Sunday 30 March 2014

Cub Scout Pack Meeting - April 2, 2014 CANCELLED

Due to the CLARK funeral being held in our building Wednesday, April 2, Cubs will not be held this week. We will resume our schedule next week, Wednesday, April 9

Tuesday 25 March 2014

Cub Scout Den Meeting March 26, 2014

    DATE: March 26, 2014    

TIME
ACTIVITY
EQUIPMENT NEEDED
BADGE REQUIRMENTS MET
3:45
Gathering Activity:  


4:00
Opening Ceremony
     - Opening Prayer: _____________
     - Grand Howl
     - Flag ceremony
     -Attendance: ________________


4:05
GAME:  


4:15
BADGEWORK: GOOD INSECTS/ BAD INSECTS


Gardener #3d, 3e
4:20
THEME ACTIVITY: CLEANING PROJECT


Purple Star #4B
4:40
GAME:  


5:00
THEME ACTIVITY: Name that Flower


Gardener #3a
5:10
BADGE WORK:  Health Discussion
·         Explain the importance of diet, sleep, and exercise  to the development of your body

Athlete #2
5:15
SPIRITUAL FELLOWSHIP
     -Spiritual Thought: __Preston__________


5:20
Closing Ceremony
     -Announcements
     -Flag lowering
     -Grand Howl
     -Spiritual thought
     -Closing prayer


5:30
“Straight home. Good night and good hunting.”





THEME ACTIVITY: Church Cleaning

Service Project: Organize equipment room

THEME ACTIVITY: Name that Flower

Show the Cubs a series of flowers and have them name them. See how quickly they can learn the names of at least six different flowers.

Badgework: Good Insects / Bad Insects

Using pictures (or actual bugs if weather is warm) have the boys identify the good and bad insects.


                                          

Tuesday 18 March 2014

Cub Scout Den Meeting: March 19, 2014

DATE: March 19, 2014    
Theme:    Canada                                                           

TIME
ACTIVITY
EQUIPMENT NEEDED
BADGE REQUIRMENTS MET
3:45
Gathering Activity:  


4:00
Opening Ceremony
     - Opening Prayer: _____________
     - Grand Howl to welcome a new leader
     - Flag ceremony
     -Attendance: ________________


4:05
GAME:  


4:15
BADGEWORK: Pack Culture Chart
·         Prepare to do a bar graph on the chalkboard of the various cultures represented in the pack.

Purple Star #7A
4:20
THEME ACTIVITY: CLEANING PROJECT


Purple Star #4B
4:40
GAME:  


5:00
THEME ACTIVITY: CLEANING PROJECT or alternate
ALTERNATE ACTIVITY:
Signs of Dangerous Weather and what to do when you see it.

Purple Star #4B or Alternate:
(Watercraft #5)
5:10
BADGE WORK:  Boat Safety
·         Know the importance of staying with your boat if you fall out or tip over

Watercraft #8
5:15
SPIRITUAL FELLOWSHIP
     -Spiritual Thought: __Justin__________


5:20
Closing Ceremony
     -Announcements
     -Flag lowering
     -Grand Howl
     -Spiritual thought
     -Closing prayer


5:30
“Straight home. Good night and good hunting.”





Gathering Activity: Flags and Their Countries Crossword

Materials:

         Word search
ANSWER KEY
Across:
  • 5. England
  • 6. Australia
  • 8. Spain
  • 9. Sweden

Down:
  • 1. Ireland
  • 2.Germany
  • 3. Canada
  • 4. Ireland
  • 7. Ukraine

THEME ACTIVITY: Church Cleaning

Service Project: Bring brooms and dustpans.

Badgework: Pack Culture Chart

Assign each Cub to bring a pedigree chart showing the birth places of their ancestors. Chart the countries on a graph to determine how well represented each country is in the pack.

Badgework: Stay with the Boat


                Having capsized or swamped, it is important to remain calm and conserve energy. After the boat capsizes, you should immediately do a head count to make sure everyone is with the boat. The general rule is to ensure that all crew members are wearing PFDs and that they stay with the boat; there may be possibilities of righting it, and rescuers will be able to find you more easily. Leave the boat only if it is headed toward a hazard.

Aboriginal Games:

The following games can help with the Aboriginal Awareness Badge Requirement #4

1. Hand Shadow Games
Hand shadow games were a source of diversion and enjoyment in many First Nations communities. Children could be amused, or amuse themselves at length, trying to create different shadows with their hands. Skilled hand shadow-makers helped children begin the important process of identifying animal and bird shapes and silhouettes. Knowledge of these shapes and silhouettes was an important asset for hunters.

Have students experiment using their hands to create different shapes on a wall or screen. Have a class discussion about the importance of animal shapes in hand shadow games for some First Nations.

