ Menu planned by___________________________________________
❏ Who buys food?___________________________________________
❏ Fuel supplied by___________________________________________
❏ Duty roster by______________________________________________
❏ Food storage______________________________________________

VII. Sanitation
❏ Special camp requirements__________________________________
__________________________________________________________
VIII. Safety
❏ Ranger contact _Phone (____)_________________________
❏ Nearest medical facility _Phone (____)_________________________
❏ Nearest town _❏ Police number_____________________
❏ First aid/CPR-trained leaders____________________________________________________
______________________________________________________________________________

IX. Program
❏ Program planned
❏ Special program equipment needed
Item(s)__________________________________ Provided by________________________
Item(s)__________________________________ Provided by________________________
Item(s)__________________________________ Provided by________________________
Item(s)__________________________________ Provided by________________________
Item(s)__________________________________ Provided by________________________
Item(s)__________________________________ Provided by________________________
Item(s)__________________________________ Provided by________________________
❏ Rainy day activities planned
_______________________________________________________________________________
_______________________________________________________________________________
_______________________________________________________________________________

A-20 WOLF
◆◆ COMMUNICATING THE PACK AND DEN CALENDAR TO PARENTS
Your pack will be holding some special events that may require additional help or more time to prepare
than normal meetings. Some of these events might be:
Blue and Gold Banquet: Inviting other family members
Pinewood Derby/Raingutter Regatta: Distributing kits, holding workshops to help build the racers,
running the race
Pack Campouts: Providing important information, gear needed, who can attend, what events will be
happening, etc.
Bridging Ceremonies: Possible change in location, special guests invited, special ceremonies
and inspiration
Holiday Parties or Other Celebrations: Preparing decorations, songs, skits, treats
Additional events provide by the council or district such as:

• District pinewood derby


• Fun days at the park/ballgame/zoo/trail or other special “Scout only” events
• Day camp/resident camp/overnighters
These all need to be promoted at the den level so your Scouts can take advantage of the opportunities.
You should be able to find out about them at roundtable or by talking to your unit commissioner.

◆◆ CUB SHARING TIME


Periodically, it is a good idea to let the Scouts share what’s happening in their lives—something fun they
did with their families, a good thing that happened at school, a fun game they’ve learned, or a new toy or
Scout gear they have acquired. Set up some ground rules, such as:
• Time limit per Scout, perhaps only one Scout per meeting
• Only positive, fun things—nothing derogatory or hurtful
• Props—do you want it to turn into “show and tell”?
• Topic—defined by you (favorite pet, favorite game, etc.), or let them decide
• Related to the Scout Oath or Scout Law—how they helped other people or did their best that week
It may be helpful to screen the first couple you do for the year, just to make sure they get off on the right
track. This can be a lot of fun for you and the Scouts, and provide some insight for you into their lives.

◆◆ DENNER INVESTITURE
A denner is a member of your den who has been given special responsibilities for your
group for a fixed period of time, usually a month. They will be given some jobs to do at
the meeting, such as:
• Setting up games for the Gathering activity and then picking them up afterwards
• Preparing a simple snack for the group, if you use one as part of your plan
• Setting up craft or activity items for the activity portion of the meeting
• General cleanup after the meeting
• Leading Opening and Closing ceremonies
• Keeping track of attendance records
• Other duties as the occasion arises
Talk Time is a great time to award the denner cord to your denner. The denner wears a
denner cord over the left shoulder. The cord is removed at the end of the month, and
presented to the new denner for the period of service. This responsibility mirrors leader-
ship tasks the Scout will need for rank advancement in the troop when they get older. You
should have specific tasks designated for the denner to do, and praise them when they are
done, especially when they are done without being asked.
Appendix A-21
◆◆ MEETING INFORMATION
Use a small portion of this time to tell the den what is going to happen. Are you:
• Starting work on a new adventure?
• Finishing up one you’ve already started?
• Working on skills and projects for an upcoming pack event?
• Playing a new game?
• Learning a new skill?
• Preparing thank-you notes for people who have helped them out recently?
Set the stage for another exciting meeting! This will let them know what they’re doing AND it will show
their parents that you have a plan and are working it! Be sure to include the reason for the activities in
that night’s meeting.

◆◆ GROUNDWORK FOR FUTURE ADVANCEMENT


If part of next month’s adventure requires some homework that might take a little time to complete, let
them know a few weeks early and keep reminding them—and their parents! This is probably a good time
to send a flier or other announcement home so the parents have all the details on what is needed.

CLOSING CEREMONIES
◆◆ CUB SCOUT CIRCLE CLOSING
Form the den in a circle. Each member of the den places a left arm around the shoulder of the person on
the left and a right arm around the shoulder of the person on the right.
Den leader or den chief: Now may the Great Master of all Scouts be with us until we meet again.

◆◆ FLAG FOLDING CLOSING


Have three Scouts fold the flag while the other members of the den stand respectfully in a semicircle.

◆◆ FRIENDSHIP CIRCLE CLOSING


Den leaders and members form a friendship circle. Cross arms with right arm over left and grasp the
hands of people on each side. They then sing a closing song.

◆◆ HANDSHAKE CLOSING
Have the members of the den form a circle and pass the Scout handshake from one to another around
the circle until it reaches the person who started it. As each Scout receives the handshake, they silently
make a wish and pledge to do their best.

◆◆ LEADER’S MINUTE CLOSING


This is a closing inspirational thought. It can be a brief story about the Scout Oath, the Scout Law, the
motto, or something patriotic. It could reflect ideals such as being kind to animals and people, showing
sportsmanlike behavior, or participating in school activities. It is told without moralizing.

◆◆ LIVING CIRCLE CLOSING


Based on an American Indian custom, the living circle may be used alone or as a part of another
ceremony. It reminds a Cub Scout of the friendships made in Cub Scouting.

Cub Scouts and leaders stand in a close circle, facing inward and slightly to the right. With their right hands,
they make the Cub Scout sign. With their left hands, they reach into the center of the circle. Each thumb is
pointed to the right, and each person grasps the thumb of the person on their left, making a complete Living
Circle with the handclasps. The Cub Scout motto can then be repeated. One version is to pump joined hands
up and down seven times as all say, “Akela! We’ll—do—our—best!” You can also use the Scout Oath, the
Cub Scout motto, or your own personal words in place of this chant.

A-22 WOLF
◆◆ MOUNTAIN CLIMBING CLOSING THOUGHT
Ask the Cub Scouts in your den to sit in a circle.

Den leader: Picture a very high mountain. It is beautiful but very dangerous. It has slippery glaciers
and high rocky places you can climb only with special equipment and with help from
other people. Mountain climbers depend on each other. They must be able to trust
their friends at the other end of the rope. When you pick your friends, think about
whether this is a person you could trust at the end of that rope. Let’s have a moment
of silence as we think about the good friends we have chosen.

◆◆ MY FLAG CLOSING
Right before the ending, the den leader asks the Cub Scouts to write a sentence about what the U.S.
flag means to them. For the closing ceremony, read the statements.

◆◆ PATRIOTIC SONG CLOSING


Den members form a circle around the U.S. flag. Everyone salutes and sings “America,” “God Bless
America,” or another patriotic song. (See the Cub Scout Songbook for ideas.)

◆◆ SQUARE KNOT CLOSING


Give each Cub Scout in your den a 3-foot section of rope. Have them tie their ropes together with square
knots to form a complete circle. They all lean back carefully to form a taut circle.
Den leader: You are part of a group of close friends, held together by the square knot—a symbol
of friendship.

◆◆ WE MEET AS CUB SCOUTS CLOSING


Have the Cub Scouts in your den form a circle.
Den leader: We meet as Cub Scouts, we part as friends, as now we leave, our meeting ends. Let
this circle be a token of friendship, as Akela guides us home.

Appendix A-23
DEN OUTINGS
Excursions and field trips provide some of the most exciting parts of Scouting. Cub Scouts enjoy many
outdoor experiences as they participate in the variety of activities that can be held outside, such as field
trips, hikes, nature and conservation experiences, and outdoor games.

◆◆ OUTINGS
Children this age enjoy visiting museums, business establishments, parks, and other attractions. Here
are some suggestions:
How Things Are Made: Visit manufacturing plants such as aircraft, automotive, appliance, or electronic
manufacturers; chemical, paper, plastic, paint, furniture, or toy plants; and handicrafts or other small-
craft industries.
How Your Community Runs: Visit power, water, and sewage plants; a gas company; police and fire
stations; city hall; municipal buildings; the county jail; a telephone company; the post office; the Red
Cross; hospitals; newspaper plants; and radio, television, and weather stations.
How Your Community Is Fed: Visit truck and dairy farms, flour mills, and bakeries; food processing,
canning, or bottling plants; stockyards and meat or poultry packing houses; a fish hatchery; beverage,
candy, and ice-cream companies; markets; and food distributors.
Learn About Your Culture and Heritage: Visit art galleries, museums, and memorials; celebrated old
homes, monuments, and other historic sites; places of worship; civic centers; important local buildings;
summer theaters and band concerts; and local historical celebrations.
When these field trips are coordinated with the Cub Scouting adventures, they can help bring learning to
life by allowing Cub Scouts to experience firsthand the things they have been learning about.

◆◆ HIKES
A hike is a journey on foot, usually with a purpose, a route, and a destination. All ranks in Cub Scouting
will have several opportunities for taking hikes related to specific adventure requirements. See the
Outdoor Appendix for more information on hikes.

◆◆ PLANNING DEN OUTINGS AND EXCURSIONS


When planning a trip or excursion for your den or pack, keep the following guidelines in mind:
• Make sure that all activities are age-appropriate. Especially for pack excursions, which include Cub
Scouts of various ages, make sure there’s something that appeals to everyone.
• While it’s OK to include some activities just for the fun of it, make sure the featured event is relevant
to the values of Scouting and has educational value.
• Refer to the Guide to Safe Scouting, No. 34416, to ensure that all activities are conducted in a
safe manner. The online version, which will always be the most current, can be found by visiting
www.scouting.org and selecting “Guide to Safe Scouting” from the site menu.
• Be sure to file the proper forms and permits. An activity consent form should be signed by the
parent or guardian of every Cub Scout, even if the parent or guardian is attending. The form can be
accessed at www.scouting.org.

A-24 WOLF
2 APPENDIX
WORKING WITH CUB SCOUTS
CHILD BEHAVIOR
Rewarding positive behavior and not accepting negative behavior is the key to teaching Cub Scouts proper
behavior. Remember that each child (just like all of us) has emotional needs that need to be fulfilled. These
needs include being accepted, getting noticed, belonging, receiving praise and encouragement, feeling
safe and sound, letting off steam, experimenting (and making some mistakes in the process), and having fun.
How each child tries to fulfill these needs is what makes them unique. One child may be timid and quiet, and
another, loud and rowdy; but both are afraid they won’t be accepted. Den leaders must plan ahead and be
prepared to make Cub Scouting a positive experience for everyone in their den.

HOW TO ACHIEVE POSITIVE BEHAVIOR


The den meeting is a time when the den leader and Cub Scouts socialize and plan for future activities.
For the den meeting to be productive for everyone, it must run smoothly. A good atmosphere is essential
to managing behavior. Many times, that simply means recognizing and rewarding good behavior. Here
are some suggestions for encouraging good behavior.

◆◆ EXPECTATIONS
Be sure that all Cub Scouts and their parents or guardians understand the purposes of Cub Scouting,
the advancement system, the structure of the den and pack, and the expectations of the family in the
program. A letter to parents and guardians with a follow-up face-to-face meeting within a couple of days
of joining Cub Scouts will ensure this. Encouraging parents and guardians to stay for den meetings and
involving them with their Cub Scout reinforces the family aspect of Scouting.

Den leaders wear their uniforms to strengthen a visual connection between the leader and the Cub
Scouts in their den. The uniform serves as a reminder for Cub Scouts to be on their best behavior. The
full uniform is a method of Scouting. It provides a level playing ground by covering up all differences of
social or economic background. As the den leader, you set the example. The power of a uniform is also
used in team sports. It shows that regardless of the position you play, you are a member of this team. In
Scouting, you are part of not only a den, a pack, but also a worldwide movement.

◆◆ CODE OF CONDUCT
A code of conduct is a list of behavioral expectations and consequences if the code is broken. With your
guidance, Cub Scouts in your den create the code of conduct. Three or four points will be sufficient, and
they should be positive; the words no or don’t have no place in a code of conduct. Include a final rule
such as “Have fun!” Also consider including the 3 R’s: Respect for others, Responsibility for yourself and
your things, and Reasonable behavior. Members of the den, including the den leader, should sign the
code of conduct, and it should be displayed at every den meeting. Using the 12 points of the Scout Law
can serve as a strong foundation for a code of conduct, and also reinforce the values of Scouting.

◆◆ TWO-DEEP LEADERSHIP
For the most up-to-date information, see www.scouting.org.

Appendix A-25
◆◆ THE DEN CHIEF
The den chief is a wonderful resource for the success of a den. Although den chiefs are not part of the
two-deep leadership because they are not adults, they can help manage the den by being prepared with
a game, story, stunt, song, or other brief activity that provides some variety in the den program. See the
Cub Scout Leader Book and Den Chief Handbook for more information on den chiefs.

◆◆ DEN MEETING STRUCTURE


Following the den meeting structure as outlined in this den leader guide will go a long way to making a
meeting run smoothly. Every part of the den meeting structure plays a vital role in the success of the meeting.

