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Babbitt Cub World Castle Program Helps

John Zink Scout Ranch 1 Indian Nations Council

KING ARTHUR'S CASTLE THEME The program at King Arthur's Castle will give Cub Scouts and their families the opportunity to relive the past, becoming part of King Arthur's Round Table. The basis for the castle program is a modern-day full-sized replica of an old castle, complete with drawbridge and dragons (you'll have to use your imagination a little for the dragons--we had some, but they kept starting grass fires, so we had to sell them.) Before planning your program, make sure to read the Orientation Guide for Cub World to give you an overall understanding of how the Cub World Program works. With this background, you are ready to begin planning the den meetings and pack meeting leading up to the Cub World weekend. The program outlined in this theme guide will give your pack an exciting trail to follow in your quest for the Cub World weekend. However, if you wish to develop your own program, or make changes to the plan provided here, please feel free to do so. If you do try something different and it works well for you, please advise the Campmaster about what you did. Your changes may be incorporated as improvements are made to the program in the future. Included in this theme guide is the program plan for three den meetings, a pack meeting, and the Cub World weekend. Ideally, the pack meeting should be held after the three den meetings. If scheduling won't allow for this, try to plan to have at least one den meeting prior to the pack meeting. Cub World lets boys live in their worlds of "Just Imagine" or "Let's Pretend". Many of the activities will count toward electives, achievements and activity badges. Make sure to give the boys credit for these. KNIGHT BACKGROUND Knighthood and the Age of Chivalry still have an important impact on today's world. The courage and idealism of the Knights of King Arthur's Round Table are characteristics that we all continue to strive for today. The days of wizards and warriors, damsels and dragons, swords and sorcerers all are great concepts that boys and their families can use their imagination to bring to reality as they live this theme for the weekend. To make this theme come alive for yourself as well as for the boys, check out your resources at the public library. There are a number of books available that will give you some background into the history of the age of chivalry. The best resources are in the children's section, as the information is presented on a level that you can take and relate with the boys. DEN MEETINGS The den meetings are designed to prepare the boys for the Cub World weekend. During these meetings, they will choose a knight's name, make a den banner to be flown at the castle, make knight costumes, learn about King Arthur and his knights, and decide and practice assignments for the pack meeting and campfire. The den meeting programs in this guide are designed for one hour meetings. If your den meets longer, you will need to supplement the program guide. Use you Den Chief to help out reading the openings or possibly to read one of the stories.

Babbitt Cub World Castle Program Helps

John Zink Scout Ranch 2 Indian Nations Council

DEN MEETING AGENDAS

Activity Time Den Meeting #1 Den Meeting #2 Den Meeting #3

Pre-Opening :10 King Arthur's Puzzle Camelot Maze Count Your Knights and Dragons

Opening :03 Standards of Conduct Why is the Table Round?

The Shield and the Flag

Business Items :05 Talk about theme Decide on costumes

Choose knight name Practice pack assignment Follow up on weekend issues

Practice pack meeting & campfire assignments Finish projects Finalize weekend

Activity :20 Costumes—Helmets Shields and Banners

Costumes--Weapons Name Tags

Costumes--Shields Building Castles

Game or Song :10 Kill the Dragon Knights & Dragons Swordfight

Refreshments and Story

:10 Pie Cornbread Castle Shield Cookies

The Cleverest Knight Story

The Round Table The Story of Ebernberg

Closing :02 Modern Knights The Conqueror's Triumph

Chivalry

The activities described for these den meetings will probably take more time than is allowed in the schedule. You may want to choose only one activity, or schedule the den meetings to run longer during the month leading up to the weekend. If you elect to do both activities, you should split them up by playing the game in between to break things up. The pack should decide whether or not to coordinate den activities, such as the banners and name tags, so all dens will have similar items for the weekend.

Babbitt Cub World Castle Program Helps

John Zink Scout Ranch 3 Indian Nations Council

DEN MEETING #1 PRE-OPENING ACTIVITY As the boys arrive, give them a copy of this word puzzle. They will need to fit the words properly within the grid. Take this time to collect den dues and follow up on any achievements or electives and record. KING ARTHUR'S WORD PUZZLE

3 LETTERS 4 LETTERS 5 LETTERS Sir Duel Armor Hero Horse 6 LETTERS King Joust Castle Lance Maiden 8 LETTERS Sword Rescue Chivalry Shield 9 LETTERS Excaliber

Babbitt Cub World Castle Program Helps

John Zink Scout Ranch 4 Indian Nations Council

OPENING Standards of Conduct Tonight as we stand and salute the flag, let us consider how strongly the knights of yesterday felt about their duty...whether that duty was to man or God. Their Standards of Conduct or code was real and binding. When they promised something, they did it. A knight would die before he would lie, steal, cheat or in any way dishonor his Standards of Conduct. Let us think about what we promise each time we say the Pledge of Allegiance to the flag...Do you keep your promise? How strong is your Standard of Conduct? Please join me in the Pledge...

BUSINESS ITEMS Take some time to explain the theme and what will be happening in this meeting and upcoming meetings. Let them know what will need to be done in preparation for the Cub World weekend. Encourage them to talk to their parents about attending.

ACTIVITY Costumes--Helmets Costumes will add a great deal to the reality of the theme. Helmets tend to be the most popular gear for the boys to make and wear. There are several ways to make these helmets, as shown below. Method 1: Use a three-gallon ice cream carton. Cut out the face opening. Spray paint silver. Cut face guard from cardboard. Cut out slits. Fasten face guard to helmet with paper fasteners. Method 2: Use a round one-gallon bleach bottle. Use a square one-gallon plastic bottle for a visor. Cut two sides from square bottle. Add plume made from foil or crepe paper. Method 3: Use a piece of stiff paper. Fit around the head. Cut and fold tabs around the top. Cut two slits for eyes and one for breathing. Paint and tape together. Cut strips in construction paper and roll together; stick in a hole in the top of helmet for a plume.

Babbitt Cub World Castle Program Helps

John Zink Scout Ranch 5 Indian Nations Council

Shields and Banners Each den should make a flag to fly at the castle. The flag should be approximately two feet wide and three feet long. Make the top and sides straight and curve around the bottom. Use a light colored cloth and have the boys decorate with non-washable markers. The boys should decide on the design they want to use. In the days of the Knights of the Round Table, each knight had a different design on his shield. In the heat of battle, one knight in armor looked much like another. Therefore, in order to make it easier to tell friend from foe, knights had their own personal patterns or emblems painted on to their shields. These emblems, which were sometimes embroidered onto their coats, became known as "coats of arms". The surface of a knight's shield was called the field. The figures or shapes on it were called charges. The simplest charges were chief, fess, pale, bar, bend, saltire, chevron, pile and cross. The field and charges had to be painted in certain colors. Only red, black, blue, green, purple, gold and silver were allowed. The charges described are shown below. Use one of these designs for your flag. Write your den number somewhere on the field. This design will also be used for the den name tags to be made at the next den meeting.

GAME Kill the Dragon Players: 4-10 Equipment: Broom Balloons Pin 18" long stick Have the boys think up things that a dragon could do to them. Have them write it on a small piece of paper. Place the papers in individual balloons and blow them up. Write "the dragon is slayed" on one piece of paper. Attach the balloons to a picture of a "dragon." Have each boy ride their horse (broom) up to the dragon and with the pin on the stick, pop one of the balloons. Whatever is written on the paper is what happened to them. They may even act out what happened. The one that gets "the dragon is slayed" is the winner.

Babbitt Cub World Castle Program Helps

John Zink Scout Ranch 6 Indian Nations Council

REFRESHMENTS/STORY Pies were the favorite dessert of the time of the knights. (We don't know why, just go along with us on this--that's what the books about knights said.) Anyway, find a pie that you like (so you can enjoy the leftovers) and serve for refreshments along with the drink of your choice. While the boys enjoy their treats, tell them the following story. The Cleverest Knight in the Kingdom Sir Dwain was not the biggest knight of the round table, nor the best swordsman, nor the bravest fighter and was certainly not the most handsome according to the damsels of Camelot. But he was far and away the most clever of all the knights. The story you are about to hear is but one example of how Sir Dwain used the sharpness of his mind rather than his blade to win the day. Sir Dwain and several of the other knights were on a quest in what is now the Normandy area of France, in search of the ever elusive Holy Grail. They had not eaten for several days, and had been beaten by a torrential rainstorm. The group came upon an abbey, wherein resided a group of devout monks. The knights asked for shelter and food, but the head friar would not let them enter unless they could successfully answer several difficult questions. The friar first asked, "How much water is there in the sea?" "Stop the tides," said Sir Dwain, "and I will measure it for you." The friar was unable to do this, and so asked a second question. "How many days have passed since Adam was alive?" asked he. "Seven," answered Sir Dwain, without hesitation, "for when seven have passed, seven begin again, and so it goes on to the end of time." "Where is the center of the world?" asked the friar. "Why this abbey, to be sure," replied Sir Dwain. "Measure the world with a long cord and you will find I am right to an inch." "How far is it from earth to heaven?" asked the friar. "Very near indeed," answered Sir Dwain, "for when we pray ever so low on earth, it is surely heard in heaven." "But how large is heaven?" questioned the friar. "Just twenty thousand leagues," replied Sir Dwain, "and if you doubt me, go and measure it, including the sun and the moon and stars." At this point, the friar had to own that he could ask no question to which Sir Dwain had not an excellent answer, and so the knights were welcomed into the abbey, furnished with dry clothing, and served a sumptuous meal to revive their stomachs and spirits so they could continue their holy quest.

CLOSING Modern Knights As we leave our meeting, let us remember our roles as modern knights to improve ourselves physically, mentally and spiritually, and always be ready to help other people. Good night and good scouting.

Babbitt Cub World Castle Program Helps

John Zink Scout Ranch 7 Indian Nations Council

DEN MEETING #2 PREOPENING Have the boys solve the maze shown below. Run copies so each boy will have their own. Award a prize to each boy who completes their maze.