2. String Games (Cat's Cradle)
String games increase children's creativity and dexterity and are a fun activity. To accomplish the numerous variations of designs, a player needs nimble hands and fingers and a creative mind. First Nations string games usually consisted of strings made from animal sinew. String games are usually played one player at a time. Some string games require several players who create new shapes or patterns in the string by deftly lifting the existing string pattern from another player's hands. This team or group version of the game continues until one player is unable to create a new shape or pattern from an existing one.

3. Puppets
Some First Nations children played with puppets that they wore on their hands or fingers. These puppets were made by stuffing animal hair into hides that formed the shape of the puppet.

Simple finger puppets can be created with paper and glue. Have students cut out figures from construction paper. Glue two pieces of the same figure together to make a finger puppet. Ask students to perform a small play with the puppets.



4. Cup and Ball (Pin and Ball)
This popular game was enjoyed by many First Nations children and adults. It was a diverting activity that helped children develop as hunters and care-givers. For young boys, this game honed hand-eye skills essential for hunting. For young girls, the game also sharpened hand-eye skills that were essential for many physical tasks for which women were normally responsible: tanning animal hides (scraping hair from the exterior of the skin and excess meat and fat from the inside of the skin without punc­turing the hide with the sharp bone scraper) and the many domestic and cooking activities that involved sharp and potentially dangerous bones. Good hand-eye coordination was also important to beadwork and moose hair embroidery.

Students can make a simple cup and ball game by attaching a short piece of string to a small ball and to a cup. The object of the game is to flip the ball into the air and catch it in the cup. The game is made easier or more difficult by the size of the cup relative to the ball. If the receptacle is small, the game becomes more difficult. If the cup is much larger than the ball, it is much easier to catch the ball.

A variation of the cup and ball is referred to as the pin and ball, although numerous variations and names exist. This is a more difficult version of the basic game. The player holds in his or her hand a needle or small pointed stick attached by a short string to a small round object, a wooden ball, for example, with a hole drilled through it. The object of the game is to impale the ball (or bone, usually a small vertebrae) on the needle after flicking the ball into the air.

5. Games of Strength
Many First Nations had different games based on strength, such as arm and leg wrestling, sprints and endurance races. For some First Nations, tug-of-war games did not involve opposing teams pulling on a rope or some other object. Two opposing players would lock hands. The second team member put his or her arms around the waist of the lead player, the third player round the fourth's waist, and so on. At a given signal, the teams pulled until one of the lead players unlocked his hands and let go. Students can easily attempt this variation. Have them try it in the snow. Try this variation and the other which involves a rope. Ask students which variation they prefer and why.

6. Juggling
Several First Nations enjoyed juggling as a form of recreation. Children usually juggled small balls made of animal skins stuffed with animal hair or moss, although almost any easily handled object could be juggled. This game contributed to hand-eye skills and manual dexterity.

Discuss with students why juggling would help hand-eye coordination. Several students may wish to juggle some small balls. Juggling may be difficult for most students to master in a short time. An alternative activity emphasizing the same skills as juggling involves students lining up in two rows opposite each other, about two or three metres apart. Ask the students to catch and pass a small ball (a softball, for example) to the person opposite them. The object of the game is to pass the ball continuously up and down the line without pausing, or dropping it.

Ask the students how juggling or the game of passing the ball are related to adult activities in a culture where hunting is essential for survival. What skills are being developed in these games? Ask students if they play any games that are conditioning or practice for adult activities.

The above information as well as additional information can be found at: http://www.aadnc-aandc.gc.ca/eng/1316530132377/1316530184659

Tuesday 11 March 2014

Cub Scout Den Meeting: March 12, 2014

    DATE: March 12, 2014    
Theme:    First Aid                                                           

TIME
ACTIVITY
EQUIPMENT NEEDED
BADGE REQUIRMENTS MET
3:45
Gathering Activity:  First Aid Word Search


4:00
Opening Ceremony
     - Opening Prayer: _____________
     - Grand Howl
     -Attendance: ________________


4:05


4:15
BADGEWORK: Definitions
·         First Aid
·         Medical Aid
·         How to save a life


First Aid #1
4:20
THEME ACTIVITY: FIRST AID
·         Choking
·         Severe wound
·         Unconscious
·         Burn
·         Bleeding


First Aid #2 a-e
4:40


5:00
THEME ACTIVITY: FIRST AID
·         Nose Bleed
·         Clothes on Fire
·         Frost Bite
·         Insect / Animal Bites
·         Hypothermia and overheating


First Aid #2 f-j
5:10
BADGE WORK:  Boat Safety
·         Know the importance of staying with your boat if you fall out or tip over

Watercraft #8
5:15
SPIRITUAL FELLOWSHIP
     -Spiritual Thought: __Justin__________


5:20
Closing Ceremony
     -Cub Promise (review line 2)
     -Closing Prayer
     -Badge worksheets or other information



5:30
Dismiss and Go Home


Gathering Activity: First Aid Wordsearch

Materials:
·         Word search
Have boys see how quickly they can find the words in the list.