◆◆ LEADER/SCOUT RELATIONSHIP
The relationship between a leader and the Scouts is central to managing behavior. For instance, if the den
leader enjoys the den meeting, so will the Cub Scouts and their families. Children and parents model what
they see, so be a good model by having a positive attitude.
• Be consistent and fair in all your dealings. Treat all members of your den the same when they break
any rules, but do this in a manner that allows Cub Scouts to keep their dignity. Give them a chance to
tell their side of the story. Allow them the opportunity to apologize. Your example of fairness will carry
over into other aspects of the Cub Scouts’ lives.
• Be a good listener. When a Cub Scout wants your attention, look them in the eye. If you are busy, look
them in the eye and ask them to wait a minute. Honor their patient waiting by turning to them with your
full attention as soon as possible.
• Give each Cub Scout a chance to participate in discussions. To encourage members of your den
to speak one at a time and to listen carefully, you might try a “talking stick.” Only the person holding
the talking stick is allowed to speak, and everyone else must listen respectfully without interrupting. A
talking stick can be a dead branch from a tree, a dowel rod, or even a shortened broomstick handle.
• When you notice a Cub Scout’s good behavior, comment on it! Let everyone know exactly what you
liked. Soon, you’ll have all the den members copying that behavior. Comments such as “I like the way
you kept trying,” or “Good thinking,” or “Now you have the hang of it” encourage and build self-esteem.
The more specific you are, the more likely the communication has been effective and the activity will be
repeated. When you see a Cub Scout’s parent or guardian before or after meetings, be sure to let them
know about positive behavior. The Cub Scout may get additional positive reinforcement at home.

A-26 WOLF
TRACKING BEHAVIOR
The methods below highlight the use of positive reinforcement to encourage good behavior. Positive
reinforcement is giving something, such as a reward, to promote the behavior you want. Taking
something away after it has been earned is not part of positive reinforcement and is not a method
used in Cub Scouting.

◆◆ CONDUCT CANDLE
Use the same candle each week. The den leader or assistant den leader lights the candle at the
beginning of the den meeting, and the candle is allowed to burn as long as all den members show
good behavior. But if someone misbehaves or breaks the code of conduct, the candle must be blown
out for the rest of the meeting. As soon as the candle burns down, the den is entitled to a special
outing or special treat that they have chosen. On average, a den meeting lasts for a little over an hour.
Be sure to use a candle that will take four hours to burn uninterrupted. The key to this method is
making sure there is not too much time between the positive behavior and the reward. A large candle
that takes six months’ worth of den meetings to burn will not be as effective as a candle that only takes
two months.

◆◆ TICKETS
Buy tickets at teacher or party supply stores, or make them yourself. Give those in a den a ticket when
they do something good. (Try to give each person in the den an opportunity to receive a ticket during a
meeting.) They write their names on the back of their tickets. The tickets are placed in a jar, and a draw-
ing is held at the end of the den meeting for a small treat (gum, candy, stickers, small toy, etc.). At the
end of the month, hold a drawing for a “big” winner.

◆◆ MARBLE JAR
Use a glass jar so it makes lots of noise when you put a marble in. Draw a line on the jar high enough so
that it will take the Cub Scouts in your den six weeks or so to earn enough marbles to fill it to that point.
Explain that when marbles reach the line, the den will get a treat. Drop a marble in the jar when someone
in the den does something good. Make a production out of it. Celebrate with the den when they reach
their goal. Do not take out marbles for bad behavior. This is not consistent with the positive reinforce-
ment method of working with Cub Scouts.

◆◆ STICKERS AND CERTIFICATES


Give big flashy stickers for good behavior. Use them only occasionally, or they lose their appeal. Make
certificates by hand or with a computer. Use gold seals or other decorative stickers. You can also
purchase certificates at teacher supply stores.

◆◆ SUPERSTAR PINS
Decorate clothespins, one for each Cub Scout, with stars. As you notice good behavior, pin one on the
Scout. At the end of the meeting, Cub Scouts with pins on can pick something from a “treat bag”
consisting of a variety of food items; a small, healthy snack; or inexpensive items that appeal to the Cub
Scouts in your den (stickers, old patches, small toys, pencils). Vary the items in the treat bag often.

◆◆ SUPERSTAR NOTES
These notes to parents and guardians are good for praising Cub Scouts when they get back home. You
can make your own by hand or with a computer or buy them at a teacher supply store. The Cub Scouts
in your den will know you really appreciate it if you tell their families how well they did.

Appendix A-27
◆◆ COUP STICK
Some American Indian tribes used coup sticks (“coo sticks”)
as a way to display accomplishments. Items such as beads,
feathers, bear claws, or eagle claws were awarded at tribal
meetings for deeds of note (not unlike badges Cub Scouts
earn!). These were attached to the coup stick for display,
bringing honor to the coup stick owner.
Make a den coup stick by drilling a hole through a wooden
dowel at the top and bottom. Loop a long piece of heavy-
duty string or leather cord through the holes so it runs the length of the dowel. Award small items at
den meetings for good behavior. Use beads, feathers, stamped leather pieces, stamps on poster board
pieces, etc., and attach them to the string on the coup stick. Take the coup stick to pack meetings to
bring honor to your den!

DEN DOODLES AND DEN FLAGS


◆◆ DEN DOODLES
A den doodle is a clever way to record advancement progress and other accomplishments of the Scouts as
well as a colorful decoration for the den meeting place. It can be something as simple as a chart, much like
the den advancement chart, or it can be a simple structure consisting of a cutout mounted on a stand. No
two den doodles are alike.

With the help of members of your den, choose


a design that “fits” the den. Den doodles can
be made from wood, cardboard, foam board,
or other materials; they can be a tabletop or
floor design; or they can hang on the wall or
from the ceiling. Include the den’s number
and a place for each Cub Scout’s name and
advancement record or accomplishment.

Add something to the den doodle at each


meeting, recognizing attendance, proper
uniforming, and behavior as well as completed
adventures. Colored beads and shells slipped
onto leather lacing are common items for
symbols of progress.

Dens may earn simple awards (sometimes


called dingle dangles) for a variety of things,
such as perfect attendance, good behavior, participation in service projects, or responsibilities at the pack
meeting. For example, the den leading the flag ceremony at the pack meeting or at school might earn a
small flag to hang on their den doodle; the den that leads a song might earn a musical note made of felt.
You can find more examples of den doodles in Cub Scout Ceremonies for Dens and Packs.

◆◆ DEN FLAGS
Den flags are simple flags that represent each den and give den members a sense of camaraderie and
identification. The flag is blue and yellow with the den number on it. Den flags are available at your local
Scout shop or at www.scoutshop.org. The flag may go home with a different Cub Scout family after each
meeting or may be the responsibility of the denner for the month. The flag should be brought to each
pack meeting and mark the place where the den sits.

A-28 WOLF
◆◆ BASES FOR DEN DOODLE OR DEN FLAG
Make bases from wood or from a 2-pound coffee
can filled with plaster, as shown. Cover the end of
the flagpole with aluminum foil and grease with a
thick layer of petroleum jelly so it will slip out easily
after the plaster hardens. Or use a piece of PVC
pipe that has an opening slightly larger than the
diameter of the flagpole. Cover the bottom end of
the PVC with foil and set it into the wet plaster. It
should stick several inches out of the plaster. When Nail four boards
dry, the pole will slip easily into the PVC pipe. to make the base. Two-pound coffee can
filled with plaster. While
wet, insert flagpole.

DEN LEADER “SURVIVAL” KIT


At times, even the best plans go awry. A bag packed as a leader “survival” kit comes in handy when
unexpected things happen, all your planned activities for the meeting have been exhausted, or the den
just needs a change of pace. Your survival kit will grow as you and your den work together and discover
the things the den likes best—you will base your survival kit on those activities. The goal is to pack your
bag with lightweight, multiple-use objects—and take it to every den meeting.

Here are some suggestions for your leader survival kit. Remember that each item should have multiple
uses. Newspapers, for example, can be rolled and taped to become bats or batons to pass during a
relay; left flat, they can become a “base” for use during a game; opened, they can act as a drop cloth for
messy projects; folded, they can become hats. Newspapers can also be torn and taped and shaped into
instant costumes. Your imagination is the only limit.
• Balls—a couple of tennis balls and • Lightweight rope
at least one soccer ball • Scissors
• Blindfolds—at least two • Balloons
• Safety pins • Empty 16-ounce drink bottles with
• Duct tape caps—at least six
• Newspapers • Magic tricks
• Markers, pens, pencils, chalk • Puzzles
• Blank paper, various colors

GUIDELINES FOR SPECIFIC TYPES


OF SPECIAL NEEDS AND DISABILITIES
Every child has needs. Three important ones are to feel accepted by a group, to feel a sense of compe-
tence when approaching a task, and to feel a sense of self-satisfaction at its completion.

For some, these needs are easily met. For others, it takes a little more thought and planning on the part of
families and leaders. The parents or guardians of a Cub Scout with special needs will be the best resource
for information about the Cub Scout’s abilities, limits, and goals. Other resources include the Cub Scout’s
teachers and the Cub Scout Leader Book.

Many people wonder how children who are different from other members of the den will be accepted. You
will find that with proper preparation of the den, they will be accepted into the fellowship of the den easily.

If a Cub Scout has any of the following disabilities, these ideas might be helpful. Always ask if they need,
or want, help. Ask how you can help.

Appendix A-29
◆◆ MOBILITY IMPAIRMENTS
• Remember that people who use adaptive equipment (wheelchairs, crutches, etc.) often consider
their equipment an extension of their bodies.
• Never move equipment out of the person’s reach.
• Before you go out with someone who has a mobility impairment, make sure facilities at the
destination are accessible.
• Never pat a person in a wheelchair on the head. This is a sign of disrespect for adults.
• When helping, ask how equipment works if you are unfamiliar with it.
• Prevent strained necks by standing a few feet away when talking to someone in a wheelchair.
• Find a place to sit down for long talks.

◆◆ HEARING LOSS
• Make sure the person is looking at you before you begin to talk.
• Speak slowly and enunciate clearly.
• Use gestures to help make your points.
• Ask for directions to be repeated, or watch to make sure directions are understood correctly.
• Use visual demonstration to assist verbal direction.
• In a large group, remember that it’s important for only one person to speak at a time.
• Speakers should never stand with their backs to the sun or light when addressing people with
hearing loss.
• Shouting at a person who is deaf very seldom helps. It distorts your speech and makes
lipreading difficult.

◆◆ VISION IMPAIRMENTS
• Identify yourself to people with vision impairments by speaking up.
• Offer your arm, but don’t try to lead the person.
• Volunteer information by reading aloud signs, news, changing street lights, or warnings about
street construction.
• When you stop helping, announce your departure.
• If you meet someone who has a guide dog, never distract the dog by petting or feeding it; keep
other pets away.
• If you meet someone who is using a white cane, don’t touch the cane. If the cane should touch
you, step out of the way and allow the person to pass.

◆◆ SPEECH/LANGUAGE DISORDERS
• Stay calm. The person with the speech disorder has been in this situation before.
• Don’t shout. People with speech disorders often have perfect hearing.
• Be patient. People with speech disorders want to be understood as badly as you want to understand.
• Don’t interrupt by finishing sentences or supplying words.
• Give your full attention.
• Ask short questions that can be answered by a simple yes or no.
• Ask people with speech disorders to repeat themselves if you don’t understand.
• Avoid noisy situations. Background noise makes communication hard for everyone.
• Model slow speech with short phrases.

A-30 WOLF
◆◆ COGNITIVE DISABILITIES
People whose cognitive performance is affected may learn slowly and have a hard time using their knowledge.
• Be clear and concise.
• Don’t use complex sentences or difficult words.
• Don’t talk down to the person. “Baby talk” won’t make you easier to understand.
• Don’t take advantage. Never ask the person to do anything you wouldn’t do yourself.
• Be understanding. People with below-average cognitive performance are often aware of their
limitations, but they have the same needs and desires as those without the disability.

◆◆ SOCIAL/EMOTIONAL IMPAIRMENTS
People with social/emotional impairments have disorders of the mind that can make daily life difficult.
If someone is obviously upset,
• Stay calm. People with mental illness are rarely violent.
• Offer to get help. Offer to contact a family member, friend, or counselor.

◆◆ AUTISM SPECTRUM DISORDER


Here are some tips for leaders.
• Provide consistent, predictable structure. Be patient. Allow extra time for activities.
• Provide a visual schedule with words and pictures. All Scouts will find this useful. Don’t put times
in the schedule because a Scout with autism may expect you to follow it to the minute!
• Let the Scout know about transitions early by saying, “In five minutes we’ll be ending this activity
and starting another.”
• Give the Scout information about new activities ahead of time.
• Break up tasks into smaller steps.
• Alert the Scout’s parents if there is going to be an activity that may cause sensory difficulties for
their child. Consider moving noisy activities outside where the noise can dissipate. If the Scout
has issues with food taste and texture, carefully plan the menus around these issues so the
Scout can eat the same things as other members of the unit as much as possible.

◆◆ ATTENTION DEFICIT DISORDER


Leaders can have a positive effect on children with attention deficit disorder (ADD). Here are some ways
leaders can help.
• Structure Scout meeting time, activities, and rules so that the Scout with ADD knows what to
expect. Post a calendar of events.
• Be positive. Praise appropriate behavior and completion of tasks to help build the Scout’s
self-esteem.
• Be realistic about behavior and assignments. Many children with ADD simply can’t sit for long
periods or follow detailed instructions. Make learning interesting with plenty of hands-on activities.
• Monitor behavior through charts and explain expectations for behavior and rewards for reaching
goals. This system of positive reinforcement can help the Scout stay focused.
• Begin a formal achievement program. Weekly reports to parents could increase their involvement.
• Work closely with parents and members of the education team. People working together can
make a big difference.
• Be sensitive to the Scout about taking their medication. Avoid statements such as, “Johnny, go take
a pill.”
• Simplify complex directions. Give one or two steps at a time.

Appendix A-31
◆◆ LEARNING DISABILITIES
Learning disabilities (including minimal brain damage, perceptual abilities, communication disorders, and
others) are usually disorders of the central nervous system that interfere with basic learning functions.
• Listen and observe carefully to find clues as to how this Scout approaches problems and what
their difficulties are.
• Remember that praise and encouragement can help build self-esteem.
• Let other den members use their friendship and support to show the Scout that they belong.
• Use short, direct instructions that help the Scout know what is expected of them.
• As much as possible, stay with a regular den schedule, allowing the Scout to help with assigned duties.
• Give the Scout extra time when needed. Don’t rush their answers. Reword instructions if necessary.
• Introduce and recite new materials (such as new songs or the Scout Oath and Scout Law)
together as a group. Provide repeated opportunities for Scouts to practice and learn them.