Babbitt Cub World Castle Program Helps

John Zink Scout Ranch 8 Indian Nations Council

OPENING Why is the Table Round? Have the boys stand in a line, one behind the other. Ask three boys the following questions: “_______________, you are the first person in line. Does that make you feel more important?” (have him answer). “___________________, you are in the middle. Would you rather be at the head of the line?” (have him answer). “_______________, you are at the very end. How does that make you feel?” (have him answer). We all have different feelings about where we are in this line. Now, let's form a circle. (Do so.) When we are in a circle, everyone is on an equal basis. That is why King Arthur had the Round Table, so no one knight would feel more or less important than any other knight. Since we are here in a circle, let's repeat the Cub Scout Promise to start our meeting.

BUSINESS ITEMS Ask the boys if they have talked to their families about attending the weekend Cub World program. If there seems to be problems with any of the boys, make a note and contact the parents during the next week and encourage them to attend. If the den has been assigned a part of the next pack program, take some time to rehearse. Part of the fun and imagination involved with this theme is encouraging the boys to take on a name of one of the Knights of the Round Table. Have the boys look at the list shown below and decide on the name they will use during their Cub World weekend. Once they have decided, have them write their knight name on the name tag they will make in this den meeting. Keep these until the Cub World weekend, and then hand them out for them to wear at that time. The names shown below are actual knights from the round table, and are unusual names by today's standards; but that makes it even more fun for the boys. Help them learn how to pronounce the names (even if you don't know how, fake it--who's going to call you on it????) Sir Kay Sir Gawain Sir Sagremor Sir Cologrenant Sir Yvain Sir Pellinore Sir Bors Sir Lionel Sir Ector Sir Blamor Sir Bleoberis Sir Lucan Sir Hector Sir Grummore Sir Balan Sir Balin Sir Tor Sir Lancelot Sir Gaheris Sir Gareth Sir Agravaine Sir Marholt Sir Lamorak Sir Tristram Sir Dinadan Sir Palomides Sir Lucan Sir Galehalt Sir Mordred Sir Percival Sir Hud Sir Eliodyn Sir Saphir Sir Bedevere Sir Persaunt Sir Ironside Sir Brundelis Sir Mador de la Porte Sir Patrice Sir Alyduke Sir Ascamor Sir Pinel le Sauvage Sir Galehalt Sir Grifflet le Fiz Dieu

Babbitt Cub World Castle Program Helps

John Zink Scout Ranch 9 Indian Nations Council

ACTIVITIES Costumes--Weapons Weapons are also a popular addition to the knight's costume. For a spear, cut a long tapered blade from a cardboard carton. To make a hand guard, remove the top of a salt or oatmeal box; cut a slit in the bottom and insert the wide end of the blade into slit, far enough to grasp the end. Tape a pipe cleaner to then pointed end of spear. Cover with foil. A sword can be cut from cardboard to the desired shape. Paint or cover with foil. A lance can be made from a bamboo or pine pole. Tip the end with a small rubber ball or tennis ball. Attach with tape a cardboard hand guard made from a construction paper in a funnel shape. An axe can be easily constructed by cutting out the shape of the head from cardboard. Use two exact patterns and tape together over a broomstick. Staple to the broomstick. Spray paint the axe or cover with foil. A mace can be made by using a dowel rod or broomstick. Attach a paper clip chain to one end and a newspaper, wadded and taped into a ball on the other end of the chain. Paint it black.

Babbitt Cub World Castle Program Helps

John Zink Scout Ranch 10 Indian Nations Council

Name Tags At the last den meeting, the boys decided what crest they wanted to use for their den flag. Now it's time to make name tags that will use the crest design. The name tag should be cut from a piece of 1/8 inch wood. If you're not good at or don't have a saw that can do this, use your parent resources and see if one of them can do it. Sometimes there's a willing soul in the pack who will cut them out for all the dens. Also, inexpensive wood shapes are available at local craft stores, or fun foam if a suitable alternative. The name tag should be cut in the shape of a shield. The shield should be about two inches wide. You can use the shield shown below as a template. Have the boys paint or use markers to decorate their individual name tags. There should be a place left for them to write in their knight names. When they have finished, hot glue a safety pin to the back of the shield.

GAME Knights and Dragons Three boys make up the Dragon, with one as the head and the others as the body. The second and third boys hold onto the belt of the boy ahead with both hands. The remaining boys are Knights, who try to grab the Dragon's tail and hold on for a count of five. The Dragon tries to avoid this by running and whipping its tail. When a Knight succeeds in holding on, he becomes the Dragon's tail and the head becomes a new Knight.

REFRESHMENTS/STORY Cornbread Castle Prepare enough cornbread mix to fill two 8 inch square pans or one 9 x 13 inch rectangular pan. Prepare the cornbread according to directions. Cool. Use one 8 inch square or cut out 9-inch square for the base of the castle. Spread the square base with honey. Cut pieces from the remaining cornbread to make towers and castle walls. Place on castle base. Serve with cider (cider was one of the favorite drinks of the castle).

Babbitt Cub World Castle Program Helps

John Zink Scout Ranch 11 Indian Nations Council

The Round Table A giant name Ryon sent a messenger, demanding Arthur's beard. The giant's cloak was lined with the beards of kings he had defeated. Arthur rode to Ryon's court and killed him. When the giant Ryon had first challenged Arthur, an old blind harpist asked to carry his standard in the expedition. Arthur refused: "But my friend, you are blind." Suddenly the harpist changed into a small child. Then he realized that it was Merlin, playing tricks again. Returning to his usual shape, the magician made a great round table appear in the hall, with seats for many knights. "Here the finest knights of the world will sit," said Merlin. "The table is round to prevent quarrels about precedence." Most of the chairs carried letters of gold: the names of knights who would sit there. But one seat, at the king's right hand, had no name on it yet. "This is the Siege Perilous (Danger Seat), reserved for a particular knight. Any other who dares sit there will die. This knight will achieve a holy quest." The knights begged Merlin to explain. "When Jesus Christ was crucified, a Roman soldier called Longinus pierced his side with a lance. Joseph of Arimathea, a Roman follower of Christ, caught the blood from this wound in a chalice: the Holy Grail. The descendants of Joseph brought the Grail to Britain, and now it is hidden in a castle. Only he is to find it may sit in the Siege Perilous." The knights listened to Merlin in silence. Then, when he had finished his speech, a knight called Galwain spoke. "I vow to go to the aid of any lady who seeks it of this court," he said. "I vow to help any man who asks it of a knight. And I vow to seek any knight who is missing for a year and a day." Each knight repeated Galwain's vows. And thus, the order of the Knights of the Round Table was created.

CLOSING The Conqueror's Triumph King Arthur, after a great victory achieved by Sir Galwain, appointed three honors for his successful knight. He decreed that Sir Galwain should be greeted with loud cheers, that he should enter the castle in a triumphal car drawn by four white horses, and that the enemies he had captured in battle should follow the knight's chariot, bound hand and foot. Sir Galwain was delighted, but when the time came for the honor to be enjoyed, he found that King Arthur, in order to keep him humble amid success, had appointed also three annoyances which would accompany the honors. First of all, a slave rode by his side in the triumphal chariot, to remind him that even the poorest and least of mankind could attain to a position such as his; in the second place, the slave struck him a blow whenever the people cheered, so that his pride might be checked; and, in the third place, the people were allowed free license to shout the most insulting remarks while Sir Galwain enjoyed his triumph, so that he might be reminded of his weak points. Let us always remember that no matter what good things we may do, we also need to remember our place in the world. Good knight.

Babbitt Cub World Castle Program Helps

John Zink Scout Ranch 12 Indian Nations Council

DEN MEETING #3

How many knights return to the castle? _______ How many dragons are brought to the castle? _______

PREOPENING Count Your Knights and Dragons The Knights set out to rid the Kingdom of ferocious dragons. But the soon discover there are plenty of dragons out there. Find out how many Knights and dragons there are when they get back to the castle.

Babbitt Cub World Castle Program Helps

John Zink Scout Ranch 13 Indian Nations Council

OPENING The Shield and the Flag Every knight had his own design on his shield to represent who he was. In our country, our flag represents who we are. The colors and the number of stars and stripes represent how our country was founded and what makes it so great today. Let us honor what the flag represents to us as we repeat the Pledge of Allegiance.

BUSINESS ITEMS The business part of this meeting can be taken up in finishing projects from previous meetings as well as making final preparations for the Cub World weekend. Get a final count on who will be attending. Make sure to send a note home with boys explaining when and where the pack will meet to travel to the Zink Scout Ranch. Call the parents within a day or two of the meeting and make sure they got the message. Spend time rehearsing the den's assignment for the pack meeting and the Cub World campfire. Make sure you know what the assignment for the den is ahead of time. You will also have a little time to rehearse at Cub World, but the attention of the boys won't be as good there as it will be in the den meeting.

ACTIVITY Shields Materials Sheets of corrugated cardboard or round pizza discs Duct tape Heavy twine Paint or markers Cut out two matching shields. They may be in any shape the boy wishes. They can use the traditional shield shape, or rectangular, star, diamond or round. All of these shapes were used by the knights. The shape needs to be about 1 to 2 feet wide/long. Poke two sets of holes in the center of one shape. Make the sets about one inch apart. Make the top holes about four inches above the bottom ones. Thread a piece of heavy twine one foot long through each hole. (Make loops on one side just big enough for your hand.) Tie the ends together to make the shield handle. Use a square knot and cut off extra twine. Put the shields back to back and tape the edges together. Paint the shield using the designs shown in the first den meeting. Paint the background first. When it's dry, paint on the design.

