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 Team Games.txt
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data/sources/Cubs Team Games.txt
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SOURCE: /mnt/d/GoogleDrive/Cercetasi/carti-camp-jocuri/Activities and Games Scouts NZ/Cubs Team 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 – Team Games
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Team 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 ‘Team 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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Balloon Tennis
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Equipment
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Two balloons plus 2 spares.
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Method
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The two teams sit in two lines facing each other. The lines could be about 1.5 metres apart.
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The balloon is held above and between the teams to start the game.
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The object is to bat the balloon over the heads of the other team.
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The players cannot move from their seated position.
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A point is scored by the hitter’s team if the balloon touches the floor behind the opposing team.
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Barefoot Marble Relay
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Equipment
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Two marbles for each team.
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Method
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Tell the Cubs to remove their shoes and socks.
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Place two marbles on the starting line in front of each team.
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On a 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.
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If the marble is dropped, it must be picked up with the toes before continuing.
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Barnyard Din
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Equipment
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Sweets wrapped in paper or in a small bag for hygiene.
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Method
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Hide the packets or single wrapped sweets around the playing area.
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Divide the Pack into two teams or into Sixes each with the name of an animal.
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On “Go” the teams start hunting for the sweets but cannot touch them.
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When they find some sweets they must make the noise of the animal the team is called after to
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attract the Sixer or team leader who is allowed to pick up the sweets.
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After the game ends the teams divide out the spoils and eat them.
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July 2015 Cubs Team Games.doc
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--- PAGE 2 ---
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Bash the Bottle
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Equipment
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Two beach or soccer type balls
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Chalk
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Method
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Draw two circles, one inside the other, on the ground or floor.
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The smaller circle could be about 2 metres in diameter. The bigger circle needs to be about 6
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metres in diameter.
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Place a soft drink bottle in the centre of the small circle.
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One team stands around the perimeter of the small circle. They are the ‘defenders’.
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The other team stands outside the big circle. They are the ‘attackers’.
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The ‘attackers’ have two balls to throw through the gaps between the ‘defenders’ and aim to hit
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the bottle.
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The ‘defenders’ attempt to intercept the balls and throw them back over the head of the
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attackers.
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Play for 3 mins and count the number of hits on the bottle.
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Swap teams and play for another three minutes. The team with the most hits wins.
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Bucket Relay
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Equipment
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Two buckets and access to water
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Method
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Line two or more teams up for a relay.
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Provide each team with two buckets – one empty and the other half full of water.
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On a signal, the first Cub runs to the goal line, pours the water into the other bucket, leaves the
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empty bucket there, and carries the water to the next Cub.
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The next Cub repeats the task.
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The first team to finish with their water intact wins.
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Catch Ten
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Equipment
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One large ball.
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Method
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Divide the Pack into two teams.
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The game starts with a player from each team jumping for the ball.
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Once caught, the Cub throws the ball to a team member and calls out one. The Cub receiving the
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ball throws it on to another Cub and calls out two. This continues until ten passes have been
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made without the ball touching the ground or being intercepted by the other team. At that point
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the games starts again.
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The ball must be cleanly caught by the other team and not snatched out of hands.
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Chalk Touch Down
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Equipment
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Several pieces of chalk – large sticks if possible.
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Method
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Draw a square about 1 metre at each end of the hall.
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Divide the Cubs into two teams, one on each half of the hall at the start.
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The Leader gives the chalk to one team leader.
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The aim is to take the chalk to the opposing sides square and draw a cross.
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Players holding the chalk cannot move, they can only pass the chalk to another player. (As in
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Netball).
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CUBS – Team Games SCOUTS New Zealand Page 2
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--- PAGE 3 ---
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Once a team has drawn a cross in the opposing teams square, the opposing team starts the next
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game.
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Collecting Sticks
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Equipment
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12 or more tent poles, sticks or perhaps soft drink bottles for each team
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Method
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Divide the playing area in to two equal parts.
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Place all the sticks at one end of the playing area.
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Allocate a space about 2 metres square at the other end as a ‘Prison’.
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Divide the Cubs into two teams. ‘Defenders’ and Attackers’.
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The ‘Attackers’ form up beside the ‘Prison’ and on “Go” attempt to collect a stick from the other
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end of the playing area while the ‘defenders’ try to tag them before they get to the sticks.
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Once the ‘Attackers’ touch a stick they are safe and can take the stick back to their area.
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If an ‘attacker’ is tagged they must go to the ‘Prison’ area and remain there until tagged by one
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of their own team and freed.
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After 5 minutes, count the sticks collected and then the teams swap sides and play again.
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The team with the most sticks collected wins.
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Dog and Bone
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Equipment
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Any object to represent a ‘bone’.
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Method
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Form two teams and number them so that both teams have the same numbers.
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Sit the teams facing each other across the playing area, about 6 metres apart.
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Place the bone in the middle of the playing area.
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The leader calls out a number and the players with that number both rise and race to pick up the
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‘bone’ and return it to their team without being tagged by the other player.
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If a player is tagged no points are allocated.
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If a player returns the ‘bone’ to the team without being tagged a point is earned.
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Variation
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A variation is to place a bean or wheat bag in front of each team.
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When a number is called the players have to take their bean bag and swap it with the other and
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bring the swapped bag back to their team, before racing to pick up the ‘bone’.
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Duster Hockey
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Equipment
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Two rolled up magazines for ‘hockey sticks’.
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A tennis ball.
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4 Chairs or similar to mark the goals.
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Method
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Form the Cubs into two teams facing each other across the playing area.
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Number the players.
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Place the ball and the two ‘hockey sticks’ in the centre of the area.
