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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SOURCE: /mnt/d/GoogleDrive/Cercetasi/carti-camp-jocuri/Activities and Games Scouts NZ/Scouts Night Games.pdf
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CONVERTED: 2025-01-11
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==================================================
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--- PAGE 1 ---
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SCOUTS – Night Games
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Night Games
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Introduction
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These game sheets have been developed to support the National Programmes. The games are from the “Fun
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and Games” book written by Jack Dowling and first printed by The Scout Association of New Zealand in 1972
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and “Fun and Games 2” for all sections, edited by Diana Balham in 1987. More recent games have been added
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as well.
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There are many more games listed on the internet that may be used if desired. The games have been sorted
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into categories, and are listed alphabetically in each document.
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Night games are particularly suitable for playing in the evenings at camp.
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Alphabet Hunt at Night
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Equipment
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A torch for the Leader and each Patrol.
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Method
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This is best played in the dark and outside.
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The Leader prepares a list of objects to be collected starting with A
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The Scouts have 5 minutes to hunt around as a patrol and find an object starting with A.
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Points may be given for the first back and so on.
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The Leader then mixes up the letters called out so the Scouts cannot anticipate what is next.
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Smart Scouts however will note objects they see while hunting and be able to go quickly to
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them should the letter be called.
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Escape
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Equipment
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A torch for each Leader and Patrol Leader
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Method
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The objective is for the Scouts to escape out of a compound (specified area) and make their
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way to a named objective without being spotted and identified by the Guards (Leaders and
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PLs).
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The Leaders and PL are spotted around the field and use the torch to identify the Scout spotted.
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No waving the torches about.
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Once spotted the Scout returns to the compound and after 3 minutes starts again.
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Scouts who managed to reach the objective stay there.
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Glo Stick
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Equipment
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Several Glo Sticks
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A stake and 1 metre of string.
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Method
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Drive a stake in the ground in the middle of a field and tie the ‘unlit’ Glo stick to it so that it is
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clearly visible once glowing.
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One patrol guards the Glo stick and has to stay outside a 10 metre diameter circle around the
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stake. Use a rope to mark the circle.
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The guards must stay outside the circle.
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July 2015 Scouts Night Games.doc
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--- PAGE 2 ---
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The Scouts aim to enter the circle and bend the Glo stick so it lights up.
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The Patrol that achieves this becomes the guards if time permits.
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Grab
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Equipment
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Nil
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Method
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The object is to get the Scouts familiar with the dark and also get fit.
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The Scouts are sent outside for five minutes to find an object that can be used for the game.
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Examples would be small branch or twigs, soft drink bottle, bottle tops, or a rock etc.
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When all back at the assembly area, the Scouts place the objects in the middle of a circle
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marked with rope.
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On “Go” the Scouts who are in their Patrol Corners must run around the hall with one hand
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touching the wall or the chairs in front of the wall until they get back to the their corner, and
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then run to the circle and claim one object.
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The Leader meanwhile has removed one object. The Scout who ends up without an item is out.
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The game starts again until there is only one person left with an item.
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Knotting Fight
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Equipment
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A lashing rope for half the Patrol Members.
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Method
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Best played outside on grass and can be played in the dark.
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The Patrols form up in two lines facing each other with the patrols in tallest to smallest order.
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The Leader calls out the name of a knot the Scouts have been taught.
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One Patrol is given the ropes and on “Go” each member has to tie the knot around the waist of
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the Scout opposite. That Scout can resist and delay the tying of the knot but cannot move more
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than a metre.
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Points are allocated for each knot correctly tied. Swap the ropes each time.
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Query Hunt
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Equipment
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Nil
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Method
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The objective is to find a specified number of objects in a given time and in the dark (no
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torches).
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The time might be 10 mins and the objects could be: Something round, something squareish,
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something with a hole through it, something weighing 1 kg, something green, and so on.
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If some of the Scouts have cell phones with a camera, they could take a photo of something
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such as a gateway, a street sign or a monument.
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Points can be awarded for the best effort.
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Sacrificial Flame
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Equipment
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Small billy of water
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Plastic mugs for each Scout.
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A candle and a soft drink bottle
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Matches
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Method
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The aim is to creep up on the sacrificial flame and put it out without being tagged by the
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sentries (One or part of one Patrol).
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Cut the soft drink bottle in half, stick the candle in it, light the candle and place the bottle
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where it is clearly visible in the dark.
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SCOUTS - Night Games SCOUTS New Zealand Page 2
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--- PAGE 3 ---
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Appoint up to 4 sentries to intercept the patrols and tag the members. Once tagged they are
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out.
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Each patrol has a small billy with say up to one litre of water in it.
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One Scout carries the billy, the others fill their mugs and attempt to creep up undetected and
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try and put the flame out.
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A patrol succeeding in extinguishing the flame supplies the next sentries.
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Sheep Dog Trials
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Equipment
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Whistle, chairs or benches, or branches etc.
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Method
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The objective is to guide the sheepdog into the sheep pen. May be played in multiple Patrols if
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each has a different whistle or signalling device.
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Place the chairs and benches in the middle of the playing area so they represent a sheep yard
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or pen.
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Agree with the Patrol on the signals to be used with the signalling device.
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The Sheepdog is placed at one end of the area and blindfolded.
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The Patrol is located at the other end of the play area and sound the signals to guide the sheep
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dog into the pen.
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Once the dogs have entered the pen, they swap with another Patrol member.
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Sleeping Pirate
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Equipment
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Laser pointer, stool or chair, a drink bottle and a blindfold
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Method
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Can be played in the dark.
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Have the Pirate seated and blindfolded in the middle of the playing area with the drink bottle
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between his or her feet.
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The Leader points to one or more Scouts who have to creep up and collect the drink bottle and
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return to their place without being shot by the laser beam.
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The Sleeping Pirate needs to listen carefully and point the laser beam at any sound heard.
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Scouts hit by the Laser become the Sleeping Pirate.
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Searchlight
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Equipment
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A powerful torch or spotlight
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Wool for ‘lives’.
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Method
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A PL or a Leader is placed in the middle of field and acts like a searchlight, sweeping the
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spotlight around the field in a circle every 15 seconds. The timing of the sweep must be
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consistent to be fair to the Scouts
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A small object (ball) is placed about 10 meters away from the Leader.
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The Scouts are given 3 lives before the game starts.
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Two or three sentries are placed about the field to intercept the Scouts illuminated by the
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searchlight as they try to collect the object.
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If spotted by the sentry, the Scout has to get back to the starting point before getting tagged.
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If tagged, the Scouts surrender a life. When they have none left and are out.
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If someone manages to get the object, they become a sentry.
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The use of camouflage is encouraged.
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SCOUTS - Night Games SCOUTS New Zealand Page 3
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