# activities

name: The Right Party
category: escape-room-puzzle
subcategory: logic games
content_type: joc
source_file: dragon-games
source_files: ["dragon-games"]
page_reference: page 338
skills_developed: logical thinking, observation
difficulty_level: mediu
keywords: logic game, secret pattern, clothing
tags: ["logic games"]
language: en
normalized_name: the right party
extraction_confidence: high
created_at: 2026-05-20 07:59:18
updated_at: 2026-05-20 07:59:18
description:
A logic game played in a circle. The leader announces she is hosting the RIGHT party and to come you must wear the RIGHT clothes, then describes an article of clothing she will wear. Each girl in turn describes what she would wear to come to the party.

rules:
Sit the girls in a circle so everyone can see everyone. The leader says she is hosting the RIGHT party and to attend you must wear the RIGHT clothes, then describes an article of clothing. Each girl tries to come by describing her clothing. SECRET: to come, you must describe the clothes of the person sitting on your right.

variations:
In the first round describe just a shirt or shoes; in later rounds get more detailed describing most of what the person on the right is wearing. If girls struggle, move around the circle and describe what you'd wear from each spot.

source_excerpt:
SECRET: To come to the RIGHT party, you need to wear the clothes of the person sitting on your right!


name: The Stick Game
category: jocuri-cercetasesti
subcategory: Logic Games
content_type: joc
source_file: dragon-games
source_files: ["dragon-games"]
page_reference: page 339
materials_category: obiecte-mici
materials_list: two sticks or chopsticks
skills_developed: logical thinking, observation
difficulty_level: usor
keywords: logic game, secret, sticks, rhyme
tags: ["logic", "puzzle"]
language: en
normalized_name: the stick game
extraction_confidence: high
created_at: 2026-05-20 07:59:18
updated_at: 2026-05-20 07:59:18
description:
A logic/secret game played in a circle. The leader says "I can play the stick game, you can play the stick game" and taps two sticks (chopsticks or sticks from the woods) on a table, floor or chair in a set tapping pattern to the verse.

rules:
Tap one stick in each hand: tap tap tap tap tap tap, cross the sticks and tap, uncross the sticks and tap, tap, tap, tap, tap. The next person takes the sticks and tries to copy the action and rhyme; the leader says whether she did it right. SECRET: it is not how you tap the sticks — the secret is to quietly say "K" (as in "okay") before saying the rhyme. Tap any way you like as long as you say "K" first.

source_excerpt:
SECRET: It's NOT how you really tap the sticks, the secret is to say "K" as in "okay" before you say the rhyme.


name: The Stick Game
category: escape-room-puzzle
subcategory: logic games
content_type: joc
source_file: dragon-games
source_files: ["dragon-games"]
page_reference: page 339
materials_list: two sticks or chopsticks
skills_developed: logical thinking, observation
difficulty_level: mediu
keywords: logic game, secret pattern, sticks
tags: ["logic games"]
language: en
normalized_name: the stick game
extraction_confidence: high
created_at: 2026-05-20 07:59:18
updated_at: 2026-05-20 07:59:18
description:
A logic game in which the leader taps two sticks in a rhyming pattern while reciting a verse, and each girl in the circle tries to copy the action and rhyme exactly.

rules:
The leader says "I can play the stick game, you can play the stick game" and taps two sticks on a table, floor or chair to the verse. The next person takes the sticks and tries to copy the action and rhyme; the leader says whether she did it right. SECRET: it is not how you tap the sticks; the secret is to say "K" (as in okay) before saying the rhyme.

source_excerpt:
SECRET: It's NOT how you really tap the sticks, the secret is to say "K" as in "okay" before you say the rhyme.


name: Magic Writing
category: jocuri-cercetasesti
subcategory: Logic Games
content_type: joc
source_file: dragon-games
source_files: ["dragon-games"]
page_reference: page 340
materials_category: fara-materiale
skills_developed: logical thinking, observation
difficulty_level: mediu
keywords: logic game, secret, code, magic writing
tags: ["logic", "puzzle"]
language: en
normalized_name: magic writing
extraction_confidence: high
created_at: 2026-05-20 07:59:18
updated_at: 2026-05-20 07:59:18
description:
A logic/secret game requiring at least one friend who already knows the trick. The leader tells an elaborate story about growing up in an exotic country and learning "magic writing" from a witch. The friend leaves the room, the girls choose a word, and the friend returns to read the "magic writing".

rules:
The friend leaves while the girls pick a word, then re-enters. To "write" the word, vowels are represented by bangs on the floor (A=1, E=2, I=3, O=4, U=5) and consonants are the first letter of the phrase you say while making big exotic scribbling movements on the floor. For example, for "Guide": "Going to start now" (G), scribbles, 4 bangs (U... actually O=4 per code), scribbles, 3 bangs, scribbles, "Don't get confused with this bit" (D), scribbles, 2 bangs. Mixing bangs and letters makes it confusing and challenging.

source_excerpt:
In order to "write" the word, the vowels are represented by bangs on the floor (e.g., A = 1, E = 2, I = 3, O = 4 and U = 5). Consonants are the first letter of the phrase that you say as you "write" on the floor with big exotic movements.


name: Magic Writing
category: escape-room-puzzle
subcategory: logic games
content_type: joc
source_file: dragon-games
source_files: ["dragon-games"]
page_reference: page 340
skills_developed: logical thinking, observation
difficulty_level: dificil
keywords: logic game, secret pattern, writing
tags: ["logic games"]
language: en
normalized_name: magic writing
extraction_confidence: high
created_at: 2026-05-20 07:59:18
updated_at: 2026-05-20 07:59:18
description:
A logic game requiring a confederate who knows the trick. The leader tells a story about learning 'magic writing' from a witch; a friend leaves the room, the girls choose a word, and the friend re-enters while the leader 'writes' the word on the floor with exotic movements.

rules:
You need at least one friend who knows the trick. Tell an elaborate story about a witch teaching magic writing. The friend leaves; the girls choose a word; the friend returns. To 'write' the word, vowels are bangs on the floor (A=1, E=2, I=3, O=4, U=5), and consonants are the first letter of the phrase you say while scribbling on the floor. Mixing bangs and letters makes it confusing.

source_excerpt:
In order to "write" the word, the vowels are represented by bangs on the floor (e.g., A = 1, E = 2, I = 3, O = 4 and U = 5).


name: My Peculiar Aunt
category: escape-room-puzzle
subcategory: logic games
content_type: joc
source_file: dragon-games
source_files: ["dragon-games"]
page_reference: page 341
skills_developed: logical thinking, observation
difficulty_level: mediu
keywords: logic game, secret pattern, shopping
tags: ["logic games"]
language: en
normalized_name: my peculiar aunt
extraction_confidence: high
created_at: 2026-05-20 07:59:18
updated_at: 2026-05-20 07:59:18
description:
A logic game played in a circle where girls must identify what the leader's 'Peculiar Aunt' bought on her shopping trip. Each girl makes up her own version of the story trying to guess the right item.

rules:
Sit the girls in a circle. Tell them to identify what your Peculiar Aunt bought shopping, giving an example. Each girl makes up her own version ("My peculiar aunt went shopping and she came home with some..."). SECRET: for an answer to be right, the person telling the story must be wearing and touching the item being discussed.

source_excerpt:
SECRET: For an answer to be right, the person telling the story must be wearing and touching the item being discussed.


name: The Man In The Moon
category: escape-room-puzzle
subcategory: logic games
content_type: joc
source_file: dragon-games
source_files: ["dragon-games"]
page_reference: page 342
skills_developed: logical thinking, observation
difficulty_level: mediu
keywords: logic game, secret pattern, drawing
tags: ["logic games"]
language: en
normalized_name: the man in the moon
extraction_confidence: high
created_at: 2026-05-20 07:59:18
updated_at: 2026-05-20 07:59:18
description:
A logic game played in a circle where the leader draws a 'man in the moon' on the floor with her index finger while reciting, and each girl takes a turn copying the actions exactly.

rules:
The girls and leaders sit in a circle. The leader draws on the floor with her index finger saying "The man in the moon has two eyes, a nose, and a mouth." Each girl takes a turn drawing her moon using the exact actions; she gets a thumbs up or down. SECRET: just before drawing, the leader casually touches her knee, scratches her head, or runs her hand through her hair, so the actual moon drawing doesn't matter.

source_excerpt:
SECRET:  Just before the leader starts to draw her moon, she touches her knee, or scratches her head or runs her hand through her hair, very casually, so that the girls don't notice.


name: This Can Has Five Sides
category: escape-room-puzzle
subcategory: logic games
content_type: joc
source_file: dragon-games
source_files: ["dragon-games"]
page_reference: page 343
source_excerpt: SECRET: The number of "sides" the can has is the the number of words in the accompanying sentence.
materials_list: a can
skills_developed: logical thinking, counting
difficulty_level: mediu
keywords: logic game, secret pattern, counting
tags: ["logic games"]
language: en
normalized_name: this can has five sides
extraction_confidence: high
created_at: 2026-05-20 07:59:18
updated_at: 2026-05-20 07:59:18
description:
A logic game where players pass a can around making statements about how many 'sides' the can has, and they may be right or wrong.

rules:
The first person picks up the can and says "This can has 5 sides." The can is passed on; each person makes a statement about the number of sides and can be right or wrong. SECRET: the number of sides the can has equals the number of words in the accompanying sentence.


name: Black Magic
category: escape-room-puzzle
subcategory: logic games
content_type: joc
source_file: dragon-games
source_files: ["dragon-games"]
page_reference: page 344
source_excerpt: SECRET: The object you "ask" the psychic about before the real object is always black.
skills_developed: logical thinking, observation
difficulty_level: mediu
keywords: logic game, secret pattern, psychic
tags: ["logic games"]
language: en
normalized_name: black magic
extraction_confidence: high
created_at: 2026-05-20 07:59:18
updated_at: 2026-05-20 07:59:18
description:
A logic game requiring two Guiders who know the secret. One Guider acts as a 'psychic' who can identify an object the first Guider is thinking about, by leaving and re-entering the room while being asked a series of yes/no questions.

rules:
You need two Guiders who know the secret. Tell the group one Guider is psychic and can identify the object the first is thinking of. The psychic leaves; the first Guider picks an object; the psychic returns and is asked a series of questions about objects. SECRET: the object asked about immediately before the real object is always black.

variations:
You don't always have to say the colour because the psychic can tell by looking, which makes the game harder.


name: Mystery Writing
category: escape-room-puzzle
subcategory: logic games
content_type: joc
source_file: dragon-games
source_files: ["dragon-games"]
page_reference: page 345
materials_list: a large stick
skills_developed: logical thinking, observation
difficulty_level: dificil
keywords: logic game, secret pattern, writing
tags: ["logic games"]
language: en
normalized_name: mystery writing
extraction_confidence: high
created_at: 2026-05-20 07:59:18
updated_at: 2026-05-20 07:59:18
description:
A logic game where a person 'writes' a word on the floor with a large stick while describing how she writes the characters; the clue is hidden in the emphasised words.

rules:
The person needs a large stick and free floor space. She announces she is writing a word and describes how she writes the characters while scribbling on the ground. The clue is the first letter of each word that she emphasises while describing the letters. For "Guide": "GOES UP... IN this section... moves DOWN... ENDING here."

source_excerpt:
The 'clue' to this puzzle is the first letter of each word you emphasis while describing the letters.


name: Crossed-Uncrossed
variations: If using scissors, pass them 'crossed' (open) or 'uncrossed' (closed).
category: escape-room-puzzle
subcategory: logic games
content_type: joc
source_file: dragon-games
source_files: ["dragon-games"]
page_reference: page 346
materials_list: two sticks or a pair of scissors
skills_developed: logical thinking, observation
difficulty_level: mediu
keywords: logic game, secret pattern, sticks
tags: ["logic games"]
language: en
normalized_name: crossed-uncrossed
extraction_confidence: high
created_at: 2026-05-20 07:59:18
updated_at: 2026-05-20 07:59:18
description:
A logic game played in a circle where players pass two sticks (or scissors) to the next person, saying either 'I pass these sticks crossed' or 'uncrossed', while the girls try to figure out the pattern.

rules:
You need two sticks or scissors. Seat everyone in a circle. Pass the sticks to the person next to you saying "I pass these sticks crossed" or "uncrossed"; your words need not match how you physically pass them. SECRET: it's not how the sticks are passed, it's how your FEET are when you say the words — crossed legs/ankles for 'crossed', legs straight out for 'uncrossed'. Tell the girls if they're right until they catch on.

source_excerpt:
SECRET: It's not how the sticks or scissors are passed, it's how your FEET are when you say the words.


name: Ghost Chair
category: escape-room-puzzle
subcategory: logic games
content_type: joc
source_file: dragon-games
source_files: ["dragon-games"]
page_reference: page 347
materials_list: chairs
skills_developed: logical thinking, observation
difficulty_level: dificil
keywords: logic game, secret pattern, ghost
tags: ["logic games"]
language: en
normalized_name: ghost chair
extraction_confidence: high
created_at: 2026-05-20 07:59:18
updated_at: 2026-05-20 07:59:18
description:
A difficult logic game played in a circle of chairs. The leader secretly selects one 'Ghost Chair' and notes who sits in it, then tells a story about a ghost and has everyone move chairs while the girls try to guess who the ghost is standing in front of.

rules:
Everyone grabs a chair and sits in a circle. The leader secretly selects a Ghost Chair and notes who sits in it. She tells a story about a ghost in the room and has everyone move to a different chair. She asks who the ghost is standing in front of, then points to whoever was sitting in the Ghost Chair the previous round. SECRET: the ghost stands in front of whoever was sitting in the Ghost Chair in the round before.

source_excerpt:
SECRET: The Ghost is standing in front of whoever was sitting in the Ghost Chair in the round before!


name: Going on a Picnic
category: escape-room-puzzle
subcategory: logic games
content_type: joc
source_file: dragon-games
source_files: ["dragon-games"]
page_reference: page 348
skills_developed: logical thinking, observation
difficulty_level: mediu
keywords: logic game, secret pattern, picnic
tags: ["logic games"]
language: en
normalized_name: going on a picnic
extraction_confidence: high
created_at: 2026-05-20 07:59:18
updated_at: 2026-05-20 07:59:18
description:
A logic game played in a circle where the leader announces she is going on a picnic and others may come if they bring something she likes. Each item must start with the same letter as the speaker's first name.

rules:
Sit everyone in a circle. The leader says "I am going on a picnic. You can come too, if I decide I like what you're going to bring," and gives an example. The secret is that whatever you bring must start with the same letter as your first name. Do not tell the girls the rule.

variations:
To make it harder, require the item to start with the same letter as the last name instead of the first name.