Babbitt Cub World Castle Program Helps

John Zink Scout Ranch 14 Indian Nations Council

Build Your Own Castle This model castle is complete with walls, moat and drawbridge. It is constructed of paper milk cartons of various sizes and sets on a base of plywood or heavy cardboard. You may have to improvise for the gallon paper container, as these are hard to find with paper containers these days. If you can't find paper, use a cardboard box approximately one foot square. The illustration on the following page shows you what a completed castle looks like. Use your imagination to alter the design to fit your needs and resources. Round oatmeal or salt containers can be used to give a different look. Depending on the ability of the boys in your den, you may want to precut some of the portions of this project. Let the boys do as much as their talents allow. Materials Needed: One gallon milk container (cut off 1" of bottom for parapet) Four half-gallon containers (cut off 1" of bottom of three of these for parapets) Four quart milk cartons One pint carton Two half-pint cartons Notch and save the bottoms of the cut cartons for parapets. String, straws, construction paper, foil, gray or white spray paint Castle The castle is constructed from the gallon carton (or 1' square box) as the base (4). Cut off the gable and cut out the bottom of one of the half-gallon cartons; then set this on top of the gallon carton gable (or improvised substitute). Glue together. Glue the parapet made from the bottom of the gallon carton on top of this. Glue the pint carton inside of this for the turret. Glue another half-gallon carton (with gable intact) to the side of the gallon carton (5). Corners and Sides The four corners and side walls are made from two-half gallon cartons which have been split diagonally (1). Cut gables off, and notch at the top the same as for parapets. Side Towers These are made from quart cartons glued to the side walls. Cut off the gables from these cartons. Glue on parapets made from bottoms of half-gallon cartons. Glue half-pint cartons inside (2). Gate Towers These are made from quart cartons which have gables cut off, and tops notched the same as parapets. Entrance Use a quart carton for the entrance. Cut out a rounded door on one side (6). Cut out the entire opposite side (this piece will be used for the drawbridge). Cut gable off the top. Glue on the parapet made from the bottom of a half-gallon carton. Drawbridge Use the flat side of the quart carton used for the entrance for the drawbridge (8). Punch holes through the lower edge of the gate towers and insert ends of straws to attach drawbridge. Attach string or lightweight chain for raising and lowering drawbridge. Spray paint the entire construction after glue is dry. Pennants are made from colored construction paper inserted into straw pieces and glued to tops of turrets (10). Use colored foil to simulate water in the moat. Take the completed moat to the pack meeting for display. If all dens make a castle, the pack may want to give awards.

Babbitt Cub World Castle Program Helps

John Zink Scout Ranch 15 Indian Nations Council

Babbitt Cub World Castle Program Helps

John Zink Scout Ranch 16 Indian Nations Council

GAME Swordfight The only material needed for this game is a six-foot piece of foam pipe insulation. These items make great "nerf swords". For this game, have all the boys form a circle around you with about 4-6 feet between each boy. Armed with the sword, begin to slowly move the sword in a circle about head-level to the boys. As it goes over their heads, they will have to duck or be hit with the sword. If they are hit with the sword, they are out of the game. Then move the sword at ankle-level. They will have to jump to keep from being hit by the sword. Keep moving the sword at high and low levels until only one boy is left, who is the winner.

REFRESHMENTS/STORY Shield Cookies Bake cookies in advance (or take the easy method of buying plain sugar cookies at the grocery store). If you bake them yourself, use or make a cookie cutter that is in the shape of a shield. If you can't do that, round is fine. Prepare in advance cookie frosting in several colors. Have the boys decorate their own cookies using the designs they have chosen for their name tags. Serve with drink. As in the days of the castles, let Sir Fido, the dog knight, in to clean up the floor. The Story of Ebernberg You will be surprised to hear that Ebernberg means castle of the wild pig, but when you learn the reason for this strange name, you will surely understand. On a steep cliff not far from Camelot, there stands an immense castle. Many years ago, the lord of the castle, upon awakening, found his castle surrounded by enemies. The count knew that they could not capture his home, because the moat surrounding the castle was too steep and the walls too thick and high. But they could prevent the people in the castle from securing food. The siege lasted for many days and finally starvation for all was close at hand. The count went into the stable and brought out a wild pig, which he had caught alive. Taking the pig to the outer wall, he pinched and poked the animal until it began to squeal. He did the same thing every day until a week had gone by. The enemy, hearing the squealing every day, said: "We can never starve them out. They have too many pigs." Discouraged and disappointed they went away. The wild pig had saved the castle.

CLOSING Chivalry When the age of knighthood first started, knights were a rough breed of men. In those days, the Catholic Church was very powerful in Europe. So, when the church pointed out that knights everywhere had a duty to fight for God, protect the poor and generally start behaving themselves, many of them began to shape up. During the 1100s, the knights went one step further and developed their own code of behavior, called chivalry. This code demanded that a knight be a gentleman, uphold the law, and protect the Church, women and orphans. Many of the ideals of this code of chivalry are also in our Cub Scout Promise. Let us think about these ideals as we close our meeting by repeating the Cub Scout Promise together. "I, ......."

Babbitt Cub World Castle Program Helps

John Zink Scout Ranch 17 Indian Nations Council

PACK MEETING

OPENING Knights (The first six boys have letters spelling out KNIGHT.) CUB 1: K is for King, the knight with most heart. CUB 2: N is for Night, without the K at the start. CUB 3: I is for Iron, weapons made with the best. CUB 4: G is for Grail, the holiest quest. CUB 5: H is for Honor, a knight's highest aim. CUB 6: T is for Tournaments, the knight's friendly game. CUB 7: And so starts our meeting, with knights willing and able. CUB 8: So join us tonight, the knights of the round table.

SKIT A Knight's Story (An Audience Participation) Sir Jimbo: "BRAVE AND TRUE" Lady Elvira: "TEE HEE HEE" Mighty Steed: "WATCH THOSE SPURS" Floyd, the Squire: "USE YOUR LANCE A LOT" Sir Longnose: "I'LL KNOCK YOUR BLOCK OFF" King Elroy: "I'M IN CHARGE HERE" A long, long, long time ago before rollerblades and surfing the internet, a fair maiden known as LADY ELVIRA lived in the kingdom of Weaselot, which was just a stone's throw from Camelot. Her father, KING ELROY, had arranged for a joust to see which of his many knights would win her hand in marriage. "Oh father, I have one love and that is SIR JIMBO", exclaimed LADY ELVIRA. "Nonsense", retorted KING ELROY. "There are may suitors for your hand. SIR LONGNOSE is very rich and powerful. He would make a fine son-in-law." The day of the joust soon arrived and SIR JIMBO, his every faithful squire FLOYD and his MIGHTY STEED were preparing for the tournament. "FLOYD, what shall I do?" asked SIR JIMBO. "SIR LONGNOSE is very sneaky and he cheats. He put peanut butter on his last opponent's saddle. The poor knight never had a chance. Even with my MIGHTY STEED, I cannot defeat him and will never win the hand of LADY ELVIRA." "No problem," replied FLOYD. "SIR LONGNOSE has a weakness. Did you ever wonder why he is called SIR LONGNOSE? It's because his nose is so big he can't close the front of his helmet. All you have to do is knock his faceplate down. It will hit his nose and that will be the end of it." SIR JIMBO shouted, "FLOYD, you've found the answer. Help me mount my MIGHTY STEED. I'm off to win LADY ELVIRA's hand from KING ELROY."

Babbitt Cub World Castle Program Helps

John Zink Scout Ranch 18 Indian Nations Council

The joust was about to begin. FLOYD checked SIR JIMBO's saddle for peanut butter and helped him mount his MIGHTY STEED. SIR LONGNOSE, sitting atop his big black horse, awaited at the other end of the field. "Remember the faceplate," admonished FLOYD. KING ELROY asked, "Are you ready for the tournament to begin, LADY ELVIRA?" "Giddyap, oooh Papa, oooh Papa, now, now," LADY ELVIRA replied. The two knights charged each other. LADY ELVIRA sighed and fainted. KING ELROY cheered. FLOYD picked his nose. SIR LONGNOSE screamed, "Oh my aching nose. That really hurts," and promptly fell off his horse. SIR JIMBO had won the joust and the hand of LADY ELVIRA. FLOYD and SIR LONGNOSE went out and got a root beer, and KING ELROY went back to his castle riding atop the MIGHTY STEED.

APPLAUSE Archer Applause: Pretend as if shooting an arrow into the air. Wait for 5 seconds and yell, "Bulls Eye!!!"

GAME Spoon Jousting Give each Cub Scout a small potato and two tablespoons. In one spoon, he carries the potato. He uses the other spoon as a sword and tries to knock the potatoes off the spoons of the other players.

APPLAUSE Knight Applause: Throw arms up high and call, "Two Arms, Two Arms!!!"

STORY The Sword in the Stone The king had died, and had not left any sons to succeed him to the throne. Merlin, the great wizard, prophesied that a new king would be revealed at Christmas. On Christmas Day, the lords went to the greatest church in London, each hoping to be chosen king. To their surprise, a huge stone appeared in the churchyard, with a bright sword plunged into its center. These words were carved on its hilt: "Whosoever pulls out this sword from this stone is rightful king of Britain." Each lord tried the test, but all failed. By New Year's Day, the king had still not been found. The lords held a tournament while they waited. Knights came from all round to take part; among them Sir Kay and his foster brother, Arthur. Sir Kay longed to join in the tournament, but he had left his sword at the inn where they were staying. He sent young Arthur to fetch it. As the boy passed the churchyard, he noticed the sword in the stone. Hoping to save time, he pulled the sword. It slipped easily from the stone. When Arthur returned, the astonished and jealous lords took him straight back to the church and plunged the sword back into the stone. Arthur drew it out again, as easily as before. They had to admit the truth; this lowly boy was their new king! Arthur was made a knight and crowned king on the feast of Pentecost. He held the shining sword Excalibur, forged by magic in another world. At once, Arthur's kingdom was in danger. The Saxons were back. Arthur rallied his lords to drive the invaders out. His lands secure, Arthur set up court at Camelot and began to rule his kingdom as his fame spread throughout the world.

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SONG Knights in Shining Armor Tune: Marine Hymn We are knights in shining armor, Met a dragon in a courtyard, And our swords are made of steel. And his breath was fiery hot. If we lose our horse in battle, So we cut him into pieces, It's a swayback, no big deal. And we threw him in a pot. (Chorus) (Chorus) We are good knights, we are good knights, We are off now for adventure, But we seldom have good days, Searchin' for the Holy Grail. Cause our armor's getting rusty, Sir Fred thought he'd found it last time, And our shields get in the way. But it was the garbage pail. (Chorus)

ADVANCEMENT CEREMONY Cub Scout Knights Equipment: Wooden sword Ceremonial candle boards, one with four candles (in front) and another with eight on an inverted V Extra candle to light others Match Badges, awards and certificates Cubmaster should be costumed in knight outfit. A Webelos Scout or Den Chief should serve as a page. CUBMASTER: "Just as the knights of old had their code of conduct, the young knights of Cub Scouting also have their code, the Cub Scout Promise. (The page lights the candles on the inverted V as the Cubmaster reads the lines.) A Cub Scout promises to do his best...(light candle), To do his duty to God and his country...(light candle), To help others...(light candle), and to obey the Law of the Pack...(light candle). The young knight also abides by the Law of the Pack: The Cub Scout follows Akela. (light candle) The Cub Scout helps the pack go. (light candle) The Pack helps the Cub Scout grow. (light candle) The Cub Scout gives Goodwill. (light candle) As the knights of the Round Table traveled together, certain of their members performed tasks so well that they earned special recognition. In Cub Scouting, we follow a similar recognition of tasks well performed.

