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>
This commit is contained in:
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data/sources/Cubs Pack Games.txt
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data/sources/Cubs Pack Games.txt
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SOURCE: /mnt/d/GoogleDrive/Cercetasi/carti-camp-jocuri/Activities and Games Scouts NZ/Cubs Pack 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 – Pack Games
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Pack 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. The games have been updated and sorted into categories, with this category being Pack Games. The
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games are listed alphabetically.
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If you have a favourite game in this category that is substantially different from any listed, you may wish to
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forward the game instructions to the National Cub Leader care of reception@scouts.org.nz to see if it could be
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added to this document.
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Games list
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Apple Eating Green Light, Red Light Relay Tag
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Runners
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Back to Back Hadrian Wall Scatter
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Balance Cricket Holdfast Shunting Tag
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Balloon Balance Hot Rice Stiff Candles
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Balloon Stampede Hunter and his dogs Swinging Rope
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Barefoot Marble Race
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Blindfold Marshmallow Eating
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Bucket Relay
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Catch Ball Indoor cricket Turtles
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Twin Tag
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Dragons Tail Monkey Tag
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Elbow Hop One Minute
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Fishing Pond Peg on a String Whackem
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Flip Flap Tag
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Follow the Pebble
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Foot and Nose Relay
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Follow the Pebble
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Apple Eating
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Equipment
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Two chairs or posts if outside.
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One small apple per Cub.
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2 metres of twine of cord.
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Method
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Peel and core the apples.
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Thread the cored apples onto the twine or cord and tie the cord between the chairs or posts.
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Space the apples out about 1 metre apart.
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On ‘Go’, the Cubs, without using their hands, have to eat the complete apple
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Suitable for a Pack with small numbers.
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July 2015 Cubs Pack Games.doc
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--- PAGE 2 ---
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Back to Back
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Equipment
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Nil
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Method
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Arrange all Cubs except one in pairs, standing back to back with their elbows locked.
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They are scattered at random over the playing area.
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When “it” calls, “all change”, each player must seek a new partner and hook elbows with them.
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The one failing to secure a partner is “it” for the next round.
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Balance Cricket
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Equipment
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Tennis ball
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Very small cricket bat or something that will serve as a cricket bat
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A small log or bucket to stand on.
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Method
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The batter stands on the log or bucket and uses the bat to hit the tennis ball.
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The fielders throw the ball at the batters legs from anywhere in the field.
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If the batter’s get hit below the knee or lose balance they are out.
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The batters cannot move their feet. They must twist to protect their legs from balls coming from
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the side or behind.
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Balloon Stampede
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Equipment
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A balloon for each player.
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Method
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Tie a balloon to one ankle of each player.
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Each Cub must try and stamp on and burst the balloon tied to another Cub, while at the same
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time prevent the other Cub from stamping on his or her balloon.
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Balloon Steeplechase
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Equipment
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A balloon for each Cub plus a few spares.
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Method
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Lay out a simple obstacle course.
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Give each Cub a balloon.
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The Cubs have to bounce the balloons in the air as they attempt the obstacle course. They are
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not permitted to grip or hold the balloons.
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If the balloon touches the ground the Cub has to repeat the obstacle.
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If the balloon bursts it may be replaced and the obstacle repeated.
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Barefoot Marble Relay Race
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Equipment
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Two marbles per Six
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Method
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Tell the Cubs to remove their shoes and socks.
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CUBS – Pack Games SCOUTS New Zealand Page 2
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--- PAGE 3 ---
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Place two marbles on the starting line in front of each team.
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On signal, the first Cub in each line grasps a marble with the toes of each foot and walks to the
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finish line. If the Cubs drop a marble, they must pick it up with their toes before continuing.
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Blindfold Marshmallow Eating
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Equipment
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A marshmallow.
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A paper plate.
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A blindfold.
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Method
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Put the plate with the marshmallow on it, on a table or chair.
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The Cub is blindfolded and has to eat the marshmallow without using his or her hands.
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Bucket Relay
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Equipment
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Two empty buckets per team
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Water
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Method
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Line two or more teams up for a relay. Provide each team with two buckets – one empty and the
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other half full of water. On signal, the first cub runs to the goal line, pours the water into the
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other bucket, leaves empty bucket there, and carries the water to the next cub. The first team to
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finish with their water intact wins.
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Catch Ball
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Equipment
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One soft beach ball or netball
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Method
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Each Sixer is allocated a corner or a goal area that they cannot move from.