source_excerpt:
The secret is that whatever you bring on the picnic must start with the same letter as your first name


name: I Like
category: escape-room-puzzle
subcategory: logic games
content_type: joc
source_file: dragon-games
source_files: ["dragon-games"]
page_reference: page 349
skills_developed: logical thinking, wordplay
difficulty_level: mediu
keywords: logic game, secret pattern, wordplay
tags: ["logic games"]
language: en
normalized_name: i like
extraction_confidence: high
created_at: 2026-05-20 07:59:18
updated_at: 2026-05-20 07:59:18
description:
A logic game of likes and dislikes where the leader names a pair such as 'I like eggs but not chickens', and the girls try it with their own pairs.

rules:
The leader says something like "I like eggs but not chickens" or "I like puddles but not rain." The girls try with their own pair of likes and dislikes. SECRET: all the 'likes' have double letters in them (puddle, egg, noodle) while the 'dislikes' don't.

source_excerpt:
SECRET: All the "likes" have double letters in them, e.g., puddle, egg, noodle, while the "dislikes" don't!


name: Johnny-Johnny-Oops
category: escape-room-puzzle
subcategory: logic games
content_type: joc
source_file: dragon-games
source_files: ["dragon-games"]
page_reference: page 350
skills_developed: logical thinking, observation
difficulty_level: mediu
keywords: logic game, secret pattern, hand actions
tags: ["logic games"]
language: en
normalized_name: johnny-johnny-oops
extraction_confidence: high
created_at: 2026-05-20 07:59:18
updated_at: 2026-05-20 07:59:18
description:
A logic game where the leader runs a 'club' that girls may join by doing exactly as she does — a sequence of finger-touching actions while saying 'Johnny, Johnny, OOPS'. The real secret is a hidden action at the end.

rules:
The girls sit in a circle. The leader says she started a club they may join only by doing EXACTLY as she does. She says "Johnny, Johnny, Johnny, Johnny, OOPS, Johnny, OOPS, Johnny, Johnny, Johnny, Johnny" while touching each fingertip of the spread left hand and sliding for the OOPS actions. SECRET ACTION: after the actions are over, clasp your hands together and put them in your lap without making it obvious — only that final fold matters for entry.

source_excerpt:
SECRET ACTION: After the "Johnny, Johnny, OOPS" actions are over, clasp your hands together and put them in your lap, but don't make it obvious.


name: One Up, One Down
category: escape-room-puzzle
subcategory: logic games
content_type: joc
source_file: dragon-games
source_files: ["dragon-games"]
page_reference: page 351
source_excerpt: SECRET: Arms! The "one up one down", etc., refers to the positions of the person's arms.
skills_developed: logical thinking, observation
difficulty_level: mediu
keywords: logic game, secret pattern, arms
tags: ["logic games"]
language: en
normalized_name: one up, one down
extraction_confidence: high
created_at: 2026-05-20 07:59:18
updated_at: 2026-05-20 07:59:18
description:
A logic game played in a circle where each person says one of three phrases ('one up one down', 'two up', 'two down') and is told whether they did it right.

rules:
Gather everyone in a circle, sitting on the floor. There are three things they can say: "One up one down", "Two up", "Two down". Each person takes a turn saying one phrase and is told if it is right. SECRET: the phrases refer to the positions of the person's arms — e.g., one hand up scratching the head and one arm on the lap means "one up one down"; both hands down means "two down".


name: 53 Bicycles in a Room
category: escape-room-puzzle
subcategory: minute mysteries
content_type: joc
source_file: dragon-games
source_files: ["dragon-games"]
page_reference: page 355
source_excerpt: There are 53 bicycles and four men in a room. One man gets shot. Why?
skills_developed: lateral thinking, deduction
difficulty_level: dificil
keywords: minute mystery, riddle, lateral thinking
tags: ["minute mysteries"]
language: en
normalized_name: 53 bicycles in a room
extraction_confidence: high
created_at: 2026-05-20 07:59:18
updated_at: 2026-05-20 07:59:18
description:
A minute mystery / lateral-thinking riddle. The story: there are 53 bicycles and four men in a room; one man gets shot — why? Listeners must deduce the answer.

rules:
Tell the story: "There are 53 bicycles and four men in a room. One man gets shot. Why?" SOLUTION: 'Bicycle' is a brand of playing cards; a deck has only 52 cards. The men were playing poker; one man had an extra Ace up his sleeve (cheating), so another man shot him.


name: 53 Bicycles in a Room
rules: Tell the story, then let players ask yes/no/maybe/doesn't-matter questions to reach the solution.
category: escape-room-puzzle
subcategory: logic-deduction
content_type: joc
source_file: dragon-games
source_files: ["dragon-games"]
page_reference: page 355
source_excerpt: There are 53 bicycles and four men in a room. One man gets shot. Why?
materials_category: fara-materiale
skills_developed: deductie, gandire-logica
difficulty_level: mediu
keywords: minute mystery, ghicitoare
tags: ["logic"]
language: en
normalized_name: 53 bicycles in a room
extraction_confidence: high
created_at: 2026-05-20 07:59:18
updated_at: 2026-05-20 07:59:18
description:
A minute mystery riddle. The story told: there are 53 bicycles and four men in a room; one man gets shot; why? The solution: 'Bicycle' is a brand of playing cards; there are only 52 cards in a deck, so the men were playing poker; one man had an extra Ace up his sleeve (cheating) and another man shot him.


name: A Woman Comes Home From Shopping
category: escape-room-puzzle
subcategory: minute mysteries
content_type: joc
source_file: dragon-games
source_files: ["dragon-games"]
page_reference: page 356
skills_developed: lateral thinking, deduction
difficulty_level: dificil
keywords: minute mystery, riddle, homophone
tags: ["minute mysteries"]
language: en
normalized_name: a woman comes home from shopping
extraction_confidence: high
created_at: 2026-05-20 07:59:18
updated_at: 2026-05-20 07:59:18
description:
A minute mystery / lateral-thinking riddle that works only when told out loud, relying on a homophone. The story: a woman comes home from shopping, puts her purchases away, opens an envelope, and 'dyes' — why?

rules:
Tell the story out loud: "A woman comes home from shopping, puts all her purchases away, opens an envelope, and dyes. Why?" Listeners will hear 'dies'. SOLUTION: the woman wanted to dye an item of clothing; she bought powdered dye at the store and came home and dyed that item.

source_excerpt:
A woman comes home from shopping, puts all her purchases away, opens an envelope, and dyes (your listeners will hear "dies".) Why?


name: A Woman Comes Home From Shopping
category: escape-room-puzzle
subcategory: logic-deduction
content_type: joc
source_file: dragon-games
source_files: ["dragon-games"]
page_reference: page 356
materials_category: fara-materiale
skills_developed: deductie, gandire-logica
difficulty_level: mediu
keywords: minute mystery, ghicitoare
tags: ["logic"]
language: en
normalized_name: a woman comes home from shopping
extraction_confidence: high
created_at: 2026-05-20 07:59:18
updated_at: 2026-05-20 07:59:18
description:
A minute mystery riddle that works only when told out loud. The story: a woman comes home from shopping, puts her purchases away, opens an envelope, and 'dyes' (heard as 'dies'). Why? The solution: she wanted to dye an item of clothing, bought powdered dye at the store, came home and dyed it.

rules:
Tell the story out loud, then let players ask yes/no/maybe/doesn't-matter questions to reach the solution.

source_excerpt:
A woman comes home from shopping, puts all her purchases away, opens an envelope, and dyes (your listeners will hear "dies".)


name: Minute Mysteries
category: escape-room-puzzle
subcategory: logic-deduction
content_type: joc
source_file: dragon-games
source_files: ["dragon-games"]
page_reference: page 368
materials_category: fara-materiale
skills_developed: deductie, gandire-logica, punere-intrebari
difficulty_level: mediu
keywords: minute mysteries, deductie, ghicitori
tags: ["logic", "deduction"]
language: en
normalized_name: minute mysteries
extraction_confidence: high
created_at: 2026-05-20 07:59:18
updated_at: 2026-05-20 07:59:18
description:
Mind-bending deduction games for older girls. A leader tells a short story with very few details. The girls then ask questions to find out more about the situation and eventually solve the mystery.

rules:
Tell the girls a story which usually has very few details. The girls must then ask you questions in order to find out more about the situation, and eventually to solve the mystery. They can only ask questions that can be answered with 'yes', 'no', 'maybe', or 'doesn't matter'.

source_excerpt:
These are great little mind-bending games which are good for expanding your girls' powers of deduction.


name: A Man Laying Dead in a Field
rules: Tell the story, then let players ask yes/no/maybe/doesn't-matter questions to reach the solution.
category: escape-room-puzzle
subcategory: logic-deduction
content_type: joc
source_file: dragon-games
source_files: ["dragon-games"]
page_reference: page 357
source_excerpt: There is a man laying dead in a field, with a green package near him. How did he die?
materials_category: fara-materiale
skills_developed: deductie, gandire-logica
difficulty_level: mediu
keywords: minute mystery, ghicitoare
tags: ["logic"]
language: en
normalized_name: a man laying dead in a field
extraction_confidence: high
created_at: 2026-05-20 07:59:18
updated_at: 2026-05-20 07:59:18
description:
A minute mystery riddle. The story: there is a man laying dead in a field, with a green package near him; how did he die? The solution: the package is a parachute; the man went skydiving and the chute didn't open.


name: You Are Locked in a Metal Room
rules: Tell the story, then let players ask yes/no/maybe/doesn't-matter questions to reach the solution.
category: escape-room-puzzle
subcategory: logic-deduction
content_type: joc
source_file: dragon-games
source_files: ["dragon-games"]
page_reference: page 358
materials_category: fara-materiale
skills_developed: deductie, gandire-logica
difficulty_level: mediu
keywords: minute mystery, ghicitoare
tags: ["logic"]
language: en
normalized_name: you are locked in a metal room
extraction_confidence: high
created_at: 2026-05-20 07:59:18
updated_at: 2026-05-20 07:59:18
description:
A minute mystery riddle. The story: you are trapped in a solid metal room with no holes or doors, just a table and a chainsaw that won't cut through the metal; how do you get out? The solution: cut the table in half with the chainsaw, because two halves make a (w)hole, so you escape.

source_excerpt:
You are trapped in a solid metal room. There are no holes, no doors, no anything; just a table and a chainsaw.


name: A Man Lying Dead in an Alleyway
rules: Tell the story, then let players ask yes/no/maybe/doesn't-matter questions to reach the solution.
category: escape-room-puzzle
subcategory: logic-deduction
content_type: joc
source_file: dragon-games
source_files: ["dragon-games"]
page_reference: page 359
materials_category: fara-materiale
skills_developed: deductie, gandire-logica
difficulty_level: mediu
keywords: minute mystery, ghicitoare
tags: ["logic"]
language: en
normalized_name: a man lying dead in an alleyway
extraction_confidence: high
created_at: 2026-05-20 07:59:18
updated_at: 2026-05-20 07:59:18
description:
A minute mystery riddle. The story: there's a man dead in an alleyway, with a sticky red substance around him and two sticks on the ground; how did he die? The solution: the sticks are popsicle sticks and the sticky red substance is melted cherry popsicle, which was poisoned.

source_excerpt:
There's a man dead in an alleyway. There is a sticky red substance around him, and two sticks on the ground. How did he die?


name: A Flickering Light
rules: Tell the story, then let players ask yes/no/maybe/doesn't-matter questions to reach the solution.
category: escape-room-puzzle
subcategory: logic-deduction
content_type: joc
source_file: dragon-games
source_files: ["dragon-games"]
page_reference: page 360
source_excerpt: A man is running down a hallway. Suddenly all the lights flicker and he begins to walk. Why?
materials_category: fara-materiale
skills_developed: deductie, gandire-logica
difficulty_level: mediu
keywords: minute mystery, ghicitoare
tags: ["logic"]
language: en
normalized_name: a flickering light
extraction_confidence: high
created_at: 2026-05-20 07:59:18
updated_at: 2026-05-20 07:59:18
description:
A minute mystery riddle. The story: a man is running down a hallway; suddenly all the lights flicker and he begins to walk; why? The solution: the man is in a prison on his way to tell a condemned prisoner he has been pardoned; when the lights flicker he slows down because he knows he's too late and the prisoner has been executed in the electric chair.


name: A Man Pushes His Car
rules: Tell the story, then let players ask yes/no/maybe/doesn't-matter questions to reach the solution.
category: escape-room-puzzle
subcategory: logic-deduction
content_type: joc
source_file: dragon-games
source_files: ["dragon-games"]
page_reference: page 361
materials_category: fara-materiale
skills_developed: deductie, gandire-logica
difficulty_level: mediu
keywords: minute mystery, ghicitoare
tags: ["logic"]
language: en
normalized_name: a man pushes his car
extraction_confidence: high
created_at: 2026-05-20 07:59:18
updated_at: 2026-05-20 07:59:18
description:
A minute mystery riddle. The story: a man pushes his car up to a hotel, pays the hotel $200, and pushes his car away; what is happening? The solution: he's playing a game of Monopoly; the car is his marker and when he landed on the hotel he had to pay.

source_excerpt:
A man pushes his car up to a hotel. He pays the hotel $200, and pushes his car away. What is happening?


name: The Man In The Scuba Suit
rules: Tell the story, then let players ask yes/no/maybe/doesn't-matter questions to reach the solution.
category: escape-room-puzzle
subcategory: logic-deduction
content_type: joc
source_file: dragon-games
source_files: ["dragon-games"]
page_reference: page 362
source_excerpt: A man wearing a scuba suit is found dead in the middle of a forest. What happened?
materials_category: fara-materiale
skills_developed: deductie, gandire-logica
difficulty_level: mediu
keywords: minute mystery, ghicitoare
tags: ["logic"]
language: en
normalized_name: the man in the scuba suit
extraction_confidence: high
created_at: 2026-05-20 07:59:18
updated_at: 2026-05-20 07:59:18
description:
A minute mystery riddle. The story: a man wearing a scuba suit is found dead in the middle of a forest; what happened? The solution: he was diving in a nearby lake/ocean; the forest was on fire; a water bomber swooped down to pick up water and accidentally picked up the diver too, who died when dumped over the forest fire.


name: Two Men Found Dead In a Cabin
rules: Tell the story, then let players ask yes/no/maybe/doesn't-matter questions to reach the solution.
category: escape-room-puzzle
subcategory: logic-deduction
content_type: joc
source_file: dragon-games
source_files: ["dragon-games"]
page_reference: page 363
materials_category: fara-materiale
skills_developed: deductie, gandire-logica
difficulty_level: mediu
keywords: minute mystery, ghicitoare
tags: ["logic"]
language: en
normalized_name: two men found dead in a cabin
extraction_confidence: high
created_at: 2026-05-20 07:59:18
updated_at: 2026-05-20 07:59:18
description:
A minute mystery riddle. The story: two men are found dead in a cabin on the side of a mountain; there was obviously a fire but that's not how they died; what happened? The solution: the cabin is the cabin of an aircraft; the plane crashed into the side of the mountain, killing all aboard.

source_excerpt:
Two men are found dead in a cabin on the side of a mountain. There was obviously a fire, but that's not how they died. What happened?