A-32 WOLF
APPENDIX
CRAFTS
3
WHY WE USE CRAFTS
As Cub Scouts work on craft projects, they not only learn to make useful items but also get valuable
experience in using and caring for basic tools and materials, learning to follow directions, using their
imaginations, and developing coordination and dexterity. Craft projects can be used for advancement
requirements or just for fun.

Making a craft project calls for creativity in every member of the den. As Cub Scouts embark on projects,
they may need to measure, trace a pattern, cut or saw, sand, and assemble a project with nails, screws, or
glue. Crafts develop a child’s ability to understand and satisfy an urge to experiment. Furthermore, physical
development and mental growth are by-products of the craft program. Muscle coordination comes from
lifting, moving, sawing, drilling, hammering, and pounding. Painting helps improve arm and hand control.
Folding, cutting, shaping, filing, and sanding craft materials help develop eye and hand coordination.

As we work with crafts, we learn to shape materials into useful articles. While decorating them, we also learn
that useful things can be beautiful art, gaining confidence to experiment with materials and tools and learn
new ways to do things. A completed craft project enables each of us to shout “I did my best!”

TEACHING CRAFTS TO CUB SCOUTS


As a den leader, you have an opportunity to stimulate the interest and curiosity of all Cub Scouts in your
den and to encourage them to “Do Your Best,” the Cub Scout motto. It is important to allow them to create
and be proud of their creations. They are making more than just “things”; the projects help build their mind,
body, and future.

All Cub Scout leaders have different backgrounds and experiences, so their knowledge of craft techniques
and tools will vary. Those with limited experience may enlist parents and other adults to teach specific
techniques or to provide materials and tools.

The Cub Scout Leader Book provides some excellent tips for leaders on craft projects. In addition, the
following steps will help leaders teach crafts:

1. Choose a project with the help of the members of your den. Make sure the project is something that
has a purpose and that they will enjoy making.
2. Make a pattern, if needed. Have enough pattern pieces available so that no one has to wait to
trace them.
3. Make a sample to show the Scouts. Remember
that these are age-appropriate crafts, so don’t go
overboard and make your sample too elaborate.
4. Gather enough materials and tools so everyone can
work at the same time.
5. Teach the craft step by step:
— Cut out parts, as required.
— Put them together.
— Finish it (sand, polish, paint, etc.).
— Clean up.
6. Whenever possible, start a craft in a den meeting that can be finished at home with family help. Be sure,
however, that the family is aware of the responsibility and has any instructions and materials necessary.
7. Display the craft projects at a pack meeting.

Appendix A-33
Leaders should guard against crafts that are simply “busywork” of the “cut-and-paste” type that are below
the abilities and interests of the Cub Scouts in your den. Crafts should be more than mere handwork: They
should be a creative outlet and a form of expression, as well as a way to learn skills. Sometimes, leaders think
they need to have a craft project at every den meeting. But remember that crafts are only one of many activi-
ties used to accomplish the purposes of Cub Scouting. Overemphasizing crafts may discourage families and
Scouts whose interests and abilities lean in other directions.

HELPING CUB SCOUTS WITH CRAFTS


• Encourage the natural creative urge in each member of the den. If you don’t, the urge may disappear
and be replaced by lack of confidence in their own abilities.
• Through praise, you can help them build self-confidence in their abilities.
• Learning by doing is important.
• Show enthusiasm for progress. Don’t be overly critical.
• Show them how, but don’t lose patience and take a tool away because you can do it better or faster.
This will be discouraging and destroy self-confidence.
• Be patient. Remember: Cub Scouts may have to be shown over and over how to use a tool.
• Be tactful. Offer your help during difficult parts of a job by saying, “Let’s work on this part together.”

RESOURCES FOR CRAFT MATERIALS


Materials for crafts should be simple and inexpensive. In most cases, you can find scrap materials for
crafts around the home. Most communities have many resources for craft materials. Although you may
have to purchase some specialized items at craft and hobby stores, you can acquire most through
salvage and surplus or donation.

Begin an internet search for places where you might be able to obtain aluminum foil, burlap, canvas,
clay, cord, floor covering, leather and vinyl scraps, nails, paper bags, plastic rope, sandpaper,
spools, etc.

Here’s a “starter” list of possible resources for craft materials. Most of the sources listed have scrap
that is available for the asking, or at minimal cost.

• Lumber Company: Wood scraps, sawdust, and curls of planed wood may be given away by the
boxload. Make your contact and request, and then leave a marked box to return and pick up later.
• Grocery Stores: Check grocery stores for boxes of all sizes and shapes. Discarded soft drink cartons
are excellent for holding paint cans.
• Telephone Company: Empty cable spools make great tables; use colorful telephone wire for many
different projects.
• Soft Drink Company: Plastic soft drink crates may be available at a minimal charge. Use them for
storage or for projects. Also, use plastic six-pack rings for various projects.
• Gas Stations and Garages: Tires and bike tubes are great for games and obstacle courses.
• Wallpaper Stores: You’ll find wallpaper sample books of discontinued patterns.
• Carpet Stores or Outlets: Discontinued rug samples and soft foam under-padding can add to
craft projects.
• Tile Stores: Use broken mosaic tiles for many craft projects.
• Appliance Stores and Furniture Stores: Large packing crates are handy for skit props and
puppet theaters.
• Newspaper Companies: Ask about end rolls of newsprint.
• Printing Companies: You can never have too much scrap paper and cardstock.

A-34 WOLF
• Pizza Restaurants: Cardboard circles are good for making shields and other craft projects.
• Upholstery Shops and Drapery Shops: You’ll find a wide variety of fabric and vinyl scraps.
• Picture Framing Shops: Leftover mat boards make great awards or bases for other projects.

◆◆ USING SALVAGE
Many items that are destined for the trash can be used for Cub Scout craft projects. Ask families to be
on the lookout for scrap materials. If you live in a community that has a manufacturing company nearby,
you may be surprised at the scrap wood, plywood cutoffs, and odd pieces of metal, cardboard, leather,
and plastics that you can get just by asking. Ask families to save things such as tin cans; the cardboard
rolls inside paper towels, toilet paper, and wrapping paper; boxes; tree branches; plastic bottles; buttons;
cloth; pinecones; and wire hangers.

Here’s a partial list of useable scrap materials:


• Bottle caps—for Christmas tree ornaments, foot scrapers, wheels, construction projects,
markers for games
• Bottles—for musical instruments, containers
• Broom handles—as dowels for projects
• Cardboard cartons—for construction projects, stage props, puppet stages, storage
• Catalogs—for decorations, designs, cutouts
• Chenille stems—for simple sculptures
• Clothespins—for human figures, fastening items together, games
• Coat hangers—for wires for mobiles and other constructions, skeletons for papier-mâché work
• Coffee/juice cans—for storage, planters, games
• Coloring books—for patterns for nametags, etc. Patterns can be enlarged for craft projects.
• Corrugated cardboard—for stage props and scenery, bulletin board, shields, swords
• Ice cream cartons (3-gallon)—for trash cans, drums, masks
• Ice cream spoons—for mixing paint, spreading paste, figures
• Jars—for containers for paint, paste, and brushes; decorate them for gifts.
• Juice-can lids—for tin punch projects, awards
• Leather or vinyl scraps—for key chains, bookmarks, neckerchief slides, coin purses
• Macaroni—for stringing for jewelry, pictures, and frames
• Margarine tubs—for storing small objects (lids can be used like flying saucers in games)
• Newsprint—for covering tables, papier-mâché, flip chart, growth charts, large backgrounds and scenery
• Old shirts or pajama tops—for paint smocks (cut off the sleeves), costumes
• Paper bags and old socks—for hand puppets
• Paper plates—for plaques, masks, games
• Paper towels—for papier-mâché, cleanup
• Plastic water bottles and milk jugs—for planters, games, costumes
• Shelf paper—for finger painting
• Soap bars—for carving
• Sponges—for painting, printing, cleanup
• Straws—for holiday decorations, party favors, games
• Tin cans—for metal work, storage containers, planters
• Tongue depressors and craft sticks—for mixing paint, modeling tools

Appendix A-35
• Wallpaper—for book covers, paper for painting
• Wrapping paper—for murals, painting
• Yarn—for hair for wigs and puppets, holiday ornaments

◆◆ TIPS FOR PAINTING


Acrylics: Jar acrylic is more economical, but acrylic paint is also available in tubes. It can be thinned
with water. Brushes clean easily with water. Acrylics are nontoxic, good for painting almost anything, and
don’t need a finishing coat.

Tempera: Water-based paints such as tempera are great for Cub Scouts. Powdered paint is more
economical but messier. Mix powdered tempera with water and add a little liquid starch, which helps
the paint go further and not run.

Cleaning Brushes: Different paints need different cleaners. For tempera, poster paint, or acrylics, use
water. Scouts can clean up after using these paints; adults should supervise cleanup for other media.
To clean varnishes, oils, or enamels, use turpentine, mineral spirits, or kerosene. For shellac, use shellac
thinner. For model paint, use the recommended thinner. For lacquer, use lacquer thinner. These solvents
are flammable and should be used outside and well away from sparks and flames. Adequate ventilation
and adult supervision are required when working with any of these paints or solvents.

Finishing Coats: Objects painted with tempera or poster paint will have a dull finish and will not resist
moisture. For a shiny finish and for protection, spray with clear plastic or clear varnish, or finish with a
coat of diluted white glue. Acrylic paint does not need a finishing coat.

Paintbrush Substitutes: For large items such as scenery, use a sponge dipped in tempera. For small
objects, use cotton swabs.

Painting Plastics: For painting plastic milk containers or bottles, mix powdered tempera with liquid
detergent instead of water or starch. The paint will adhere better.

Painting Plastic Foam: Some types of paint will dissolve plastic foam, so only use one that is recommended.
Test it first on a scrap.

Painting Wood: It is best to give raw wood a coat of wood sealer or thin shellac before painting to
prevent the paint from soaking into the wood.

Spray Painting: A spray bottle works well for spray painting large items. Use diluted tempera or poster
paint. If using commercial spray paints, be sure to read the label and follow any instructions.

◆◆ TIPS FOR ADHESIVES


• To save money, buy white glue in quart sizes and pour
into small glue containers.
• To make heavy-duty glue, mix cornstarch with white
glue until the mixture is as thick as desired.
• For small glue jobs, put glue in bottle caps and use
toothpicks or cotton swabs.
• Clear silicone is the best glue for plastic bottles and
milk containers. It is available at hardware stores and
requires adult supervision.
• Egg white is a good adhesive for gluing kite paper. It is
strong and weightless.
• Tacky white glue is the best adhesive for plastic foam. A little goes a long way.
• Wheat paste (wallpaper paste) is a good paste for papier-mâché. Flour and water make a good paste too.
• Masking tape and cellophane tape can be used successfully in many projects.

A-36 WOLF
APPENDIX
GAMES
4
WHY WE USE GAMES
Games are part of all the fun of Cub Scouting. Skills and interests developed early on teach self-
confidence, independence, and the ability to get along with others. Children learn through play.

For these reasons, games are an important part of Cub Scouting. Games not only help to accomplish
Cub Scouting’s overall objectives of citizenship training, physical fitness, and character development,
they have educational benefits, too. Games teach us how to follow rules, to take turns, to respect the
rights of others, to give and take, and to play fair. Some games help to develop skills, body control, and
coordination. Some teach self-confidence and consideration for others. Games stimulate both mental
and physical growth, as well as providing an outlet for excess energy.

HOW TO CHOOSE GAMES


When choosing a game, you should consider three things: the physical aspects, mental values, and
educational values of the games as they relate to Cub Scouting.

Consider first the physical aspect: the release of surplus energy. An active game should be satisfying
to the strongest and yet not overtax the weakest. It should stimulate the growth and development of
muscles. Most outdoor games meet this test.

Children of Cub Scout age are growing rapidly. They like to run, jump, climb, lift, balance, crawl, bend,
yell, chase, and hide. Generally, long walks or runs and other exercise involving endurance are not as
suitable for children of this age.

Some games are selected for their mental values because they have an element of excitement or
accomplishment. Games can help develop quick thinking, alertness, and strategy. Many games offer
opportunities to express feelings and emotions, which is healthy.

Children need to learn to play fair and to follow the rules. They also need to learn that they can’t always
be winners. Many children of Cub Scout age have not yet learned to lose gracefully. Your task as leader
is to make it clear that losing a game is not the end of the world and that a loss should be an incentive
for Scouts to try to improve their skills.

Some games are selected for their educational value. Children’s minds are more receptive to learning
when learning is fun. Their interest and concentration are probably never higher than during play. Games
are a way to help Scouts learn that rules and self-discipline are necessary and that doing one’s best is
important. Most Cub Scout games help in character development because they require teamwork, fair
play, and consideration for others.

Consider these factors when choosing games:


• Purpose (physical, mental, educational)
• Space available
• Number of players
• Equipment available
• Skills and abilities of players
Whether the game involves group competition with team winners or individual competition or is just for
fun, the results should be positive and lead to building character and helping youth grow and develop.