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There are four ranks in Cub Scouting: (light candle) The Order of the Bobcat; for all boys just entering Cub Scouting. (light candle) The Order of the Wolf; for first year Cub Scouts who complete the 12 Wolf achievements. (light candle) The Order of the Bear; for second year Cub Scouts who complete 12 of the 24 Bear achievements. (light candle) The Order of the Webelos; for the Webelos Scout to earn before beginning his Arrow of Light, the highest award of Cub Scouts. While waiting to become of age to pass the next rank for which he is eligible, a Cub Scout may earn additional honors called Arrow Points. Tonight at our Round Table, we will welcome new knights and recognize those earning special honors. Will the following candidates for the Order of the Bobcat please come forward? (Candidates come forward as names are called.) Candidates will kneel on the left knee. (They do so.) As knights of this pack, we will expect you and your family to help us in all our activities. Our Round Table can be no stronger than its youngest and weakest members. You will be expected to follow your leader and give good will. Repeat after me: "I ____________, promise to do my best." (Touches blade of sword to each candidate's shoulder.) I dub the, Sir Bobcat. (Gives badge and certificate to candidates.) Welcome, new knights! As you leave this great hall of the Round Table, may you carry with you the spirit of true knighthood. (Bobcats leave.) The following knights have performed their tasks so well they have earned recognition in the Order of the Wolf. Will these knights come forward? (Reads names of candidates for Wolf rank.) You will kneel on your left knee. (Touches shoulders with sword.) I dub thee Sir Wolf. (Gives badge and certificates as name is repeated.) Congratulations to each of you and may you earn many more recognitions. (Follow same procedure for Bear Candidates.) The following knights are candidates for the rank of Webelos. After they achieve this rank, they then go in quest for the Arrow of Light, the highest award a Cub Scout can earn. (Reads names of candidates for Webelos Badge or activity badges.) Please kneel on your left knee. (Touches shoulders with sword.) I dub thee Sir Webelos, and challenge you, the wisest and most able of the knights of the roundtable to live bravely and with honor. Congratulations to all of the Cub Scouts who sit at the Round Table. They all strive to follow the Cub Scout motto, "Do Your Best". May they all reach their quest in Scouting.

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CLOSING If I Were a Knight 1st Cub: If I had been a Knight of the Round Table.

2nd Cub: I would have opened up the door.

3rd Cub: For queens and damsels to pass through.

4th Cub: I would have been trustworthy true.

5th Cub: I would have ridden giant steeds.

6th Cub: Accomplishing noteworthy deeds.

7th Cub: Today, there are no knights about.

8th Cub: So I've become a brave Cub Scout.

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CUB WORLD WEEKEND It's time to begin your quest for adventure and imagination at your Cub World weekend. Everyone should meet at a designated location in time so that your pack can reach the front gate to the John Zink Scout Ranch by 9:00 am. Please make every effort to be on time. If you don't, your young Knights of the Round Table won't get to do everything that's available as the schedule is very tight. Make sure you have the current code to the front gate. Travel to the Welcome Center in Cub World where the pack coordinator will need to check in with the campmaster, get tent assignments (if reserved & prepaid), request reservations for shooting ranges and/or the pavilion, provide training cards for certified shooting sports instructors, and check out any shooting sports equipment needed. Please take special care of the shooting equipment checked out to you. There is no charge for attending Cub World, so anything of value that is lost or damaged other than normal wear and tear will have to be reimbursed by your pack. The weekend schedule is as follows: Saturday ________ Leave for Cub World 9:00 Arrive at front gate 9:30 Check in at Welcome Center; unload at campsite and begin camp setup; designated

leaders go to set up program at Castle; field games for boys in open area in front of the castle.

10:30 Opening ceremony and flag raising; announcements; put up den banners. 10:45 Begin round robin activities (15 minutes each with a 5-minute break). Cubmaster should signal when time to rotate. 12:30 Lunch (sack lunch/finish campsite setup) 1:30 Quest for King Arthur's Jewels Trail 3:30 Maze/Tournaments 5:30 Prepare for dinner/free time 6:30 Dinner 7:30* Lower flags 8:00* Campfire 9:30 Free time 10:00 Ready for bed 10:30 Lights out Sunday 7:30 Everybody up 8:15 Breakfast/start campsite break down 9:15 Flag raising 9:30 Chapel Service (in the castle) 10:00 Knight Training Trail 11:30 Lower flag 11:40 Finish campsite break down 12:00 Checkout with Campmaster; return home There will be a tendency for everyone to want to do the maze earlier. Keep it closed until the time designated on the schedule. If people want to go back and do it again during free time, that's OK.

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Program Set-Up During the campsite set-up, several leaders need to set up the activities for the day. Round Robins (Make sure the station areas are set far enough away from each other so that they don't interfere with another area). Station 1 (Dragon Egg Launch): Attach the two large slingshots to the hooks on the top front

section of each side of the castle. Place six hoops on the ground in front of the castle. Take the bag with the small balls to the slingshot areas. Practice a few times to make sure the hoops will be reachable by the Cub Scout-aged boys.

Station 2 (Knight Skis): Set up an area in the field (not too far from the castle) for this event.

Measure off a distance of about 100' and designate a start and finish line by stretching a piece of rope and placing on the ground. Place the skis at one end (start line).

Station 3 (Meatball Mania): Place the two rubber balls and paddles (trenchers) on the table. Station 4 (Comet Balls): Set four hoops on the ground in a wide formation about four feet apart.

About thirty feet from these hoops, set another four hoops in the same formation. Place all the comet balls in a hoop on one end.

Station 5 (Toad Sling): Set toads and sling sticks in a dry spot. About 15 feet away, set the

large tub. King Arthur's Quest Trail Station 1 (Knight's Name) and Station 2 (Enchanted Bridge): No setup required Station 3 (Blind Knight): Hook the objects from Blind Knight canister to the rope. Station 4 (Dragon Spots): Put the spots on the ground at a distance wide enough that all boys can reach another one with a step (about two feet). Place a few that are a stretch for them. It should be challenging, but not so difficult that it can't be completed. The diagram shown below gives some idea of how to set this up. o o o o o o o o o o o o o o o o o o o o o o

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Station 5 (Dragon Egg): String a rope through the stakes. Put the silver canister with "eggs" in the center. Lay the rubber tubing near the canister. Lay the ropes attached to the tubing across the ropes between stakes about equal distance from each other.

Station 6 (Dragon Egg Balance: Lay out 10 tubes and 10 balls (Dragon Eggs) Station 7 (Dragon Tail): Lay three hoops on the ground next to post. Place silver pipes next to the post. Station 8 (Giant Spider): No setup required.

FIELD GAMES (All family members can play)

Field games are a great way to start the day. Not only does it give the boys something to do while others are setting up camp or getting ready for activities, it also helps wear off some of the excess energy. The area for these games is in the open field in front of the castle. Braaaaaack-Whiffffff Bring enough balloons (9" size or larger) for everyone. Have several different colors, and distribute one balloon to everyone present. They should be distributed so there are an even number of each color. Have everyone blow up their balloons, but don't tie them off, only hold them at the neck. Have everyone get in groups by color. Each group should select a person to start them off. Each representative should go to a starting point, and on "go", release their balloon. Wherever it comes to rest, another team member of the same color with their balloon filled and cocked releases their rubber missile in an attempt to further their team's distance from the starting point. This pattern continues until all the balloons have been released. The team color champion is the final balloon is the furthest from the start point. Dragon Ball Blow up the large beachball. This is a large ball, so find someone with a lot of wind (maybe the Cubmaster???) to blow it up. The ball should be used for this event only, as they tend to spring a leak rather easily and you would not want to deflate the pack’s excitement with a leaky ball. Scatter the group in the field. The group's objective is to hit the dragon ball as many times as possible before the ball strikes the ground. Have the group set a goal of how many times they think they can hit it. The rules are simple. A player cannot hit the ball twice in succession, and count one point for each hit.

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Catch the Dragon's Tail Split the group into subgroups of 10. Have each group line up, one person behind each other. Have everyone put their arms around the waist of the person in front of them. The last person in line tucks a handkerchief in the back of their belt or back pocket. At the signal, the dragon begins chasing its own tail, the object being for the person at the head of the line to snatch the handkerchief. The tricky part of this struggle is that the people at the front and the end of the dragon are clearly competing, but the folks in the middle aren't sure which way to go. When the tail is finally captured, the head dons the handkerchief and becomes the new tail, while the second from the front becomes the new head. After three or four runs of this, have the dragons try to catch each others tails, for a full field of fun.

OPENING CEREMONY The opening ceremony takes place at the castle, with the narrator talking from the top of the castle. The adults and family members should be standing outside the castle. Have the Cub Scouts inside the castle with their swords and/or shields. Open with a fanfare of trumpets (on tape). Narrator reads: "Early in medieval times, there rode through the forest, in what is now a corner of London, powerful knights, clad in shining armor, with his sword and shield at his side. This was a gallant band, alert and ready to help the poor and defend the weak. (fanfare music played on tape as boys march out of the castle and across the front with their swords, armor etc.) Such were these knights of old who lived by a simple but majestic code." (The boys raise their swords or shields and the narrator continues). "Be always ready with your armor on, except when you are taking your rest at night. Defend the poor and help those who cannot defend themselves. Do nothing to hurt or offend anyone. Be prepared to fight in the defense of your country. Try to win honor and a name for honesty. Never break your promise. Men of such timbre and vows were the ones King Arthur gathered about him. Knights of the color guard, please raise the flags! (They do so). Let us now pledge allegiance to our flag. I pledge allegiance..." (After the pledge, raise the other flag and the den banners.) (Note: If it rains during the day, lower the flags immediately and put them in a place where they can dry. If it stops raining, raise them again.) The weekend leader now makes any pertinent announcements, quickly reviews the schedule, and explains the Round Robin process. Each den is assigned a number. The den starts at the same number as they are assigned, and then rotates to the next number at the break. Most round robin activities are designed so that both the boys and members of their families can participate. The key here is to make sure the Cub Scouts all have the opportunity to participate. Five round robin stations will be completed before lunch. Each event will be 15 minutes in duration, with 5 minutes between to move to the next event. The Cubmaster should blow a whistle or give some other signal when the groups should rotate. Listed below are the round robin events and how to do them.