THEME ACTIVITY: Fist Aid

Cub Book Pages 216-222

Badgework: First Aid Definitions

Define:
FIRST AID: Quick help to ease an injured person before he or she can get to a doctor.
MEDICAL AID: Professional treatment for illness or injury
Three important Measures for Saving  a Life
Order of Priority in an Emergency
In EVERY emergency situation, there is a logical order to be followed. First, it is important to carefully assess the scene of an emergency BEFORE any further steps are taken. The purpose of this assessment is to assure it is safe to provide first aid care. For example, an unconscious victim might be lying on a live power line. If a rescuer were to touch the victim before the power could be shut off, the rescuer would become a victim as well! Always be sure it is safe before you attempt to help a victim!
Second, once you determine it is safe for you to help a victim, you should immediately determine if the victim has any life threatening conditions. Begin by checking to see if the victim is responsive. Kneel and ask, "ARE YOU OK?" If there is no response, you must immediately summon an ambulance! Only after a call is placed for emergency medical services does a volunteer attempt to further help an unconscious victim.
Third: ABC’s of first aid – Check Airway, Breathing and Circulation


Badgework: Stay with the Boat

                Having capsized or swamped, it is important to remain calm and conserve energy. After the boat capsizes, you should immediately do a head count to make sure everyone is with the boat. The general rule is to ensure that all crew members are wearing PFDs and that they stay with the boat; there may be possibilities of righting it, and rescuers will be able to find you more easily. Leave the boat only if it is headed toward a hazard.




First Aid Games for Cubs

1. RED LIGHT, GREEN LIGHT
Prepare a list of first aid "statements" that can be replied to with a "true" or "false" answer. For example: "To treat a burn you should run cold water over it." Children stand in a line side-by-side, with a goal of making it to the opposite end of the playing field. As you read the statements, a player takes three steps forward if he believes the answer is "true." If he thinks the answer is "false," he does not move. If a child gets an answer wrong, he must go back to the beginning.
Statements:

  • When someone first starts choking, you should stand by and encourage them to cough. – Yes
  • The first thing you do for an unconscious person is to check to see if they are breathing. – No (You go for help.)
  • If someone is cold you should put them in a hot bath to warm them up. – No (a lukewarm bath)
  • To treat frostbite, you should get out of the cold and warm up the affected area with body heat. – Yes
  • You lose the most heat from your head. – Yes
  • You should clean animal bites with soap and warm water. – Yes
  • To treat severe bleeding, apply a very tight tourniquet to cut off circulation. No – (Tourniquets should not be used. Direct pressure should be applied.)
  • You should always pop a blister. – No (Blisters are nature’s Band-Aids.)
  • To treat a small cut, clean it with soap and water and apply a Band-Aid. - Yes
  • To treat a sunburn, you should apply an after sun lotion or take a cool bath. – Yes
  • When cleaning a wound, always wipe around and across the edges of the wound. – No (Wipe away from the edges of the wound to keep the dirt out of the it.)
  • To prevent heat exhaustion drink plenty of water and wear a hat. – Yes
  • Some people have life threatening allergies to spider and insect bites and use an epipen if they get bitten. – Yes
  • Fainting is a short period of unconsciousness usually lasting a few seconds. – Yes
  • Poisons can be inhaled, injected, ingested, and contact poisons. - Yes
  • You should always make someone who has ingested (drank) a poison vomit. – No (If they burned when they went down they will burn coming up.)
  • Regardless of the type of injury you should always treat for shock. (Yes)
  • If someone has been choking and you successfully give first aid for choking by giving abdominal thrusts, they do not need to go to the health centre. – No – (Ribs can be broken when giving abdominal thrusts.)
  • Always assess the ABCs – Airway, Breathing, and Circulation - Yes


2. GUESS WHAT'S MISSING
To play this memory game, gather eight to 10 first aid supplies such as gauze and ointment and place on a table. Teach your child the proper names for the items. Have your child look at the supplies carefully, then have him cover his eyes while you remove one. The child then opens his eyes and tries to figure out which first aid item is missing. This game not only practices memorization, it encourages your child to learn the names of common household items required in a first aid situation.

3. OPERATION
If you just need to kill some time this is a fun  ‘first aid’ type game that is easy to do at the drop of a hat.

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.