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The leader tosses the ball in the air to start the game.
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The Six members pass the ball around as in netball with the aim of throwing it to their own Sixer.
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Each catch by the Sixer earns a point.
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Cubs may not run with the ball, they can only pass it.
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Dragon’s Tail
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Equipment
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Nil
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Method
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Arrange all players in a single line with their hands on the waist of the player in front.
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On ‘go’, the first player (the “head” of the dragon) attempts to tag the last (the “tail” of the
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dragon)
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If the tag is made, select new players to be the head and tail. The idea is for the front half of the
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line to help the head and the back half of the line to help the tail.
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Elbow Hop
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Equipment - Nil
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Method
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CUBS – Pack Games SCOUTS New Zealand Page 3
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--- PAGE 4 ---
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All Cubs have to hop, including the chaser.
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The chaser has to place his or her hands on the hips and tag the other Cubs by touching them
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with their elbows.
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Once tagged by the elbow a Cub becomes a chaser as well.
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The game continues until all Cubs have been tagged.
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CUBS – Pack Games SCOUTS New Zealand Page 4
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--- PAGE 5 ---
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Fishing Pond
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Equipment
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A length of string for each Cub.
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A short pole – bamboo or cane etc.
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Soft wire.
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Cotton reels or spools.
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Staples and hammer.
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Method
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The aim is to fish for the reels or spools.
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Drive a staple in to the end of each reel or spool
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Form a small hook out of the wire and attach it to the string.
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Tie the string to the pole to make a fishing rod.
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The Cubs use the rod to try and get the hook through the staple on the reel.
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Insert a rolled up piece of paper with a message on it into the reel.
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One third of the messages have “you have caught a fish” on them’
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Two thirds have the message “sorry try again” on them.
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Place the reels or spools in a low sided cardboard box and start fishing.
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Flip Flap Tag
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Equipment
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Two chairs or forms
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Method
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Place the two forms or chairs far enough apart that a Cub standing between them can touch a
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Cub trying to get past.
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‘It’ stands between the chairs, with his or her back facing the rest of the pack. ‘It’ can only move
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the arms.
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The Cub leader signals to specific Cubs to try and creep past ‘It’ without being tagged.
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The ‘Its’ must raise and lower their arms at varying rates and the Cubs have to time their dash to
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be when ‘Its’ arms are raised. It’s a bit like trying to run between the blades of a windmill.
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Large Packs could have several ‘Its’ operating at once.
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Once a Cub has been tagged they can replace ‘It’ or sit out the rest of the game.
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Follow the Pebble
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Equipment
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A pebble or coin.
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Method
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The leader starts the game by announcing that the person who is ‘It’ has to run a course such as
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to the back wall and back to him or her. The instruction should vary each time.
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The Pack forms a circle with the Cubs facing inwards and with their hands behind their back,
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palms open.
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The leader walks around behind the Cubs and slips the pebble or coin into the palm of one Cub
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without letting on to the other Cubs who is ‘It’.
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The leader carries on walking and when he or she gets back to the start point the Cub who is ‘It’
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must start running and the rest start chasing him or her. The aim is for ‘It’ to complete the
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course and get back to the leader without the other Cubs tagging him or her. ‘It’ may start
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running any time after receiving the pebble.
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If ‘It’ is tagged, the Cub who did the tagging becomes the new leader.
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If ‘It’ isn’t tagged he or she becomes the new leader.
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CUBS – Pack Games SCOUTS New Zealand Page 5
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--- PAGE 6 ---
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Foot and Nose Relay
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Equipment
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Nil
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Method
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Instruct the first runner in each line to hold their right ankle with their right hand and their nose
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with his left hand.
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In this position they hop to the other end of the hall.
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When they get there, they run back and tag the next Cub.
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If they let go of their nose or ankle, they must return to the starting point and begin again.
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French Cricket
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Equipment
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Small cricket bat or softball bat
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Soft ball or tennis ball
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Method
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The batsman must stand still with feet together at all time. The batsman’s legs are in effect the
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wickets.
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Choose a Cub to start the bowling.
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If the ball hits the batsman’s legs on or below the knee the batsman is out and the bowler takes
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his or her place.
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The fielders pick up the ball from where ever it lands and bowl it at the batsman.
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Remember that the batsmen have to twist around to hit the ball as they cannot move their feet.
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If the batsmen’s feet move they are out.
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Green Light, Red Light
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Equipment
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1 red and 1 green cardboard disk about 15 to 20cm in diameter.