name: Two Men Walk Into a Bar
rules: Tell the story, then let players ask yes/no/maybe/doesn't-matter questions to reach the solution.
category: escape-room-puzzle
subcategory: logic-deduction
content_type: joc
source_file: dragon-games
source_files: ["dragon-games"]
page_reference: page 364
materials_category: fara-materiale
skills_developed: deductie, gandire-logica
difficulty_level: mediu
keywords: minute mystery, ghicitoare
tags: ["logic"]
language: en
normalized_name: two men walk into a bar
extraction_confidence: high
created_at: 2026-05-20 07:59:18
updated_at: 2026-05-20 07:59:18
description:
A minute mystery riddle. The story: two men order the same drink; the first drinks quickly and leaves, the second drinks slowly over hours and dies; what happened? The solution: the ice in both drinks was poisoned; the first man drank quickly so the ice didn't melt and he was unaffected, while the second man's ice melted and poisoned him.

source_excerpt:
Two men go into a bar. They order exactly the same drink. The first man drinks his drink quickly and leaves.


name: Sarah Found Suffocating on the Floor
rules: Tell the story, then let players ask yes/no/maybe/doesn't-matter questions to reach the solution.
category: escape-room-puzzle
subcategory: logic-deduction
content_type: joc
source_file: dragon-games
source_files: ["dragon-games"]
page_reference: page 365
materials_category: fara-materiale
skills_developed: deductie, gandire-logica
difficulty_level: mediu
keywords: minute mystery, ghicitoare
tags: ["logic"]
language: en
normalized_name: sarah found suffocating on the floor
extraction_confidence: high
created_at: 2026-05-20 07:59:18
updated_at: 2026-05-20 07:59:18
description:
A minute mystery riddle. The story: a man comes home to find broken glass and water all over his living room, Sarah suffocating on the floor, and Sam looking smug in a corner; what happened? The solution: Sarah is a goldfish and Sam is a cat; Sam knocked the goldfish bowl over and it broke, leaving Sarah to suffocate on the floor.

source_excerpt:
A man comes home to find broken glass and water all over his living room, Sarah suffocating on the floor, and Sam looking smug in a corner. What happened?


name: The Lady on the 50th Floor
rules: Tell the story, then let players ask yes/no/maybe/doesn't-matter questions to reach the solution.
category: escape-room-puzzle
subcategory: logic-deduction
content_type: joc
source_file: dragon-games
source_files: ["dragon-games"]
page_reference: page 366
materials_category: fara-materiale
skills_developed: deductie, gandire-logica
difficulty_level: mediu
keywords: minute mystery, ghicitoare
tags: ["logic"]
language: en
normalized_name: the lady on the 50th floor
extraction_confidence: high
created_at: 2026-05-20 07:59:18
updated_at: 2026-05-20 07:59:18
description:
A minute mystery riddle. The story: a lady lives on the 50th floor; she takes the elevator all the way down to go shopping but on return only rides to the 10th floor and walks the rest, except on rainy days when she rides all the way up; why? The solution: the lady is very short; she can reach the ground floor button and the 10th floor button but not the 50th, so she walks up; on rainy days she uses her umbrella to reach the 50th floor button.

source_excerpt:
There is a lady who lives on the 50th floor of an apartment building. Every day she likes to go shopping, so she takes the elevator all the way down to the ground floor and heads out to shop.


name: A Man Leaves Home
rules: Tell the story, then let players ask yes/no/maybe/doesn't-matter questions to reach the solution.
category: escape-room-puzzle
subcategory: logic-deduction
content_type: joc
source_file: dragon-games
source_files: ["dragon-games"]
page_reference: page 367
materials_category: fara-materiale
skills_developed: deductie, gandire-logica
difficulty_level: mediu
keywords: minute mystery, ghicitoare
tags: ["logic"]
language: en
normalized_name: a man leaves home
extraction_confidence: high
created_at: 2026-05-20 07:59:18
updated_at: 2026-05-20 07:59:18
description:
A minute mystery riddle. The story: a man leaves home and when he returns a short while later he finds two men in masks waiting for him; what's happening? The solution: he's playing baseball; 'home' refers to home plate and the men in masks are the umpire and the catcher.

source_excerpt:
A man leaves home, and when he returns to it a short while later, he finds two men in masks waiting for him. What's happening?


name: Burning Bridges
category: wide-games
subcategory: night-games
content_type: joc
source_file: dragon-games
source_files: ["dragon-games"]
page_reference: page 370
materials_category: materiale-simple
skills_developed: stalking, lucru-in-echipa, discretie
difficulty_level: mediu
keywords: night game, joc de noapte, lantern
tags: ["night", "outdoor", "stalking"]
language: en
normalized_name: burning bridges
extraction_confidence: high
created_at: 2026-05-20 07:59:18
updated_at: 2026-05-20 07:59:18
description:
A popular night game in which leaders hide a lit lantern within a known area and then hide themselves close by. Girls set off in pairs to find the lantern, then stalk up to it and turn it off without being detected by the hidden leaders.

rules:
This game is best played in a large area which the girls know well. Set distinctive boundaries like roads, fences and streams. Two or three leaders go off to hide the lit lantern within the boundaries. The girls give the leaders a ten-minute head start, then set off in pairs to find the lantern. After hiding the lantern the leaders hide themselves close by. When the girls find the lantern they must stalk up to it and turn it off/blow it out. If the leaders see or hear a stalker, they peg them with a water gun or shine a flashlight on them; a girl who has been seen must go back beyond the leader's sight and try again. The first girl to turn off the lantern wins. When the lantern is out or time runs out, a leader blows the whistle to call everyone in.

source_excerpt:
This game is best played in a large area which the girls know well. Set distinctive boundaries like roads, fences and streams to outline your area.

materials_list:
a lantern (candle lanterns are perfect), two to three flashlights (for winter) or water guns (for summer), a whistle


name: Burning Bridges
category: wide-games
subcategory: night games
content_type: joc
source_file: dragon-games
source_files: ["dragon-games"]
page_reference: page 370
skills_developed: stalking, stealth
difficulty_level: mediu
keywords: night game, lantern, stalking
tags: ["night", "outdoor"]
language: en
normalized_name: burning bridges
extraction_confidence: high
created_at: 2026-05-20 07:59:18
updated_at: 2026-05-20 07:59:18
description:
A night game popular with Pathfinders. Leaders hide a lit lantern within a well-known, clearly-bounded play area. After a ten-minute head start, the girls set off in pairs to find the lantern and stalk up to it to turn it off or blow it out. The leaders, hidden close to the lantern, peg stalkers with water guns or shine flashlights on them; a spotted girl must retreat out of sight and try again. The first girl to extinguish the lantern wins.

rules:
Set distinctive boundaries (roads, fences, streams). Two or three leaders hide the lit lantern and then hide themselves close by. Girls give a ten-minute head start, then go off in pairs. A girl seen or heard by a leader must go back beyond the leader's sight and sneak up again. The first girl to turn off the lantern wins. A leader blows the whistle to call everyone back in.

source_excerpt:
Two or three leaders go off to hide the lit lantern somewhere within the boundaries. The girls give their leaders a ten-minute head start, and then they set off in pairs to try and find the lantern.

materials_list:
a lantern (candle lanterns are perfect), two to three flashlights (for winter) or water guns (for summer), a whistle


name: Smugglers
category: wide-games
subcategory: night-games
content_type: joc
source_file: dragon-games
source_files: ["dragon-games"]
page_reference: page 371
materials_category: materiale-simple
materials_list: four candles, candle holders, matches, 20-30 sparklers, flashlight
skills_developed: discretie, strategie, lucru-in-echipa
difficulty_level: dificil
keywords: night game, joc de noapte, smugglers, sparklers
tags: ["night", "outdoor", "stalking"]
language: en
normalized_name: smugglers
extraction_confidence: high
created_at: 2026-05-20 07:59:18
updated_at: 2026-05-20 07:59:18
description:
A night game in which most girls are smugglers trying to bring goods into the country by boat and warn their boats of police danger by lighting 'flares' (sparklers). A Lighthouse with a flashlight sweeps the playing area, police officers ring the candles, and smugglers sneak in to light sparklers.

rules:
One girl (or leader) stands as a Lighthouse in the middle, with candles placed in a circle at least four feet from her feet. The Lighthouse has a flashlight and turns constantly, sweeping the beam over the area. Station 6-8 girls as police in a ring about 10 feet outside the candles; they have no light other than the sweeping beam and may not move once positioned. Place 6-8 unlit sparklers by each candle. The remaining girls are smugglers, starting at least 50 feet away, who sneak up to the candles and light sparklers. At least three sparklers must be lit at the same time from the same candle for smugglers to win. Police try to stop smugglers by correctly calling their name; an identified smuggler returns to the start line. Police win by identifying enough smugglers, or if all sparklers are used up.

variations:
Savvy smugglers will creep along the ground, averting their faces from the police, and may swap clothes, hats and shoes to fool the police.

source_excerpt:
The premise for the game is that most of the girls are smugglers, trying to bring their goods into the country by boat in the middle of the night.


name: Smugglers
category: wide-games
subcategory: night games
content_type: joc
source_file: dragon-games
source_files: ["dragon-games"]
page_reference: page 371
materials_list: four candles, candle holders, matches, 20-30 sparklers, flashlight
skills_developed: stealth, teamwork
difficulty_level: dificil
keywords: night game, sparklers, stealth
tags: ["night", "outdoor"]
language: en
normalized_name: smugglers
extraction_confidence: high
created_at: 2026-05-20 07:59:18
updated_at: 2026-05-20 07:59:18
description:
A night game in which most girls are smugglers trying to warn their boats by lighting 'flares' (sparklers). One girl or leader stands as a Lighthouse in the middle of the play area, turning constantly and sweeping a flashlight beam. Candles are arranged in a circle around the Lighthouse, with police officers stationed in a ring outside. Smugglers sneak up to the candles to light sparklers, while police try to identify them by name.

rules:
Place candles in a circle at least four feet from the Lighthouse, with 6-8 unlit sparklers by each candle. The Lighthouse sweeps a flashlight beam. 6-8 police officers stand in a ring about 10 feet outside the candles and may not move once positioned. Smugglers start at least 50 feet away and sneak to the candles. At least three sparklers must be lit at the same time from the same candle for the smugglers to win. A correctly identified smuggler must return to the start line. Police win if they identify enough smugglers or all sparklers are used up.

variations:
Savvy smugglers creep along the ground, avert their faces, and may swap clothes, hats and shoes to fool the police.

source_excerpt:
One girl (or a leader) stands as a Lighthouse in the middle of the playing area. The candles are placed in a circle around her, at least four feet away from her feet.


name: Ghost in the Graveyard
category: wide-games
subcategory: night-games
content_type: joc
source_file: dragon-games
source_files: ["dragon-games"]
page_reference: page 372
source_excerpt: Basically this is a game of reverse hide-and-go-seek. Select a pair of players to be ghosts.
materials_category: fara-materiale
skills_developed: alergare, discretie, lucru-in-echipa
difficulty_level: usor
keywords: night game, joc de noapte, hide and seek, ghost
tags: ["night", "outdoor", "tag"]
language: en
normalized_name: ghost in the graveyard
extraction_confidence: high
created_at: 2026-05-20 07:59:18
updated_at: 2026-05-20 07:59:18
description:
A game of reverse hide-and-go-seek played at dusk. A pair of players are ghosts who hide; the rest of the group counts at a safe area, then fans out to find the ghosts. When a ghost is spotted, all ghosts become free to chase, and anyone tagged becomes a ghost in the next round.

rules:
Select a pair of players to be ghosts; they go and hide together (older girls may hide alone). While they hide, the rest of the group gathers at the 'home'/'safe' area, closes their eyes and counts loudly 'One o'clock, two o'clock, three o'clock...' up to 'Thirteen o'clock'. Then the girls fan out looking for the ghosts. If a player spots a ghost she yells 'Ghost in the graveyard, run, run, RUN!', warning everyone to race back to the safe area. Once the cry is made, ALL ghosts are free to move and chase; anyone tagged becomes a ghost in the next round. The game grows from one or two ghosts to many.


name: Ghost in the Graveyard
variations: Older girls can hide on their own rather than in a pair.
category: wide-games
subcategory: night games
content_type: joc
source_file: dragon-games
source_files: ["dragon-games"]
page_reference: page 372
skills_developed: running, alertness
difficulty_level: usor
keywords: night game, hide-and-seek, tag
tags: ["night", "outdoor"]
language: en
normalized_name: ghost in the graveyard
extraction_confidence: high
created_at: 2026-05-20 07:59:18
updated_at: 2026-05-20 07:59:18
description:
A game of reverse hide-and-go-seek. A pair of players are chosen to be ghosts and hide together in the play area while the rest gather at the 'home' safe area, close their eyes and count loudly 'One o'clock, two o'clock...' up to 'Thirteen o'clock'. The girls then fan out searching for the ghosts. When a player spots a ghost she yells 'Ghost in the graveyard, run, run, RUN!', sending everyone racing back to safety while all the ghosts give chase. Anyone tagged becomes a ghost in the next round.

rules:
Select a pair of players as ghosts who hide together. The rest count to 'thirteen o'clock' at the safe area, then search. When any ghost is spotted and the cry is given, ALL ghosts are free to run and chase. Tagged players become ghosts next round, so the number of ghosts grows.

source_excerpt:
Basically this is a game of reverse hide-and-go-seek. Select a pair of players to be ghosts. They go and hide somewhere in the playing area


name: Ports
category: wide-games
subcategory: night games
content_type: joc
source_file: dragon-games
source_files: ["dragon-games"]
page_reference: page 373
source_excerpt: The girls are the captains of ships trying to get their goods into each of the different Ports.
skills_developed: Morse code, observation, teamwork
difficulty_level: mediu
keywords: night game, Morse code, ports
tags: ["night", "outdoor"]
language: en
normalized_name: ports
extraction_confidence: high
created_at: 2026-05-20 07:59:18
updated_at: 2026-05-20 07:59:18
description:
A night game especially suited for large groups. Girls are captains of ships trying to deliver goods to different Ports. Working in pairs with a list of ports and their Morse code patterns, they explore the play area looking for leaders playing the Ports, who periodically flash their port's Morse code pattern with a flashlight. Meanwhile roaming Pirate leaders try to steal the girls' port lists.

rules:
Leaders playing Ports hide anywhere in the play area and periodically flash their port's Morse code pattern. When a pair of girls thinks they have found a Port, they identify it by the flash pattern and call out its name; if correct the leader signs their card, if incorrect they must find another Port before returning. 2-3 Pirate leaders roam at random; if a Pirate catches a pair in their flashlight beam, the pair must hand over one identified Port and code. Pirates may not approach a Port directly. The game ends when all girls have found all Ports or the Pirates have stolen a complete list.

