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Save the Sixer

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This game involves tying knots to rescue the Sixer, who is stranded on the other side of a fast-flowing river.


Small pieces of rope


Create a river using some sort of floor markings or ropes. Demonstrate the tying of a reef knot and a bowline.

The Sixer must stand on the opposite bank to the rest of the Six. Give each Six a number of small lengths of rope.

The aim is for the Cub Scouts to save the Sixer by joining the rope to throw across to the Sixer.

When you say go, the Cubs must join their lengths of rope with reef knots, when the rope is long enough, the Six throw the rope to their Sixer who ties the rope around themselves using a bowline to be pulled back across the river.

The first Six to rescue the Sixer is the winner


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