Quiet Games for Cubs

39. BAD PAINTERS. ( Quiet.)
The players must draw any picture with the brush, having the boxing-gloves on their hands.

40. HOW MANY CANDIES? ( Quiet.)
Under the ceiling there hangs a little transparent sac with candies. (Each candy is wrapped.) On the wall there is a poster, proposing the players to guess the number of candies in the sac. They write the proposed number of candies on the sheets of paper and put them into a little box, standing not far off the poster. (Sheets of paper and pencils are on the table near the poster.) At the end of the party the so-called "account committee", made of the participants of the party, calculates the number of candies in the sac and then "unseal" the box with the answers. The player who guessed the number or gave the similar answer gets a prize - the sac with candies.

41. HOP-DOP. ( Quiet.)
All the players (any number of them) are divided into 2 teams and then sit at the table facing each other. One group is given a little coin. The leader of this team must give the coin to one of his partners. He must do it imperceptibly. At the command "Hop" of the opposite team the coin must be shown over the table. At the command "Dop" - it is again hid under the table, where the players continue to pass it from hand to hand. At the command "Hands on the table!" the players put their hands on the table with the palms down. The leader of the opposite team must guess who has the coin between his/her fingers. If he/she guesses, the coin is passed to the opposite team and the game begins anew.

42. WHO IS IT? ( Quiet.)
Everyone takes a sheet of paper and at the top of it draws the head either of a men, an animal or a bird. Then the sheet must be folded so as the drawn head can't be seen, except a little part of the neck. Then this drawing is passed to the player next to. Now every player has a new sheet with the picture he/she hasn't seen yet. He/she continues drawing. Now everyone draws the body then folds the paper and again passes it to the player next to. At last must be drawn the low extremeties. And now unfold the picture and let you be surprised at seeing a creature you've got!

43. CHAIN. ( Quiet.)
In a fixed time the player must make a chain of the paper clips. The player whose chain is the longest wins the game.

1. BURGLAR. ( Quiet.)
The players are given a bunch of different keys and a padlock. The object is to fit the key and to unlock the padlock as fast as possible.

2. HEN. ( Quiet.)
The object of the game is to write a word as legible as possible with the felt-tip-pen tied to the foot.

3. SPOILED TELEPHONE-2. ( Quiet.)
This game is well-known to many people. The players must transmit a complicated phrase to the last player in the row. Usually when the phrase comes to the last player it is distorted. There is a similar game. But instead of the phrase, the players transmit a drawing. The first player draws an arbitrary object on the sheet of paper. The second looks at it for 10 seconds, then draws the similar object on his sheet of paper, shows it to the third etc. Then the players compare the first drawing with the last.

4. PANTOMIME. ( Quiet.)
Get ready as many different articles as there are the players. Take any articles you like - a piece of soap, a pen, a sponge, a candy, a balloon etc. Do not show all these articles to the players. Write the name of each article on the sheet of paper. Fold up all the sheets of paper so that the players cannot see what is written on them. Each player draws out a sheet of paper. With the help of pantomime the players must show what is written on their sheets of paper. All the rest players try to guess what kind of article is represented to them. The player who guesses what kind of article it is gets this article as a prize.

5. WITH THE CLOSED EYES. ( Quiet.)
With the thick mittens on the hands try to guess what object do you hold.

6. DRAW A COW. ( Quiet.)
The players must draw a cow being blindfolded. At first they draw the eyes, then drop the hand and make a pause, then draw the snout, drop the hand, make a pause and draw the horns etc.

7. ARTISTS - VIRTUOSOS. ( Quiet.)
Tie a felt-tip-pen to a ski stick. The task is to draw something or to write a text. (Do not put the stick on the shoulder!) The player who fulfils the task the fastest and the most accurate gets the prize.

8. EATABLE-UNEATABLE. ( Quiet.)
The leader names different objects. If the named object is eatable the players are to clap the hands in front of them. If the named object is uneatable the players are to clap the hands behind their backs. The leader names the following objects:
"roll-doll-box-fox-jam-ham-lamb-plane-cane-cream-dream
-streat-meat-feet-pill-dill-crill-frill-honey-money-candy-dendy…"
The player who makes a mistake is out of the game.

9. SNOUT. ( Quiet.)
Draw a big muzzle of the pig without a snout on a large piece of thick paper. A snout must be cut out of paper separately. The player is blindfolded and put at the little distance from the picture. The object is to come to the picture and put the snout at the place it should be. The player who does it the most accurately wins.

