Refactor extraction system and reorganize project structure
- Remove obsolete documentation files (DEPLOYMENT.md, PLAN_IMPLEMENTARE_S8_DETALIAT.md, README.md) - Add comprehensive extraction pipeline with multiple format support (PDF, HTML, text) - Implement Claude-based activity extraction with structured templates - Update dependencies and Docker configuration - Reorganize scripts directory with modular extraction components - Move example documentation to appropriate location 🤖 Generated with [Claude Code](https://claude.ai/code) Co-Authored-By: Claude <noreply@anthropic.com>
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data/sources/Cubs Acting Games.txt
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SOURCE: /mnt/d/GoogleDrive/Cercetasi/carti-camp-jocuri/Activities and Games Scouts NZ/Cubs Acting Games.pdf
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CONVERTED: 2025-01-11
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==================================================
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--- PAGE 1 ---
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CUBS – Acting Games
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Acting Games
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Introduction
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These games are from the “Fun and Games for Cubs” book written by Jack Dowling and first printed by The
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Scout Association of New Zealand in 1972 and “Fun and Games 2” for all sections, edited by Diana Balham in
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1987.
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The games have been sorted into categories, with this category being Cub games involving acting and the
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stimulation of the imagination. The games are listed alphabetically.
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If you have a favourite acting game you would like to share with other leaders, please forward the game
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instructions to the National Cub Leader care of reception@scouts.org.nz so it can be added to this document
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and the website updated.
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Acting Paragraphs
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Equipment – paragraphs of news items or jokes cut out of a newspaper or magazine.
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Method
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Each Six is handed a newspaper cutting containing a description of an incident or a joke.
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After a few minutes of discussion in the Six, the Cub Leader chooses a six who act out the
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incident or joke.
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The rest of the Pack attempt to guess what the Six is acting.
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Character Story
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Equipment – nil
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Method
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The Cub Leader tells a story with a number of characters in it. An adventure story would be
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best.
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Various Cubs are selected to act out the key characters parts as the story proceeds.
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The rest of the Pack supply the sounds – wind howling, dogs barking etc
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The Cub Leader will need to watch what is happening and give the ‘actors’ time to perform.
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Charades
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Equipment – nil
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Method
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Each Six is given a word of two or three syllables and must act out each syllable and then the
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entire word without speaking.
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The other Cubs have to guess what the Six is miming.
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You can use slogans, proverbs, song titles, TV advertisements catch phrases etc.
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Limit the time for each round to stop the game dragging out.
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Disguises
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Equipment
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Fancy dress or disguises for the Six or team.
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Method
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One Six is told the previous week to bring a fancy dress or a disguise.
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They must wear masks (See the skill sheets for instructions for making masks).
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The Six leave the room and get dressed in their disguises.
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July 2015 Cubs Acting Games.doc
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--- PAGE 2 ---
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They enter the room and walk about, attempting to disguise their voices and walks etc.
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The Six must answer any questions put to them by the Pack.
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After they leave the room, the other Sixes sit down and work out who was wearing what and
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write it down.
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The Six wearing the disguises return and take of the masks so the other Sixes can check their
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answers.
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Dumb Crambo
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Equipment - nil
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Method
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About six Cubs are sent out of the room. They are dumb and cannot speak.
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The Pack decides on a word the six have to act, but the six are not given the word. Instead
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they are told a word that sounds like it. e.g. spark or lark instead of ‘Park’.
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The six have to mime one after the other, all the words they can think of until they get the
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correct word.
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Doing your Job
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Equipment
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A number of folded notes on paper, each bearing the name of a job or profession
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Method
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Each note is passed around the circle of Cubs, by a leader who says “pass it on to number 10,
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or 6 etc. The aim is to help create a bit of suspense and mystery.
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The Cub receiving the note has to act the role listed on the note and continue until someone
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guesses what job it is.
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The leader then passes another note around and nominates a number which the Cubs count off
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until the note reaches the number.
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Jolly Workmen
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Equipment – nil
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Method
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One Six meets at one end of the hall and decides upon a type of work.
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The rest of the Pack is gathered at the other end of the hall.
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The Six moves up the hall saying: “We are jolly workmen looking for work”
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The Pack replies “What sort of work”.
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The Six says “All kinds of work”.
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The Packs says “Show us some”.
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The Six acts out the type of work they decided upon.
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The Pack guesses what the type of work is.
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When they get it right, they chase the Six back to the other end of the hall.
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Miming Game
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Equipment - nil
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Method
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About six Cubs are sent out of the room
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Those left decide what they will ask the six to act. e.g. backing a car out of a driveway, or
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getting on a bicycle etc.
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The first person comes back into the room and is told what to act.
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The second person comes in, watches and then copies what they have seen.
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Each Cub shows the next what to do until the last one enters the room.
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The sixth Cub has to guess what the 5th Cub is miming.
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Run this once as it will take 10 minutes and that is sufficient for this meeting.
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CUBS – Acting Games SCOUTS New Zealand Page 2
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--- PAGE 3 ---
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Mime Rhyme
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Equipment – nil
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Method
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Put the Cubs in groups or teams and each chooses and mimes a nursery rhyme
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The other teams guess what nursery rhyme the team is miming.
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The first team to guess the mime then gets to act out their nursery rhyme.
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Noah’s Ark
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Equipment – Small slips of paper
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Method
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Write the names of various animals on the slips of paper.
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Make sure each animal appears on two separate slips.
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Hand out the slips to the Cubs.
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Each Cub has to act out the animals behaviour and sound (if any).
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The Cubs have to identify their ‘mate’, pair up and pass quickly board the Ark through an arch
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made by two leaders.
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Once all paired up and on the Ark, each pair act out their ‘animal’ and the other Cubs have to
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identify what animals the actors represent.
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Roving Musicians
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Equipment – nil
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Method
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The Cubs walk around in a circle saying ”What do you play sir, what do you play?”
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One Cub is in the centre of the circle pretending to play an instrument.
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The ‘musician’ points to a Cub in the circle who must then guess what instrument the musician
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has been playing.
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If the Cub guesses correctly they swap places and the new musician then pretends to play
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another instrument.
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Meanwhile the Pack walks around in a circle again saying ”What do you play sir, what do you
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play?” and also pretend to play the last instrument chosen.
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The Cub Leader may need to tell the musician when to point to the next Cub in the circle in
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order to keep the game moving along.
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CUBS – Acting Games SCOUTS New Zealand Page 3
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