materials_list:
flashlights for leaders, Port Cards with Morse code patterns, port-and-code lists for each pair, pencils


name: Firefly
category: wide-games
subcategory: night games
content_type: joc
source_file: dragon-games
source_files: ["dragon-games"]
page_reference: page 374
materials_list: three or four flashlights
skills_developed: stalking, stealth
difficulty_level: usor
keywords: night game, flashlight, stalking
tags: ["night", "outdoor"]
language: en
normalized_name: firefly
extraction_confidence: high
created_at: 2026-05-20 07:59:18
updated_at: 2026-05-20 07:59:18
description:
A night game in which three or four girls are sent into the play area as 'fireflies' carrying flashlights. The fireflies may walk around or stay in one spot, but must flick their flashlights on-off, on-off like a firefly. The rest of the girls try to catch a firefly by stalking up to her.

rules:
Gather all girls in one spot. Send three or four out as fireflies who flick their lights on and off. The rest stalk up to catch a firefly. If a firefly sees or hears a stalker, she may stop flashing her light for 30 seconds. Once all fireflies are captured, repeat with new girls as fireflies.

source_excerpt:
These girls can either walk around the play area or stay in one spot, but either way they must flick their flashlight on-off, on-off, like a firefly.


name: Ghost Train
variations: Nervous girls may hide in pairs, although this makes them easier to find.
category: wide-games
subcategory: night games
content_type: joc
source_file: dragon-games
source_files: ["dragon-games"]
page_reference: page 375
skills_developed: confidence in the dark, observation
difficulty_level: usor
keywords: night game, hiding, path
tags: ["night", "outdoor"]
language: en
normalized_name: ghost train
extraction_confidence: high
created_at: 2026-05-20 07:59:18
updated_at: 2026-05-20 07:59:18
description:
A night game played on a long, straight, dark pathway. The girls line up in a 'train', each holding the shoulders of the girl in front, and the train moves down the path. One by one, the girls at the end of the train drop off and hide in the bushes at the side of the path. When the front girl is alone, she walks back trying to find all the hidden girls.

rules:
Form a train with each girl holding the shoulders of the one ahead. As the train moves, girls at the rear drop off and take up to five steps into the bushes to hide. When the front girl is alone, she takes five more steps, turns around and walks back to find the hidden girls. Anyone who escapes detection becomes the new head of the train next round.

source_excerpt:
Have all the girls line up at the start of the path in a train, with each girl holding onto the shoulders of the girl in front of her.


name: Night Eyes
category: wide-games
subcategory: night games
content_type: joc
source_file: dragon-games
source_files: ["dragon-games"]
page_reference: page 376
skills_developed: puzzle solving, observation
difficulty_level: mediu
keywords: night game, secret message, reflective tape
tags: ["night", "outdoor", "puzzle"]
language: en
normalized_name: night eyes
extraction_confidence: high
created_at: 2026-05-20 07:59:18
updated_at: 2026-05-20 07:59:18
description:
A night game of secret messages. Pairs of reflective 'night eyes' are made by sticking reflective tape or tinfoil eyes onto cue-card-sized black construction paper, with one letter of a secret message written on the back of each card. The cards are scattered through a wooded area and tacked to trees. After dark, girls search with flashlights to find the night eyes and write down the letters to decipher the message.

rules:
Create a secret message and make a pair of night eyes for each letter, writing the letter on the back. Scatter the cards through a well-wooded area, tacking them to trees. After dark, send girls out with flashlights, pen and paper to find the eyes and record the letters. The first girl or patrol to decipher the message wins. For long messages, number the cards and tell the girls how many to look for.

variations:
Modify the game to fit a camp theme, e.g. on a Disney Camp girls find 12 Disney Villains loose in the woods.

source_excerpt:
In a well-wooded area, scatter the night eyes through the forest, tacking them to trees etc. After dark, send the girls out with their flashlights, pen and paper to find the night eyes and write down the letters.

materials_list:
black construction paper, reflective tape or tinfoil, transparent Mac-Tac, thumbtacks, flashlight, pencil, paper


name: Night Lines
category: wide-games
subcategory: night games
content_type: joc
source_file: dragon-games
source_files: ["dragon-games"]
page_reference: page 377
materials_list: 8 cards per team with reflective-tape designs, flashlight per team
skills_developed: teamwork, observation
difficulty_level: usor
keywords: night game, team game, reflective cards
tags: ["night", "outdoor"]
language: en
normalized_name: night lines
extraction_confidence: high
created_at: 2026-05-20 07:59:18
updated_at: 2026-05-20 07:59:18
description:
A night game in which each team searches for a particular kind of card. The leader prepares 8 cards per team in advance, each with a design (lines, triangles, rectangles, circles) made in light-reflecting tape, and hides them in a certain area. Teams send out one member at a time with a flashlight to find and bring back one of their cards.

rules:
Make 8 cards per team, with designs in reflective tape, and hide them while no one is watching. Assign each team a kind of card and describe the game boundaries. Each team sends out one member at a time with the flashlight to find and bring back one card; other teams' cards are left undisturbed. The finder returns and hands the flashlight to the next team member. The first team to find all their cards wins.

source_excerpt:
Each team sends out one member at a time, with the flashlight to find, and bring back one of their cards.


name: Night Walk
category: wide-games
subcategory: night games
content_type: joc
source_file: dragon-games
source_files: ["dragon-games"]
page_reference: page 378
skills_developed: confidence in the dark, observation
difficulty_level: usor
keywords: night game, hiding, path
tags: ["night", "outdoor"]
language: en
normalized_name: night walk
extraction_confidence: high
created_at: 2026-05-20 07:59:18
updated_at: 2026-05-20 07:59:18
description:
A night game that is almost the reverse of Ghost Train. Two girls are sent down a long, straight, dark path with instructions to hide along its side. The rest of the girls are then sent down the path, singly or in pairs, to find those already hidden. Girls who pass the hidden ones without spotting them are whistled at, and then join the hiders.

rules:
Find a long, straight, dark path. Send two girls down to hide along its side. Send the rest down the path singly or in pairs to look for the hidden girls. If hunters pass without spotting them, the hidden girls whistle to get attention; the hunting girls then hide along with the others until the last walkers are looking for everyone hidden in one spot.

source_excerpt:
This game is almost the reverse of "Ghost Train". Find a long, straight, dark path. Send two girls down the path, with the instructions to hide somewhere along its side.


name: Midnight Candy Hunt
variations: On a dark night or with younger girls, allow a flashlight or send them out in pairs.
category: wide-games
subcategory: night games
content_type: joc
source_file: dragon-games
source_files: ["dragon-games"]
page_reference: page 380
materials_list: 10 film canisters per team with lids, candy or treats, string, reflective tape
skills_developed: teamwork, observation
difficulty_level: usor
keywords: night game, team game, treasure hunt
tags: ["night", "outdoor"]
language: en
normalized_name: midnight candy hunt
extraction_confidence: high
created_at: 2026-05-20 07:59:18
updated_at: 2026-05-20 07:59:18
description:
A team night game. Sets of 10 film canisters, each marked with a reflective-tape pattern and containing a candy or treat, are hung from tree branches and hidden throughout the play area. Teams send out one person at a time, without a flashlight, to find a canister bearing their team's design.

rules:
Prepare 10 film canisters per team, marking each set with a distinct reflective-tape pattern and putting a candy inside, then hide them. Divide the group by the number of canister sets. Each team sends out one person at a time, without a flashlight, to find one canister with their design; they return and the next person goes. Do not disturb other teams' canisters. The first team to retrieve all ten of their canisters wins.

source_excerpt:
Each team sends out one person (without a flashlight) to find a canister with their design on it. As soon as they find one they come back to base and the next person on their team goes hunting.


name: Night Watchman
category: camp-outdoor
subcategory: night hikes
content_type: activitate
source_file: dragon-games
source_files: ["dragon-games"]
page_reference: page 381
materials_list: lantern, black cloak with hood, activity cards
skills_developed: sensory awareness, observation
difficulty_level: usor
keywords: night hike, silence, nature awareness
tags: ["night", "outdoor"]
language: en
normalized_name: night watchman
extraction_confidence: high
created_at: 2026-05-20 07:59:18
updated_at: 2026-05-20 07:59:18
description:
A night hike with a mysterious or magical twist. The hike leader dresses completely in black, preferably with a deep-hooded cloak, and carries a lit lantern. The walk is carried out in complete silence with the 'night watchman' leading. At various places the watchman stops, points to a follower, and gives them an activity card to read in a whisper to the group; the instruction is then followed in silence.

rules:
The leader dresses in black with a hooded cloak and carries a lit lantern. The group walks in silence. At stops, the watchman points to a follower who reads an activity card in a whisper, and the instruction is followed in silence. Sample activities include: clap on a count of three then listen for the night sounds to return; trace tree silhouettes against the sky with a finger; stare at a chosen star to see it twinkle; identify colours of paint chips or coloured paper in the dark.

source_excerpt:
The walk is carried out in complete silence, with the 'night watchman' leading the way. At various places along the route, the watchman stops, points to one of the followers, and gives them an activity card to read to the rest of the group.


name: Night Maneuvers
category: wide-games
subcategory: night games
content_type: activitate
source_file: dragon-games
source_files: ["dragon-games"]
page_reference: pages 384-385
skills_developed: teamwork, confidence in the dark
difficulty_level: mediu
keywords: night game, stations, teamwork
tags: ["night", "outdoor", "team-building"]
language: en
normalized_name: night maneuvers
extraction_confidence: high
created_at: 2026-05-20 07:59:18
updated_at: 2026-05-20 07:59:18
description:
An incredible set of night games suitable for Pathfinder (12-14) or Sr. Branch (15-18 and up) girls, run over a large area (20-30 acres). A trail is established with stations placed equally far apart along the way. Teams travel the trail, tackling a teamwork challenge at each station. The two purposes are to get the girls comfortable in the darkness and to develop teamwork.

rules:
Establish a trail with equally-spaced stations and familiarize the girls with the area in daylight. Set up stations before nightfall, each staffed by one or two people. Send teams of at least six girls down the trail one at a time at fifteen-minute intervals, or have each team start at a different station and rotate. Flashlights are allowed only for emergencies. Station Leaders describe each challenge before play. There are no losers; a group discussion afterwards compares strategies.

source_excerpt:
This is an incredible set of night games suitable for girls of Pathfinder (12-14) or Sr. Branch (15-18 and up) ages.


name: The Spider's Web
category: team-building
subcategory: night maneuvers station
content_type: activitate
source_file: dragon-games
source_files: ["dragon-games"]
page_reference: page 386
materials_list: one flashlight, two trees about 8 feet apart, lots of rope, bells (optional)
skills_developed: teamwork, problem solving, cooperation
difficulty_level: mediu
keywords: spider web, teamwork, obstacle
tags: ["night", "outdoor", "team-building"]
language: en
normalized_name: the spider's web
extraction_confidence: high
created_at: 2026-05-20 07:59:18
updated_at: 2026-05-20 07:59:18
description:
A Night Maneuvers station challenge. A giant 'spider's web' is strung between two trees about 8 feet apart using lots of rope, leaving holes that are not too big, with optional bells attached. As a team, the girls must get from one side of the web through to the other without anyone touching the web.

rules:
String the rope between two trees as a web about 6-8 feet long and at least 5 ft high, leaving holes; optionally string bells along it. The team must get everyone from one side to the other without touching the web. Use a flashlight to illuminate the web if it is in a dark place. There is no time limit unless another team is approaching.

variations:
(a) each girl must use a different hole in the web; (b) set a time limit after which a 'spider' appears and 'eats' the remaining girls; (c) the team must cross from one side to the other and back again.

source_excerpt:
As a team, the girls have to get from one side of the web through to the other. No one may touch the web (this is why bells are great!)


name: The Spider's Web
category: camp-outdoor
content_type: joc
source_file: dragon-games
source_files: ["dragon-games"]
page_reference: page 386
materials_list: one flashlight, two trees about 8 feet apart, lots of rope, bells (optional)
skills_developed: teamwork, cooperation
difficulty_level: mediu
keywords: spider web, night manoeuvres, team challenge
tags: ["night", "outdoor", "station"]
language: en
normalized_name: the spider's web
extraction_confidence: high
created_at: 2026-05-20 07:59:18
updated_at: 2026-05-20 07:59:18
description:
A night manoeuvres station. A giant spider's web is strung between two trees about 8 feet apart using lots of rope, with the web 6-8 feet long and at least 5 feet high, leaving holes of various sizes. Bells can be strung along the web for extra challenge. As a team, the girls must get from one side of the web through to the other without anyone touching the web.

rules:
No one may touch the web. Use a flashlight to illuminate the web in dark places. A time limit may be imposed if another team is coming.

variations:
(a) each girl must use a different hole in the web; (b) set a time limit after which a 'spider' appears and 'eats' the remaining girls; (c) team must cross from one side to the other and back again.

source_excerpt:
As a team, the girls have to get from one side of the web through to the other. No one may touch the web (this is why bells are great!)


name: Bell Pull
category: team-building
subcategory: night maneuvers station
content_type: activitate
source_file: dragon-games
source_files: ["dragon-games"]
page_reference: page 387
skills_developed: teamwork, pioneering, problem solving, lashing
difficulty_level: mediu
keywords: bell, tower building, teamwork, tower, ladder, night manoeuvres
tags: ["night", "outdoor", "team-building", "station", "pioneering"]
language: en
normalized_name: bell pull
extraction_confidence: high
created_at: 2026-05-20 07:59:18
updated_at: 2026-05-20 07:59:18
description:
A Night Maneuvers station challenge. A bell is hung from a tree branch about 10 feet off the ground, with a pile of gadget wood and lashing cord set to one side. The girls must ring the bell by constructing a ladder or tower so they can reach it by hand.

rules:
Hang the bell from a tree branch and pile the gadget wood and rope to one side. The girls must construct a ladder or tower to reach the bell, which must be rung by hand -- building a reaching pole is not allowed. A time limit of about 15 minutes is recommended.

source_excerpt:
The girls must ring the bell by constructing a ladder or tower so they can reach the bell. The bell must be rung by hand -- i.e. building a reaching pole is out!

materials_list:
a tree branch about 10 feet off the ground, 20-30 1-m pieces of gadget wood, lots of lashing cord, one bell


name: Ribbon Tying
category: team-building
subcategory: night maneuvers station
content_type: activitate
source_file: dragon-games
source_files: ["dragon-games"]
page_reference: page 388
materials_list: one 2-3 foot piece of material per team, one pole (flagpoles are ideal)
skills_developed: teamwork, cooperation, problem solving
difficulty_level: mediu
keywords: ribbon, human pyramid, teamwork
tags: ["night", "outdoor", "team-building"]
language: en
normalized_name: ribbon tying
extraction_confidence: high
created_at: 2026-05-20 07:59:18
updated_at: 2026-05-20 07:59:18
description:
A Night Maneuvers station challenge. Using one pole (a flagpole is ideal) and a 2-3 foot piece of material per team, the team must tie the ribbon as high up the pole as possible without touching the pole.

rules:
The team must tie the ribbon as high up the pole as possible without touching the pole. The typical solution is to build some sort of human pyramid so the top girl can tie the ribbon around the pole.

source_excerpt:
The team must tie the ribbon as high up the pole as possible without touching the pole. Typical solution is to build some sort of human pyramid so the top girl can tie the ribbon around the pole.