10. HOW WONDERFUL IT IS TO BE AN ANIMAL. ( Quiet.)
The instructor asks the players to remember the sounds of different animals. The players must pronounce these sounds at the instructor`s command.
The instructor: "How wonderful it is to be a dog!
The players: "Woof, Woof!"
The instructor: " How wonderful it is to be a duck!"
The player: "Quack! Quack!"
Each of the players may make sounds only if the instructor points at him/her. If the player loiters he/she is out of the game. The game is over when there is only one player in it.

11. SPOILED TELEPHONE. ( Quiet.)
All the players sit in a row. The first player on the left side whispers something in his neighbor's ear. The latter transmits it to his neighbor's ear and so on. The first player on the right side announces aloud the word or the phrase that came to him. Then the player who started the game announces the word or the phrase with which he began the game. At times the distortion may be very funny! After each "call" the players must exchange their seats so as everybody can act as the first player on the left side and the first player on the right one.

12. ELEPHANT. ( Quiet.)
The leader gives to each team a large piece of thick paper. Being blindfolded the teams collectively draw an elephant. The first player in each team draws the body, the second draws the head, the third-legs etc. The team which finishes the drawing the first and whose drawing is the most accurate becomes the winner.

13. SELF-PORTRAIT. ( Quiet.)
Each participant is given a large piece of thick paper with the openings for hands. He/she passes the hands through the openings and begin to draw their self-portraits. The participant who painted the best "masterpiece" gets the prize.

14. GOOD NOSE. ( Quiet.)
The object is to name the flower by its smell. The players are blindfolded.

15. CHIEF ACCOUNTANT. ( Quiet.)
On a large piece of thick paper there drawn different bank-notes. They are situated separately from each other. The player counts in the following way: one dollar, one ruble, one mark, two marks, two rubles, two dollars etc. The player who'll count the money rightly, not violating the rules will be "the chief accountant".

16. FORFEITS. ( Quiet.)
One of the players is enumerating the letters of the alphabet to himself. Then he/she is stopped. The letter at which he/she is stopped is the initial letter in this game. For example, the first player is stopped at the letter "N". So he/she says aloud that he/she is stopped at the letter "N" and pronounces any word which begins with the "N", C.f. nose. (Mind, that the players mustn't use personal nouns). The following player says - name, the third-news etc. If someone cannot remember the word which begins with "N", he must "pay off", i.e. to recite a poem or to tell a funny story. It he/she feels too shy to do it he/she gives his/her forfeit (a pen, a handkerchief etc) and drops out of the game. So the leader gathers the forfeits. The last player who remains in the game is called "a wordexpert". He must set a certain forfeit for each player. "The word expert" turns his back to the players and the leader asks him/her to set forfeits. Holding each forfeit above the head of "the wordexpert" the leader asks: " What will this forfeit do?" Every player remembers what to do. As a forfeit you may say a tonguetwister, recite a poem, Sing a song etc. After setting the forfeits the players begin to carry out the orders in turn.

17. CITIES. ( Quiet.)
The object is to name as many cities beginning with the letter "A" as possible. The player whose variant is the last is the winner. When there are no more variants the leader begins to count: c.f. Amsterdam - one, Amsterdam - two, Amsterdam - three. Amsterdam wins!

18. FROM CITY TO CITY. ( Quiet.)
The players get into a circle. The leader begins to name the cities. He/she, for example, says: "Moscow". The player next to the leader names the city which begins with the last letter of Moscow - "W". He/she says: "Warsaw". The next player says, for example, "Washington". Then the players name, for example, Novgorod, Dublin, New York etc. Each player has 3 seconds to think over his/her variant. If he/she can't remember the name of the city in 3 seconds he/she is out of the game

19. GALLOWS. ( Quiet.)
Two players take part in this game. One of the players is "a hangman". He/she thinks of a word, which consists of 7 letters and writes down the first and the last letters of the word. Instead of the middle letters there are hyphens. Then "the hangman" draws the gallows, where he/she will "hang" the player, if he/she cannot guess the word. The player begins to guess the word, naming the letters. If he/she guesses the letter "the hangman" inserts it into the word. It the player doesn't guess the letter "the hangman" draws the head in the loop of the gallows. After each wrong letter "the hangman" continues to draw the figure in the loop. He/she draws the body, the legs, the arms. If the player guesses the word before he/she is hanged he/she becomes "the hangman" in the following round.

20. WHO IS A MONKEY? ( Quiet.)
The players choose the leader. He/she goes out. While the leader is absent the players choose the monkey. When the leader returns, "the monkey" begins to make movements - to shake the head, to stamp with the foot etc. The players repeat all the movements. They must do it so as the leader cannot understand who is the monkey. If the leader guesses who "the monkey" is, "the monkey" becomes the leader in the next round.

21. PORTRAIT. ( Quiet.)
From behind the curtain each player shows to the leader his/her leg, arm, nose, eyes, mouth. The task of the leader is to recognize the player. If the leader recognizes the player after the first attempt he/she gets 5 points, after the second attempt the leader gets 4 points, after the third-3 etc.