Appendix A-37
SUGGESTIONS FOR LEADING GAMES
Cub Scouts and their families will like most games if leaders have fun leading them. Anyone can be a
successful games leader by following these simple suggestions:
• Know the rules of the game and have the necessary equipment on hand. Plan not only what you are
going to do, but how you are going to do it.
• Start with your best game—one that is easy to explain and enjoyable to play. In addition to bolstering
your own confidence, a successful game can enhance the morale of the players.
• Make sure the space available is large enough so everyone can play. Mark off boundaries for active
outdoor games with brightly colored cones.
• Remove potential hazards from the play area. Follow health and safety rules.
• Get the full attention of the group and then explain the rules of the game simply, briefly, and in proper
order. Be enthusiastic.
• For team games and relay races, you must have equal numbers of players on each team. If the teams
are unequal, one or more players on the smaller team must compete or race twice.
• As a rule, Webelos Scouts are larger and stronger than first-grade Tigers and second- and third-
grade Cub Scouts. For some pack competitions, have Cub Scouts in the same grade compete
against each other, but not against older or younger Cub Scouts. With this method, several winners
can be recognized.
• An alternative is to mix the groups so that each team has Cub Scouts from each age or grade.
• Remember to adapt your game to meet the needs of any Scouts with special needs.
• Teach the game by steps or through demonstration.
• Ask for questions after explaining and demonstrating the game.
• Be sure everyone follows the rules. Insist on good sportsmanship and fair play.
• If the game is not going right, stop it and explain the rules again.
• Don’t wear a game out. Quit while everyone is still having fun. When players start wanting to change
the rules, it is a good sign they have lost interest in the game and that it’s time to move on to the
next activity.
• Have enough leaders to handle the group.
• Keep It Simple; Make It Fun (KISMIF).
Teach games with the hope that members of the den will be able to play and lead these same games
independently in other settings, such as at school or in the neighborhood.

Coach your den chief in leading games. This will enhance their leadership role. Find creative ways to
develop leadership skills among the Cub Scouts in your den so that they may soon be able to play on
their own without the assistance of a den leader or den chief.

A-38 WOLF
CHOOSING “IT” AND TEAMS
There are many ways to choose the player who will be “It” for any game. Here are some suggestions, but
make up others that work for your group.
• By birthdays, starting with January 1
• By alphabet, using first or last names
• By drawing a name out of a box. After a name is drawn, it goes into a second box. When all names
are in the second box, put them back in the first box to begin again.
When choosing teams, try one of these ideas:
• Even-numbered birthdays against odd-numbered birthdays
• First half of the alphabet against the last half
• Drawing names from a box. Each Cub Scout decorates a craft stick with their name on it and any
other creative artwork. When you need teams for a game, pull out two sticks and put them in sep-
arate piles. Continue to pull out pairs of sticks, separating them into two piles, which will be your
teams. When you are finished, replace all the sticks so they will be ready for the next team game.

COOPERATIVE GAMES
Cooperative games emphasize teamwork and creative thinking as players face a particular challenge.
Leadership opportunities within the group often arise during play. Cooperation between group members
is essential. Everyone “wins” as they help and cheer each other on to a successful outcome.

In general, cooperative games:

• Include questions that have no expected solution; thus there is no “right” or “wrong” answer.
• Stimulate one’s imagination and thinking process.
• Emphasize playing rather than being eliminated from the competition.
• Are fun!

MAKING GAMES COUNT—


LEADING REFLECTIONS
A reflection is a discussion led by a leader that helps Scouts learn from games and other activities. It is
helpful and important to ensure that Scouts and leaders learn this process well in order to benefit most from
it. As their time in Scouting continues, reflections will be led by experienced Scouts for other Scouts.

Reflection really includes two processes—thinking about what occurred and making sense of it. Reflection
helps to integrate the experience into life. This is how we learn from experience. A reflection can help young
people see how the skills they use to overcome challenges when playing games are the same sort of skills
that they can use to overcome challenges in life.

Facilitate the discussion. As a leader, avoid the temptation to talk about your own experiences.

Reserve judgment about what the Scouts say to avoid criticizing them. Help the discussion get going,
then let the Scouts take over with limited guidance from you. If you describe what you saw, be sure your
comments don’t stop the participants from adding their own thoughts. Above all, be positive. Have fun
with the activity and with the processing session!

Use thought-provoking questions. The following types of questions are useful in reflecting:
• Open-ended questions avoid yes and no answers. “What was the purpose of the game?” and
“What did you learn about yourself?”

Appendix A-39
• Feeling questions require participants to reflect on how they feel about what they did. “How did it
feel when you started to pull together?”
• Judgment questions ask the participants to make decisions about things. “What was the best
part?” or “Was it a good idea?”
• Guiding questions steer your Scouts toward the purpose of the activity and keep the discussion
focused. “What got you all going in the right direction?”
• Closing questions help Scouts draw conclusions and wrap up the discussion. “What did you learn?”
“What would you do differently?” “How might you use this skill in other settings?”
Reflecting on an activity should take no more than 4–5 minutes for Tiger-aged youth. For older Cub
Scouts, the reflection may last up to 10 minutes. The more you do it, the easier it becomes for both
you and your Scouts. Remember that the value and values of Scouting often lie beneath the surface.
Reflection helps you ensure that these values come through to your Scouts.

It is very important to use open-ended questions during reflections. Your goal is to help young people
learn from their experiences. Rather than direct a Scout to specific outcomes (e.g., “Did it make you
feel bad?”), allow individuals to come to their own understanding of the activity. The use of closed
questions and asking/telling children what they are experiencing with an initiative game and the reflection
that accompanies it will undermine the value of the process.

The sequence below is a helpful way to organize the questions you pose during the reflection. You want
to have your participants identify (1) the purpose of the activity, (2) the challenges they encountered while
taking part in the activity, and (3) what they might do differently next time (how to better apply the skill for
greater future success).

Questions Responses to elicit

Focusing Questions What did you do?

What was the purpose of the game? Have participants identify the specific actions
they were to undertake. The answer should be as
concrete and specific as possible.
Analysis Questions What did you do? or, How did you do it?

Ask questions that help them analyze the success Seek to elicit answers to identify challenges in
or challenges they encountered while playing completing the task and how a particular obstacle
the game. The questions should help frame the was overcome.
challenges they experienced in the game or
activity around actions—and not around people.
Later in Scouting, they will analyze obstacles to
success in terms of leadership skills that games
help them explore.
Generalization Questions How will you use what you learned?

How can participants use this skill more effectively?


What will happen next time the group encounters The Scouts should demonstrate the ability to
obstacles related to the application of this skill? generalize from the challenges encountered in
the game or activity to “real world” applications
of the skill.

A-40 WOLF
GAMES
◆◆ ACTIVE GAMES WITH EQUIPMENT
BALLOON BATTLE ROYAL
Activity Level: High
Needed: Any number of players, balloons, string
Arrange Cub Scouts in a large circle, each with an inflated balloon
tied to the ankle. On a signal, players try to break all other balloons by
stamping on them, while not letting their balloon get broken. When a
balloon is broken, that player leaves the game. The game continues
until only one player is left.

CAT’S TAIL
Activity Level: Moderate
Needed: Even number of players; pieces of cloth or yarn, different colors for each team
Divide the group into two teams. Hide several pieces of cloth or yarn—a different color for each team.
One Cub Scout on each team is a Cat Without a Tail. On a signal, all players search for “tails” of their
color. As each is found, it is tied to the belt of their Cat. The winner is the team whose Cat has the
longest tail at the end of five minutes.

◆◆ ACTIVE GAMES WITHOUT EQUIPMENT


BEAR IN THE PIT
Activity Level: High
Needed: Any number of players
Have the Cub Scouts in your den form a circle. One player inside the circle is the Bear. While the others
hold hands tightly, the Bear tries to get through the ring by force or by dodging under their arms. The
Bear may not use hands to break the grip of the players in the ring. When the Bear does break through,
the others try to catch the Bear. The first one to tag them is the next Bear.

SHERE KHAN (THE TIGER GAME)


Activity Level: High
Needed: Large room or outdoor area, any number of players
One Cub Scout is Shere Khan, the tiger, and stands in the center of the playing area. All others line up
against a wall. The object of the game is to cross to the opposite wall without being tagged. To start the
game, Shere Khan says, “Who’s afraid of Shere Khan?” The others answer, “No one,” and immediately
run across the open space toward the opposite side. All Cub Scouts tagged help Shere Khan tag the
remaining players in the next round. The last one tagged becomes Shere Khan the next time.

Variation: With a big field and a large number of players, half can be Shere Khans and half Cub Scouts.

Appendix A-41
◆◆ BALL GAMES
BUCKETBALL
Activity Level: High
Needed: Large room or playing area; even number of players; ball; two baskets, boxes, buckets, etc.,
for goals
This basketball-type game can be played with any type of ball that bounces and a couple of large containers
such as laundry baskets, bushel baskets, or large wastepaper baskets. Place the baskets (goals) about 60
feet apart (closer if necessary because of space). Divide the den into two teams and play using basketball
rules. No points are scored if the ball doesn’t remain in the basket or if the basket turns over.

MONKEY IN THE MIDDLE


Activity Level: Moderate
Needed: Medium-sized playing area, three players, playground ball or volleyball
Three players play this game. Choose one to be the Monkey. The other two players stand about 10 feet
apart while the Monkey stands between them. The two end players toss the ball back and forth, trying to
keep it high enough or moving fast enough so the Monkey can’t catch it. If a player fails to catch the ball,
the Monkey can scramble for it, or they can intercept it as it is thrown back and forth. If the Monkey gets
the ball, they change places with the player who threw the ball.

◆◆ BICYCLE GAMES
BIKE RELAY
Activity Level: Moderate
Needed: Large paved area, even number of riders, bike and helmet for each rider
Establish a starting line and mark off turning lines about 50 feet away in opposite directions. Divide the
group into two teams. The teams will ride in opposite directions. The teams should be about 20 feet
apart to avoid collisions as the riders return to the start-finish line. On a signal, the first rider on each
team races to their turning line and back. The next rider may not start until the first rider’s front wheel has
crossed the line. Continue until all have raced.

COASTING RACE
Activity Level: Moderate
Needed: Large paved area, any number of riders, bike and
helmet for each rider
The object of this race is to see which rider can coast the long-
est distance. Each rider pedals as hard as possible for a set
distance (at least 15 feet) to a starting line, and then must stop
pedaling and coast as far as they can. Mark the spot where a
rider’s foot touches the ground. The next rider tries to better
that mark.

A-42 WOLF
◆◆ KNOT GAMES
GIANT SQUARE KNOTS
Two Scouts hold the free ends of a 10-foot-long rope in their right hands. Working together, they try to tie
and tighten a square knot without letting go of the rope.

KNOT CARD GAME


Separate the den into groups. The leader hands to each group a set of cards. On each card is the name
of a knot, hitch, or lash that the den has learned. The first group with all the knots, hitches, and lashes
correct wins.

◆◆ NONCOMPETITIVE, COOPERATIVE, AND TEAM-BUILDING GAMES


BATTING DOWN THE LINE
Activity Level: Low
Needed: Large indoor or outdoor playing area, any number of players, inflated balloons
Two or more groups may play this game simultaneously. Arrange groups in parallel lines with members
spaced about 2 feet apart. On a signal, the first player bats the balloon with either hand toward the
person next to them, who bats it to the next, and so on until the balloon reaches the end of the line. If the
balloon touches the ground, a group member must take it to the starting line, and the group members
must begin again. Try varying the spacing between players. Is it more challenging to play the game with
people closer together or farther apart?

BLANKET BALL
Activity Level: Low
Needed: Indoor or outdoor area, any number of players, two sheets or blankets, two balls or large soft
objects (even rolls of toilet paper work well)
Form two groups. Group members grab hold of a blanket’s edges, with a ball in the center of the blanket.
Players practice throwing the ball up and catching it by moving the blanket up and down in unison, trying
to get the ball as high as possible. After the groups have developed some skill in catching their own ball,
they toss the ball toward the other group to catch on their blanket. Groups continue throwing the balls
back and forth. Group members might reflect on how they decided to toss the ball to the other team.
Variation: Try using water balloons outdoors on a hot day.

◆◆ PARACHUTE GAMES
PARACHUTE VOLLEYBALL
Place a small (6- to 10-inch) playground ball in the middle of the parachute. Players distribute them-
selves evenly around the rim of the chute, with the players along one half being team A and the others,
team B. The object is for one team to flip the ball off the parachute on the other team’s side to score a
point. The high scoring team after a certain time, or the first team to attain a certain score, wins.

Variation: Keep a running tabulation of the scores instead of individual team scores. Play several times to
see how low the score can be after a predetermined length of time.

THE UMBRELLA
Players grasp the parachute waist-high using an overhand grip, making sure the hole of the parachute
is on the ground. On the count of “one,” everyone flexes their knees to a squatting position. On the
count of “two, three, and UP!” everyone stands and raises arms overhead, pulling the parachute up and
over their heads. As the chute billows out, the players will be pulled to their tiptoes and their arms will
be stretched high in the air. The parachute is allowed to remain aloft and then slowly settle back to the
ground. This can be done from a sitting or kneeling position—or even from wheelchairs.

Appendix A-43
◆◆ RELAYS AND RACES
BALLOON SWEEPING RELAY
Activity Level: High
Needed: Even number of players, balloons, brooms
Arrange teams in parallel lines. Place an inflated balloon on the floor in front of each team. Give the first
Cub Scout in each team a broom. On a signal, they sweep the balloon to a turning line and back and
then hands the broom to the second player, who repeats this action.

BALLOON KANGAROO JUMPING


Activity Level: High
Needed: Any number of players, balloons
Have the Cub Scouts in your den line up side by side, each with an inflated balloon between their knees.
On a signal, everyone hops to the other side of the room and back to the starting line. The one finishing
first wins. If someone breaks their balloon, they are out of the race. If someone drops their balloon, they
must replace it between their knees before they can keep going.

◆◆ PHYSICAL FITNESS ACTIVITIES


CIRCLE HOP
Draw a circle about 6 feet in diameter and stand two Cub Scouts inside it. They face each other with
their arms folded and one leg extended in front. On a signal, they try to upset or force each other from
the circle by using the extended leg. They may hook or lift with the leg but must not touch their opponent
with any other part of the body. Kicking or pushing with the uplifted leg is not permitted.

CRAB WALK
From a squatting position, Cub Scouts reach back-
ward and put their hands on the floor without sitting
down. They walk forward, keeping their heads and
body in a straight line.

◆◆ QUIET GAMES WITH EQUIPMENT


CLIP IT
Materials: Small dish with paper clips for each team

Each team has a small dish filled with paper clips. On a signal, the first person joins two paper clips
together and passes the dish and beginning of the chain to the next person. That player adds another
clip to the chain and passes it on. After a set time (five to eight minutes), the paper clip chains are held
high in the air to see which team has the longest. This can be a good game to play at a blue and gold
banquet, with each table having a dish with paper clips.