name: Ribbon Tying
rules: The ribbon must be tied as high up the pole as possible without touching the pole.
category: team-building
content_type: joc
source_file: dragon-games
source_files: ["dragon-games"]
page_reference: page 388
source_excerpt: The team must tie the ribbon as high up the pole as possible without touching the pole.
materials_list: one 2-3 foot piece of material per team, one pole (flagpole ideal)
skills_developed: teamwork, cooperation, problem-solving
difficulty_level: mediu
keywords: ribbon, pole, human pyramid, night manoeuvres
tags: ["night", "outdoor", "station"]
language: en
normalized_name: ribbon tying
extraction_confidence: high
created_at: 2026-05-20 07:59:18
updated_at: 2026-05-20 07:59:18
description:
A night manoeuvres station. Using a 2-3 foot piece of material per team and one pole (a flagpole is ideal), the team must tie the ribbon as high up the pole as possible without touching the pole. The typical solution is to build a human pyramid so the top girl can tie the ribbon around the pole.


name: First Aid
category: prim-ajutor
content_type: activitate
source_file: dragon-games
source_files: ["dragon-games"]
page_reference: page 389
skills_developed: first aid, casualty assessment, teamwork
difficulty_level: mediu
keywords: first aid, casualty, stretcher, night manoeuvres
tags: ["night", "outdoor", "station", "first-aid"]
language: en
normalized_name: first aid
extraction_confidence: high
created_at: 2026-05-20 07:59:18
updated_at: 2026-05-20 07:59:18
description:
A night manoeuvres station. An 'injured' person lies on the ground with simulated injuries (broken leg, broken arm, unconsciousness, etc.), with poles, strong material for a stretcher, and first aid equipment piled to the side. The girls must assess the situation, give proper first aid for the casualty's injuries, and transport the casualty at least 50 feet.

rules:
Girls must assess the situation, give the proper first aid for whatever injuries the casualty may have, and transport the casualty at least 50 feet.

source_excerpt:
Girls must assess the situation, give the proper first aid for whatever injuries the casualty may have, and transport the casualty at least 50 feet.

materials_list:
one 'injured' person, two 6ft poles, one large piece of strong material, various first aid equipment


name: Off the Ground!!
category: team-building
content_type: joc
source_file: dragon-games
source_files: ["dragon-games"]
page_reference: page 390
materials_list: lots of brush, branches, small logs
skills_developed: teamwork, problem-solving, cooperation
difficulty_level: mediu
keywords: flood, off the ground, survival, night manoeuvres
tags: ["night", "outdoor", "station"]
language: en
normalized_name: off the ground!!
extraction_confidence: high
created_at: 2026-05-20 07:59:18
updated_at: 2026-05-20 07:59:18
description:
A night manoeuvres station. Brush, branches and small logs are scattered around the station. A major flood will inundate the area in three minutes (the time can be varied). To survive the flood, the team must get everyone at least five feet off the ground using only the brush materials at hand.

rules:
Within the time limit, the team must get everyone at least five feet off the ground using only the materials at hand (the brush).

source_excerpt:
In order to survive the flood, the team must get everyone at least five feet off the ground using only the materials at hand (i.e. the brush).


name: Midnight Maze
rules: The team must find their way through the maze from one end to the other, in the complete dark.
category: wide-games
content_type: joc
source_file: dragon-games
source_files: ["dragon-games"]
page_reference: page 391
source_excerpt: The team must find their way through the maze from one end to the other, in the complete dark!
skills_developed: teamwork, cooperation, orientation
difficulty_level: mediu
keywords: maze, dark, crawl, night manoeuvres
tags: ["night", "indoor", "station", "maze"]
language: en
normalized_name: midnight maze
extraction_confidence: high
created_at: 2026-05-20 07:59:18
updated_at: 2026-05-20 07:59:18
description:
A night manoeuvres station built inside a sheltered area or small camp building. Using tables, chairs, doors, garbage cans and other obstacles, a maze is built and then roofed over completely with tarps secured with duct tape, so people must crawl through on hands and knees. The team must find their way through the maze from one end to the other in complete dark.

materials_list:
one sheltered area or small camp building, lots of tables, chairs, obstacles, lots of tarps, duct tape


name: Shoot the Flame!
category: camp-outdoor
content_type: joc
source_file: dragon-games
source_files: ["dragon-games"]
page_reference: page 392
materials_list: one largish candle, matches, one water gun, one blindfold
skills_developed: focus, coordination
difficulty_level: usor
keywords: candle, water gun, blindfold, night manoeuvres
tags: ["night", "outdoor", "station"]
language: en
normalized_name: shoot the flame!
extraction_confidence: high
created_at: 2026-05-20 07:59:18
updated_at: 2026-05-20 07:59:18
description:
A night manoeuvres station requiring a longish path leading to a table where a lit candle stands. One at a time, the girls are blindfolded, given a water gun, and led down the path (taking at least 1-2 minutes to walk). When they reach about 5 feet from the candle, the Station Master removes the blindfold and the girl must as quickly as possible put out the candle flame using the water gun.

rules:
Each girl is blindfolded and led down the path; the blindfold is removed near the candle, then she must put out the flame with the water gun as quickly as possible.

source_excerpt:
When the reach the candle (should be standing about 5 feet from the candle), the Station Master removes the blindfold and as quickly as possible the girl has to try and put out the candle flame using the water gun.


name: Jailbreak!
variations: Hang a large tarp off the beam so the girls can't see the other side of the wall.
category: team-building
content_type: joc
source_file: dragon-games
source_files: ["dragon-games"]
page_reference: page 393
materials_list: one pole 2.5cm or larger diameter secured between two trees
skills_developed: teamwork, trust, problem-solving
difficulty_level: dificil
keywords: jailbreak, wall, scale, night manoeuvres
tags: ["night", "outdoor", "station"]
language: en
normalized_name: jailbreak!
extraction_confidence: high
created_at: 2026-05-20 07:59:18
updated_at: 2026-05-20 07:59:18
description:
A night manoeuvres station. A pole at least 2.5cm in diameter is secured about 6-8 feet off the ground between two trees, forming a 'wall'. To escape from 'jail', the team must scale the wall without touching the trees the pole is lashed to. A large tarp can be hung off the beam so the girls cannot see the other side.

rules:
The team must scale the wall without touching the trees the pole is lashed to. Wrapping hands completely around the pole and reaching through the invisible wall is not allowed.

source_excerpt:
To escape from "jail", the team must scale the wall without touching the trees that the pole is lashed to.


name: More Night Manoeuvres Station Ideas
rules: Each numbered idea is run as a separate station with its own simple challenge as described.
category: wide-games
content_type: activitate
source_file: dragon-games
source_files: ["dragon-games"]
page_reference: page 394
materials_list: balloons, razors, glow sticks, milk jugs, ping pong balls, felt pictures, marshmallows
skills_developed: teamwork, cooperation, creativity
difficulty_level: usor
keywords: night trek, stations, glow, relay
tags: ["night", "outdoor", "station-ideas"]
language: en
normalized_name: more night manoeuvres station ideas
extraction_confidence: med
created_at: 2026-05-20 07:59:18
updated_at: 2026-05-20 07:59:18
description:
A collection of additional night-trek station ideas from Calgary Area's 'Night Trek'. Examples include: shaving a balloon coated in shaving cream with a razor without breaking it; throwing glowing objects while calling team-mates' names; painting a glow-in-the-dark happy face on a blindfolded partner's cheek; swinging a tennis ball in pantyhose to knock over glowing milk jugs; whole-team cross country skiing on long boards with rope loops; retrieving glowing objects while all girls are tied together and making animal noises; throwing glowing ping pong balls into a bucket; sorting nocturnal vs day animals on felt pictures; improv, yodeling and Pictionary competitions; a baseball bat dizzy relay; singing Guiding songs from words drawn from a hat; singing with toffee stuck to the roof of the mouth; sorting mountain vs prairie plants; a shrinking-circle cooperation game; a no-hands marshmallow-eating circle; and pulling team-mates on a travois.

source_excerpt:
1) Shaving cream on a balloon - try to shave neighbour's balloon with disposable razor without breaking balloon.


name: Canadian Flag Participation Story
category: cantece-ceremonii
content_type: ceremonie
source_file: dragon-games
source_files: ["dragon-games"]
page_reference: page 397
skills_developed: listening, history awareness
difficulty_level: usor
keywords: Canada, flag, maple leaf, participation story
tags: ["participation-story", "history", "campfire"]
language: en
normalized_name: canadian flag participation story
extraction_confidence: high
created_at: 2026-05-20 07:59:18
updated_at: 2026-05-20 07:59:18
description:
A participation story about the Canadian flag, read aloud while the audience performs actions on key words. The story tells how the maple leaf and the colours red and white became Canada's emblems, describes the design of the flag and its eleven-pointed leaf, explains flag etiquette (treating it with respect, never using torn flags, half-mast for mourning, upside down for distress), and recounts that Canada's new flag became official on February 15th, 1965.

rules:
Groups are assigned key words; whenever a key word is read aloud, the assigned group performs an action. The leader creates their own actions for the key words.

source_excerpt:
So, when the people of CANADA decided to have their own FLAG, they chose a RED MAPLE LEAF on a WHITE background.


name: The Guiders are Tired!
category: cantece-ceremonii
content_type: ceremonie
source_file: dragon-games
source_files: ["dragon-games"]
page_reference: page 398
source_excerpt: This story is meant to be used at a meeting with other Guiders - not necessarily with the girls!
skills_developed: listening, reflection
difficulty_level: usor
keywords: Guiders, participation story, leaders
tags: ["participation-story", "campfire", "leaders"]
language: en
normalized_name: the guiders are tired!
extraction_confidence: high
created_at: 2026-05-20 07:59:18
updated_at: 2026-05-20 07:59:18
description:
A participation story intended for use at a meeting with Guiders rather than girls. As the story of a busy, exhausting Guiding year is read aloud, listeners perform actions on key words (Tired - stretch and yawn; Cookies - yum yum; Parents - mutter; Camp - make a tent with arms; Maybe - point to head). The story humorously recounts the year's frustrations and then reflects on the rewarding moments that make the work worthwhile.

rules:
Each key word has an assigned action; listeners perform the action whenever the word is spoken in the story.


name: A Hallowe'en Stunt
category: cantece-ceremonii
content_type: ceremonie
source_file: dragon-games
source_files: ["dragon-games"]
page_reference: page 399
skills_developed: sensory imagination
difficulty_level: usor
keywords: Hallowe'en, stunt, spooky, sensory
tags: ["halloween", "campfire", "stunt"]
language: en
normalized_name: a hallowe'en stunt
extraction_confidence: high
created_at: 2026-05-20 07:59:18
updated_at: 2026-05-20 07:59:18
description:
A Hallowe'en stunt to be used only with older children. The lights are dimmed so no one can see clearly, and a helper stands at each end of a row of children. The leader reads a rhyming story by flashlight about a murdered woman named Brown, and as each body part is mentioned, a corresponding object is passed along the line by the helpers. Objects include a wet sponge for 'brains', corn silk or an old wig for 'hair', a dried apple for an 'ear', a rubber glove filled with cold oatmeal for a 'hand', a peeled grape for an 'eye', a raw oyster for a 'tongue', raw liver for a 'heart', cooked spaghetti for 'tendons', and corn kernels for 'teeth'. It ends with a ghost passing through rattling clothespins.

rules:
Players pass each article from one to the other along the line until the helper at the far end receives it; the reader pauses long enough for each article to travel the full length of the line before reading the next item.

source_excerpt:
As she reads, parts of the body are passed by the helpers. The players pass the articles from one to the other until the helper at the other end gets them.

materials_list:
flashlight, wet sponge, corn silk or old wig, dried apple or peach, rubber glove with cold oatmeal, peeled grape, raw oyster, raw liver, cooked spaghetti, kernels of corn, clothespins


name: Hallowe'en Participation Story
category: cantece-ceremonii
content_type: ceremonie
source_file: dragon-games
source_files: ["dragon-games"]
page_reference: page 400
skills_developed: listening, participation
difficulty_level: usor
keywords: Hallowe'en, witch, participation story
tags: ["halloween", "campfire", "participation-story"]
language: en
normalized_name: hallowe'en participation story
extraction_confidence: high
created_at: 2026-05-20 07:59:18
updated_at: 2026-05-20 07:59:18
description:
A Hallowe'en participation story about a grumpy old witch and her grumpy cat Whiskers. Listeners are assigned characters and actions (GHOST - 'Boo!'; POT - 'Bubble, bubble...'; WEREWOLF - 'Howl!'; DOOR - 'Creeeeeak!'; WITCH - 'Cackle!'; CAT - 'Hiss!'; MONSTER - 'Grrrr!'). The story tells how the witch makes a stew, receives spooky guests who refuse her marvelous stew, and finally flees when trick-or-treaters arrive at her door.

rules:
Groups are assigned characters; whenever a character's name is read aloud, the group makes the assigned sound.

source_excerpt:
Once upon a time, there lived a grumpy old WITCH. She lived in an old cottage in the woods with her CAT, Whiskers.


name: I Promise
category: cantece-ceremonii
content_type: ceremonie
source_file: dragon-games
source_files: ["dragon-games"]
page_reference: page 401
source_excerpt: Andrea knew she was the best Brownie. She knew her Promise and Law and Motto.
skills_developed: listening, values, self-reflection
difficulty_level: usor
keywords: Promise, Brownie, participation story, values
tags: ["participation-story", "campfire", "values"]
language: en
normalized_name: i promise
extraction_confidence: high
created_at: 2026-05-20 07:59:18
updated_at: 2026-05-20 07:59:18
description:
A participation story about Andrea, a girl who believes she is the best Brownie despite repeatedly breaking promises and acting wrongly. Listeners are assigned words and actions (Andrea - jump up and down; Promise - make the Brownie sign; Brownie - turn in a circle; Best - clap hands). Through the story Andrea realises at a meeting about the Promise that being the best Brownie means being the best Andrea she can be, and she makes a promise she knows she can keep.

rules:
Groups are assigned key words; whenever a word is read aloud, the group performs the assigned action.


name: I Promise
category: cantece-ceremonii
subcategory: participation story
content_type: activitate
source_file: dragon-games
source_files: ["dragon-games"]
page_reference: page 401
keywords: participation story, Brownies, Promise
language: en
normalized_name: i promise
extraction_confidence: high
created_at: 2026-05-20 07:59:18
updated_at: 2026-05-20 07:59:18
description:
A participation story for a campfire or meeting. Groups are each assigned a character or word (Andrea, Promise, Brownie, Best) and perform an action whenever it is read aloud. The story follows Andrea, who thinks she is the best Brownie but repeatedly fails to keep her promises, until she learns at her Brownie meeting that she should simply be the best Andrea she can be.

rules:
Assign actions to each group: Andrea – jump up and down; Promise – make the Brownie sign; Brownie – turn in a circle; Best – clap hands. Read the story; each group performs its action when its word is read.