22. CINEMA. ( Quiet.)
The players think of the title of the film which consists of as many words as there are the players (prepositions included). e.g. "Tender is the night". The leader asks the first player the abstract question. e.g. How did you spend your last weekend? The player gives a full detailed answer in which there is the word "tender". The leader tries to guess what word in the answer sound unnatural. In such a way with the help of logical deduction the leader tries to guess the title of the film. The more complicated is the disguise of the word the more interesting is the game.

23. ARTISTS. ( Quiet.)
The first player draws any detail of the future picture on the sheet of paper so that the other players can't guess what is drawn. Then this sheet of paper is given to the next player. He/she continues to draw. Each player has a felt-tip-pen of his/her own color. The sheet of paper is returned to the first player. He/she says what he/she intended to draw.

24. MERRY TRAIN. ( Quiet.)
This game is enjoyed by grown-ups as well as by children. Get ready the cards with the tasks beforehand. At the party suggest your guests to travel by "the merry train". All the guests who sit at the table are passing the envelope with the cards around the table. While passing the envelope they all together recite any poem about the train. As the rhyme finishes, the guest who has the envelope in his/her hands must take a card with the task out of the envelope.
Samples of tasks for children:
1. Sing a song.
2. Say to the player next to you on the right: "What wonderful ears you've got!"
3. You are a kangaroo. With the small box between the knees jump around the table.
4. Draw a horse, being blindfolded.
5. Say any tongue twister 3 times.
6. Sit on a stool. Grab a small box which stands at one of the hind legs of the stool with the teeth. (Do not touch the floor with the hands and feet!)
7. You are a butterfly. Show how you fly!
8. You are a bird. Show how you brood, how you fly for the feeding, how you feed the nestlings.
9. You are a rooster. Show how you dig the ground, find the corn and call the hens.
10. You are a train. Show how you get in and depart.
11. Put three candies into the mouth. Eat them!
12. Receive a prize!
Samples of tasks for grown-ups:
1. Tell a funny thing.
2. Perform a dance of little swans ("Swan Lake")
3. Sing a song.
4. Kiss the guest next to you on the right.
5. Perform a lezginka dance sitting on the chair.
6. Pay a compliment to a hostess.
7. Persuade the guest next to you on the right to drink a glass of wine.
8. Organize a choir out of all the guests. Sing a couplet of any song in a choir.
9. Make an appointment for any of the guests.
10. Give a smile to all the guests.
11. Eat lemon slices smiling!
12. Drink a wine-glass of tea with pickled cucumber and say how tasty it is.
13. Propose a toast to all the present guests.

25. CAKE-CONCERT. ( Quiet.)
Serve a cake cut into pieces. In each piece there is a little flag with the number. As the guests have taken the pieces, the host (ess) announces that the numbers on the flags mean the following tasks:
- to sing a song;
- to recite a poem;
- to ask a riddle;
- to perform a dance;
- to perform a pantomime.
The guest mustn't eat his/her piece of cake until he/she fulfils the task.

26. GUESS! ( Quiet.)
One of the players is out of the room. All the rest think of the subject for him/her to guess. For example, they think of a red rose, which is among other subjects in the room. The guesser returns to the room and begins to ask questions trying to guess the subject by its characteristics. Other players answer his/her questions briefly: "yes" or "no". The guesser must formulate the questions precise so as it would be possible to answer "yes" or "no". The guesser may, for example, ask the following questions:
- It this subject animate?
- Is it a piece of furniture?
- Does it smell? etc.
The guesser who guesses the subject with the help of the least number of questions wins the game.

27. PARTY'S SURPRISE. ( Quiet.)
Put a large, beautifully painted box on a raised place or hang it under the ceiling. Near the box on the wall hang a poster proposing the players to guess what is there in the box. The players write their variants of answers on the sheets of paper and put them into a little box, which is situated not far from the poster (sheets of paper and pencils are on the table near the poster). The players mustn't touch, weigh or look inside the box. This game usually lasts for 30-40 minutes. Then all the answers are given to the jury. The jury chooses the winner. The answers may be different because the players are not given any descriptions of the object in the box. In this game the answers are based on the mere guesswork. Sometimes no one of the players gives the right answer. In this case the jury tries to find the most similar answer. If there are several right answers the jury distributes the contents of the box among the players whose answers are right.

28. WHAT IS THE PAGE? ( Quiet.)
This game is similar to the previous one. But instead of the box you may use a thick book, tied round with a cord. Somewhere in the middle of the book the players can see a bookmark. They must answer at what page there is the bookmark. The player whose answer is the most exact is the winner.