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ROUND ROBIN ACTIVITIES Station 1: Dragon Egg Launcher There are two launching stations on the front top of the castle. The object of this activity is for each boy and family member to take turns using the slingshot to launch dragon eggs out of the castle and into the hoops scattered on the ground in front of the castle. If an egg passes through a hoop, it counts as one point. If an eggs lands in a hoop and bounces out, it counts as three points. If it ends up inside a hoop, it counts as five points. Let each person have five shots. After taking a turn, each person needs to come out and retrieve the eggs to take back to other launchers. Station 2: Knight Skis Have the boys and family members pair off. The Cub Scouts should be paired with other Cub Scouts. Tell everyone that the area between the start and finish line is infested with giant worms whose breath is so foul that the stench would cause a mere mortal to turn to jelly. The special skis will allow pairs of people to cross this field without awakening the worms. If the ground is touched by anything other than these knight skis, the pair will need to quickly run back to the start line to start over. The object is to successfully get to the finish line. This is not a timed event. Every pair that finishes wins. Station 3: Meatball Mania This event is centered around the Round Table. Each participant is given a trencher (trenchers were slabs of bread used as plates during medieval times). Have everyone circle around the table, about equal distance from each other. Take one "meatball" and roll it across the table. The object of this activity is to keep the ball moving across the table from person to person without falling off the table or stopping on the table. This takes cooperation. Make sure everyone understands they must work together to accomplish this; that means when they hit the meatball to someone else, it should be at a speed that the other person can successfully hit it to another. Once the group gets the hang of it, you can add a second meatball to the game. Another option is to have the meatball go from person to person in a set sequence. Station 4: Comet Balls Split the group in half, with one group behind each set of hoops. Give each person in one group a comet ball. The object is for the members of that group to each throw their comet ball toward the other group's hoops. The throw should be made by holding the tail of the comet, not by throwing the ball itself. Count one point if a comet passes through a hoop. Count three points if any part of the comet is inside a hoop. Count five points if the ball part of the comet comes to rest inside a hoop. After the points are tallied, the other group takes its turn to throw. Continue turns until the time is up. Station 5: Toad Slinging One of the most popular castle activities for children was to go out the moat and sling toads. The toads would come out of the moat, and the children would take sticks, slide them under the toads, and sling them back into the moat. That's the object of this activity. Place a five gallon big bucket about fifteen feet in front of where the toads are to be launched. Have each person slide their stick under one of the bean bag toads and sling them toward the bucket. Count one point for each toad that goes in the bucket.

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QUEST FOR KING ARTHUR'S JEWELS This is a trail activity. Each activity should take about 15 minutes. The object of each activity is to foster a sense of cooperation. If the boys don't work together, they won't be able to accomplish each task. Only Cub Scouts can participate in these activities. Assign two adults to each station and two leaders or other adults to each den. Adults and other family members can accompany the boys to observe, but should not take part or offer advice other than positive support. There should be seven to ten boys in each den, so you will probably need to combine traditional dens to make up each group. Try to keep the age groups as close as possible. These groups should be put together before you start the story. There are eight stations on the quest trail. Start each group at a different station. If you have four groups, start at 1, 3, 5, and 7 so there is one station between. Each station should take about 15 minutes. Try to keep to that schedule. Going too fast or too slow throws the schedule out of whack. Each boy should be given a bandanna to take with him on the quest. The adults at each station should have enough "jewels" to give one to each group. At the end of the quest, the adult leader of each group should return the jewels to the canister. The adult leaders of each group should observe the behavior of the boys. The one who has done his best to help the group be successful will later be the boy who will pull the sword from the stone. Before starting the quest, have all the boys come together and read the following story. The Missing Magic Jewels "Once upon a time in the days of King Arthur and the Knights of the Round Table, a ferocious dragon terrorized the villages around Camelot. This was a very mischievous dragon because it had not always been a dragon. He once was a sorcerer, much like Merlin. However, he chose the dark side of magic, casting evil spells upon the good knights of the kingdom. Merlin decided to put an end to the evil magic, and turned the sorcerer into a dragon, called Vadrisalver. Now the sorcerer could no longer cast spells, but he swore revenge on Merlin and his king. So, one dark night, the dragon snuck into King Arthur's Castle and stole all the magic jewels. These jewels were not just pretty stones, but had special powers that kept Camelot's fields filled with crops, kept the streams full and well-stocked with fish, made the livestock grow quickly and kept the snakes and vermin away from the castle. Now that the magic jewels had been taken, famine fell upon the land. Snakes and rats were everywhere, and since there were no longer crops in the fields, they took to biting the good people of Camelot. Merlin and King Arthur knew they had to recover the magic jewels, and called the Knights of the Round Table. Merlin spoke to the knights. "Oh great Knights of King Arthur, a most urgent quest is now before you to begin. I have searched all the ancient writings to find out how to regain the magic jewels, and here is what the old manuscripts said: If magic jewels sometime are taken By a dragon who has a black heart aching. Only knights whose souls are pure May bring the kingdom lasting cure.

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If these knights can pass the test of eight Obstacles that before them wait. They can regain the jewels now lost; But if they don't, their life's the cost. And for each group a special quest The purest knight will pass the test; The knight who shows he's done his best, Who's tried harder than the rest, Will be the one from each group alone Who can pull Excalibur from the stone. After Merlin had challenged the knights to the quest, they formed into bands and set forth to pass the eight tests. You, the Cub Scouts of Pack ____ are the knights of our round table, and you have been challenged to take the quest. Are you ready for the challenge? As you form into the bands of knights, remember that to accomplish the challenges before you, you must work together. And remember that the knight in each group who does his best to accomplish each challenge will be rewarded by being the one who can pull the sword Excalibur from the stone." Station 1: Dragon's Oracle Have the boys enter the circle of stakes. Tell the following instructions. "This is the Dragon's Oracle. To complete the challenge laid before you, you must find the name of King Arthur's father. It is posted on the spines of the dragon sticking through the ground around you. One of the problems dragons face is that they see everything in reverse. Therefore, the first and last name are in reverse spelling and the letters are backwards. To solve this challenge, you must look at the letters on the spines and find his name. You must stand in place in a circle outside the spines at an equal distance between each other and solve this challenge without moving to regain the magic jewel." (Answer: Uther Pendragon) Station 2: Enchanted Bridge "The bridge you see before you is an enchanted bridge, built by the evil sorcerer before he was turned into a dragon. First, each knight must cross the bridge by himself. Then, all the knights must cross the bridge together, holding hands. Finally, the knights must split into two groups, each starting at each end of the bridge. They must move to the other end of the bridge, passing the members of the other group without falling off the bridge. Any time a knight falls off the bridge, all the knights must start that part of the challenge over again. Only after successfully crossing the bridge three times may the magic jewel be recovered." Station 3: Blind Knight Stop the boys before they get to a place where they can see the objects on the rope. Have them put on their blindfolds (bandannas). Tell the following instructions. "At this point in your quest, the evil dragon has belched, and the stench was so bad that your eyes burned and you had to put the blindfolds over them. But knights are brave and see with their heart, so you should be able to complete this challenge, even without your sight. Your challenge is to pass along the dragon's tongue and feel the objects that are attached to his tongue. Remember well what you feel, for you will have to report what you have felt when all knights have completed the challenge, so you may win back the magic jewel." Have an adult

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go with each boy as he goes down the rope to touch the various objects. When they all have finished, have each boy report one thing he felt. Each boy must report a different object, so each one has contributed to the challenge. Station 4: Dragon Spots Read the following instructions. "You see before you the evil dragon Vadrisalver. Well, maybe you don't see the dragon, because when he is sleeping, he becomes invisible, except for his spots. Your challenge is to reach the other end of the dragon. While he is sleeping, he has no feeling in his spots. But should you step anywhere else, he will immediately awaken with a huge appetite and make ready to have you for dinner. So, if you should step off, warn the rest of your knights and run back here to his tail. He'll quickly fall asleep again and you can start over. In order to accomplish this challenge and reach the other end of the dragon, all of you will need to be in physical contact with each other. Reaching the other end of the dragon will result in a magic jewel being restored to you." Station 5: Dragon Eggs Put a jewel in the bottom of the egg container prior to each group. Tell the following story. "Vadrisalver has laid some dragon eggs. Dragons are very protective, and so is this one. Vadrisalver has put the eggs in the container you see in the middle, and has hidden a magic jewel in with the eggs to help protect them. What you can't see is the area around the canister is filled with quicksand. The only way you can retrieve the jewel is to use the enchanted ring to put around the container and lift and remove it from the circle." (If they do this quickly, have them return the container to it's original spot.) Station 6: Dragon Egg Balance Tell the following instructions. "You see before you a stack of dragon eggs. These eggs must be moved to a hiding place where Vadrisalver cannot find them. The only way a dragon egg can be moved is balanced on top of a magic tube. Before you are a supply of these tubes. Each knight must balance an egg on top of the tube and move the egg to the hiding spot (indicate a spot 30-40 feet away). Once all the eggs have been moved, a magic jewel will be awarded to you." Station 7: Dragon Tail Tell the following instructions. "The terrible Vadrisalver is sleeping right here in front of you. If a dragon is sleeping, he becomes invisible except for his spots. Vadrisalver is pretty smart and has buried himself in the ground. But he didn't realize that he left his tail sticking out of the ground. You can regain a magic jewel if you can put three rings on his tail. Doing so will also cause him to lose the ability to breathe fire. But be careful, for you cannot touch his tail with anything, or he will awaken and all the rings will have to be removed before you can start over. There are three poles here that you may use to help ring the tail. Also, each knight must use a pole to help put at least one of the rings on the tail." Station 8: Giant Spider Tell the following instructions. "You see before you the web of the giant spider that lives in the cave with Vadrisalver. Your challenge is to pass through and reach the other end of the web. But first, you will need to form a line across the front of the web and use your bandannas to tie one leg to the leg of the knight on your right and the other to the knight on your left. Those knights at each end have a free leg. You must pass through the web without touching the web. If you do, tell the rest of the knights immediately and get back to the start as quickly as you can. If not, the giant spider will have you for dinner. You can then start over again. Once you reach the other end, you will be rewarded with a magic jewel."