BLOWBALL
Materials: Small table or large box, table tennis balls

Have the Cub Scouts in your den sit at a table small enough so they are close together. Put a table tennis
ball in the center of the table. On a signal, the players, with their chins on the table and their hands behind
them, try to blow the ball away from their side of the table. If the ball falls on the floor, return it to the center
of the table and continue.

A-44 WOLF
◆◆ QUIET GAMES WITHOUT EQUIPMENT
ABOVE AND BELOW
Have the Cub Scouts in your den stand in a circle. One at a time, call out the names of things that are
found either above or below the ground. For example, strawberries grow above the ground; potatoes
grow below the ground. When you call the name of something that is found above the ground, the play-
ers stand; if it is found below the ground, they sit down. Players who respond incorrectly are eliminated.
The last player to remain in the game wins.

Variation: Call out the names of things that fly and crawl.

ELECTRIC SQUEEZE
Players form a circle and hold hands, with “It” in the center. One player starts the “shock” by squeezing
the hand of one of the players next to them. That player passes it on. The shock may move in either
direction. “It” watches the faces and hands of the players, trying to spot the location of the shock. When
they guess correctly, the player caught becomes “It.”

◆◆ HOMEMADE GAMES
HOMEMADE RING TOSS
Invert a shallow cardboard box and push old-fashioned clothespins (not the spring-type) through the
cardboard. Mark each pin with a number of points. Cub Scouts toss rubber, metal, or plastic rings from a
distance away.

TEETERBOARD JOUSTING
Make two teeterboards as shown (24 inches in
diameter with 4-inch-high rockers). Make the
padded jousting poles from plumber’s suction
cups, soft rubber balls, and squares of cloth.
Place the boards so that the players are just
within reach of each other. Each “knight” tries to
push the opponent off the board. When any part
of a knight’s body touches the floor, that knight
is defeated. Only pushing is permitted; do not
permit swinging or hard thrusting of the poles!

◆◆ TIRE GAMES
ROLL FOR DISTANCE
Each Cub Scout rolls a tire as hard and as fast as they can up to a stopping line. The player whose tire
rolls the farthest wins.

TIRE ROLLING RELAY


Form two teams and give the first Cub Scout on each team a tire. Place a stake or chair opposite each
team on a turning line. On a signal, the first player rolls the tire to the turning line, around the stake or
chair, and back to their team to the next player.

Appendix A-45
◆◆ WATER GAMES
UP AND UNDER
Swimming Ability Level: Nonswimmers and up
Materials: Playground ball
Dens line up in relay formation in waist-deep water. The first Cub Scout on each team has a large ball.
On a signal, they pass the ball overhead to the second player, who passes it between their legs to the
third, who passes it overhead, and so on to the end of the line. The last player runs to the head of the
line and passes it as before.

CORK RETRIEVE
Swimming Ability Level: All players should be of the “Swimmer” ability level.
Materials: Ample supply of corks or wooden blocks
Scatter a dozen or more corks or blocks of wood on the far side of the pool. On a signal, Cub Scouts
jump in and try to retrieve the corks, bringing them back to the starting point one at a time. The Cub
Scout with the most corks wins.

LIVE LOG
Swimming Ability Level: All players should be of the “Swimmer” ability level.
Establish a goal at one end of the pool. One Cub Scout is the “log.” They float on their backs in the
center of the pool. The others swim around the “log.” At any time the “log” may roll over and begin
chasing the others, who race for their goal. Any player who is tagged becomes another “log,” and the
game resumes. Continue until there is only one player left who has not been tagged.

◆◆ WINTER GAMES IN THE SNOW


FOX AND GEESE
Needed: Freshly fallen snow on an open playground
In a large flat area, make a circle about 30 yards in diameter in the snow. Inside, make crisscrossing paths
in any direction. Some may be dead ends. Where the paths cross in the center, make a safe zone. Make
more than one circle, depending on the number of players, and make sure the circles are connected. One
player (the Fox) chases the others (the Geese), but all must stay on the snow paths. When the leader says
“Go,” the Fox chases the Geese, trying to tag one of them. A Goose can’t be tagged while standing in the
safe zone, but if another Goose wants to use the safe zone, the first Goose must give it up. When Geese
get caught by the Fox, they become the new Fox.

SNOWBALL SHARPSHOOTING
Materials: Old sheet or blanket or piece of cardboard, clothespins, scissors
Hang an old sheet or blanket on a clothesline with plenty of clothespins. Cut three or four holes in the
sheet, each 8 to 12 inches across. Players stand 12 to 15 feet away and try to throw snowballs through
the holes. Each snowball that goes through a hole is worth one point. If players become real sharpshooters,
have them move farther away to throw.

Variation: For Tigers or younger children, use a hula hoop as the target. Suspend it from a tree or
clothesline. A player could hold the hoop and use it as a moving target, slowly moving up or down as the
other players aim and shoot.

A-46 WOLF
APPENDIX
OUTDOORS
5
Outdoor activities are an important part of Cub Scouting. We all learn to appreciate and care for the
beautiful environment all around us as we hike, explore, and investigate the world. The Cub Scouting
outdoor program is a foundation for the outdoor adventure Cub Scouts will continue to experience when
they move on to a troop.

All Cub Scouts should have opportunities to enjoy the outdoors. Remember: You don’t need to go far to
share the wonder of nature with children. There are many opportunities for everyone to have outdoor ex-
periences—even just in the neighborhood. Also remember that Cub Scouts with special needs can often
enjoy outdoor activities with only minor modifications to the activity.

WHAT TO DO IF LOST
Have everyone learn the following suggestions using the visual cue of a
stop sign.
S – T – O – P!
S = Stay calm. Stay where you are. Sit down, take a drink of water, and
eat a little trail food. Stay where you can be seen. Don’t hide! You are
not in trouble.
T = Think. Think about how you can help your leaders or others find
you. Stay where you are, and be sure people can see you. Make your-
self an easy target to find. Remember, people will come to look for you.
Stay put, be seen, and help them find you!
O = Observe. Listen for the rest of your group or people looking for
you. Blow your whistle three times in a row, then listen. Three of any kind of signal means you need help,
and everyone will try to help you.
P = Plan. Stay calm, stay put! Plan how to stay warm and dry until help arrives. Don’t worry, you will
be found.

HEALTH AND SAFETY


The health and safety of everyone in the den must be one of the first considerations in planning any outdoor
activity. Try to anticipate and eliminate hazards—or at least warn against them. Most accidents can be pre-
vented. The Guide to Safe Scouting should be the primary resource for safety policies and procedures, and
the most current version is available online at www.scouting.org. Additionally, see the Cub Scout Leader
Book for outdoor safety rules, and see Safe Swim Defense (swimming) and Safety Afloat (boating) information
at www.scouting.org/health-and-safety/gss/gss02.

Also, follow these tips when planning and conducting an outdoor activity:
• Always get permission from parents or guardians for activities that are held away from the regular
den and pack meeting places. Parents and guardians of the Cub Scouts in your den should always
be invited and feel welcomed to participate.
• Be sure to have enough adult leaders for the activity planned. Always follow the policy of
two-deep leadership.
• Check out the site before the activity. Find out about gathering places, restroom facilities, and safe
drinking water. Look for hazards such as poison ivy.
• If applicable, get permission from the owner to use the property.

Appendix A-47
• Use the buddy system to prevent anyone from getting lost. Coach everyone who is attending in
advance about what they should do if they get lost. (Refer to the lesson at the beginning of Appendix 5.)
• Carry a first-aid kit and know how to use it. Know basic emergency first-aid procedures.
• Have adequate and safe transportation.
• When leaving the site, take everything you brought with you. Leave the site in its natural condition.

FUN ON HIKES
When did you last watch a colony of ants scurrying about as they worked hard? Or investigate a hollow
tree? Or travel an unbeaten path? These are just a few things that you can do when you go hiking. The
fun lies in observing everything around you as you hike, and while observing, talking about what you see.
Enjoy nature—but don’t remove growing things from their natural habitats.

You can hike in your own neighborhood or a nearby park, or you can travel to an out-of-the-way location. Or
go to a nature center. Many nature centers include wheelchair-accessible trails so all can participate.

There are many types of nature hikes, some of which include nature activities. Several nature hikes are
described here. See the Cub Scout Leader Book for other types of hikes and for hiking safety rules.
Note: Always use the buddy system on hikes for safety and to prevent anyone from getting lost. Buddies
should remain together at all times.

A-48 WOLF
TYPES OF HIKES
◆◆ SEASONS HIKE
Materials: Pencils and crayons, notebooks for data collection, field guides
Choose a hiking area that you can hike in each season of the year. Each season, Cub Scouts make a list
of things they see along the way. Have them draw a particular area along the trail and how it changes.
Which things remained the same each season? How many things changed as the seasons changed?
(It’s a good idea to collect and keep these notebooks between seasons.)

◆◆ WEB OF LIFE
Materials: Pencil, paper
Animals, plants, and habitats rely on each other and form a “web of life.” The soil nourishes the tree; the
tree shelters the animal; the animal dies and adds nutrients to the soil. Everything in nature is affected by
the many other things living around it.

Have the Scouts in your den draw 12 small circles on paper where the numbers would be on a clock
face. In each circle they draw or write the name of something they see along the hike. Encourage them
to include different types of things: rocks, animals, plants, river, etc. Then have them draw a line from
one circle to everything it affects or is affected by it. Continue doing the same with the other 11 circles.
They have now created a web of life for this area. Was there anything that didn’t have lines and didn’t
affect anything else? What would happen if you covered up one of the circles and it was gone from your
area? How many other things would its absence affect?

◆◆ TRACKS AND SIGNS


Be a keen observer whenever you are out in nature. Look for all types of signs of animals and birds.
Identify bird and animal tracks. Make plaster casts of animal tracks.

◆◆ MICRO HIKE
Materials: Strings 3 to 5 feet long, magnifying glasses (if available)
Lay strings out along an area to study, and provide everyone with a magnifying glass if possible to add
to the experience. The Scouts inch along the string trail on their stomachs, with their eyes no higher than
1 foot off the ground. They may see such wonders as grass blades bent by dewdrops, colorful beetles
sprinkled with flower pollen, powerful-jawed eight-eyed spiders, and more. Ask questions to stimulate
their imaginations: “What kind of world are you traveling through?” “Who are your nearest neighbors?”
“Are they friendly?” “Do they work hard?” “What would life be like for that beetle—how would it spend its
day?”

◆◆ NATURE SAFARI
Materials: Field guides, pencils, paper
This hike will help everyone learn to identify animals. See how many different species each Cub Scout
can see on this local safari.

Appendix A-49
◆◆ SENSE OF TOUCH
This hike will illustrate the many textures of nature. Make sure that Cub Scouts are instructed to examine
the objects they find, not take them. Examples of what the Scouts may look for:
• The hairiest leaf • The roughest rock • Something dry
• The softest leaf • The roughest twig • Something warm
• The smoothest rock • Something cool • Something bumpy

Ask questions such as: “What did you find that was dry? Why was it dry?” “How might it be different
tonight? Next summer/winter?” “How did it get there?” “Does it belong there?” “Did people have
anything to do with it being there?” “Has it always been the way it is?”

◆◆ NATURE BABIES
Look for “nature babies”—birds, ferns, leaves, snails, insects, etc. How are the babies protected? How
are they fed? Do not touch baby birds or animals. Look only from a little distance. Most babies that seem
abandoned by their parents really aren’t. Mother or father may be nearby.

◆◆ NATURE NOISES
This is a great way to help everyone on the hike notice and enjoy the sounds around them. Stop along
the hike at different points. Have everyone sit or stand very still and listen. As they hear a new sound, they
raise their hand as a signal. They can “collect” different sounds on their fingers, holding up a finger for
each sound they hear. Can you count to 10 in between sounds? Listen for birds, animals, wind in the trees,
falling leaves, or rushing water.

◆◆ COUNT THE COLORS


Materials: Crayons, paper, pencils
Each Cub Scout selects five crayons and colors an area on a piece of paper with each crayon. Take the
paper on a hike and write each object found that matches the colors. Write them under the colored area
on the paper. Ask how many colors they can see without moving from where they are.

◆◆ INCH HIKE
Materials: Small rulers
Find as many objects as possible that are 1-inch high, long, etc. Use the small rulers to measure. This
helps Cub Scouts notice the small things that they might otherwise overlook.

◆◆ A-B-C HIKE
Materials: Pencils, paper
Write the letters of the alphabet vertically on a piece of paper. On the hike, find an object, sound, or smell
in nature for each letter and write it down.

A-50 WOLF
◆◆ STRING-ALONG HIKE
Materials: 36-inch piece of string
Take the piece of string on your hike. Every now and then, place the string in a circle on the ground.
See how many different things you can find enclosed in the circle. Then stretch the string in a line
and see how many different things touch it.

◆◆ SURPRISE BREAKFAST HIKE


Materials: Breakfast fixings for everyone
Make arrangements ahead of time with the parents of your Cub Scouts to go on a “surprise” hike.
Everyone meets early in the morning and heads out on an early morning hike, cooking (or providing)
breakfast outdoors.

◆◆ NIGHT HIKE
In areas where it is safe to walk at night, try a hike after dark. This activity works best during a bright
full moon. See how different things look, smell, and sound at night. Don’t use flashlights, as they will
lessen your ability to see and reduce your awareness of what is happening in the dark. Carry flashlights
for emergency use only.

◆◆ SILENT HIKE
This hike can be difficult to accomplish but powerful in helping everyone on the hike appreciate the
world around them. Have the Cub Scouts in your den sit alone and a few feet apart for a short period of
time. On the den leader’s signal, the group begins to move along the trail tapping shoulders and pointing
to share the sights and sounds of the hike. No talking!

HIKING GAMES
While out on a hike you might want to stop to have a rest, enjoy lunch, or play a game. Here are some
ideas for activities while taking a hiking break.