source_excerpt:
Characters and Actions:
Andrea – jump up and down
Promise – make the Brownie sign
Brownie – turn in a circle
Best – clap hands


name: Thinking Day Action Story - History of Canadian Guiding
category: cantece-ceremonii
content_type: ceremonie
source_file: dragon-games
source_files: ["dragon-games"]
page_reference: page 404
source_excerpt: The girls are divided into 9 groups and given the following to do and say when their word is spoken
skills_developed: listening, history awareness, participation
difficulty_level: usor
keywords: Thinking Day, Baden-Powell, Guiding history, participation story
tags: ["participation-story", "history", "thinking-day"]
language: en
normalized_name: thinking day action story - history of canadian guiding
extraction_confidence: high
created_at: 2026-05-20 07:59:18
updated_at: 2026-05-20 07:59:18
description:
An action story about the history of Guiding and Thinking Day. The girls are divided into 9 groups, each assigned a word and a thing to do and say when their word is spoken (e.g. LORD BADEN POWELL - 'Rule Britannia!' and salute; BROWNIES - 'Tu whit, tu whit, tuh woo!'; THINKING DAY - shout 'February 22nd!'). The story recounts how Lord Baden-Powell founded the Boy Scouts and Girl Guides, how Brownies began, and how Thinking Day on February 22nd became a day for Scouts and Guides worldwide.

rules:
The girls are divided into 9 groups and given a word; when their word is spoken they perform the assigned action and saying.


name: Thinking Day Action Story - History of Canadian Guiding and Thinking Day
category: cantece-ceremonii
subcategory: participation story
content_type: activitate
source_file: dragon-games
source_files: ["dragon-games"]
page_reference: page 404
keywords: participation story, Thinking Day, Guiding history
language: en
normalized_name: thinking day action story - history of canadian guiding and thinking day
extraction_confidence: high
created_at: 2026-05-20 07:59:18
updated_at: 2026-05-20 07:59:18
description:
A participation/action story teaching the history of Canadian Guiding and Thinking Day. The girls are divided into 9 groups, each assigned a word or phrase; whenever their word is spoken in the story, the group says and does its assigned action. The story tells of Lord Baden-Powell founding the Boy Scouts, the start of Girl Guides and Brownies, Lady Baden-Powell, and the origin of Thinking Day on February 22nd.

rules:
Divide girls into 9 groups, each given a word and an action: Lord Baden Powell – "Rule Britannia!" and salute; Lady Baden Powell – "Be Prepared!" and Guide sign; Brownies – "Tu whit, tu whit, tuh woo!"; Thinking Day – shout "February 22nd!"; Girls – shout "Hooray!"; Boy Scouts – "Yahoo!"; Girl Guides – "Hello out there!" hand over mouth; World – "Big wound world" make circle with hands; Canada – "Maple leaf forever!". Read the story and groups respond.

source_excerpt:
The girls are
divided into 9 groups and given the following to do and say
when their word is spoken:


name: Ball Between the Feet
category: sports-active
subcategory: relay race
content_type: joc
source_file: dragon-games
source_files: ["dragon-games"]
page_reference: page 406
materials_list: 1 tennis ball per team, 2 chairs (or markers) per team
keywords: relay race, tennis ball
language: en
normalized_name: ball between the feet
extraction_confidence: high
created_at: 2026-05-20 07:59:18
updated_at: 2026-05-20 07:59:18
description:
An indoor/outdoor relay race for even teams. Each team lines up behind a chair, with a second chair placed some distance away. On a signal the first player places a tennis ball between her feet and jumps from the first chair around the far chair and back, then the next person goes. The first team to finish wins.

rules:
Each team lines up behind a chair. On signal the first member places the ball between her feet and jumps from the first chair, around the far chair, and back to her team; then the next person goes. If the ball is dropped between the first and second chair the girl returns to the first chair and starts again; if dropped on the way back she returns to the second chair. The winning team is the first to finish.

variations:
The same rules apply to: Book on the Head (1 book per team, all similar); Beanbag on the Foot (keep beanbag on foot while walking); Balloon Between the Knees (have spare balloons).

source_excerpt:
On a given signal the first member of each
team takes the ball and places it between her feet. She jumps, with the ball
between her feet, from the first chair, around the far chair and back to her
team.


name: Jump Rope Relay
category: sports-active
subcategory: relay race
content_type: joc
source_file: dragon-games
source_files: ["dragon-games"]
page_reference: page 407
materials_list: rope
keywords: relay race, jump rope
language: en
normalized_name: jump rope relay
extraction_confidence: high
created_at: 2026-05-20 07:59:18
updated_at: 2026-05-20 07:59:18
description:
A relay race where each file is lined up in two with a space in the middle. Guides run two by two, each holding an end of a rope, up to the goal and back, making all the other Guides jump over the rope, then hand the rope to the next two Guides.

rules:
Each file is lined up in two with a space in the middle. The Guides run 2 by 2, each holding an end of a rope, up to the goal and back, passing on either side of the file and making all the Guides jump over the rope. They return to the head of the file through the space in the middle and hand over the rope to the next two Guides.

source_excerpt:
The Guides run 2 by 2, each holding an end of a rope. They run up to the
goal and come back passing on either side of the file and making all the Guides
jump over the rope.


name: Obstacle Race
category: sports-active
subcategory: relay race
content_type: joc
source_file: dragon-games
source_files: ["dragon-games"]
page_reference: page 408
keywords: obstacle race, patrol competition
language: en
normalized_name: obstacle race
extraction_confidence: high
created_at: 2026-05-20 07:59:18
updated_at: 2026-05-20 07:59:18
description:
A race for 6 to 30 players where the object is to go through a set course containing various obstacles, which may be physical (jump over chair) or technical points (dexterity, questions, things to do). Players go over the course individually or in groups. Can be themed, e.g. a patrol competition with a trip theme using stations.

rules:
Go through a set course of obstacles, physical or technical. Players go over the course individually or in groups. Example themed patrol competition (a trip): Station 1 - read the time-table; Station 2 - empty out your suitcase and refill it; Station 3 - send a post card.

variations:
When held indoors, clues are placed here and there. Obstacles can include sorting objects, catching with your teeth and eating something hung on a string, starting a fire in the snow. Theme suggestions: The World of Sports, Alice in Wonderland, etc.

source_excerpt:
The object is to go
through a set course containing various obstacles. These may be physical
obstacles (jump over chair) or they may be technical points


name: Sheep Shearing Relay
category: sports-active
subcategory: relay race
content_type: joc
source_file: dragon-games
source_files: ["dragon-games"]
page_reference: page 409
keywords: relay race, sheep shearing
language: en
normalized_name: sheep shearing relay
extraction_confidence: high
created_at: 2026-05-20 07:59:18
updated_at: 2026-05-20 07:59:18
description:
A themed relay race where patrols cut out paper sheep. Patrols line up at one end; opposite each is a pile of butcher's paper with sheep outlines and scissors. Halfway up the hall a patrol member holds a felt pen. On signal each girl runs, cuts out a sheep, and if she goes off the line she calls 'Tar boy, quick!' so the marker fixes the spot. The winning patrol has the most correctly cut-out sheep.

rules:
Patrols line up at one end. On signal the first girl runs to the paper, selects a sheet and cuts out the sheep. If the shearer goes off the line she calls 'Tar boy, quick!' and the girl with the crayon runs up and marks the mistake, then returns. When the sheep is cut out the next girl goes. The game ends when all girls have cut out a sheep. At the end all sheep are checked; any sheep with an untarred mistake is removed and the patrol with the most correctly cut-out sheep wins. No points are deducted for tarred mistakes.

source_excerpt:
If the shearer goes off the
line the shearer calls out "Tar boy, quick!" and the girl with the
crayon runs up and makes a mark on the paper where the mistake has occurred

materials_list:
a sheet of paper with a sheep drawn on it per child, a pair of scissors per patrol, a felt tipped pen or crayon per patrol


name: Summer Sled Race
category: sports-active
subcategory: relay race
content_type: joc
source_file: dragon-games
source_files: ["dragon-games"]
page_reference: page 411
materials_list: a toboggan per team, a tow rope, magic carpet or tarp, a bucket, a chair or marker
keywords: relay race, sled, outdoor
language: en
normalized_name: summer sled race
extraction_confidence: high
created_at: 2026-05-20 07:59:18
updated_at: 2026-05-20 07:59:18
description:
An outdoor relay for teams of 4 or 5 (ages 5 and up) using a toboggan or tarp. Each team has a 'sled dog' to pull the sled carrying a bucket; the rest of the team runs behind to replace the bucket as needed. The sled goes down to the other end, around a chair (ice berg) and back to the start line.

rules:
Each team needs a sled dog to pull the sled. The bucket must ride on the sled; the rest of the team runs behind to put it back as required. The sled goes to the other end, around the chair (ice berg) and back to the starting line. To make it longer, run it as a relay: the first girl is the dog, the second the bucket watcher; then the bucket watcher becomes the dog and the next girl watches the bucket, and so on, until the last girl pulls and the first watches.

source_excerpt:
Each team needs a sled dog to pull the sled. The
bucket must ride on the sled, so the rest of the team runs along behind to put
it back as required.


name: Throw and Duck
category: sports-active
subcategory: relay race
content_type: joc
source_file: dragon-games
source_files: ["dragon-games"]
page_reference: page 412
materials_list: 1 tennis-ball per team, 2 chairs per team
keywords: ball game, relay race
language: en
normalized_name: throw and duck
extraction_confidence: high
created_at: 2026-05-20 07:59:18
updated_at: 2026-05-20 07:59:18
description:
An indoor (or outdoor) ball game for teams of about 6-8, at least 2 teams. Each team stands behind a chair in a line with a far chair holding a ball. The first member runs to the far chair, throws the ball to each teammate in turn who throws it back and ducks down; when the last girl shouts 'last' the others stand up. Continues until all members have been at the chair.

rules:
Each team stands behind one chair in a straight line, with the ball on a far chair. On signal the first member runs to the far chair and stands beside or behind it. She throws the ball to the first girl in line, who catches it, throws it back and ducks down. This continues down the line; when the last girl throws back she shouts 'last', signalling the others to stand up. The girl at the chair leaves the ball and returns to the end; the next girl then runs to the chair. Continues until all members have been at the chair. If a girl does not catch the ball she must retrieve it and may not throw until back in position.

source_excerpt:
She takes
the ball and throws it to the girl who is now first in line on her team. This
girl catches the ball, throws it back and ducks down.


name: Water Relay
category: sports-active
subcategory: relay race
content_type: joc
source_file: dragon-games
source_files: ["dragon-games"]
page_reference: page 413
materials_list: 2 buckets or basins per team, a baggie per team, a fork (optional)
keywords: relay race, water game
language: en
normalized_name: water relay
extraction_confidence: high
created_at: 2026-05-20 07:59:18
updated_at: 2026-05-20 07:59:18
description:
An outdoor relay for teams of 4-6 girls (ages 5 and up). A full basin is placed at the back of the team and an empty marked basin about 20 feet away. The girl at the back fills a baggie with water and passes it over and under teammates down the line; the front girl dumps it into the empty basin and runs back. The first team to reach the mark wins.

rules:
One full basin per team is placed at the back of the team and an empty marked basin about 20 feet away. The girl at the back fills the baggie with water and hands it over the top of the girl in front, who hands it through her legs to the next person, alternating over and under down the line. The person at the other end runs to the empty basin and dumps the baggie's contents, then runs to the back to refill. The first team to reach the mark wins.

variations:
Do this with only one hand, including emptying and filling the baggies. Make holes in all the baggies with the optional fork so everyone gets a little wet, then do the holey baggie one-handed too.

source_excerpt:
She fills the baggie with water, and hands it over the top of the girl
in front of her, who turns and hands it through her legs to the next person


name: Fill The Cup
category: sports-active
subcategory: relay race
content_type: joc
source_file: dragon-games
source_files: ["dragon-games"]
page_reference: page 414
materials_list: a bucket of water, a transparent cup/glass/small container per team
keywords: relay race, water game
language: en
normalized_name: fill the cup
extraction_confidence: high
created_at: 2026-05-20 07:59:18
updated_at: 2026-05-20 07:59:18
description:
A relay game with as many teams as possible, usually 6 players per team. The girls sit side by side in a row. A bucket of water is at one end and an identical transparent cup at the other. On a signal the girl near the bucket scoops a handful of water and passes it down the line by hand, with the last girl pouring it into the container. Within a set time frame, the team with the highest water level wins.

rules:
All the girls sit side by side in a row shoulder to shoulder. A bucket of water is at one end and a transparent cup at the other. On a signal the girl near the bucket cups her hand, scoops a handful of water and passes it to the next girl's hands, continuing down the line; the last girl pours it into the container. Teams are given a time frame (e.g. 30 seconds) and the team with the highest water level when time is up wins.

source_excerpt:
On a signal from the leader, the girl at the end near the bucket cups her hand and scoops a handful of water and passes the water to the next
girl's hands.


name: Cinderella and Prince Charming
category: sports-active
subcategory: relay race
content_type: joc
source_file: dragon-games
source_files: ["dragon-games"]
page_reference: page 415
materials_list: 2 or more blankets
keywords: relay race, blanket, shoes
language: en
normalized_name: cinderella and prince charming
extraction_confidence: high
created_at: 2026-05-20 07:59:18
updated_at: 2026-05-20 07:59:18
description:
A relay race for 2 or more groups using blankets. Each girl removes one shoe and the shoes are piled at the other end. Players line up; the first two are 'Cinderella' and 'Prince Charming'. Cinderella sits on the blanket with her back against Prince Charming, who pulls her to the shoes, finds her shoe and puts it on her foot, then pulls her back. The girls swap roles and continue until everyone has their shoes back on.

rules:
Split the girls into 2 or more groups with a blanket per group. Each girl takes off one shoe and these are piled at the other end of the gym. Players line up; the first two are Cinderella and Prince Charming, the prince holding the blanket. Cinderella sits on the blanket with her back leaning against Prince Charming for safety. Prince Charming pulls Cinderella to the shoes, finds her shoe and places it on her foot, then pulls her back. The girls swap roles: Prince Charming becomes Cinderella and the next person becomes the new Prince Charming. Repeat until everyone has their shoes on.

source_excerpt:
Prince Charming then has to pull Cinderella to the end of the room where the
shoes are, find Cinderella's shoe, and place it on her foot.


name: Laundry Symbols Relay Race
category: sports-active
subcategory: relay race
content_type: joc
source_file: dragon-games
source_files: ["dragon-games"]
page_reference: page 416
keywords: relay race, laundry symbols, straw
language: en
normalized_name: laundry symbols relay race
extraction_confidence: high
created_at: 2026-05-20 07:59:18
updated_at: 2026-05-20 07:59:18
description:
A relay race teaching laundry symbols. Instruction grids are placed at one end of the room. In relay fashion girls blow a symbol card along the floor with a straw from a start line across the room and onto the appropriate square; the last girl arranges them with coaching from team-mates.

