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 Thinking Games.pdf
CONVERTED: 2025-01-11
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--- PAGE 1 ---
SCOUTS Thinking Games
Thinking Games
Introduction
These game sheets have been developed to support the National Programmes. The games are from the “Fun
and Games” book written by Jack Dowling and first printed by The Scout Association of New Zealand in 1972
and “Fun and Games 2” for all sections, edited by Diana Balham in 1987. More recent games have been added
as well.
There are many more games listed on the internet that may be used if desired. The games have been sorted
into categories and are listed alphabetically.
The mental (intellectual) development of our Scouts is as important as the physical and emotional aspects, so
these games can be very useful. An ideal time to play some of them is around the embers of the cooking fire at
camp before supper is served.
Christmas
Equipment
 Pencil and notebook
Method
 The aim is to make as many words as possible out of the word Christmas.
 If run around a fire with a small group, have them try and remember so many words each.
Grand Mogul
Equipment
 Nil
Method
 Sit the Scouts on a circle. One is appointed the Grand Mogul.
 The Grand Mogul says ”I have an aversion to cars with a D in the name” or something similar
such as a company name, a mountain, or food item etc.
 The Scouts around the circle have come up with the names of cars without a D in it.
 The Scouts have three lives. If the hesitate too long, or give a name with a D in it they lose a
life, and are eventually out.
 The next round starts with the person next to the Grand Mogul becoming the Grand Mogul.
Noses
Equipment
 Six or more small plastic bottles with sealable lids. Each is filled with a substance with a strong
smell. E.g. vinegar, ammonia, raspberry essence, vanilla essence, kerosene, turpentine, acrylic
paint, nail polish etc.
Method
 Blindfold the Scouts if it is light. May not be necessary if sitting around embers in the dark.
 Each Patrol then confers and lists the smells in the order they received them.
 The Patrol who identifies the smells correctly and gets them in order wins.
 Check Scouts for allergies before playing this game.
July 2015 Scouts Thinking Games.doc
--- PAGE 2 ---
Pandoras Box
Equipment
 A small box with about 20 different items in it. e.g. comb, plastic knife, fork spoon, matches,
marble, lotto ticket, rubber band, string, bandaid etc.
Method
 A Scout reaches into the box and pulls out three items. He or she then has 1 minute to concoct
and tell a story involving the three items.
 If the Scout succeeds a point is awarded.
 The items are not returned to the box until the game is finished.
Red Letter
Equipment
 Pencil and paper for each Patrol.
Method
 Write letters of the alphabet on slips of paper and put in a container.
 Each Patrol draws a letter of the alphabet from the container.
 The Patrol has to write down as many words as possible starting with that letter.
 Can be names of people, objects, cars, mountains, companies, aircraft etc.
 Patrol with the longest list wins.
Sherlock Holmes
Equipment
 About 10 or 12 small items such a small pocket knife, watch, playing card, pen, pencil,
matches, a key ring with a door key and a logo on it, peppermint, coin, photo of children etc.
Method
 The objective of the game is look at the items and try to remember them.
 The leader explains that the items came from a person found unconscious earlier today. What
can the Scouts work out about the person?
 Each Patrol is allowed to handle and look at the items and then collectively in 10 minutes
deduct what they can about the person.
 Each Patrol is then asked to tell the other Scouts what they have deducted about the person
from the items shown to them.
 In the report they should mention each item. Other than the list of items there are no correct
answers.
Shopping
Equipment
 Nil
Method
 One Scout leaves the Troop while they decide what job the person is to be doing.
 The Scout returns and asks each person in the circle what he should buy when shopping.
 After asking everyone (or say 8 people) the Scouts has two chances to guess what the job is.
 E.g. The Troop may choose “Policeman” as the Job. The shopping list could include handcuffs,
flackjacket, powerful torch, boots, blue shirt, dark glasses etc.
Sounds
Equipment
 Use a cell or smart phone and record sounds such as a door shutting, wood chopping, water
boiling, sweeping the floor, footsteps, light switch, car starting etc.
SCOUTS - Thinking Games SCOUTS New Zealand Page 2
--- PAGE 3 ---
Method
 Play the sounds one at a time to the Patrols and then give them 1 to 2 minutes to identify it and
note it down.
 At the end of the recording, get the Patrols to read out what they think the sounds were.
 Points for each correct answer.
Twenty Questions
Equipment
 Nil
Method
 One Scout thinks of a person or an object and then answers up to 20 questions from the other
Scouts by saying “yes” or “no”.
 After Twenty Questions, the same person has to think of another object.
 If the object is identified before reaching 20 questions the person guessing correctly thinks of a
new object.
Word Building
Equipment - nil
Method
 This game is particularly suitable for playing at a campfire with a small numbers of Scouts.
 The first Scout calls out a letter of the alphabet. E.g. W
 The second Scout thinks of a word starting with that letter and calls out the next letter of the
word. E.g. H
 The next Scout builds on the three letters and might call out A and so on.
 The challenge is to build a word as long as possible. E.g. “whatsoever”.
 When the word is complete, start the game again with the next person in line.
SCOUTS - Thinking Games SCOUTS New Zealand Page 3