• Rube Goldberg Machine

Chain Reaction Challenge

Introduction

A Rube Goldberg machine is a complex chain reaction designed to complete a simple task in the most over-the-top way possible! Think dominoes, marbles, ramps, pulleys, wind-up toys, and random household objects working together to make something happen—like flipping a light switch or dropping a ball into a cup.

This activity is a fun way to explore engineering, physics, and creativity, encouraging Scouts to design, build, and test their own contraptions.

What you'll need

  • Household objects like books, cups, spoons, dominoes, marbles, string, pegs
  • Tubes, ramps, toy cars, balls, balloons
  • Dominoes or Jenga blocks
  • Tape, scissors, glue, blu-tack
  • Paper and pencils (for sketching the design)
  • A flat surface or a table to build on

Before you begin

  • Discuss with the Unit:

    • What everyday tasks could be overcomplicated in a fun way? (E.g. turning on a light, ringing a bell, pouring cereal.)
    • How do forces like gravity, momentum, friction, and energy transfer make machines work?
    • What materials would be useful for a chain reaction?
  • Decide on the challenge:

    • Will this be an individual or Patrol competition?
    • Will there be judging criteria (e.g. longest chain reaction, most creative, funniest)?
    • Does the machine need to achieve a specific goal at the end?
  • Do a Safety Check:

    • Ensure the design is safe and stable—no heavy objects that could fall dangerously
    • Avoid fragile or breakable items unless properly secured

See Rube-Goldberg machines in action

Activity

  1. Plan Your Machine:

    • Decide what your machine will do (e.g. pop a balloon, knock over a cup, push a button)
    • Sketch a blueprint of your idea
    • Choose materials that will work well together
  2. Start Building:

    • Begin with one section at a time, testing each piece before adding the next
    • Think about how the energy will transfer between objects (e.g. rolling, swinging, knocking over)
    • Use trial and error—adjust if something doesn’t work
  3. Test and Refine:

    • Keep testing parts of the machine to see if they work smoothly
    • If something fails, figure out what went wrong and improve it
  4. Final Run and Film It:

    • Once it works, record a video or demonstrate it to the Unit live
    • Count how many steps it takes to complete the task

Change the challenge level

Easier:

  • Use a simple task with only a few steps
  • Work in pairs instead of individually
  • Provide a set list of materials to simplify decision-making

Harder:

  • Add a minimum step requirement (e.g. must have at least 7 chain reactions)
  • Introduce a time limit to build and test
  • Have teams compete for the most creative, longest, or funniest machine
  • Try making a machine that resets itself after each use

Reflection

  • What was the most fun part of the challenge?
  • What did you learn about forces and energy transfer?
  • What was the biggest problem-solving moment, and how did you fix it?
  • If you did it again, what would you change or improve?
  • How do engineers and inventors use similar processes in real-world designs?
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  • Category
    Program activity
  • Age section
    Scouts
    Cub Scouts
    Venturers
    Rovers
  • Setting
    Indoor
  • Special Interest Area
    STEM & Innovation
  • Duration
    30 minutes
    1 hour
    2 hours
  • Materials required
    Few