rules:
Place the instruction grids at one end of the room. Girls line up at the other end with the cards. In relay fashion they blow a card along the floor with a straw from a start line across the room and onto the appropriate square; the last girl arranges them with team-mates' coaching. Hint - try sucking on the straw and holding the card that way.

variations:
Alternative: girls line up in relay fashion with the washing instruction grid at the back of the team and symbol cards in a pile across the room. Mark start and finish with masking tape. Girls run with their straw to the symbol cards, blow one across the floor to the team's line, then the next girl runs while the team matches symbols with instructions.

source_excerpt:
In relay
fashion they have to blow the card on the floor from a start line, across the
room and onto the appropriate square.

materials_list:
large piece of cardboard with a grid and laundry instructions per team, set of small symbol cards per team, 1 straw per Guide


name: Ball Relay
category: sports-active
subcategory: relay race
content_type: joc
source_file: dragon-games
source_files: ["dragon-games"]
page_reference: page 417
materials_list: two balls per team
keywords: relay race, ball game
language: en
normalized_name: ball relay
extraction_confidence: high
created_at: 2026-05-20 07:59:18
updated_at: 2026-05-20 07:59:18
description:
A relay where Guides are in two files and number off by 2, with the number twos stepping aside to form four files. Each team gets two balls which criss-cross from the first Guide of one file to the second Guide on the other file, then to the third Guide of the first file, and so on. The first team to finish wins.

rules:
Guides are in two files. Have them number by 2; the number twos take two steps aside, making four files. Each team gets two balls. The balls criss-cross, going from the first Guide of one file to the second Guide on the other file, then to the third Guide of the first file, etc. The first team to finish wins.

source_excerpt:
The balls criss-cross, going from the 1st Guide of one file to the second
Guide on the other file, then to the third Guide of the first file etc.


name: Ball Relay
category: sports-active
subcategory: relay races
content_type: joc
source_file: dragon-games
source_files: ["dragon-games"]
page_reference: page 417
materials_list: balls
skills_developed: teamwork, coordination
difficulty_level: usor
keywords: relay, ball, team
tags: ["relay races"]
language: en
normalized_name: ball relay
extraction_confidence: high
created_at: 2026-05-20 07:59:18
updated_at: 2026-05-20 07:59:18
description:
A relay race played with two files of Guides numbered by 2's, splitting into four files. Each team gets two balls which criss-cross between files, passing from the 1st Guide of one file to the 2nd Guide on the other file, then to the 3rd Guide of the first file, and so on. The first team to finish wins.

rules:
The Guides are in two files. Have them number by 2. The number two's take two steps aside: thus you get four files. Each team gets two balls. The balls criss-cross, going from the 1st Guide of one file to the second Guide on the other file, then to the third Guide of the first file etc. The first team to finish wins.

source_excerpt:
The balls criss-cross, going from the 1st Guide of one file to the second Guide on the other file, then to the third Guide of the first file etc. The first team to finish wins.


name: Egg Drop Relay
category: sports-active
subcategory: relay race
content_type: joc
source_file: dragon-games
source_files: ["dragon-games"]
page_reference: page 418
keywords: relay race, egg and spoon, obstacle course
language: en
normalized_name: egg drop relay
extraction_confidence: high
created_at: 2026-05-20 07:59:18
updated_at: 2026-05-20 07:59:18
description:
A relay race through an obstacle course while balancing an egg on a spoon. An obstacle course is built from pylons, chairs, hula hoops and other objects, with difficulty adjusted to the age of the girls. Each team member manoeuvres through the course with an egg balanced on their spoon; if the egg drops the player starts again from the start line.

rules:
Create an obstacle course with the materials, adjusting difficulty to age. Each person on the team must successfully manoeuvre through the course with an egg balanced on their spoon. If the egg drops, the player starts again from the start line. Use plastic egg-shaped shakers for Sparks and Brownies and real eggs for older girls.

source_excerpt:
Each person on the
team needs to successfully manoeuvre through the course with an egg balanced on
their spoon.

materials_list:
several dozen raw eggs or plastic egg shakers, pylons, chairs, hula hoops, 6 spoons, paper towels, garbage bag


name: Egg Drop Relay
category: sports-active
subcategory: relay races
content_type: joc
source_file: dragon-games
source_files: ["dragon-games"]
page_reference: page 418
materials_list: raw eggs or plastic egg shakers, pylons, chairs, hula hoops, spoons, paper towels, garbage bag
skills_developed: balance, coordination
difficulty_level: mediu
keywords: relay, egg, spoon, obstacle course
tags: ["relay races"]
language: en
normalized_name: egg drop relay
extraction_confidence: high
created_at: 2026-05-20 07:59:18
updated_at: 2026-05-20 07:59:18
description:
A relay race through an obstacle course in which each team member must navigate the course while balancing an egg on a spoon. The obstacle course is built with pylons, chairs, hula hoops and other objects, adjusted in difficulty for the age of the players. If the egg drops, the player must restart from the start line.

rules:
Create an obstacle course with the provided materials (keeping in mind the age of the girls playing each round). Each person on the team needs to successfully manoeuvre through the course with an egg balanced on their spoon. If the egg drops, the player must start again from the start line. It might be a good idea to use the plastic egg-shaped shakers for the Sparks and Brownies, and real eggs for the older girls.

source_excerpt:
Each person on the team needs to successfully manoeuvre through the course with an egg balanced on their spoon. If the egg drops, the player must start again from the start line.


name: Assault Course
category: sports-active
subcategory: relay race
content_type: joc
source_file: dragon-games
source_files: ["dragon-games"]
page_reference: page 419
source_excerpt: Teams race each other relay-style to see which team can complete the course first.
materials_list: pylons, chairs, hula hoops, tunnel, hockey sticks, basketballs, wiffle balls
keywords: relay race, obstacle course, assault course
language: en
normalized_name: assault course
extraction_confidence: high
created_at: 2026-05-20 07:59:18
updated_at: 2026-05-20 07:59:18
description:
A relay-style obstacle course race. A complex obstacle course is created from materials at hand and teams race each other relay-style to complete it first. A typical course involves weaving through pylons, jumping rope, tunnelling through a tube, throwing wiffle balls into a hula hoop, dribbling a basketball back, and taking hockey shots on goal.

rules:
Create a complex obstacle course out of the materials at hand. Teams race each other relay-style to see which team can complete the course first. Example course: weave through pylons; pick up a jump rope and jump 10 times; tunnel through the tube; toss 3 wiffle balls into a hula hoop target; dribble a basketball back through the pylons; take 3 hockey shots on a goal.


name: Assault Course
category: sports-active
subcategory: relay races
content_type: joc
source_file: dragon-games
source_files: ["dragon-games"]
page_reference: page 419
materials_list: pylons, chairs, hula hoops, tunnel, hockey sticks, basketballs, wiffle balls
skills_developed: agility, teamwork, physical fitness
difficulty_level: mediu
keywords: relay, obstacle course, assault course
tags: ["relay races"]
language: en
normalized_name: assault course
extraction_confidence: high
created_at: 2026-05-20 07:59:18
updated_at: 2026-05-20 07:59:18
description:
A relay race in which teams compete to complete a complex obstacle course built from available materials. A typical course might include weaving through pylons, jumping rope 10 times, tunneling through a tube, tossing wiffle balls into a hula hoop target, dribbling a basketball, and taking hockey shots on goal.

rules:
Create a complex obstacle course out of the materials at hand. Teams race each other relay-style to see which team can complete the course first. Example tasks: weave through pylons, pick up a jump rope and jump 10 times, tunnel through the tube, toss 3 wiffle balls into a hula hoop target, dribble a basketball back through the pylons, take 3 hockey shots on a goal.

source_excerpt:
Create a complex obstacle course out of the materials at hand. Teams race each other relay-style to see which team can complete the course first.


name: Kangaroo Hop Relay
category: sports-active
subcategory: relay race
content_type: joc
source_file: dragon-games
source_files: ["dragon-games"]
page_reference: page 420
materials_list: sacks or pillow cases
skills_developed: coordination, teamwork
keywords: relay race, sack race, relay, hopping
tags: ["relay races"]
language: en
normalized_name: kangaroo hop relay
extraction_confidence: high
created_at: 2026-05-20 07:59:18
updated_at: 2026-05-20 07:59:18
description:
A relay race using sacks or pillow cases. The girls are divided into 2 teams; half of each team lines up at opposite ends of the hall facing each other. On a signal the first girl jumps into her sack and hops up to her team mates, passing the sack to the next girl, repeated until all girls have had a turn.

rules:
Divide the girls into 2 teams. Half of each team lines up at opposite ends of the hall facing each other. On a signal the first girl jumps into her sack and hops up to her team mates, passing the sack to the next girl. This is repeated until all girls have had a turn.

source_excerpt:
On a signal the first girl girl
jumps into her sack and hops up to her team mates, passing the sack to the next
girl


name: Beetle Game
variations: Can be used at tuck-time at camp, handing out little treats instead of keeping score.
category: sports-active
subcategory: relay races
content_type: joc
source_file: dragon-games
source_files: ["dragon-games"]
page_reference: page 421
materials_list: dice, scrap paper, pen or pencil, beetle diagram
skills_developed: speed, teamwork
difficulty_level: mediu
keywords: dice game, drawing, beetle, round-robin
tags: ["relay races"]
language: en
normalized_name: beetle game
extraction_confidence: high
created_at: 2026-05-20 07:59:18
updated_at: 2026-05-20 07:59:18
description:
An active table game where teams compete to be the first to draw a complete beetle. Each table has a dice, paper, pen and a beetle diagram. Body parts are numbered 1-6 (abdomen 6, head 5, tail 4, legs 3, antennae 2, eyes 1). One person at each table (Beetleguise) stays and draws the parts as team members roll the dice. A 6 is needed to start (body), then a 5 (head), after which any numbers may complete the rest. The first team to complete the beetle hollers 'BEETLE' and play moves round-robin to the next table.

rules:
Each team chooses a table; one person (Beetleguise) stays to draw. Each table has one dice, paper, pen, and a beetle diagram with parts numbered 1-6. Team members take turns rolling the dice. You need a 6 to start (body), then a 5 for the head; after that any numbers work as long as you get 6 threes (legs), 2 twos (antennae), and 2 ones (eyes). First team to complete hollers 'BEETLE', play stops, and teams rotate round-robin. Keep score awarding the team with most 'BEETLE' calls, or hand out treats.

source_excerpt:
The dice is rolled, and you need a 6 to start. Makes sense, body first. As soon as a six is rolled, Beetleguise will quickly draw a body on the paper, while the other members frantically continue rolling the dice to get a five.


name: Bubble Car
category: sports-active
subcategory: relay races
content_type: joc
source_file: dragon-games
source_files: ["dragon-games"]
page_reference: page 422
materials_list: 2 chairs per team
skills_developed: speed, listening, teamwork
difficulty_level: usor
keywords: relay, running, cars
tags: ["relay races"]
language: en
normalized_name: bubble car
extraction_confidence: high
created_at: 2026-05-20 07:59:18
updated_at: 2026-05-20 07:59:18
description:
A relay race where each team stands behind a chair, with a second chair placed some distance away. Each team member is given a car name (e.g. Toyota, Ford), and the last person is always 'Bubble Car'. When the Guider calls a car name, the matching member runs around the far chair and back; the first back wins a point. If 'Bubble Car' is called, the last person crawls under the legs of all team members before running.

rules:
Each team stands in a straight line behind a chair, with a second chair placed some distance away. Each member is given a car name; the last person is always Bubble Car. If the Guider calls a car name, that member runs from her place, around the far chair and back; the first girl back wins a point. If the Guider calls Bubble Car, the last person must crawl under the legs of all her team members before running to the far chair. The winning team is the first to reach a set number of points, e.g. 15.

source_excerpt:
If the Guider calls Bubble car the last person on the team must crawl under the legs of all the members of her team before she runs to the far chair.


name: Crossover Beanbags
category: sports-active
subcategory: relay races
content_type: joc
source_file: dragon-games
source_files: ["dragon-games"]
page_reference: page 423
materials_list: 3 beanbags per team, chalk or tape
skills_developed: throwing, coordination, teamwork
difficulty_level: dificil
keywords: relay, beanbags, throwing, crossover
tags: ["relay races"]
language: en
normalized_name: crossover beanbags
extraction_confidence: high
created_at: 2026-05-20 07:59:18
updated_at: 2026-05-20 07:59:18
description:
A skill-based relay game played in teams of 8. Girls (A-H) stand on marked X's in two interleaved rows. A starts with 3 beanbags and throws them one at a time down the line. H collects all 3 and runs behind F, D and B up to position A, while all others crossover. The new lead thrower then sends the beanbags back, and the cycle continues until A is at the end and runs to the Guider.

rules:
Girls (A-H) stand on the X's in two interleaved rows. Basic Rule: girls may stand with one foot on the X, but the other foot must be beside or behind it - not in front. A has all 3 beanbags and throws beanbag 1 to B, who throws to C, etc.; meanwhile A throws beanbag 2, then beanbag 3 down the line. H collects all 3 beanbags, runs behind F, D and B up to position A; all the others crossover. This repeats until A is at the end and collects all 3 beanbags then runs to the Guider between the two teams.

variations:
Can be played with tennis balls instead of beanbags, but dropped balls can travel far. Hint: if a girl drops beanbag 1 or 2 she should leave it until she has passed on beanbag 3.

source_excerpt:
H collects all 3 beanbags and runs behind F, D and B and up to position A. All the others crossover.


name: Drivers Relay
category: sports-active
subcategory: relay races
content_type: joc
source_file: dragon-games
source_files: ["dragon-games"]
page_reference: page 424
materials_list: paper or plastic plate steering wheel
skills_developed: coordination, teamwork
difficulty_level: usor
keywords: relay, cars, running, actions
tags: ["relay races"]
language: en
normalized_name: drivers relay
extraction_confidence: high
created_at: 2026-05-20 07:59:18
updated_at: 2026-05-20 07:59:18
description:
A relay race in which girls pass a paper plate steering wheel decorated as a car. Each girl is numbered and performs a different driving action: #1 Nervous Driver takes three steps forward and one back, #2 Broken Steering Wheel zigzags, #3 and #4 are Dead Battery (one pushes the other), #5 Flat Tire drags a leg, #6 Reverse runs backwards, #7 Teenage Driver runs as fast as possible.

rules:
Divide girls into teams. Use a plastic/paper plate drawn as a steering wheel. Each girl knows her number, as each does a different action: #1 three steps forward 1 step back; #2 zigzags; #3 gets pushed by #4; #4 pushes #3; #5 runs dragging one leg; #6 runs backwards; #7 runs up and back as fast as possible. Girls run one at a time, handing the steering wheel to the next girl in line. Actions can be added or deleted depending on group size.

source_excerpt:
This is a normal relay type game. Girls run one at a time handing over the steering wheel to the next girl in line.