◆◆ KNOW YOUR ROCK


Materials: Tape, pencil, rocks found on your hike
Each Cub Scout finds a fist-sized rock, remembering where they found it so they can return it after the
game. All sit in a circle with eyes shut, holding their rocks. Tell them to “get to know” their rocks by the
feel, texture, smell, etc. After a few minutes, collect the rocks, mix them up, and redistribute them. The
Cub Scouts pass the rocks around the circle and try to identify their own rock with their eyes still shut.
To help prevent any disagreements, affix a small piece of tape to each rock with the owner’s initials. Be
sure to remember to remove the tape when you leave the rock behind!

◆◆ KNOW YOUR LEAF


Materials: Leaves
This is similar to Know Your Rock. With eyes open, Cub Scouts each get to know a leaf by its shape,
size, color, veins, etc. Then put all leaves in a pile and let Scouts try to find their own leaves one at a
time, explaining to the group how they did it and what they looked for.

Appendix A-51
◆◆ GRAB BAG
Materials: 15 items from nature, 15 small paper bags
Collect 15 items from nature, such as pinecones, nuts, shells, etc., and place each in a small paper bag.
Pass the bags around the circle of Cub Scouts and let them try to identify the object by feeling the
outside of the bag.

◆◆ NATURE PHOTOGRAPHER
For this activity, Cub Scouts work in buddy pairs, with one acting as the “camera” and the other as the
“photographer.” The photographer guides the camera, who has their eyes closed, to an interesting nature
picture. When the photographer is ready to “take the picture,” they tap on the camera’s shoulder to signal
them to open and close their eyes. The photographer can “adjust” a camera to take tight- and wide-angle
shots and to use interesting angles and perspectives. The camera and photographer should talk as little
as possible to enjoy this experience. The photographer should also remember to guide the camera safely.
After several pictures have been taken, it will be time for the photographer and camera to switch positions
and begin again.

◆◆ NATURE KIM’S GAME


Materials: Nature items, towel or jacket
Gather nature items such as pinecones, leaves, twigs, rocks, etc. Place them in an area for the Cub
Scouts to study. After a few minutes, cover the items with the towel or jacket and have them try to
remember all the now-hidden items.

◆◆ CAMOUFLAGE TRAIL
Materials: 15 or 20 human-made objects
This game can open doors to a discussion about how an animal’s color can help protect it. Along an area
of trail, place 15 or 20 human-made objects. Some objects should stand out and be bright colors. Some
should blend in with the surroundings. Keep the number of objects a secret. Cub Scouts walk along the
section of trail, spotting as many objects as they can. When they reach the end, they whisper to you how
many they saw. Invite them to go back and see whether they can spot any that they missed. Be sure to
track the objects you have placed and collect them all when the game is finished.

◆◆ NATURE SCAVENGER HUNT


This hunt is intended to test everyone’s knowledge of nature in an exciting competition. It is run like
any scavenger hunt—each group gets a list of objects from nature with the goal of finding as many as
possible within a given time limit (10 to 20 minutes). Set boundaries for the hunt, and list 20 to 50 objects
from nature that can be found within the area. Objects should be common enough that a Cub Scout can
identify most of them. Make sure that they are marking these items off their list and leaving the items
themselves undisturbed. Your list will reflect nature items that can be found in your locale, but here are
some common suggestions:
Anthill Oak leaf Maple leaf
Dandelion Insect Cocoon
Spider web Animal track Bird’s nest
Needle from an evergreen Barrel cactus Acorn

A-52 WOLF
BSA OUTDOOR ETHICS PROGRAM
Wilderness conservation depends on understanding and respect for wild places. It also supports the
idea that that we do not inherit wildlands from previous generations, but instead we are borrowing
these places from our children. What we use now—and what we use up now—will be compromised for
future generations.

The Boy Scouts of America has long had a commitment to outdoor ethics and conservation practices.

The Cub Scouting program includes outdoor stewardship and care for the environment as demonstrated
through the BSA’s Outdoor Code and the Leave No Trace Principles for Kids. These guiding principles
serve as part of an overall program supporting ethical decision making in the outdoors and are an
appropriate place to start with Cub Scouts.

THE OUTDOOR CODE


As an American, I will do my best to—
◆◆ Be clean in my outdoor manners,
◆◆ Be careful with fire,
◆◆ Be considerate in the outdoors, and
◆◆ Be conservation minded.

LEAVE NO TRACE*
PRINCIPLES FOR KIDS
Know Before You Go
Choose the Right Path
Trash Your Trash
Leave What You Find
Be Careful With Fire
Respect Wildlife
Be Kind to Other Visitors
*The member-driven Leave No Trace Center for Outdoor Ethics teaches people how to enjoy the outdoors
responsibly. This copyrighted information has been reprinted with permission from the Leave No Trace Center
for Outdoor Ethics: www.LNT.org.

@ BSA resources for outdoor ethics are available here:


www.scouting.org/outdoorprogram/outdoorethics.aspx

Appendix A-53
6
APPENDIX
RESOURCE GUIDE FOR
AQUATICS ACTIVITIES
WATER SAFETY
Water activities can make good den or pack activities, but safety rules are very important any time a
pack is holding an event around water. Some of the Cub Scouts are probably nonswimmers, and it is
likely that some who think of themselves as swimmers can’t swim very far or safely in deep water.

To ensure safe aquatics activities, the Boy Scouts of America requires implementation of Safe Swim
Defense and Safety Afloat plans whenever Scouting units engage in swimming or boating activities.
Swimming or boating activities must be supervised by at least one adult with current training in the appro-
priate program. That training may be obtained at my.scouting.org or at various other Scouting venues.
(However, training not done online is valid only if the participants are shown the same video viewed online.)

Safe Swim Defense and Safety Afloat provide awareness training of the procedures and skills needed
to keep youth safe in and on the water. A conscientious adult who completes the training should learn
enough to decide if he or she is sufficiently experienced and well-informed to make appropriate decisions
to prevent incidents and to plan for and respond appropriately during emergencies. Additional information
to make that assessment is found in the BSA publication Aquatics Supervision, No. 34346. Refer to
Appendix 9: Additional Resources for more information.

Aquatics Supervision also serves as the text for Aquatics Supervision: Swimming and Water Rescue,
and Aquatics Supervision: Paddle Craft Safety training. Those two adult training courses teach the skills
needed to implement Safe Swim Defense and Safety Afloat procedures in various settings. Each course
takes approximately eight hours. Check with your council service center for course offerings.

Leaders may also obtain skilled help to plan and conduct safe aquatics activities by consulting with the
local council aquatics committee. Check with your council service center for contact information.

A-54 WOLF
BSA SAFE SWIM DEFENSE
BSA groups shall use Safe Swim Defense for all swimming activities. Go to https://www.scouting.org/
health-and-safety/gss/gss02 for detailed information about the eight principles.

1. Qualified supervision
2. Personal health review
3. Safe area
4. Response personnel (lifeguards)
5. Lookout
6. Ability groups
7. Buddy system
8. Discipline

HOME SWIMMING POOL SAFETY FOR UNIT EVENTS


All elements of Safe Swim Defense apply at backyard pools even though they may be small, shallow,
and familiar. The biggest danger is probably complacency. Adult supervision must be continuous while
the pool is in use. A child who can’t swim can drown silently within 20 seconds of entering water over
their head.

Aquatics Supervision contains safety information specific to both in-ground and above-ground backyard
pools. That includes the following:

• Most such pools are too shallow for diving. Diving prohibition should be discussed at a tailgate
review for all participants prior to the activity.
• Beginner and swimmer areas may be combined in small, relatively shallow pools.
• Make sure to control access. Many backyard pools are too small to accommodate an entire pack
at once. If other activities are also taking place, it may be best to allow only one den into the water
at a time rather than allowing Scouts to move at will in and out of the water.
• Many states require pool fencing, which may help with supervision.
• If the uniform depth of an in-ground pool is too deep for short nonswimmers, they may need
properly fitted life jackets.
• Rescues, if needed, should be simple. Provide reaching and throwing devices for active victims.
A wading assist may be feasible for passive victims.
• For above-ground pools without decks, have a plan to remove large unresponsive adults who
suffer a heart attack or other debilitating condition.

GUARDED PUBLIC POOLS WITH LIFEGUARDS ON DUTY


Aquatics Supervision also covers swimming at public pools, waterparks, and guarded beaches.

Important items include the following:

• Dens and packs do not need to assign and equip rescue personnel. Professionally trained
lifeguards provided by the venue satisfy that need.
• Unit leaders are still responsible for medical screening, ability groups, the buddy system,
discipline, and supervision.
• Many public pools will have a safety line at the 5-foot mark separating shallow and deep
water that can be used to help designate appropriate areas for the different ability groups.
Otherwise, appoint adult lookouts to make sure nonswimmers and beginners stay in their
assigned areas.

Appendix A-55
It is likely awkward to conduct frequent buddy checks. Therefore, arrange a time for everyone to leave the
water and meet at a given location. Then do a head count. Otherwise rely on unit lookouts, buddies, and
lifeguards to maintain vigilance. At large waterparks, leaders should accompany dens moving from one
feature to another after everyone in the group is accounted for.

BSA SAFETY AFLOAT (Boating Safety)


BSA groups shall use Safety Afloat for all boating activities. Go to www.scouting.org/health-and-safety/
gss/gss02/ for more information on the nine principles.

1. Qualified supervision
2. Personal health review
3. Swimming ability
4. Life jackets
5. Buddy system
6. Skill proficiency
7. Planning
8. Equipment
9. Discipline

WATER RESCUE
Water rescue training for the lay rescuer often uses a reach, throw, row, go mnemonic to establish a
safe, effective sequence for responding to water emergencies. That sequence is important to Cub Scout
leaders for two distinct reasons. First it establishes the procedure that response personnel under Safe
Swim Defense should follow. If professionally trained lifeguards are not available at a swimming location,
then the qualified supervisor has to provide personnel and equipment suitable for likely emergencies.
Fortunately, that is often not as difficult as it might first appear. For that reason, a review of the reach,
throw, row, and go sequence is appropriate. Important detail can be found in Aquatics Supervision.

The other reason for reviewing the sequence is for age-appropriate training of youth. Drowning is the
second-leading cause of accidental death for those of Cub Scout age. Therefore, there is a chance that
Cub Scouts will be faced with seeing someone in trouble. Cub Scouts have saved people from drowning.

However, there are also double drownings that occur yearly in the United States when well-meaning
people of all ages attempt to save drowning victims. Those are often frantic friends and relatives whose
swimming skills are no better than those of the person in trouble. Since Cub Scouts often lack swimming
skills and the maturity to realize their limitations, it is important to modify the rescue sequence for Cub
Scout training to reach, throw, row, and go for help.

Reach: This technique is appropriate to teach Cub Scouts, parents who are nonswimmers, and rescue
personnel who are skilled in the water. People who can’t swim often begin to struggle immediately after
they step into or fall into water over their heads. That is likely to be very close to safety. If so, the rescuer
should lie down, reach out, and grab the person. Lying down is necessary since the person in the water
will likely stop all effort to remain afloat, and that sudden increase in weight can topple an unprepared
rescuer into the water. If the victim is a bit farther out, an extension device such as a pole, paddle, or
noodle can be used. Those should be swept to the person from the side, not used like a spear. Victims
often cannot reach for an extended item, even if it is just a foot away. Rescuers should therefore be told
to place the item under the person’s arm or within grasp. Rescuers should also be told to provide loud,
clear, simple instructions to the victim, for example “GRAB THIS!”

Throw: The second procedure in the sequence, used when the person is too far out to reach, is to throw
the person an aid. A throwing rescue is also appropriate to teach to rescuers of any age and swimming
ability. A float with a line attached is best, but any light floating item or a rope by itself may be used. An
accurate first toss is required if a line is not attached, but throwing a line takes practice. Ring buoys are

A-56 WOLF
often found at hotel and apartment pools and are good devices for Cub Scout practice. Leaders may also
fashion throwing devices from light floating line and a plastic jug with just a bit of water in it for weight. A
throwing rescue is best suited to poor swimmers in trouble. Drowning nonswimmers will not be able to
reach for the object unless it lands within their grasp, nor will passive victims floating face down or on
the bottom.

Row: A boat can be used to provide a mobile platform from which to do reaching or throwing assists.
Since Cub Scouts do not have the skills needed for a safe rowing rescue, this procedure is not empha-
sized for that age group. A boat rescue is also not a common part of an emergency action plan for a unit
swim since the swimming area is typically small and within easy reach of shore-based response personnel.

Go: For Cub Scout training, this item should be interpreted as “go for help.” That is, they should first
shout for help, and if no one responds, seek out a responsible person such as a parent, lifeguard, or park
ranger. Poor swimmers should not enter the water to attempt a rescue. On the other hand, a unit swim
cannot rely on reaching or throwing rescues for emergency planning. An in-water assist will be needed for
a parent suffering cardiac arrest in the water. At guarded swims, GO also means going with equipment
since lifeguards or response personnel should never be without appropriate rescue aids.

SWIM CLASSIFICATION TESTS


The following content on swim classification tests is taken from the BSA Aquatics Supervision guide.

Safe Swim Defense and Safety Afloat guidelines tailor activities to swimming ability. Therefore, the
unit leader needs to provide opportunities for swim classification before aquatics outings. Swim tests
conducted by council personnel during or just before summer camp give the unit one way to determine
swimming ability. However, not all unit members attend camp, new members may join the unit at any
time, and some units plan aquatics activities in lieu of summer camp. Therefore, the unit should be able
to safely conduct its own swim tests.

SWIMMER CLASSIFICATIONS
Scouting recognizes three basic swimming classifications: swimmer, beginner, and nonswimmer.
Swim classification tests should be renewed annually, preferably at the beginning of the season.

The swimmer test demonstrates the minimum level of swimming ability required for safe deepwater
swimming. The various components of the test evaluate several distinct, essential skills necessary for
safety in the water. A precise statement of the swimmer test is:

Jump feetfirst into water over the head in depth. Level off and swim 75 yards in a strong manner using
one or more of the following strokes: sidestroke, breaststroke, trudgen, or crawl; then swim 25 yards
using an easy, resting backstroke. The 100 yards must be completed in one swim without stops and
must include at least one sharp turn. After completing the swim, rest by floating.