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When the group of knights has completed all stations, have them return to the castle. Have each knight try to pull the sword from the stone. The knight who the adult leader of that group has determined has done his best will be able to remove the sword. Use the remote control release when that boy tries. After he has finished, return the sword to the stone in the lock position.

TOURNAMENT/MAZE Split your group in half. One half will participate in tournament games for an hour while the other half does the maze. At one hour, have the groups trade places. Maze This activity is fairly self-explanatory. Open the gate to the maze at the back of the castle and also open the exit spot on the back side of the maze. Have people enter at about 30 second intervals, so they don't get all clogged up. Obviously, the objective is to get the other end of the maze successfully. Those who don't make it will be devoured by the dragon (just kidding??). Tournament Knights loved to participate in tournament games, and the same is true with Cub Scouts. There are four tournament areas. Participants should spend about 10 minutes in each area. Sword Jousts This activity should be held in the castle on the concrete floor. This joust should be between two people. Have each stand on a teeter board and use the small foam jousting swords. The object is to make your opponent fall off his teeter board. Jousting Log Have two participants face each other on the balance beam. Each should have a large foam bar. The objective is to use the bar to knock the opponent off the beam. Hunker Hawser Pairs face each other about six feet apart. Each holds one end of a rope (at least fifteen feet long) which will be slack in the middle. Participants should be in squatting position. At start signal, each boy begins reeling in. The object is to unbalance the opponent by pulling in or letting out the rope. Dual Duels This activity is three simple pair duels. The first is Toe Fencing. Pairs face each other, holding hands. Then try to tap the tops of each other's toes. Score one point for each hit. First one to five wins. Remember, this is not Toe Stomping. A hard stomp costs the stomper a point. The second duel is Stand Off. Pairs face each other at arms length. Opponent's feet must be together. Arms should be raised with palms out at chest height. The object is for one person to get the other to lose his balance, making contact only with the hands. The third duel is Aura. Pairs stand facing at arms length. Touch palms of right hands. Keeping their eyes closed, boys drop hands and turn around in place three times. Without opening their eyes, try to touch palms again. This is a cooperative duel.

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DINNER TO CAMPFIRE TIME The time between 5:30 and the campfire can be used for several purposes. This time is a great opportunity for boys to have free time in the castle or maze or to explore some other areas at Cub World. They may want to visit the other theme areas to see what is there for them when they come back for another program. Dens may want to reserve time to practice on their assigned part of the campfire. If the campfire has not been built, now is the last chance to do so. And of course, dinner and cleanup has to be accomplished. Dinner can consist of any number of menus. One possibility is listed here, as it fits with the theme. Keep in mind that in medieval days, there were no forks or spoons. People ate with their fingers. Try to prepare a meal that must be eaten in that manner. Another thing they did not use was plates. They used slabs of bread to put their food on, called trenchers. If they were really hungry, they ate the trenchers when they were through. Otherwise, they were given to the beggars. A popular medieval meal consisted of Bangers. Bangers are basically a sausage sandwich. Here's a simple recipe for Bangers: Thick rolls (one per person) Polish sausages or other thick sausage the length of the roll (one per person) Thinly sliced onions ( onion per person) Mustard Butter Saute the onions until golden brown in butter. Set aside and keep worm while you roast or boil the sausage. Open the rolls to hold the sausage. Coat the rolls with mustard, place a sausage in each roll, and top with onions. Pies were a favorite dessert of medieval days. Turnovers sort of fall in that category, and can be easily prepared in a foil pack over coals. To prepare, scrape out the center of both sides of an English muffin with a fork or spoon, taking care not to scrape a hole in the muffin. Fill one half of muffin with a favorite dessert filling (a 21 oz. can of cherry pie filling will fill 8 muffins.) Put muffin together, and butter both sides. Wrap in foil and seal edges. Cook in coals for 3 to 4 minutes per side. Flag Lowering CUBMASTER: In the days of the Knights of the Round Table, knights knew each other by the symbols painted on their shields. Since they all wore armor, they could not recognize each other in any other way. When they saw the symbol on the shield of a friend, they lowered their own shield as a act of friendship. They knew they could trust the other knight because of the symbol on the shield. As we lower our country's flag, let us remember the importance of trust, trust in ourselves, in our friends, in our country. Den ___, please retire the colors.

Babbitt Cub World Castle Program Helps

John Zink Scout Ranch 32 Indian Nations Council

CAMPFIRE The campfire program should be full and fun. The campfire is also a good time for adults to put on part of the program, as well as the boys. A couple of the campfire program activities are designated for adults. Boys love to see their parents on stage doing fun things. Assignments for the campfire should have been made two or three weeks prior to the weekend so boys will have time to prepare. Each den should be ready when called upon to perform. The campfire program shown here is the suggested program. Packs are encouraged to add to the program to fit their needs. In addition, the pack may want to include an awards ceremony and actually use the campfire as a pack meeting. A copy of a Campfire Planning Guide is included.

OPENING Start with a fanfare from the cassette tape. "Hear ye! Hear ye! Hear ye! I have received word from Camelot that King Arthur himself will be our guest of honor at our campfire tonight. Let us put out a call for him. Shout along with me-- Ar-thur! Ar-thur! Ar-thur......" (Cubmaster, wearing a helmet and carrying whatever knight weapons he can find that weren't destroyed during the day, enters the campfire area.) "What a great band of knights we have gathered around our fire tonight. The court jester has told me we have a fun-filled campfire planned for tonight, so without further adieu, let the festivities begin!!!!"

SONGS

KING'S KNIGHT OUT Tune: God Save the King/My Country ‘Tis of Thee

King Arthur had a date He stayed out very late,

Queen was waiting. The Queen, she paced the floor,

The King came in at four, She met him at the door,

God save the King.

He'd been out with the knights, They'd gotten in a fight

With nasty knaves. He fell into the moat,

Pushed by a passing goat, With armor he could barely float,

God, the King please save.

His knights would not come near Loaded with battle gear, Feared they would sink. Helmets and armor new,

Cross bows and arrows too, So they yelled one thing they knew would do,

"The King is a Fink."

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John Zink Scout Ranch 33 Indian Nations Council

OH, SIR WINFRED Tune: Clementine

Oh, Sir Winfred, with the shiny head

There are dragons by the score. Mount your charger, there's none larger,

Rid this kingdom of the boors.

Chase them hither, run them thither, Til their scales fall off in droves.

Run the heat off, run the beasts off Be our hero evermore.

ONE BRAVE KNIGHT Tune: There'll Be a Hot Time in the Old Town Tonight

One brave knight, his name was Galahad,

Killed twenty dragons, had to bop them in he head, But when a fire breathing dragon scorched him it was said,

There'll be a hot knight in the old town tonight.

Old Sir Percival is quite a strange old coot, Takes three hours just to tie up his two boots,

But when the squire puts scoops of hot coals in his suit, There'll be a hot knight in the old town tonight.

GO FIND THE GRAIL Tune: Joy to the World--Three Dog Night version) King Arthur, he was a brave man, Lived in good old Camelot. There he lived with good Queen Guinevere, And his best knight, Lancelot. (Chorus) Go find the grail, In those suits of mail. Go slay the dragons from the deep blue sea, Knights fight for victory. Galahad, he was a brave knight, Was the best knight around, When he returned from jousting tournaments, He sat at the table round. (Chorus) Merlin was a great magician, He could turn a rock into gold. He would gaze day and night into his crystal ball, The future to be foretold. (Chorus)

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John Zink Scout Ranch 34 Indian Nations Council

SKITS THE FIRST COW-KNIGHTS KNIGHT 1: I can't believe that all of the horses in the kingdom have been stolen by the evil wizard Stolasteed!

KNIGHT 2: Really! What are we to do without our noble horses to carry us into battle? This is my worst knightmare!

KNIGHT 3: No, our worst knight mare was that old swayback. But anyway, there is an option.

KNIGHT 2: There is?

KNIGHT 3: Sure, Sir Steakmore! Our kingdom has some of the finest cattle in the world!

KNIGHT 4: That's no bull! The problem is they don't know how to run with a knight on their back

KNIGHT 5: That's right, Sir Chopsworth, and cattle are quite cow-ardly.

KNIGHT 6: I have no beef about riding a cow. There one of the finest animals you'll meat!

KNIGHT 7: I think this is udder nonsense.

KNIGHT 8: That's enough. If someone else makes a joke about cows, I'll run them through with my lance.

KNIGHT 1: You're right, Sir Moodread. We must use our cattle to ride into battle against Stolasteed and win back our horses.

KNIGHT 2: To arms, then!! To arms!!!

KNIGHT 3: And four legs and a tail!

(All knights run off stage, yelling, "Charge" and cheering. They return, looking very tired and beaten)

KNIGHT 4: Well, it seemed like a good idea at the time.

KNIGHT 5: Yeah, who would have guessed that the dumb cows would have no more sense than to running off the edge of the cliff with us on their backs.

KNIGHT 6: Does anybody have any spare ribs? I think I broke mine.

KNIGHT 7: With all these dead cows, I'm sure you can find one that will meat your needs.

KNIGHT 8: Well, at least one good thing has come from all of this.

KNIGHT 1: I sure can't see what it is. But I guess your opinion should be herd.

KNIGHT 8: We can have our favorite knight for dinner every night for a long time.

KNIGHT 2: That's right! Put out the call. We're going to have Sir Loins-a-Lot for dinner!

