Tuesday 11 March 2014

Fishing Themed Games for Cubs

1. FISHING-ROD. ( Active.)
The players get into a circle. The leader is in the center of the circle with "the fishing-rod" in his/her hands. "The fishing-rod" is a 3-4m long string with the sac full of sand attached to the end of it. Standing in the center of the circle the leader spins round "the fishing-rod". While gliding the floor the sac may touch the players' feet. So their task is to jump up as the sac does not touch them. The player touched by the sac is out of the game.

2. LITTLE FISHERMAN. ( Active.)
Draw a circle (5-7m in radius) round the tree or the stake - "the pond". Tie a 3-4m long string to the tree. The leader - "the little fisherman "holds the end of the string in his hands. "The fisherman" tries to catch the players - "the fish" - who run within the circle. The players who are caught are out of the circle. The last player who remains within the circle becomes the leader in the next round.

3. CRUCIANS AND PIKE. ( Active.)
At the opposite sides of the playground draw 2 lines (at the distance of 15-30 meters). There are "homes" of "crucians". All the players are "crucians". The leader is "a pike". "The crucians" stand in one of their "homes". "The pike" is in the centre of the playground. At the signal "the crucians" run to the opposite half of their "home". "The pike" catches the running "crucians". 4-5 caught "crucians" make a "net". They stand in a line in the centre of the playground. "The crucians" run to their "home" at the opposite side of the playground through "the net" (under the stretched arms of the players who make "a net"). "The pike" stands behind "the net" and catches "the crucians". "The crucians" who are caught join "the net". When "the net" is large enough it makes "a basket" (a circle). "The crucians" run through "the basket" and "the pike", who stands behind "the basket" catches them. When there are not many free "crucians", the caught "crucians" make "a fish-trap" (they form up in 2 lines, as though making a corridor). "The pike" stands near the end of the corridor (2 steps away from it) and catches "the crucians". The game is over when all the crucians are caught. The rules of the game: All "the crucians" must go through "the net", "the basket", "the fish-trap" while running to the opposite side. The players who violate the rules are out of the game.

4. SCHOOL OF FISH. ( Active.)
Divide up into 2-3 equal teams. Each player gets a paper fish (22-25 cm long and 6-7 wide). A 1-1,2m long string is attached to the mouth of the fish. The players fasten the end of the string to the back so that the tail of the fish touches the floor. Each team has fish of different colors. At the signal the players run for each other, trying to step on the tail of the fish of their rivals. The players mustn't touch the strings and the fish with the hands. The player who "looses" the fish is out of the game. The team which manages to keep the greatest number of fish wins.

5. ALL KINDS OF FISHING. ( Quiet.)
The leader points at the players in turn, speaking as though mechanically: fly fishing, ice fishing, bottom fishing, lake fishing etc. And suddenly he/she points at one of the players not in turn: "species" In 3 seconds this player must name a type of fish. If the player makes mistakes or can't remember a species of fish that was not already mentioned, he becomes the leader.

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