The test administrator must objectively evaluate both the ease of the overall performance and the
purpose of each test element. Any conscientious adult who is familiar with basic swimming strokes
and who understands and abides by the following guidelines can administer the test.

Appendix A-57
1. “Jump feetfirst into water over the head in depth. Level off . . .”
The swimmer must be able to make an abrupt entry into deep water and begin
swimming without any aids. Walking in from shallow water, easing in from the
edge or down a ladder, pushing off from the side or bottom, and gaining
forward momentum by diving do not satisfy this requirement. If the swimming
area available for the test is not quite over the swimmer’s head in depth, or
does not provide a platform for jumping into deep water, then a person may be
provisionally classified as a swimmer if able to easily bob repeatedly up and
down in the water, then level off and begin swimming. The head must sub-
merge without the legs touching bottom. Ideally, the feetfirst entry should be
tested at the next available opportunity.
2. “. . . swim 75 yards in a strong manner . . .”
The swimmer must be able to cover distance with a strong, confident stroke. The
75 yards is not the expected upper limit of the swimmer’s ability. The distance
should be covered in a manner that indicates sufficient skill and stamina for the
swimmer to continue to swim for greater distances. Strokes repeatedly interrupted
and restarted are not sufficient. The sidestroke, breaststroke, or any strong over-
arm stroke, including the back crawl, are allowed in any combination; dog paddling
and underwater strokes are not acceptable. The strokes need to be executed in a
strong manner, but perfect form is not necessary. If it is apparent that the swimmer
is being worn out by a poorly executed, head-up crawl, it is appropriate for the test administrator to suggest a
change to a more restful stroke. A skilled, confident swimmer should be able to complete the distance with
energy to spare, even if not in top physical condition. There should be little concern if a swimmer is out of breath
because the distance was intentionally covered at a fast pace. However, a swimmer who barely has the energy to
complete the distance will benefit from additional skill instruction.
3. “. . . swim 25 yards using an easy, resting backstroke.”
The swimmer must demonstrate a restful, free-breathing backstroke that can be
used to avoid exhaustion during swimming activity. It is placed at the end of the
distance requirement to emphasize the use of the backstroke as a relief from
exertion and may actually be used by some swimmers to catch their breath if
they swam the first part more strenuously than needed. The change of stroke
must be done without support from side or bottom. Any effective variation of the
elementary backstroke is acceptable. The form need not be perfect. For exam-
ple, a modified scissors kick may be substituted for a whip kick. Restful strokes
are emphasized in Scouting as important safety skills that can be used whenever the swimmer becomes
exhausted or injured. Some swimmers, particularly current or former members of competitive swim teams,
may not be familiar with the elementary backstroke. A back crawl will suffice for the test if it clearly provides
opportunity for the swimmer to rest and catch the breath. However, individuals successfully completing the
test with the back crawl should be encouraged to learn the elementary backstroke.
4. “The 100 yards must be completed in one swim without stops and must include at least one
sharp turn.”
The total distance is to be covered without rest stops. It is acceptable for some-
one to float momentarily to work out a kink in a muscle or to tread water to avoid
collision with another swimmer, but not to make up for a poorly executed stroke
by repeatedly floating, grasping the side, or touching the bottom. The sharp turn
demonstrates the important skill of reversing direction in deep water without
support. There is no time limit for completion of the test.

5. “After completing the swim, rest by floating.”


This critically important component evaluates the swimmers’ ability to support
themselves indefinitely in warm water when exhausted or otherwise unable
to continue swimming. Treading water will tire the swimmer and is therefore
unacceptable. The duration of the float is not significant, except that it should
be long enough for the administrator to determine that the swimmer is in fact
resting and could continue to do so. A back float with the face out of the
water is preferred, but restful facedown floating is acceptable. If the test is
completed except for the floating requirement, the swimmer may be retested on the floating only (after
instruction), provided the test administrator is confident that the swimmer can initiate the float in deep
water when exhausted.
A-58 WOLF
A precise statement of the beginner test is:

Jump feetfirst into water over the head in depth, level off, and swim 25 feet on the surface. Stop, turn
sharply, resume swimming, and return to the starting place.

The entry and turn serve the same purpose as in the swimmer test. The swimming may be done with any
surface stroke. Underwater swimming is not allowed. The stop assures that the swimmer can regain the
stroke if it is interrupted. The test demonstrates that the beginner swimmer is ready to learn deepwater
skills and has the minimum ability required for safe swimming in a confined area in which shallow water,
sides, or other support is less than 25 feet from any point on the water.

Anyone who has not completed either the beginner or the swimmer test is classified as a nonswimmer. The
title is descriptive and nonjudgmental. It may represent those just learning to swim who do not yet have the
skills to safely venture beyond shallow water. It may also apply to those who have not yet been tested or who
have elected to forego the test and to accept the limitations on activities imposed by the classification.

Both nonswimmer and beginner classifications prevent a Scout from gaining the full benefit of aquatics
programming. Unit leaders should promote swimming ability to all members and strive to have everyone in
the unit classified as swimmers. Such a goal increases each Scout’s safety and confidence, provides more
recreational and instructional opportunities, and makes it easy for units to administer their own aquatics
programs. Note that the beginner test is a requirement for Boy Scout Second Class rank, whereas the
swimmer test is a requirement for First Class rank. A unit’s ability to conduct swim classification tests also
makes it easier to administer rank advancement.

TESTING PROCEDURE
Beginners:
✔ Jump into deep water.
✔ Swim 25 feet.
✔ Turn.
✔ Return.
✔ Total: 50 feet with entry and turn

Swimmers:
✔ Jump into deep water.
✔ Swim 75 yards with strong forward stroke.
✔ Swim 25 yards with restful backstroke.
✔ Rest by floating. Swim tests are done one-on-one, with the
✔ Total: 100 yards with entry and turn examiner and youth as buddies.

All swimming activities, including swim classification


tests, follow the elements of Safe Swim Defense. The
health history of each individual should be reviewed
before testing. No one should be allowed in the water
against the recommendations of parents, guardians, or
medical providers, such as a physician (MD or DO), nurse
practitioner, or physician’s assistant. Those who are not
allowed to enter the water for whatever reason do not
automatically fall into the nonswimmer category. Normal-
ly, nonswimmers are encouraged to participate in aquat-
ics activities as an incentive to improve their skills. If the
aquatics activities are conducted by the unit, then the
adult in charge of the event should know the difference
between those classified as nonswimmers on the basis of Participant is asked to describe test and
skill, and those not allowed to swim due to a chronic or confirm comfort with each task. If there is any
temporary physical condition that limits water contact. hesitation, check ability first in shallow water.

Appendix A-59
The unit may be asked to conduct swim classification tests before participation in a multiple-unit event,
such as summer camp or jamboree. In those cases, care should be taken to preclude participation in an
event as a nonswimmer by someone who should not be in the water. The unit leader should discreetly
communicate such situations to the event supervisor. The youth should be privately put on their honor not
to circumvent any restrictions.
Situations may arise when special consideration should be given to those with temporary medical condi-
tions. For example, yearly swim classification renewals may be scheduled just before a canoe trip. A medical
provider may approve a person with an ear infection or a sutured wound to go on the trip, but caution against
submerging the head or the bandage. Since it would be difficult to administer the swim test without getting
the ears or the wound wet, the adult leader might classify the Scout temporarily as a nonswimmer. That,
however, would prevent the Scout from paddling in a canoe with their buddy. If the unit leader has sufficient
evidence that the Scout is indeed a good swimmer—one who has earned the Lifesaving merit badge, for
example, or is a member of a swim team—then an extension of the Scout’s previous swimmer classification
is appropriate until he heals sufficiently to retake the test.
The ideal place to conduct a swim test is a swimming pool with straight stretches of 25 to 50 yards and
clear water at least 7 feet deep at the point of entry. Those taking the swimmer test can then be instructed
simply to swim either four or two lengths as appropriate. A pool 25 or 50 meters in length is easily adapted
by placing a turning mark or line at the yard mark, or by having the person swim the short extra distance.
(Recall that the swimmer test is not meant to demonstrate the maximum distance a person can swim.) The
course may also be laid out such that the swimmer follows a circular pattern around the pool rather than
back and forth, but be sure to incorporate the sharp turn
required by both beginner and swimmer tests.
Very small backyard or apartment pools (less than roughly
20 feet in the maximum direction) are fine for a unit swim,
but should be avoided as locations for swim classification
tests since likely contact with the sides and bottom during
all the turns makes it difficult to judge how well the person
can swim. Such pools may also be too shallow to meet
the criterion for a feetfirst entry into water over the head
in depth.
Any natural body of water that satisfies Safe Swim Defense
requirements may be used for swim classification tests.
Clear water is preferred over murky water; warm water over
cold water. A pier that extends from shore to deep water is Tests measure comfort in the water but do not
ideal for the feetfirst entry in the requirements, but a floating require perfect form.
platform can also be used.
If a pool open to the public is used for testing, try to
schedule a time when the pool is less crowded. Inform
pool personnel of what you are doing. A guard may be
willing to clear an area briefly if you have only one or two
Scouts who need the test.
During swim classification tests, the swimmer and the test
administrator form a buddy pair. If there is a large group
needing tests, then several testers are useful. Individual
testing is required. Unit members should not be aligned at
each lane and started at once, as in a swim competition.
Although the tests may be explained to the unit as a
whole, the test administrators should briefly review the Rest stops are not allowed. However, the
tests with each participant. Each person should be asked course should be close to the side to allow
if he or she would like to first try the beginner or the for resting and easy assists if needed.
swimmer test. If the person asserts the ability to easily
swim 100 yards, then it is not necessary to take the
beginner test before the swimmer test. Youth who are hesitant may take the beginner test first and follow it
with the swimmer test if that seems appropriate. Those who fall just short of the required distances may be
given a few pointers, a rest, and another try. Those who cannot complete the tests should be congratulated

A-60 WOLF
on how far they got, encouraged to practice, and told that they will be able to retake the test at a later date.
If a person in a swimsuit at the swimming area decides not to take either test, they should be encouraged to
slip into shallow water and show what they do know. That is, professed nonswimmers should be part of the
overall unit activity, not shunted aside in the interest of time. Everyone should be encouraged to try to swim to
the best of their ability, but no one should be coerced into the water.
Some participants may be willing to jump into water over their head even though they have never done it. There-
fore, every participant should be asked if they have jumped into deep water before. If they have not, first confirm
that they can swim in shallow water and then see if they are comfortable in deep water with a slide-in entry at
the edge. The test may proceed once the person demonstrates comfort in deep water.
With proper screening, those taking the test should not be at risk of a bad experience. Nevertheless, test
administrators should be ready and able to provide immediate assistance if the swimmer does need help,
perhaps due to a cramp or exhaustion. Ideally, the course for the beginner test should be alongside a
pool deck or pier so that the swimmer is always within a hand’s reach or a single stroke from support. The
course for the swimmer test should be within reach of a pole. The best way to keep poles ready for use is
to lay them along the edge of the pool or pier. A pole is then within easy, unobtrusive access at all times.
If the course incorporates a floating dock in a natural body of water, then the feetfirst entry and first few
strokes should be within easy reach. If the course then extends beyond the reach of a pole, the swimmers
should be either within reach of rescue personnel in a rowboat or canoe or within easy throwing distance
of a ring buoy on a line or a throw bag. If a person taking the test succeeds in leveling off after the feetfirst
jump, then the most likely need will be to encourage a tired swimmer to come to the side under their own
power. In a few cases, a reaching assist may be needed immediately after the feetfirst entry. Test admin-
istrators should be skilled in basic rescue techniques to satisfy Safe Swim Defense guidelines for trained
safety personnel. If there are others in the water not taking part in the testing, then additional response
personnel (lifeguards) are needed. In either case, a lookout is required to monitor all in-water activity.

SWIM TEST ANXIETY


Both the unit leader and the test administrator should be sensitive to those who may be fearful of the water,
uncertain of their ability, worried about peer reaction, otherwise apprehensive, or simply confused about
the process and what is expected of them. The unit leader should work with the test administrator to help
prepare such Scouts for the swim test, particularly when it is conducted by someone the Scout is unfamiliar
with, such as staff at resident camp or at a multiunit, council-organized swim test prior to camp.

The first day of a camp program may be an overwhelming experience for Scouts for many reasons—being
away from home and the support systems that home provides, the thrill but uncertainty of what they will
experience at camp, and perhaps thoughts of how they will measure up in comparison to their buddies. At
summer camps, the swim test is often the first program activity where Scouts both interact significantly with
those outside the unit and are asked to perform to a standard. That experience may produce significant
anxiety for a small number of youth. However, there is no justification for fears to be realized. The unit leader
can help prepare those Scouts both before and at camp so that the swim test is a positive experience. The
following items should help leaders recognize and reduce anxiety about the testing process:

• Early identification. Scouts who may be anxious around the water or with the swim test process should
be identified well before summer camp or other event for which the test is required. Comfort around the
water should be included in the leader’s discussion with parents for youth who join the unit. The leader
should also talk to the Scouts themselves. For Cub Scouts, check to see if swimming is an interest. Be
sure to watch for nonverbal cues to see if their body language matches what they say.
• Year-round swimming programs. A year-round swimming program provides meaningful and fun
activities and allows the leader to observe firsthand the comfort level of Scouts around the water. It
also provides an opportunity to see how unit members respond to those reluctant around the water
or with lesser swimming ability.

Appendix A-61
• Prepare the unit for the test. The leader should familiarize Scouts with the swim test process. Explain
the purpose of the test and how it will be conducted. Explain that each Cub Scout’s swimming ability
may be different and that the better swimmers are expected to encourage and support those with
lesser ability. Remind everyone that opportunities to retake the test will be provided to those who don’t
make it as far as they would have liked. Encourage any Cub Scout who needs to speak with the leader
away from their peers to do so. And remember that no one should be forced—whether by anyone’s
statement or through peer pressure—to take either test if they choose not to.