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John Zink Scout Ranch 35 Indian Nations Council

THE BELL TOWER

SCENE 1 (Bellman and trainee in castle tower; small crowd and king to the side) BELLMAN: Now I will show you how to ring the great castle bell. You need all your power, all your skill and perfect timing to avoid getting hit by the bell as it swings. Watch carefully. (The bellman runs to the imaginary bell rope, swings up and down three times and jumps back.) BELLMAN: When you jump back, don't go too far or you will fall out the window. Ha Ha! O.K., now you try it! (The trainee runs at the bell rope but obviously misses. He smashes his face on the bell and staggers backwards holding his face.) BELLMAN: No, No!! Your timing is off. Watch! (The bellman executes another perfect leap, rings the bell and then jumps back.) BELLMAN: Try again! (Again the trainee jumps and misses. Again he smashes his face on the bell and staggers back.) BELLMAN: When you jump, grab the rope as high as you can reach and then really pull. We'll try one last time. (Bellman repeats his demonstration.) BELLMAN: Third times the charm. Good luck! (The trainee jumps much higher but does no better than before. In fact, when he staggers back this time he falls out the window and crashes to the street below.) BELLMAN: My goodness, he has fallen out of the castle window! (As the bellman is climbing down the stairway, the crowd gathers around the trainee laying on the ground.) KING: My good Bellman, what on earth happened here? BELLMAN: This new trainee for the bell tower job fell out of the window after he was hit by the bell. KING: Oh my, what a tragedy. Do you know who this man was? BELLMAN: I don't know, my king, but HIS FACE RINGS A BELL! (Everyone runs off stage, but return to first setting, except now there is a new trainee) SCENE II BELLMAN: This is a very dangerous job. I want you to be very careful. (Repeat the entire first scene to the last line.) BELLMAN: I don't know who this man is, my king, but HE'S A DEAD RINGER FOR THE FIRST GUY!

Babbitt Cub World Castle Program Helps

John Zink Scout Ranch 36 Indian Nations Council

STORIES SIR EGGOO Have all the boys come forward and sit around the narrator, who tells the following story. Many years ago, in the days of King Arthur and the Knights of the Round Table, there was a brave knight known far and wide as Sir Eggoo. Now this was a very strange name, but it fit him. Once, he was on a quest to hunt down and slay Siamothrotenesalbaum the most ferocious fire-breathing dragon in all of England. Not only was this dragon's name hard to pronounce, it could also become invisible. Most of the people in the village near the dragon's cave just called him Siam. Sir Eggoo entered the dragon's cave and found it filled with dragon eggs, but the dragon was no where to be found. Realizing what might happen to England if all of these eggs hatched, he set about breaking open all of the eggs with his sword. Feeling very proud of his achievement, he marched out of the cave and was met by the cheers of the villagers. Now, before accomplishing this deed, he was known as Sir Smootsneefer, not a very knightly name. But when the villagers was what covered his shield and sword and armor, they pointed and shouted, "Egg-goo, egg-goo", and the name, as well as the eggs, stuck. But as they were cheering him on, the mighty dragon Siam crawled from the cave, obviously in a very unhappy state. With his back to Siam, Sir Eggoo could not see the impending doom. But the villagers all took up a cry of warning to the knight, shouting, "Oh Sir Eggoo, Siam." Sir Eggoo, heeding the warning, turned just in time to slay the terrible dragon before she could turn his armor into an omelet. The tale of his brave deeds went out through the land, and when he returned to the Round Table, all of the knights honored him by repeating the call of the villagers. Tonight, if each of you would also like to honor him, please repeat the call after me. Altogether, now, (slowly) "Oh Sir Eggoo, Siam....Oh Sir Eggoo, Siam" (continue to have them repeat, but go faster until everyone realizes they are saying "Oh Sir a goose I am").

RUN-ONS GALAHAD: Lancelot, do you know where Sir Percival learned how to joust? LANCELOT: No Galahad, where did he learn to joust? GALAHAD: At knight school! LANCELOT: Do you know the favorite song of the Knights of the Roundtable? GALAHAD: No, what song would those knights like? LANCELOT: "Joust One of Those Things...." GALAHAD: Did you know King Arthur lived in the desert? LANCELOT: No, how do you know that? GALAHAD: Everybody knows he lived in a "camel lot".

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John Zink Scout Ranch 37 Indian Nations Council

LANCELOT: Galahad, do you know what a knight's favorite food is? GALAHAD: No Lancelot, what is a knight's favorite food? LANCELOT: Swordfish! GALAHAD: Lancelot, do you know what I wear to bed? LANCELOT: Not that I really care, but what do you wear? GALAHAD: My knight shirt! LANCELOT: Oh, and I'll bet you have knight mares, so you keep your knight light on! GALAHAD: OK, OK, I give up! Good knight!!!!

CLOSING Have five Cub Scouts and a leader line up across the stage. Cubs should have props as indicated. CUB 1: (holds up sword) The Sword: its hilt forms a cross, reminding the knight of his pledge to serve with a pure mind and heart. CUB 2: (holds up shield) The Shield: its strength reminds the knight of his pledge to devote the strength of his arm to the defense of the weak and those in need. CUB 3: (holds up helmet) The Armor: its steel protects the knight from harm, but must be kept in good condition or it will rust. It reminds the knight that he must stay physically fit or he also will be unable to carry out his quest. CUB 4: (holds up lance) The Lance: its unbending shaft reminds the knight of his pledge to maintain his honor and integrity. CUB 5: May we as Cubs so remember our pledge to do our duty to God and country, to help others, and to obey the Law of the Pack. LEADER: May we as parents and leaders remember our responsibility to guide, strengthen, nurture, love and serve as worthy examples to these young lives entrusted for a time to our care. LIGHTS OUT AT 10:30 If someone can play a bugle or trumpet, have them play taps, or bring a cassette tape and player.

Babbitt Cub World Castle Program Helps

John Zink Scout Ranch 38 Indian Nations Council

SUNDAY Start the day with reveille, either by the bugler or from a tape. Your breakfast menu can be easy, such as gruel (oatmeal) or trenchers (toast) or Trix cereal (dragon eggs). A more involved breakfast might include pig lances (sausage links), Sir Eggoo's burritos (scrambled eggs in a flour tortilla), Frenchers (french toast), breakfast shields (pancakes), etc. The size of your group and the experience level of the outdoor cooks in your group will dictate the level of challenge of your menu. While some knights are cooking, the rest of the Round Table can be breaking down the campsite. Don't forget to have a flag raising ceremony. The ceremony may be simple this morning, raising only the U.S. flag, followed by the Pledge of Allegiance. The chapel services designed for Cub World are non-denominational. The service is a guideline for packs to use, but may be changed to fit the needs of the pack. For instance, a pack sponsored by a particular church may want to use a service that more closely follows the church's services and beliefs. The service should take place in the castle. Have Webelos scouts help conduct part of the service. Feel free to copy this service and hand out so the pack can follow along and have the words to the responsive readings and songs.

Babbitt Cub World Castle Program Helps

John Zink Scout Ranch 39 Indian Nations Council

CHAPEL SERVICE Invocation The Lord is in his holy temple; let all the earth keep silence before him. O come, let us worship and bow down; let us kneel before the Lord our maker. For he is our God; and we are the people of his pasture and the sheep of his hand. Responsive Reading The earth belongs to God! Everything in all the world is his! He is the one who pushed the oceans back to let dry land appear. Who may climb the mountain of the Lord and enter where he lives? Who may stand before the Lord? Only those with pure hands and hearts, who do not practice dishonesty and lying. They will receive God's own goodness as their blessing from him, planted in their lives by God himself, their Savior. These are the ones who are allowed to stand before the Lord and worship the God of Jacob. Open up, O ancient gates, And let the King of Glory in. Who is this King of Glory? The Lord, strong and mighty, invincible in battle. Yes, open wide the gates, And let the King of Glory in. Who is this King of Glory? The Commander of all heaven's armies!

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John Zink Scout Ranch 40 Indian Nations Council

Hymn A Mighty Fortress is Our God

A mighty fortress is our God, a bulwark never failing; Our helper, He amid the flood of mortal ills prevailing;

For still our ancient foe doth seek to work us woe; His craft and power are great, and armed with cruel hate,

On earth is not his equal.

And though this world with devils filled, should threaten to undo us; We will not fear, for God hath willed His truth to triumph through us;

The Prince of Darkness grim, we tremble not for him; His rage we can endure, for lo his doom is sure,

One little world shall fell him.

That word above all earthly powers, no thanks to them, abideth; The Spirit and the gifts are ours through Him who with us sideth;

Let goods and kindred go; this mortal life also; The body they may kill; God's truth abideth still,

His kingdom is forever. Scripture Psalms 72: 1-7 Teach the king to judge with your righteousness, O God; share with him your own justice, so that he will rule over your people with justice and govern the oppressed with righteousness. May the land enjoy prosperity; may it experience righteousness. May the king judge the poor fairly; may he help the needy and defeat their oppressors. May your people worship you as long as the sun shines, as long as the moon gives light, for ages to come. May the king be like rain on the fields, like showers falling on the land. May righteousness flourish in his lifetime, and may prosperity last as long as the moon gives light. Message In the times of the Knights of the Round Table, kings were all powerful. They owned all the land. All the knights and armies were at their command. Their subjects obeyed their every command. They made the laws and enforced the laws. They answered to no one but themselves. Or so they thought. But the day of reckoning came for each one of these kings, the day when they met their king, our Lord God in heaven. For, no matter how powerful a king may have been on earth, he is but a mere mortal. In the eyes of God, he matters no more than the lowliest servant in his fields. We sometimes feel we are like those ancient kings, that we are the kings over our homes or our families or friends. We may feel we are better than others around us who are not as fortunate. We look at the homeless person on the street, or the mentally or physically challenged, or the starving children in Africa and feel we are more like kings and they like the beggars outside the castle gate. What a false sense of importance we have. For these people are the children of God, just as we are. We are no better than they in the eyes of God. The Knights of the Round Table understood this concept. They vowed to help the widows and orphans, to protect the weak, to provide for the poor. They knew that underneath the shining armor

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John Zink Scout Ranch 41 Indian Nations Council

they wore, that they were the same as the people they were helping. Let us remember their actions as we follow our own quest in life. For when we end our quest in the presence of the almighty King of Heaven, we will be judged only as great as those we have helped along our way. Prayer Lord, make me an instrument of Thy peace; Where there is hatred, let me sow love; Where there is doubt, faith; Where there is darkness, light; and where there is sadness, joy. O Divine Master, grant that I may not so much seek to be consoled, as to console; to be understood, as to understand; to be loved, as to love; for it is in giving that we receive, it is in pardoning that we are pardoned, and it is in dying that we are born to eternal life. Amen. Hymn

How Great Thou Art

O Lord, my God! When I in awesome wonder, Consider all the worlds Thy hands have made.