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When a number is called, the two players race out from their team, grasp a ‘hockey stick’ and
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proceed to hit the ball towards their own goal.
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Variation
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Add two more ‘hockey sticks’ and call out two numbers.
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CUBS – Team Games SCOUTS New Zealand Page 3
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--- PAGE 4 ---
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First Touch
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Equipment - nil
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Method
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Two teams line up, 1 metre apart.
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One team member calls out the name of a colour or an object and the Cubs have to race to it,
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touch it and then run back and line up neatly.
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The first team to line up wins a point.
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Then a member of the other team calls out the name of a colour or an object and the game
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continues.
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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 the right ankle with the right hand and the nose with
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the left hand.
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In this position hop to the other end of the hall.
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Once there, run back and tag the next Cub in line.
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If the nose or ankle is let go, the Cub must return to the starting point and begin again.
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Grandma’s Slippers
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Equipment
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Two old pairs of slippers, crocs or slip on shoes etc
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Method
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Both teams line up behind the team leader
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The Cub Leader gives each team a pair of slippers.
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On “Go” the first person in each team puts on the slippers and runs or shuffles to a chair or
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object at the other end of the playing area and back again.
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Then the next person in the team does the same.
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The first team finished and standing neatly in a line wins.
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If the slippers come off, the player returns to the team and starts again.
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Hunter And Avengers
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Equipment - Nil
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Method
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A large park, camp site, reserve or farm is needed for this game.
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Divide the troop into two teams, ‘Hunters’ and ‘Avengers’.
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On “Go” the ‘Avengers’ disperse and hide.
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After 5 mins, the ‘Hunters’ are sent out to capture the ‘Avengers’.
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When an ‘Avenger’ is tagged, he or she is escorted to the prison.
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An untagged ‘Avenger’ can break into the prison and free the prisoners by ‘high fiving’ them.
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The game ends at a set time, or when all the ‘Avengers’ are in prison.
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Legs Eleven
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Equipment – one or two beach or soccer balls.
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Method
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Two teams stand against the wall on opposite sides of the hall.
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The ball(s) are thrown back and forth to try and hit the Cubs below the knees.
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Cubs hit below the knees sit, but can still throw the ball.
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The game ends when all the players of one team are sitting down.
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CUBS – Team Games SCOUTS New Zealand Page 4
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--- PAGE 5 ---
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Pass The Coins
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Equipment
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A 50 cent coin for each team or a similar type of object.
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Method
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Form two teams and have them facing each other in two lines.
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The players hold their arms and hands outstretched (face down) and a coin is placed on the back
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of the team leader’s left hand.
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On “Go” the leaders tilt their hands and attempt to slide the coin on to their right hand and then
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onto the left hand of the next player. That player slides the coin to the right hand and then on to
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the next player and so on.
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If the coin is dropped, it goes back to the start again.
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Ping Pong Hockey
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Equipment
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One Ping Pong Ball and a spare.
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One table per two teams.
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Method
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Divide the Pack into teams of six or more depending on the size of the table.
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Line each team up along opposite sides of the table.
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Have one player at opposite ends of the table as well.
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The aim is to blow the ping pong ball across and off the table to gain a point.
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Players are not allowed to move their feet.
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A point is scored each time the ball is blown off the sides of the table.
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First team to get ten points wins.
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Running Versus Throwing
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Equipment
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Two bean or wheat bags
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Method
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Form the Pack into two teams.
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One team make a circle and the other in a line one behind the other.
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Each team leader holds a bean bag.
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On “Go”, one team passes the bean bag from player to player and back again. The team counts
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each pass and continues until the circle team stops playing.
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The team in a circle run a relay around the circle. Each player carries the bag around the circle
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and passes it to the next player who does the same.
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The game stops when everyone in the circle team has carried the bag around the circle.
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The two teams swap and the game is run again.
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The winning team is the one with the highest number of passes.
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Sprint Tug Of War
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Equipment
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A long and strong rope suitable for a tug of war.
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A handkerchief, cloth or paper towel to wrap around the rope as a marker.
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Method
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Put two markers across the playing area and lay the rope out between them
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Tie a marker to the rope at the halfway mark and allocate one end each to a team.
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Mark a line at each end of the playing area. Behind these lines becomes each team’s home base.
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On “Go”, both teams race to their respective end of the rope and pull it until their end of the rope
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enters their home base area.
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First team to get the end of the rope across the home base line wins.
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CUBS – Team Games SCOUTS New Zealand Page 5
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--- PAGE 6 ---
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Three Ball Throw
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Equipment
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Three tennis balls or similar.
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A container such as a cardboard box or a bucket
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A chair or similar object to use as a marker.
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Method
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Divide the Cubs into two teams, one team is ‘In’ and the other the ‘Fielders’.
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The first Cub in the ‘In’ teams runs to the container and throws the three balls away.
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This Cub then runs from the container to the marker and back until all three balls are returned
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by the ‘fielders’ and put in the container. The runs are counted.
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When all the “In’ team have had a turn, the runs are tallied and the teams swap.
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The team with the most runs wins.
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Three Court Dodge Ball
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Equipment
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One volley ball or similar.
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Method
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Mark out the playing area into three parts, with the centre part being 50% of the total area.
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Form the Cubs into two teams, the ‘Attackers’ and the ‘Dodgers’.
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The ‘Dodgers’ stand in the centre area and have to dodge the ball thrown by the ‘Attackers’.
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The ‘Attackers’ split themselves into the two remaining ends of the playing area and throw the
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ball at the “Dodgers’ below the waist.
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Each hit is counted and the player remains in play.
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After 3 mins or so, the teams swap.
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The winners are the team who made the most hits.
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CUBS – Team Games SCOUTS New Zealand Page 6
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