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Method
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A leader sticks the green disk on his or her back, and the red disk on the front.
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The Cubs gather at one end of the playing area and the Leader at the other. The Cubs have to try
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and creep up and touch the leader.
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When the leader turns his or her back on the Cubs the green disk is displayed and the Cubs creep
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forward.
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When the leader turns abruptly and displays the red disk the Cubs must freeze.
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Any Cub seen moving is out.
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The first Cub to touch the leader takes over the disks and the game continues until time is up.
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Hadrian’s Wall
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Equipment – nil
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Method
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The playing area is divided into three sections, the centre section being the ‘wall’.
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Four or five Cubs are appointed as the ‘defenders’ and must stay in the ‘wall’ area at all times.
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On “Go” the attackers must run from one end of the play area to the other by crossing the ‘wall’
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and avoid being tagged by the ‘defenders’ while doing so.
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The tagged ‘attackers’ join the ‘defenders.
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The last untagged attacker becomes the captain of the ‘defenders’ in the next game and chooses
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4 Cubs to help.
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CUBS – Pack Games SCOUTS New Zealand Page 6
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--- PAGE 7 ---
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Holdfast
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Equipment
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Nil
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Method
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All players except ‘It’ have to hop about on one foot and hold their nose with one hand.
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‘It’ chases and tags any player who lets go off the nose or puts both feet on the ground.
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Once tagged the Cub becomes an additional ‘It’.
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Hot Rice
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Equipment
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An old saucepan lid and a tennis ball.
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Method
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The ball is given to one Cub to start the game by throwing the ball at the Cub with the saucepan
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lid.
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The Cub holding the saucepan lid uses it as a shield to ward off the ball as it is thrown at him or
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her.
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If the ball hits the Cub, the lid is dropped and that Cub joins the rest of the Cubs.
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The nearest Cub picks up the saucepan lid and the game resumes.
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If the Cub successfully wards of the ball with the shield, the Cub nearest where the ball stops
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picks it up and throws it from there.
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The ball cannot be thrown while the shield is on the ground.
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Hunter And His Dogs
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Equipment – Nil
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Method
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All the Cubs line up again one end of the playing area.
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One Cub is appointed the ‘Hunter’ and stands in the middle of the area.
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On “Go” the Cubs race to the other end of the playing area.
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The ‘Hunter’ tags any Cubs within reach and they become the ‘Hunter’s Dogs’.
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The ‘Dogs’ cannot tag the players; they can hold them until the ‘Hunter’ tags them. One dog can
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hold one player only.
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The leader can speed up the game if desired and not wait until the ‘Hunter’ is ready.
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Indoor Cricket
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Equipment
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A tennis ball
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Method
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Chalk the wickets on the wall or on a piece of card fixed to a chair or tree etc.
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There are two batters who use their hands to swipe the ball away.
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Once the ball is hit the batter must run.
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The batter gets a point for each completed run.
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The fielders throw the ball at the wickets to get the runner out.
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CUBS – Pack Games SCOUTS New Zealand Page 7
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--- PAGE 8 ---
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Monkey Tag
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Equipment
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Nil
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Method
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All the Cubs must move around with their feet and hands on the ground or floor.
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‘It’ is the exception and can raise one hand to tag another Cub.
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Once tagged, the Cub is out of the game.
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This is a very strenuous game. Play if got 5 minutes or less each time.
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One minute
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Equipment
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A watch with a second hand or a stopwatch.
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Method
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This is to teach Cubs how to estimate time – one minute in this case.
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Mark out a start and finish line about 10 to 15 meters apart.
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The Cubs aim to cover the distance in one minute or as near as possible.
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If they get to the line before one minute they ran back to the start line and start again.
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The Cubs may want to practice counting one minute before starting the game.
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Peg on a String
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Equipment
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Two chairs per Six
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A length of garden twine or similar cord
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3 clothes pegs per Six
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A blindfold per Six
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Method
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Place the chairs about 1 meter apart and fix the twine between them.
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A Cub is blindfolded and given 3 pegs.
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The Cub has to use one hand to locate the string and then clip the peg onto it.
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Once all three pegs are clipped on the Cub turns around and must find and unclip the pegs.
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Can be played as a Six or the whole Pack.
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Relay Tag
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Equipment
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Rolled up newspaper with a strip of tape to hold it together.
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Method
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‘It’ tries to tag the Cub who is carrying the rolled up newspaper.