A-62 WOLF
APPENDIX 7
LEADER HELPS
KNOTS AND ROPES
◆◆ WHIPPING A ROPE
Ropes are made of twisted fibers. When a rope is cut, the fibers
separate. You can whip the ends in place with string so the rope
won’t unravel.

Cut off the part that has already unraveled. Take a piece of strong string, dental floss, or thin twine at
least 8 to 10 inches long. Make a loop and place it at one end of the rope.

Wrap the string tightly around the rope. When the whipping is as wide as the rope is thick, slip the end
through the loop. Then firmly pull out the string ends and trim them off.

◆◆ FUSING A ROPE
Rope and cord made of plastic or nylon will melt when exposed to high heat. Cut
away the frayed part of the rope. Then, working in a well-ventilated area, hold each
end a few inches above a lighted match or candle to melt and fuse the strands
together. Melted rope can be hot and sticky—don’t touch the end until it has cooled. Do not try to fuse
ropes made of manila, sisal, hemp, cotton, or other natural fibers, because they will burn rather than melt.

◆◆ KNOTS FOR CAMPING


You will use rope for many purposes when you go camping.
These knots will come in handy for different situations.

1. Square Knot: For tying two ropes together and for


tying bandages in first aid.

2. Taut-line Hitch: For tightening and loosening a


rope easily and for use on tent guy lines. Tighten or
loosen the knot by pushing the hitch up or down.

3. Two Half Hitches: For tying a rope to a post or ring.


This knot is strong but is easy to loosen.

4. Bowline: Used when you want a loop that


will not slip or close up. It is often used in
rescue work.

Appendix A-63
APPENDIX
AWARDS
8
AWARDS CUB SCOUTS CAN EARN
The following awards can by earned by Cub Scouts. Visit Scouting.org to learn more about each
individual award and to find current requirements.

◆◆ CONSERVATION GOOD TURN AWARD


The Conservation Good Turn is an award packs may earn by
partnering with a conservation or environmental organization to
choose and carry out a Good Turn in their home communities.

◆◆ OUTDOOR ACTIVITY AWARD


Tiger, Wolf, Bear, and Webelos Scouts have the opportunity
to earn the Cub Scout Outdoor Activity Award. Scouts may
earn the award in each of the program years as long as the
requirements are completed again each year. Cub Scouts
complete specific requirements for each rank, including a
number of different outdoor activities.

◆◆ NATIONAL SUMMERTIME PACK AWARD


The National Summertime Pack Award encourages packs to be
active when school is out for the summer. Youth and adult pack
members can earn the award by taking part in one activity per
month in June, July, and August.

A-64 WOLF
◆◆ SCOUTSTRONG HEALTHY UNIT AWARD
When Scouts recite the Scout Oath and Scout Law, they promise to
keep their mind and body fit. Help Cub Scouts in your den keep that
promise by following three healthy practices at all meetings and
gatherings: drink right, move more, and snack smart. Your den can
earn the SCOUTStrong Healthy Unit Award by fulfilling the following
requirements during meeting times:

Drink right: Make water the main beverage (six meetings).

Move more: Include 15 minutes of fun physical activity (nine meetings).

Snack smart: Serve fruits or vegetables, when snacks are provided (three meetings).

When Scouts achieve and wear the SCOUTStrong Healthy Unit Award, they’re creating a standard for
meetings. This builds a healthy Scouting experience that can establish lifelong habits. Plus, activities for
the award match many advancement requirements. Find a tracker to record your den’s progress toward
this award and additional resources at Scouting.org.

◆◆ STEM/NOVA AWARDS
The Nova awards for Cub Scouts are for Wolf, Bear, and Webelos
Scouts who are interested in learning more about science,
technology, engineering, and mathematics. These awards may
not be earned by Lions or Tigers.

For their first Nova awards, Scouts have the opportunity to earn
the Nova award patch, followed by three more 
pin-on devices.
The patch and the three devices represent each of the four STEM
topics. The Supernova awards have more challenging requirements
and recognize more in-depth, advanced achievement in STEM–
related activities.

◆◆ WORLD CONSERVATION AWARD


The World Conservation Award for Cub Scouts provides an opportunity for
individual Wolf, Bear, and Webelos Scouts to “think globally” and “act locally”
to preserve and improve our environment. This program is designed to make
youth members aware that all nations are closely related through natural
resources, and that we are interdependent with our world environment.

Requirements for this award must be completed in addition to any similar


requirements completed for rank. This award may not be earned by Lions
or Tigers.

Appendix A-65
9 APPENDIX
ADDITIONAL RESOURCES
RESOURCES, FORMS, AND APPLICATIONS
* Items with an asterisk are available at scouting.org.
† Items with a dagger symbol are available at www.scoutshop.org or at your
local Scout shop.
H Items with a star are available at my.scouting.org or through local
council training.

◆ DEN AND PACK MANAGEMENT


Bear Den Leader Guide, No. 37001 †
BSA Annual Health and Medical Record, No. 680-001 *
Cub Scout Den Record *
Cub Scout Leader Book, No. 33221 †
Den Chief Handbook, No. 33211 †
Lion Kit, No. 39003 †
Meeting Place Inspection Checklist *
Monthly Den Dues Envelope, No. 34209 †
Pack Overnighter Site Approval Form, No. 13-508 *
Tiger Den Leader Guide, No. 37002 †
Webelos Den Leader Guide, No. 37003 †
Webelos Den Record *
Wolf Den Leader Guide, No. 37004 †

◆ UNIFORMING
Adult Leader Uniform Inspection Sheet, No. 34048 *†
Guide to Awards and Insignia, No. 33066 †
Tiger, Wolf, and Bear Uniform Inspection Sheet, No. 34282 *†
Webelos Scout Uniform Inspection Sheet, No. 34635 *†

◆ TRAINING
Aquatics Supervision, No. 34346 †
BALOO (Basic Adult Leader Outdoor Orientation), No. 510-033 H
Belay On, No. 430-500 *
Climb On Safely H
Cub Scout Leader Position-Specific Training H
Cub Scout Leader Fast Start Training H
How Do I Rate as an Effective Leader? *
Safe Swim Defense, No. 34370 †H

A-66 WOLF
◆ MEMBERSHIP RECRUITING AND LEADERSHIP SELECTION
Adult Registration Application, No. 524-501; in Spanish, No. 524-502 *†
Family Talent Survey Sheet *
Family Information Letter Samples (5) *
Leadership Transfer Notice, No. 28-401 *
Selecting Cub Scout Leadership, No. 522-500 *
Youth Application, No. 524-406; in Spanish, No. 524-423 *

◆ ADVANCEMENT
Advancement Report, No. 34403 *†
Arrow of Light Pocket Certificate, No. 34219 †
Bear (Den) Advancement Chart, No. 34191 †
Bear Pocket Certificate, No. 34221 †
Bear Handbook, No. 33451 †
Bobcat Pocket Certificate, No. 34218 †
Cub Scout Cycle, No. 13-027 *
Cub Scout Insignia Stickers—Large, No. 34650 †
Den Advancement Report *
Lion (Den) Advancement Chart, No. 39000 †
Pack Graduation Certificate, No. 33751 †
Tiger (Den) Advancement Chart, No. 34715 †
Tiger Handbook, No. 34713 †
Tiger Pocket Certificate, No. 34714 †
Webelos Handbook, No. 33452 †
Webelos Scout (Den) Advancement Chart, No. 34187 †
Webelos Scout Pocket Certificate, No. 34222 †
Wolf (Den) Advancement Chart, No. 34182 †
Wolf Handbook, No. 33450 †
Wolf Pocket Certificate, No. 34220 †

◆ PROGRAM PLANNING
Activity Consent Form, No. 680-673 H
BALOO (Basic Adult Leader Outdoor Orientation), No. 510-033 †H
BSA Cub Scout World Conservation Award *
Buddy tags
Campfire Program Planner *
Climb On Safely brochure, No. 430-099 *
Cub Scout Ceremonies for Dens and Packs, No. 33212 †
Cub Scout Day Camp Administration Guide, No. 430-338 *
Cub Scout Den Meeting Program *

Appendix A-67
Cub Scout Grand Prix Pinewood Derby Guidebook, No. 33721 †
Cub Scout Leader How-To Book, No. 33832 †
Cub Scout Magic, No. 33210 †
Cub Scout Outdoor Activity Award *
Cub Scout Songbook, No. 33222 †
Cub Scout/Webelos Scout Outdoor Program Guide *†
Den Chief Handbook, No. 33211 †
Fun for the Family, No. 33012 †
Group Meeting Sparklers, No. 33122 †
Guide to Safe Scouting, No. 34416 *†
Individual Campout Checklist for Pack Overnighter *
National Camp Standards, No. 430-056
National Den Award *
National Summertime Pack Award, No. 33748 *†
Pack Meeting Planning Sheet *
Pack Meeting Plans *
Pack Program Planning Chart, No. 26-004 *
Safe Swim Defense, No. 34370 †
Unit Money-Earning Application, No. 34427 *†
Webelos Den Meeting Program, No. 33852 *
Webelos Scout Overnight Checklist *
Your Flag, No. 33188 †

◆ RECOGNITION
Assistant Denner Shoulder Cord, No. 385 †
Den Chief Badge of Office (cloth), No. 387 †
Den Chief Service Award (certificate), No. 33726 †
Den Chief Service Award (shoulder cord), No. 389 †
Den Chief Shoulder Cord, No. 388 †
Denner Shoulder Cord, No. 368 †
National Den Award Ribbon, No. 17631 †
National Summertime Pack Award pins:
Tiger National Summertime Award pin, No. 14332 †
Wolf National Summertime Award pin, No. 14333 †
Bear National Summertime Award pin, No. 14334 †
Webelos National Summertime Award pin, No. 14335 †
Pack Leader Appreciation Certificate, No. 33755 †
Progress Record for the Cub Scout Den Leader Award *
Progress Record for the Cub Scout Leader’s Training Award *
Progress Record for the Cubmaster’s Key Award **

A-68 WOLF
Safe Swim Defense Certificate, No. 34243 †
Troop Junior Leader Certificate (for den chiefs), No. 33745 †
Webelos Den Chief Shoulder Cord, No. 457 †
Whittling Chip Certificate, No. 34223 †

◆ CUB SCOUTING FOR CHILDREN WITH DISABILITIES


Cub Scout Leader How-To Book, No. 33832 †
A Guide to Working With Scouts With Special Needs and DisABILITIES, No. 510-071 **
Scouting for Youth With Disabilities Manual, No. 34059 *

ILLUSTRATION
Jeff Ebbeler—pages 78 and A-42

John McDearmon—page 38

Rob Schuster—pages 39, 70, 96, 152, A-14, A-28, A-29, A-45, and A-63

Shutterstock.com—106 (tangrams, ©KamiGami), 113 (background, ©Serg001), 125 (Tyrannosaurus rex,


©leonello calvetti; Triceratops, ©3Dalia; Archaeopteryx, ©leonello calvetti; Parasaurolophus, ©Jean Michel
Gerard), 126 (Pteranodon, ©Catmando; Apatosaurus, ©Catmando; Velociraptor, ©3Dalia; Anklyosaurus,
©First Step Studio; Spinosaurus, ©Valentyna Chukhlyebova), and 136 (interstate sign, ©Vitezslav Valka;
road work, ©Thomas Pajot; pedestrian crossing, ©admin_design; radiation sign, ©Haryadi CH; slippery
road, ©admin_design), 137 (no left turn, ©ElectoneXSeries; no right turn, ©islavicek; traffic light ahead,
©Yuttasak Jannarong), and A-47 (©tkemot)

N. Tamura/CC-BY-SA-3.0—page 126 (Hesperornithiformes)

U.S. Mint, courtesy—page 88

ILLUSTRATION
Shutterstock.com—136 (red light camera, ©trekandshoot; stop sign, ©Christian Delbert; school zone,
©FocusDzign; no u-turn, ©pulen; hurricane route, ©Jorg Hackemann), 137 (railroad crossing, ©Sean
Pavone; dead end, ©BW Folsom; deer crossing, ©robert cicchetti; flagger ahead, ©Jason Vandehey;
one-way traffic, ©MaxFX; hospital, ©karen roach; yield, ©Carlos E. Santa Maria; winding road, ©Bohbeh;
lane ends, merge left, ©Earl D. Walker), and 144 (pets, ©Ermolaev Alexander; toilet paper, ©Maksym
Bondarchuk; tissues, ©Mega Pixel; bandages, ©Mega Pixel; dirty hands, ©Kuttelvaserova Stuchelova;
burger, ©kazoka)

All other photos and illustrations not mentioned above are the property of or are protected by the Boy
Scouts of America.

Appendix A-69
NOTES
NOTES
NOTES
NOTES
NOTES
Official Placement
of Insignia
U.S. FLAG EMBLEM
COUNCIL SHOULDER PATCH
DEN NUMBER
SHOULDER SEAM

VETERAN
UNIT BAR
4”

JOURNEY to
EXCELLENCE PACK NUMBER
UNIT AWARD
2018

JOURNEY TO RIGHT SLEEVE LEFT SLEEVE


EXCELLENCE
UNIT AWARD

NATIONAL WORLD CREST


SUMMERTIME
AWARD PIN

SERVICE STARS
BOY SCOUTS OF AMERICA

CUB SCOUT
RANK PATCHES

CUB SCOUT
OUTDOOR ACTIVITY
AWARD

TEMPORARY
PATCH

RECRUITER STRIP

TIGER

RECRUITER

RIGHT POCKET LEFT POCKET


SCOUT OATH
On my honor I will do my best
To do my duty to God and my country
and to obey the Scout Law;
To help other people at all times;
To keep myself physically strong,
mentally awake, and morally straight.

SCOUT LAW
Trustworthy
Loyal
Helpful
Friendly
Courteous
Kind
Obedient
Cheerful
Thrifty
Brave
Clean
Reverent

BOY SCOUTS OF AMERICA SKU 646722


1325 West Walnut Hill Lane
P.O. Box 152079
Irving, TX 75015-2079
www.scouting.org
37004 2018 Printing

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