Youth of Cub Scout age come together in small groups called Lairs. Lairs are usually made up of six to eight youth. Collectively, Lairs make up a Cub Pack.
Check out the Individual Jungle Map for an Overview of the Cub Program
Promise, Law and Motto
The Cub Scout Promise
I promise to do my best
To love and serve God,
To do my duty to the Queen;
To keep the law of the Wolf Cub Pack,
And to do a good turn for somebody every day.
The Cub Scout Law
The Cub respects the Old Wolf;
The Cub respects himself/herself.
The Cub Scout Motto
Do Your Best
Runners, Trackers and Howlers
Runners (8 years)
Runners learn the “Way of the Pack” by:
- Helping their Lair choose their Pack journeys
- Using the Plan-Do-Review cycle for adventures
- Leading their Lair or Pack in “gathering activities” (activities easily joined as Cub Scouts arrive at a meeting)
- Sharing special skills and knowledge with their Lair
- Exploring interests through the Personal Achievement badges
Trackers (9 years)
Trackers continue making choices on the Pack adventures and their own Personal Achievement badges. They:
- Act as mentors to the Runners and help them learn skills and the way of the Pack
- Assist in the running of the Cub Pack or Lair activities, such as games
- Assist the Beaver Scout Colony by helping with its adventures, planning and conducting several activities, or sharing a mutual adventure throughout the year
- Connect with the White Tail Beaver Scouts in preparation for them moving up to Cub Scouts.
Howlers (10 years)
Howlers are “The Voice of the Pack”. They:
- Mentor the Cub Scouts who are in their Lairs
- Guide the Lair in recommending the adventures for the Pack
- Work with other Howlers and Scouters to decide the order and select adventures
- Offer guidance and assistance to the Runners and Trackers during the adventures
- Take a leadership role with adventures
- Support the Pack in administrative tasks, such as gathering materials, collecting dues, helping with attendance, etc.
- May take responsibility for equipment use and storage at camps, hikes, etc.
Uniform
- Cubs should wear their uniform (including necker) to each meeting.
- Badges and Insignia (where to put them on your uniform)
Program Areas
Cub Scouts use the Jungle Map when choosing adventures. The Jungle Map helps them visit each of the six Program Areas throughout the year. These six areas are spread over several spots on the Jungle Map.
- Bagheera’s Hunting Grounds relates to Environment
- The Red Flower Camp relates to Outdoors
- Council Rock relates to Leadership
- The Swinging Bridge relates to Active & Healthy Living
- Elephant Turf relates to Citizenship
- Monkey City relates to Creative Expression
- Baloo’s Cave relates to Beliefs & Values
Looking to plan an adventure in one of these areas? Check out the Trail Cards for a few ideas!