29. NOT TO THE POINT. ( Quiet.)
The leader asks the players different questions. The player who is asked a question must give on answer which is not related to the question. The leader, for example, asks: "Do you like our party?" and the player answers "I went to the cinema" etc. The player who answers this question "yes" or "no" or "I don't know" pays the forfeit. The game is played at a rapid rate. If the player doesn't answer the question while the leader counts "one, two, three", he/she pays the forfeit. The leader mustn't ask one and the same person more than 3 questions running. The leader tries to confuse the players c.f. The leader asks: "Do you like our party?" The player answers: "The weather is bad". The leader provokes him/her asking: "Is the weather bad?" The player answer "yes". As it is against the rules the player must pay forfeit (or fulfil the leader's task).

30. LOADING THE VAN. ( Quiet.)
6-8 or 10-12 players may take part in this game. The players form up a line. Behind them there is a row of chairs. The players sit down on them. The leader says: "Imagine, that in a branch-line there stands an empty van. You must think of the name of goods with which you may load the van. "Then the players pronounce their variants in turn. The players name different things: cotton, vegetables, chairs, a cow etc. The leader loudly repeats each word pronounced by the players so as the audience can hear it. It's a kind of training. Before the beginning of the game the players stand up. The leader speaks out the rules of the game: 1) The name of the goods must begin with the letter suggested by the leader. 2) The time for thinking of the answer is limited. The player who can't think of the answer within the limits pays the forfeit, sits on the chair and drops out of the game. 3) On having asked all the players, the leader names another letter of the alphabet and the game goes on. 4) At the end of the game the winners get the prizes.

31. "YES" AND "NO" IN BULGARIAN. ( Quiet.)
The players get into a circle. The leader is in the center. He/she speaks to the players: " You know that many gestures are international, for example, some gestures of threat. But there are some differences in the sense of one and the same gestures in different countries. So, Russian people shake their heads in token of negation. But the Bulgarian, on the contrary, shake their heads in token of consent, while they nod their heads in token of negation. Now I want to ask you some questions in Russian, but you must answer them in Bulgarian". You may ask the following questions: Have you had dinner today? Do you like to dance? Do you know the name of the person next to you?

32. WHAT IS MY NAME. ( Quiet.)
Put a big, beautiful doll on the eminence, so that everybody can see it. Under its arm put an envelope with the sheet of paper with the name of the doll. Near the doll put a beautiful sac with the inscription "Prize". Hang the poster on the wall. Get ready some pencils and some sheets of paper for answers. The prize is given to the winner. If there are several correct answers, the prize is raffled off among the winners.

33. DETERMINE THE LENGTH. ( Quiet.)
The players' task is to determine the length of the ribbon (in cm), which hangs under the ceiling. Hang up a little weight to the end of the ribbon. The player who determines the length correctly is the winner.

34. WHAT IS THE VOLUME? ( Quiet.)
To guess the volume of the non-standard vessel in cubic cm. The player who guesses is the winner.

35. TWO SIGNALS. ( Quiet.)
Those who want to get a prize form up in a line. Their task is to raise and lower the right hand at one whistle quickly. At two whistles they mustn't raise the hands. The players who make mistakes are out of the game. The most attentive gets the prize.

36. NEIGHBOR'S HAND. ( Quiet.)
The players get into a circle. The leader is walking in the center of it. The leader comes to one of the players and says: "Hands up!" This player must stand still, but both of his/her neighbors (on the right and on the left) must raise their hands. The neighbor on the right raises his/her left hand. The neighbor on the left raises his/her right hand. The player who is mistaken becomes the leader. Before the game begins the leader rehearses with the players so that everybody understands what hand to raise.

37. DON'T IMITATE! ( Quiet.)
Put 5 identical items on the table. Round the table there are the players (not more that 7) and the leader. Each player has an unsharpened pencil in his/her right hand. The leader names one of the items and quickly puts his/her own pencil near it. The players must put their pencils near this item at the same time with the leader. Suddenly the leader names the item, but puts his/her pencil near the other. The players mustn't imitate the leader. They must put their pencils near the item that was named by the leader. Those who make mistakes are out of the game for 3 leads. The tempo of the game grows little by little. On the table there appear new items. The number of them may be about 10-15 (it depends on the reactivity of the players). The player who is often mistaken pays forfeits.

38. CLAPS. ( Quiet.)
The players get into a circle. They stand at the distance of stretched arms from each other. The leader is in the centre of the circle. He/she counts aloud: one, two, three etc. The players get ready to clap their hands. But they may clap their hands only when the leader names the number which ends at 5 or is divisible by 5. The leader tries to confuse the players. He/she claps his/her hands not in time. The player who is not attentive pays forfeits. Repeat the game for several times. The game may become more difficult by introduction of the new numbers - 3, 4, 6 etc.

