072.C.W01.F2F - Welcome back
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Description
Welcome back night for Cubs after summer holiday or when appointing several new stripe holders at once.
Not time for all the games - pick and choose
What is a Sixer/Seconder?
4 facts - Icebreaker
Floor is lava
Rope trick
Icebreaker
Save the Sixer
Program Robo Cub
Sixer Team Challenge Game
Blind Leading the Blind
Team drawing
Iceberg Relay
Resources
4 fact notes sheet
Pens/pencils
3 carpet tiles per team
Rope trick solution
1 piece of rope per person (needs loops on each end to go over a hand
4-6 bean bags/cones per team (different colour for each team)
Knotting instructions
Equipment for task decided on by Six
Rope
Benches
Chairs
Blindfolds, or use neckers
Paper
A ruler
Rubber
Colouring pencils
A simple line drawing i.e. a house
Paper icebergs
Cones to show crossing area
Leaders or YLs to be killer whales
Instructions
What is a Sixer/Seconder?
(Should have a code of conduct on the wall - if not, do that first).
Move everyone to the correct Six if there are any changes
Update woggles
Explain: Sixers and Seconders work together to lead and look after their Six
Role of the Sixer/Seconder
Leading Grand Howl and flag break; this will be the Sixer, but the Seconder will do it if the Sixer is absent
Look after members of the Six, making sure everyone gets included, encourage teamwork
Looking after new members of the Six - new people might be buddied up to someone specific as that is also part of the Team Leader Challenge, but it is the job of the Sixer/Seconder to make sure the new person is being looked after
Helping Leaders
We might give specific tasks
Getting your Six together for flag break, when we’re out and about, at fire drill
Helping to maintain good behaviour - bring to someone’s attention if their behaviour isn’t in line with the code of conduct
Set good examples of behaviour and neat uniform
Inspecting other Cubs (Young Leaders or other Sixers/Seconders will inspect stripe holders)
Do your best!
Notes to all
Stripes are earnt and need to be continually earnt - if behaviour of the Sixer/Seconder is a regular issue Stripes may be taken away and awarded to someone else.
Seconders will not automatically get promoted to Sixer with there is a vacancy - stripes can be awarded to anyone who has earnt them. You’ve just been told what we expect of Sixers and Seconders - if you want stripes you know what we are looking for.
4 facts - Icebreaker
Resources
4 fact notes sheet
Pens/pencils
Split in to pairs.
Give 10 mins for each to find out 3 facts about each other and make up one fact each
Group sit in a circle and go round so each person can introduce their partner and say their facts (not in order)
Rest of the group has to guess which is the made up fact
Floor is lava
Description
Use the tiles to get your team across the gap.
Resources
3 carpet tiles per team
Instructions
Teams have to work together to get their team across a set distance without touching the “lava”.
If someone touches the “lava” everyone making their way across has to go back to the start; any that are already over can stay where they are unless they touch the “lava”.
Rope trick
Description
A short, fun ice breaker involving a rope puzzle
Resources
RopeTrick solution
1 piece of rope per person (needs loops on each end to go over a hand
Instructions
- Split the section into pairs.
- Hand out the ropes and get them to put the loops over their wrists and linking themselves as shown on the attached sheet
- Explain that the aim of the exercise is to untangle from their partner. They cannot undo the knots or take the loops off their wrists
Icebreaker
Description
Fun way to find out facts about your Lodge, Six or Patrol
Resources
4-6 bean bags/cones per team (different colour for each team)
Instructions
Leader asks each patrol to bring a number of bean bags between 4 and 6.
A member from the patrol then places these on the floor in the middle of the hall.
The leader asks a question like "does your team have a total of 6 or more sisters" then the teams have a minute to work how many sisters each person in their team has.
If they have 6 or more, one member of the patrol goes and stands next to their bean bags and when asked has to try and remember how many sisters each team member has. If they are correct and have 6 or more they pick up one bean bag. The winning team is the one to pick up all their bean bags first.
Save the Sixer
Description
This game involves tying knots to rescue the Sixer, who is stranded on the other side of a fast-flowing river.
Resources
Small pieces of rope
Knotting instructions
Instructions
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
Program Robo Cub
Description
Program a Sixer from another Six to carry out a Task
Resources
Pen/Pencil per Six
Paper per Six
Equipment for task decided on by Six
Instructions
In their Sixes each Six is to decide on a task the robot can perform. Use your imagination and location to create tasks. It could be: - turn on the lights in this room, - walk around a piece of furniture, - deliver a book to a table on the other side of the room, or - move into another room by opening a closed door.