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The Cub being chased can hand the newspaper to any other Cub who ‘It’ then chases.
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A clearly defined playing area is needed for this. Part of a netball court would be ideal, as would
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the back lawn of a house.
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CUBS – Pack Games SCOUTS New Zealand Page 8
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--- PAGE 9 ---
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Runners
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Equipment
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One soft ball
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Method
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The four corners of the playing area are safe zones with about the same number of Cubs in each.
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When the whistle blows, the Cubs run between the safe zones.
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‘It’ has the ball and stands in the middle of the playing area.
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‘It throws the ball and attempts to hit the Cubs below the waist.
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The ball is returned and when the whistle blows the game resumes.
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Cubs hit by the ball become ‘It’.
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Scatter
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Equipment
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Nil
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Method
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The Cubs stand in a straight line down the middle of the playing area.
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One Cub, the ‘Caller’, stands aside and calls out exercises (hop, jump, arms up etc.).
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After a few exercises the Cub calls out “Scatter”.
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The Cubs in the line race for the nearest wall or boundary.
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The last one to get to the wall or boundary is out and becomes the ‘Caller’
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Shunting Tag
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Equipment
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Nil
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Method
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Cubs are placed in threes (Trains). One is the engine, one the tender and the other a wagon.
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Appoint ‘loose wagons’ at the rate of one to every three ‘trains’.
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The aim is for the ‘loose waggons’ to attach themselves to any ‘train’.
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The ‘train’ aims to stop the ‘loose wagons’ attaching themselves and does this by twisting and
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turning so the wagon is not exposed to the ‘loose waggons’.
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If the ‘loose waggon’ succeeds in attaching to the ‘train’, then the engine breaks away and
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becomes a new ‘loose waggon’.
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Play in a confined area if possible so that the game moves quickly.
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Stiff Candles
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Equipment
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Nil
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Method
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Appoint 2 or 3 Cubs (or more) to be ‘It’.
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They chase the rest of the Pack around the playing area attempting to tag them.
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When tagged, the Cubs become ‘Stiff Candles’ and must stand still with their legs wide apart and
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arms on their hips.
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The tagged Cubs can be freed by another untagged Cub crawling between their legs.
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If the crawling Cubs are tagged they become stiff candles as well.
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CUBS – Pack Games SCOUTS New Zealand Page 9
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--- PAGE 10 ---
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Swinging Rope
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Equipment
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A rope about 6 metres long
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A plastic shopping bag big enough to hold a soft ball
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A soft beach ball
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Method
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Place the ball in the shopping bag and tie it to one end of the rope.
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A leader starts swinging the rope around in a circle and the Cubs have to jump over it.
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If the rope hits the Cubs below the knee the Cub is out.
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The last Cub standing is the winner.
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Turtles
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Equipment
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Nil
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Method
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The Pack are escaped Turtles and are chased by the Zookeeper.
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To avoid capture the Turtles lie on their back with hands and feet in the air.
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The Keeper can stand 6 paces away from a Turtle and count 6 out loud (six seconds).
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The Turtles can then escape and after the count of six the keeper can resume the chase.
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If tagged the Cub is out of the game.
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Twin tag
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Equipment - Nil
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Method
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The leader appoints a Cub as ‘Chaser’ and another as the ‘Runner’
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The remaining Cubs form into pairs and circulate around the play area.
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The ‘Runner’ can link up with any twin and when this happens one of the twins becomes the
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‘Runner’ and races off to join up with another twin pair.
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When the ‘Runner’ is tagged, he or she becomes the ‘Chaser’ and the game continues.
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Whack’em
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Equipment
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Newspapers and tape
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Method
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Have the Cubs stand in a circle, shoulder to shoulder, with their hands behind them and eyes
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forward.
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A player carries a baton made of newspaper around the outside of the circle and hands it to
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someone, placing it on either their left or right hand (but not both).
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The player now holding the newspaper chases the Cub on the side the newspaper was placed,
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around the circle hitting him or her (below the waist) with the baton until they return to their
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former place.
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To make the baton, loosely roll the newspapers up and then use tape to hold the roll shape.
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Don’t make the batons too big for the Cubs hands to grip, or too hard. Slightly floppy is best.
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It’s good for training Cubs to be aware of what is happening around them. Cubs with good
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peripheral vision should manage to take off and get around the circle without being hit. The
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others soon learn to be more alert.
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CUBS – Pack Games SCOUTS New Zealand Page 10
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Reference in New Issue
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