39. FISHES, ANIMALS, BIRDS. ( Quiet.)
The leader points at the players in turn, speaking as though mechanically: fishes, animals, birds. And suddenly he/she points at one of the players not in turn: "animals!" In 3 seconds this player must name any of the animals. If the player makes mistakes (names the fish or the bird instead of the animal) or can't remember the name or names the animal which was already mentioned, he/she becomes the leader.

40. NOSE, NOSE, NOSE, MOUTH. ( Quiet.)
The players get into a circle. The leader is in the centre of it. He/she is speaking: nose, nose, nose, mouth. On speaking the first three words he/she touches the nose; but on speaking the word-mouth he/she touches any other part of the head instead of the mouth. The players mustn't repeat the wrong movements. They must do everything the leader says. The player who is mistaken is out of the game. The most attentive is the winner.

41. SHADOWS. ( Quiet.)
Put a white sheet on the wall. One of the players sits down on the chair facing the sheet. At the opposite wall of the room is a lamp on the table. All the players walk between the lamp and the guesser in turn. The guesser must recognize the players by their shadows. (He/she mustn't look back). The players try to change their shadows: they raise the shoulders, stoop or change the hairdress. The player who is recognized becomes the guesser in the following round.

42. BANK ACCOUNT. ( Quiet.)
The players are given the glass jars. The jars are closed. In the jars there are the double folded banknotes of different denomination. The task of the players is to count the sum of "account" without opening "the bank".

43. FAMILIAR NOISES. ( Quiet.)
All the players sit not far from the leader. Standing with their backs to the leader, the players must guess the source of noise. The leader makes different kinds of noises and sounds with the help of different objects.

44. GUESS THE WORD. ( Quiet.)
The instructor names one word. It may be the name of the person whose birthday it is, or any of the nouns, e. g. "holiday". The instructor has some prizes in the sac. The number of the prizes is equal to the number of the letters in the word the instructor has named. The name of the first prize begins with the letter "h" (the first letter of this word), the name of the second prize begins with the letter "o", the third - with the letter "l" etc. The instructor asks: "What is there in my sac the name of which begins with the letter "h"?" The players try to guess. The player who guesses gets this prize. Then the players try to guess what is there in the sac the name of which begins with the letter "o" etc. If the instructor names the word "holiday" in his/her sac there may be the following prizes: a toy hen or hedgehog, an orange, a lollipop, an ink-pad, a toy drum, an apple, a package of yoghurt. Sometimes its not easy to guess what kind of prizes are there in the sac. That's why the instructor may help the players saying: "eatable - uneatable" etc.

45. CABBAGE. ( Quiet.)
Wrap up the prize in paper. Paste a sheet of paper with the riddle on the wrapping. Wrap up the prize once again. Do it 10 times. The players get into a circle. The instructor gives the wrapped up prize to one of the players. The player takes away the 1-st wrapping, reads the riddle to him/herself. If he/she answers the riddle he/she says answer aloud. The player who answers this riddle has the right to take away the next wrapping, etc. The player who manages to answer all the riddles is the winner.

46. WHERE IS THE CLOCK? ( Quiet.)
All the players are blindfolded. The leader hides the alarm-clock somewhere in the room. The players (not more than 4) stand along the wall. They listen to the ticking of the clock and cautiously walk in the direction of the ticking. The leader noiselessly changes the location of the clock 2-3 times. The player who comes to the clock nearer than 1m gets a point. The player who has the greatest number of points wins.

47. BLIND MONEY-CHANGERS. ( Quiet.)
Take as many coins of different value as possible. Give them to 2 players so that each of them has one and the same sum. Both players are blindfolded. One player gives a coin to the other. He/she must change it. Then they exchange the roles. They exchange the roles again and again. All the time the players check up the work of each other. In a fixed number of leads the game is over. The players move away their fillets and count the money they have. If both players have the same sums they had before the game started, both of them are winners. Otherwise both players loose the game.

48. THIEVES AND DETECTIVES. ( Quiet.)
All the players are given the sheets of paper with the figure (1 or 2). The number of the sheets of paper with the figure 1 is equal to the number of sheets of paper with the figure 2. The players choose the leader - the main thief. He/she goes out of the room. The players who are in the room hide any object there. The leader's task is to find it. He/she tries to find the object with the help of the players-thieves (they have figure 1 on their sheets of paper). The players-thieves show place where the object is hidden by their eyes. The task of the detectives (they have figure 2 on their sheets of paper) is to watch the players and find the thieves among them. The game is over when the hidden object is found or when all the thieves are "caught" by the detectives.