Now they have to decide and write down a list of commands that will be required by one of the other Sixers to carry out the task. The commands must be specific and not include any decisions the robot can make on their own
Tell the Cubs only one instruction can be given at a time and give them examples of good program commands like:
turn right 90 degrees
move backwards 3 steps
take one step to the right and bad program commands like:
raise your arm and turn on the lights
walk until I say stop - go into the next room
Once they are happy with their commands and all the other Sixes have finished their commands, they give one of the other Sixers verbal commands to carry out the task.
Once each Six as directed their Robot discuss our successful they think they were
Sixer Team Challenge Game
Description
Sixers to get their pack safely to the opposite end of the hall without any of the six touching the ground
Resources
Rope
Paper
Bean bags or other potential red herrings
Benches
Chairs
Instructions
Split into groups of two sixes so their are two sixers and up to 12 cubs to help
Sixers at one end of the hall and sixes at the other end of the hall
Sixers can ask to use anything available to them in the hall (this is to get them making decisions, asking for help, taking control, and being observant) - for example, a chair could be good to sit a cub in and get the sixers pulling the cub along - or to build a bridge with benches etc
Leaders not to give too much away and await instruction of what the sixer would like to use - minimal help can be given.
If any of the cubs touch the ground they need to go back to base.
This is a times challenge, the winner will be the fastest to the safe house, however, creative points will be awarded for the best way in achieving this.
Blind Leading the Blind
Description
PL & APL, or Sixer & Second, etc, and alternates, take turns leading their team blindfolded.
Resources
Blindfolds, or use neckers.
Instructions
Blindfold all but the Patrol Leader and Assistant.
Have them guide their members safely, together, through obstacles. In the woods, this is even more fun... over logs, under fallen trees, not hitting anyone in the face with a branch.
Switch up with other patrol members.
Teaches taking care of your team, but also in reverse teaches those who are blindfolded, to trust their chosen leaders. (this is the harder part, when they reflect afterwards, usually)
Time depends on where you are.
Team drawing
Description
An activity for new sixers and seconders (or existing) to help them effectively communicate with and lead their Sixes. Each Six has to recreate a simple line drawing which only the Sixer and Seconder can see.
Resources
Paper
Pencils
A ruler
Rubber
Colouring pencils
A simple line drawing i.e. a house
Instructions
The pack are split up into their Sixes and go to their area / corner with the paper, pencils, ruler, rubber and colouring pencils, with the Sixers and Seconders staying in the middle of the room. When everyone is ready the following instructions are given to the pack.
Each Six is to draw as accurately as possible a copy of the drawing of a house (or whatever your drawing is)
Only the Sixers and Seconders can speak
The Sixers and Seconders cannot go closer than 1 metre to their Six to give them their instructions.
Each member of the Six must participate
They only have 15 minutes to complete the task
The Sixers go to a leader, either in the middle of the room or in a separate area, ideally where the rest of the pack cannot hear what is being said and are given a specific instruction as to what their Six is to draw, for example, the youngest member of the Six is to draw the roof, or the tallest member of the six is to draw the windows, a boy is to colour in the door, or a girl is to draw the door. The Sixer then needs to pass this instruction on to their Seconder who in turn passes the instruction on to their Six and makes sure it is carried out correctly. The Sixer and Seconder can spend some time discussing how they are going to make sure that the correct person in their Six carries out each part of the task. The Sixer and Seconder then swap over so that this time the Seconder gets the instruction from the leader, and passes it on to the Sixer who then organises the Six to make sure it is carried out correctly. This then continues until the drawing is completed or time runs out.
Once completed (or if the time allocated is up) their drawings are compared to the original to see how closely they match and is followed by a brief 5 minute discussion on how it went. For example, how did the Sixer and Seconder feel about passing on instructions, do they think their Six listened to them? Did their Six think that they gave clear instructions etc..
It may be a good idea for the leader giving the instructions to keep a record of what they've said so each six gets the same instructions, and if possible an adult or YL stays with each Six to make sure they stay quiet etc. and to help the Sixer / Seconder organise each part of the task.
Iceberg Relay
Description
Team Relay using ice bergs and getting the Beavers to pretend at being penguins as part of our penguin night.
Idea part and adapted from Our sporting challenge " Stepping stones "
Resources
Paper icebergs
Cones to show crossing area
Leaders or YLs to be killer whales
Instructions
The beavers need to line up in their lodges at one end of the playing area and need to travel across the Sea avoiding the killer whales.
The killer whales try to distract the penguins from keeping safe and moving safety from each ice berg without getting their feet wet.
Tags
- games
- Icebreaker
- Seconder
- Sixer
Badge Links
- Team Leader - Lead
- Team Leader - New cub
- Teamwork - Team game
- Teamwork - Team-building