I see the stars, I hear the rolling thunder, Thy power throughout the universe displayed.

Chorus:

Then sings my soul, my Savior God to Thee, How great Thou art! How great Thou art!

Then sings my soul, my Savior God to Thee, How great Thou art! How great Thou art!

When through the woods and forest glades I wander,

And hear the birds sing sweetly in the trees. When I look down from lofty mountain grandeur, And hear the brook and feel the gentle breeze.

Chorus

Benediction May your heart be pure and your sword be true, May the good Lord shine his face on you, May your road be straight and your life be long, May your shield protect you from what's wrong. And when your quest through life is run, May the world be better for what you've done.

Babbitt Cub World Castle Program Helps

John Zink Scout Ranch 42 Indian Nations Council

CLOSING OUT THE WEEKEND

After chapel service, the pack has the option of going to Knight Training at the Fitness Trail on the hill behind the Campmaster's Cabin or allowing unstructured activities at the castle. Or the pack may opt to go home early (but the Cub Scouts won't want to). The campsite should be broken down and loaded up. Make sure to clean charcoal out of the stoves if you used them. And remember, there are no trash facilities at Cub World, so you will have to take your trash with you. When your campsite is cleaned up and loaded, take the pack to the castle and lower the flag. You might want to have some closing comments about the weekend. You must check out with the Campmaster before you leave. All shooting sports equipment will be checked to make sure it has been returned in good condition. You will also need to turn in your evaluation of the weekend. We need your input about what worked and didn't work so we can improve the program. Thank you for caring about the boys in the Cub Scout program so they could have the opportunity to enjoy the Cub World program. We look forward to seeing you again.

Babbitt Cub World Castle Program Helps

John Zink Scout Ranch 43 Indian Nations Council

ARMOR Match the parts of a suit of armor on the following page to the descriptions below by placing the correct letters in the numbered spaces. 1. _____ Helmet (hell·met). The headpiece or head covering in a suit of armor

2. _____ Cuisse (kwis). This work is taken from the Latin work cosa, meaning hip. It is the piece of armor that covers the thigh.

3. _____ Greave (greeve). This term comes from the Old French work greve, which refers to the part in the hair. It is the part of the armor that protects the leg from the ankle to the knee.

4. _____ Gauntlet (gont·let). This word comes from the Old French word, gant, which means glove. Gauntlets were the armor gloves that protected the hands.

5. _____ Coat of mail (male). Taken from the Latin word maculata, which means spotty, mesh, or net. It refers to a coat made of metal rings or links which was worn under the armor.

6. _____ Visor (vi·zer). The moveable part of the helmet in front of the eye. It comes from the French work for face, vis.

7. _____ Shoulder piece.

8. _____ Elbow piece.

9. _____ Knee piece.

10. _____ Gorget (gor·jet). A piece of armor that protects the throat. It comes from an Old French work gorge, meaning throat.

11. _____ Tasse (tass). This term comes from the Old French work tasse, which means pocket. It is a series of overlapping plates which together form a short skirt.

12. _____ Cuirass (kwi-ras). A breast plate from the neck to the waist. It was originally made of leather and comes from a Latin work corium, which means leather.

13. _____ Sabaton (sab·a·ton). Taken from the French work sabot, a wooden shoe. It is the part of a suit of armor that covers the foot.

14. _____ Brassard (bras·sard). This is the armor that protects the arm. Brassard comes from the Latin word brachium, which means arm.

Babbitt Cub World Castle Program Helps

John Zink Scout Ranch 44 Indian Nations Council

Babbitt Cub World Castle Program Helps

John Zink Scout Ranch 45 Indian Nations Council

WEAPONRY OF THE MIDDLE AGES The weapons of the Middle Ages are very different from those used by today’s soldiers. Wars were often scenes of brutal, hand-to-hand fighting. The knights did their fighting protected by heavy suits of armor and riding on horseback, while foot soldiers used bows and arrows or fought hand to hand with crude weapons and wore little protection from the blows of their enemies Weapons of the Middle Ages were drawn on the following page. How many of them can you match to their names below?

1. _____ a lance, which was a type of spear carried by knights.

2. _____ a long bow and arrow, used by foot soldiers.

3. _____ a mace was used for clubbing. It was usually carried by foot soldiers. It had a ball with spikes attached to a wooden handle.

4. _____ a dagger.

5. _____ a battle-axe, a weapon of foot soldiers.

6. _____ a crossbow and arrow, a powerful and accurate weapon.

7. _____ a sword, usually carried by a knight, sometimes by foot soldiers.

8. _____ a scabbard, the cover or shield for the sword.

9. _____ a halberd, a combination of a battle-axe and a pike. It was about six feet long and was usually the weapon of a knight

10. _____ a bludgeon, a type of mace, carried by foot soldiers. It was used like a club with the ball attached to the club by a chain.

11. _____ a war hammer or hawk’s beak, so named for its shape. It was used to pierce mail.

12. _____ a mace, made with bars of spikes attached to a handle. Used by foot soldiers for clubbing.

Babbitt Cub World Castle Program Helps

John Zink Scout Ranch 46 Indian Nations Council

Babbitt Cub World Castle Program Helps

John Zink Scout Ranch 47 Indian Nations Council

Babbitt Cub World Castle Program Helps

John Zink Scout Ranch 48 Indian Nations Council

FITNESS TRAIL

The Fitness Trail for the Castle Theme Area is to be used as a Sunday morning activity. There are thirteen stations along the Fitness Trail, and a warm-up area. Each activity is designed to be challenging, but easy enough that each boy will achieve his own level of success. The activities can be used as competitive events, or for each boy to try do his best by completing the event. The course is set up in wooded areas, so there is shade with most of the events. Cub Scouts and their family members are encouraged to participate. The Fitness Trail entrance is located on the right side of the road on the back side of the hill behind Turkey Creek Village. It’s about a ten-minute walk. Be sure all who are going to participate drink some liquids before you go. Take some water containers with you as well. Although the fitness stations are not strenuous or dangerous, you should take the first aid kit with you. You will probably have more injuries with boys tripping over a rock than on the fitness stations. The first area is a staging area to coordinate sending groups out on the course. There are benches and many sitable rocks in the shade, so parents who want to sit back while the boys are having fun on the trail may do so. The trail is set up in a circle, so the participants will end up back at the staging area. Structure your Fitness Trail program so that there are groups of 8-10 people to set out on the trail. These groups can be set up along den lines. Have all participants go to warm-up station before starting the trail. There is a stretching pole and bench and other stretching facilities here. Have the group take about five minutes to stretch their muscles before starting. Send the groups out to start in a “shotgun” method. In other words, have group one start out on the trail until they reach station 11. They will complete the activity at that station and then go on to station 12, then station 1, 2, and so on. The second group would start on station 12, and so on. The number of groups will dictate how many and what stations you assign for starting points. When the participants have a completed all 13 stations, they will return to the staging area and wait until all groups are finished. Make sure to assign an adult leader to each group. Give them a copy of this guide so they will know where to go and what to do. The station sequence is as follows: Station 1 Chin-up Bars Station 8 Leg Lift Bench Station 2 Push-up Bars Station 9 Parallel Bars Station 3 Body Curl Bench Station 10 Swinging Beam Station 4 Ring Walk Station 11 Long Jump Station 5 Beam Walk Station 12 Ladder Walk Station 6 Tire Run Station 13 Stump Jump Station 7 Jump and Touch

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John Zink Scout Ranch 49 Indian Nations Council

STATION EXPLANATIONS Station 1 – Chin Up Bars: The objective of this station is for each participant to complete as many chin ups as they can at one “hanging”. There are three chin up bars at this station. Station 2 – Push Up Bar: This station is two bars close to the ground for participants to place their hands on as they complete as many push ups as possible in a one-minute period. Station 3 – Body Curl Bench: This station is a bench with a bar across one end to hook in the foot. The objective is for each participant to complete as many sit ups as they can in a one- minute period. Station 4 – Ring Walk: This station is a series of rings hanging from a beam above the ground. The objective is for each participant to go from one end to the other using each of the rings to hang from. Station 5 – Beam Walk: Have one boy start at one end and another at the other and walk the two beams. They will have to work together to pass each other along the way. Station 56 – Tire Run: The objective of this station is for each participant to run through the tires, touching the ground with in each tire, in the shortest period of time. Station 7 – Jump and Touch: This station consists of a mounted beam set at an incline. The objective is for each boy to jump and touch as high on the beam as he can. He must jump flat-footed – no running starts. Station 8 – Leg Lift Bench: The objective is for each boy to lay on his back on the bench and hold his feet six inches off the post with knees locked for as long as he can up to one minute. Station 9 – Parallel Bars: The objective of this station is for each participant to use the bars to go from one end to the other. Completion of the station is the objective. Station 10 – Swinging Beam: The objective at this station is for each participant to walk one at a time from one end of the log to the other. The log is suspended and swings a little. Have participants not on the log act as spotters to catch the person on the log if they should fall off. One hint to make walking the log easier – have the person on the log focus on a spot on the tree in front as they walk. Station 11 – Long Jump: The objective of this activity is for each participant to jump as far as possible from a standing position. Station 12 – Overhead Ladder Walk: The ladder walk consists of a series of bars between beams set high enough for the participants to be able to swing across from the first rung to the last. This could be a timed activity. Station 13 – Stump Walk: This station consists of nine stumps set various distances apart. The objective is to move through the course without falling off a stump. Again, spotters should be placed around the course to help catch a falling boy.