name: Elf Relay
category: sports-active
subcategory: relay races
content_type: joc
source_file: dragon-games
source_files: ["dragon-games"]
page_reference: page 425
skills_developed: balance, coordination
difficulty_level: mediu
keywords: relay, elf, balance
tags: ["relay races"]
language: en
normalized_name: elf relay
extraction_confidence: high
created_at: 2026-05-20 07:59:18
updated_at: 2026-05-20 07:59:18
description:
A relay race in which players scrunch up in a small ball with their rear touching their ankles ('elf mode') and must walk around an object as fast as they can without using their hands at all, then touch the next team member's hand before going to the back of the line.

rules:
Scrunch up in a small ball with your rear touching your ankles (you're in elf mode). You can't use your hands at all, not even to push yourself up when you fall. Walk around something (table, line of chairs, etc.) in elf mode as fast as you can then touch your team member's hand. Then go to the back of the line and your team member repeats the process.

source_excerpt:
Scrunch up in a small ball with your rear, touching your ankles (you're in elf mode).  You can't use your hands at all, not even to push yourself up when you fall.


name: First Aid Relay
category: prim-ajutor
subcategory: relay races
content_type: joc
source_file: dragon-games
source_files: ["dragon-games"]
page_reference: page 426
materials_list: cup of water, bandages
skills_developed: first aid, teamwork, carrying
difficulty_level: mediu
keywords: relay, first aid, carrying, bearers
tags: ["relay races", "first aid"]
language: en
normalized_name: first aid relay
extraction_confidence: high
created_at: 2026-05-20 07:59:18
updated_at: 2026-05-20 07:59:18
description:
A relay race in which Guides are arranged in groups of two or three 'bearers' and one 'patient'. A cup of water is placed on the patient to ensure she is treated gently. At the goal, the bearers' speed and the amount of water remaining in the cup are taken into account.

rules:
According to the number of players, arrange Guides in groups of two or three 'bearers' and one 'patient'. Put a cup of water on the patient to make sure she is treated gently. On the arrival of the bearers at the goal, their speed and the amount of water remaining in the cup are taken into account.

variations:
a) An injured ankle must be bandaged correctly. b) The injured person must be carried on a 'four handed seat'.

source_excerpt:
Put a cup of water on the patient to make sure she is treated gently. On the arrival of the bearers at the goal, their speed and the amount of water remaining in the cup are taken into account.


name: Ice Floe
category: sports-active
subcategory: relay races
content_type: joc
source_file: dragon-games
source_files: ["dragon-games"]
page_reference: page 427
materials_list: newspaper or plastic placemats
skills_developed: balance, teamwork, problem solving
difficulty_level: mediu
keywords: relay, ice floe, newspaper, balance
tags: ["relay races"]
language: en
normalized_name: ice floe
extraction_confidence: high
created_at: 2026-05-20 07:59:18
updated_at: 2026-05-20 07:59:18
description:
A race across the floor without touching it. Each person or team gets two pieces of newspaper (or plastic placemats). You step on one, put the second down, move to it, pick up the first and move it ahead, step on, and so on, progressing across the floor. If played in teams, all the team must get onto one ice floe so the other can be moved ahead.

rules:
The idea is to race across the floor without touching it. Each person or team is given 2 pieces of newspaper. You put one down, step on it, put the second one down, move to it, pick up the first one, move it up front, step onto it, and so on. Girls must be on an ice floe at all times. If playing in teams, all of the team has to get onto one ice floe so that the other ice floe can be moved ahead. With newspapers, rambunctious players are apt to tear the papers, so speed isn't the only factor.

source_excerpt:
The idea is to race across the floor without touching said floor. Each person (or team) is given 2 pieces of newspaper (or substitute - like the plastic placemats).


name: Canada Day Scavenger Hunt
category: wide-games
subcategory: scavenger hunts
content_type: joc
source_file: dragon-games
source_files: ["dragon-games"]
page_reference: page 431
materials_list: list of items, paper
skills_developed: observation, teamwork
difficulty_level: usor
keywords: scavenger hunt, Canada Day, outdoor
tags: ["scavenger hunts"]
language: en
normalized_name: canada day scavenger hunt
extraction_confidence: high
created_at: 2026-05-20 07:59:18
updated_at: 2026-05-20 07:59:18
description:
A themed scavenger hunt for Canada Day with a list of 12 items and tasks to find or describe, such as something red from the flag, the biggest Canadian flag, someone wearing a Canadian flag, a Fleur de Lys flag, a free item from booths, a wet rock from the river, a real maple leaf, a piece of litter to dispose of, an animal in the park, and a wildflower.

rules:
Find or describe items from the list: 1. Something red from the flag (not a flag). 2. The biggest Canadian flag (tell where it is). 3. Something safe to add to a bonfire. 4. Someone wearing a Canadian flag. 5. A Fleur de Lys flag. 6. A free item from a booth. 7. A wet rock from the river. 8. A symbol not at the booth. 9. A real maple leaf (don't hurt the tree). 10. One piece of litter to put in the trash. 11. An animal living in the park. 12. A wildflower. Bring back the paper.

source_excerpt:
1. Find something you can bring back with the colour of red from the flag. NOT a flag! 2. Find the biggest Canadian flag around. Don't bring it back, tell us where it is!


name: Winter Scavenger Hunt
category: wide-games
subcategory: scavenger hunts
content_type: joc
source_file: dragon-games
source_files: ["dragon-games"]
page_reference: page 432
materials_list: water, food colouring, ice cube trays, reflecting tape, flashlights
skills_developed: observation, teamwork
difficulty_level: usor
keywords: scavenger hunt, winter, snow, ice cubes
tags: ["scavenger hunts"]
language: en
normalized_name: winter scavenger hunt
extraction_confidence: high
created_at: 2026-05-20 07:59:18
updated_at: 2026-05-20 07:59:18
description:
A winter scavenger hunt played best on snow. Water is coloured with food colouring and frozen into ice cubes, which are scattered around a playing area. Girls, divided into teams, are set loose to find them, and the group that finds the most ice cubes wins.

rules:
Divide your girls into teams, Patrols, or Circles. Colour water with food colouring and make ice cubes. Scatter them around a playing area and set your girls loose to find them. The group which finds the most ice cubes wins.

variations:
You can also make ice cubes containing plain water and little bits of reflecting tape, scatter them around, and play at night with the use of flashlights.

source_excerpt:
Colour water with food colouring, and make ice cubes. Scatter them around a playing area and set your girls loose to find them! The group which finds the most ice cubes wins!


name: Pathfinder Program Book Scavenger Hunt
variations: There is also a Pathfinder Guider's version of this game available as a Microsoft Word document.
category: jocuri-cercetasesti
subcategory: scavenger hunts
content_type: activitate
source_file: dragon-games
source_files: ["dragon-games"]
page_reference: page 433
materials_list: Pathfinder program book, question sheet
skills_developed: research, guiding knowledge
difficulty_level: usor
keywords: scavenger hunt, Pathfinder, program book, guiding
tags: ["scavenger hunts", "guiding history"]
language: en
normalized_name: pathfinder program book scavenger hunt
extraction_confidence: high
created_at: 2026-05-20 07:59:18
updated_at: 2026-05-20 07:59:18
description:
A scavenger hunt activity using the Pathfinder program book, consisting of around 59 questions whose answers are found within the book. Questions cover topics such as the ISBN, personal records, world Guiding, Baden-Powell history, the Guides Canada flag, uniform details, emblems, and Senior Branches, with reference page numbers provided for many answers.

rules:
Answer the listed questions by finding the information in the Pathfinder program book. Questions include: ISBN number and meaning; whether portions may be photocopied; pages for travel records and menu planning; what the three gold squares on the World Flag represent; ages of Pathfinders; colour of the Pathfinder sash; and the ultimate award a young woman can earn. Reference page numbers are provided as answers and should be edited out before handing the sheet to girls.

source_excerpt:
For many of these questions, these ladies have provided a reference page number for where to find the answer - I've left them here for your benefit, but if you wish to reproduce this activity, you'll want to do some editing before handing this sheet out to your girls.


name: Pathfinder Program Book Scavenger Hunt
category: jocuri-cercetasesti
subcategory: scavenger hunt
content_type: joc
source_file: dragon-games
source_files: ["dragon-games"]
page_reference: page 433
materials_category: printed materials
materials_list: Pathfinder program book, question sheet
skills_developed: knowledge of Guiding, research
difficulty_level: usor
keywords: pathfinder, program book, scavenger hunt
tags: ["guiding", "history"]
language: en
normalized_name: pathfinder program book scavenger hunt
extraction_confidence: high
created_at: 2026-05-20 07:59:18
updated_at: 2026-05-20 07:59:18
description:
A scavenger hunt activity for Pathfinders in which girls answer a long list of questions whose answers are found inside the Pathfinder program book. Questions ask about ISBN numbers, page references, Guiding history, uniform details, emblems, and require the girls to fill in personal record sections of their book.

rules:
Girls are given a sheet of questions and must locate the answers within their Pathfinder program book. Reference page numbers are provided for many answers and should be edited out before handing the sheet to the girls.

variations:
Wendy also created a Pathfinder Guider's version of the game available as a Microsoft Word document.

source_excerpt:
For many of these questions, these ladies have provided a reference page number for where to find the answer - I've left them here for your benefit, but if you wish to reproduce this activity, you'll want to do some editing before handing this sheet out to your girls.


name: Guide Program Book Scavenger Hunt
category: jocuri-cercetasesti
subcategory: scavenger hunts
content_type: activitate
source_file: dragon-games
source_files: ["dragon-games"]
page_reference: page 434
materials_list: Guide program book, question sheet
skills_developed: research, guiding knowledge
difficulty_level: usor
keywords: scavenger hunt, Guide, program book, guiding
tags: ["scavenger hunts", "guiding history"]
language: en
normalized_name: guide program book scavenger hunt
extraction_confidence: high
created_at: 2026-05-20 07:59:18
updated_at: 2026-05-20 07:59:18
description:
A scavenger hunt activity using the Guide program book (1999 edition), consisting of 50 questions whose answers are found within the book. Could be played by Patrols, each given 10 questions at the beginning of each meeting. Questions cover challenges, badges, the Lady Baden-Powell Award, uniform, Guiding history, camping emblems, knots, trail signs, and Kim's Game.

rules:
This game could be played by Patrols, with each Patrol being given 10 of the questions to answer at the beginning of each meeting. The game is based on the 1999 edition of the Program book. Girls answer questions by finding information in the Guide program book, such as the four Challenges, who Lady Baden-Powell was, where to wear badges, the animal pictured throughout the book, what kindling is, and what a Kim's Game is.

source_excerpt:
This game could be played by Patrols, with each Patrol being given 10 of the questions to answer at the beginning of each meeting. This game is based on the 1999 edition of the Program book.


name: Guide Program Book Scavenger Hunt
category: jocuri-cercetasesti
subcategory: scavenger hunt
content_type: joc
source_file: dragon-games
source_files: ["dragon-games"]
page_reference: page 434
materials_category: printed materials
materials_list: Guide program book, question sheet
skills_developed: knowledge of Guiding, research
difficulty_level: usor
keywords: guide, program book, scavenger hunt
tags: ["guiding", "patrol"]
language: en
normalized_name: guide program book scavenger hunt
extraction_confidence: high
created_at: 2026-05-20 07:59:18
updated_at: 2026-05-20 07:59:18
description:
A scavenger hunt for Guides based on the 1999 edition of the Guide program book. Patrols answer questions whose answers are found within the program book, covering the promise, challenges, badges, Guiding history, knots, trail signs and program details.

rules:
Played by Patrols, with each Patrol being given 10 of the questions to answer at the beginning of each meeting.

source_excerpt:
This game could be played by Patrols, with each Patrol being given 10 of the questions to answer at the beginning of each meeting.


name: Healthy Shopping Scavenger Hunt
category: wide-games
subcategory: scavenger hunts
content_type: activitate
source_file: dragon-games
source_files: ["dragon-games"]
page_reference: page 435
skills_developed: healthy eating, budgeting, community service, teamwork
difficulty_level: mediu
keywords: scavenger hunt, healthy eating, grocery, community service, food bank
tags: ["scavenger hunts", "community service"]
language: en
normalized_name: healthy shopping scavenger hunt
extraction_confidence: high
created_at: 2026-05-20 07:59:18
updated_at: 2026-05-20 07:59:18
description:
A scavenger hunt that takes girls on an outing to a grocery store to buy healthy non-perishable food for a local food bank using a $25 gift card. Items must cover all four food groups from Canada's Food Guide and include a fruit and vegetable selection plus one item for a baby. Points are awarded per serving by food group, with bonus points for nutritional value and sale items, and deductions for trans fats or non-recyclable packaging.

rules:
Buy as much healthy food as possible for the food bank with your gift card. Items must cover all 4 food groups from Canada's Food Guide; you must buy a fruit and vegetable selection and at least one item for a baby. Only non-perishable items; maximum 2 same items. Base points: 1 per serving of grain, 2 per serving of meat/alternate, 2 per serving of fruits/vegetables, 3 per serving of milk products. Bonus points for food bank wish list items, fibre, low fat, low sodium, and sale items. Deduct 5 points for trans fats or non-recyclable packaging. Use the Buddy System for safety.

variations:
FUN Challenge (3 points each, time permitting): find a fruit/vegetable no one has tried, a food the group agrees is gross, an interesting food from another country, the most expensive cheese, the least expensive fresh chicken, and the food with the longest name.

source_excerpt:
Buy as much healthy food as possible for the food bank with your gift card.  Items must cover all 4 food groups from Canada's Food Guide. You must buy a fruit and vegetable selection and at least one item for a baby.

materials_list:
Canada's Food Guide, $25 store gift card, coin for shopping cart, weekly store flyer, calculator, Donated by tags


name: Healthy Shopping Scavenger Hunt
category: retete
subcategory: scavenger hunt
content_type: activitate
source_file: dragon-games
source_files: ["dragon-games"]
page_reference: page 435
materials_category: shopping supplies
skills_developed: healthy eating, budgeting, community service
difficulty_level: mediu
keywords: healthy eating, food bank, grocery, scavenger hunt
tags: ["community service", "nutrition"]
language: en
normalized_name: healthy shopping scavenger hunt
extraction_confidence: high
created_at: 2026-05-20 07:59:18
updated_at: 2026-05-20 07:59:18
description:
A scavenger hunt designed to teach healthy eating, requiring an outing to the grocery store where girls buy as much healthy food as possible with a gift card. All food purchased is donated to a local food bank as community service. Items must cover all four food groups from Canada's Food Guide.

rules:
Buy as much healthy food as possible for the food bank with a $25 gift card. Items must cover all 4 food groups, include a fruit and vegetable selection and at least one item for a baby, and only non-perishable items can be purchased. Maximum 2 of the same item. Points are awarded per serving by food group (1 grain, 2 meat, 2 fruit/veg, 3 milk), with bonus points for wish-list items, high fibre, low fat, low sodium, sale items and complete meals, and deductions for trans fats or non-recyclable packaging. Use the Buddy System for safety in the store. Time-permitting FUN challenges worth 3 points each.

source_excerpt:
Buy as much healthy food as possible for the food bank with your gift card.  Items must cover all 4 food groups from Canada’s Food Guide.

materials_list:
Canada's Food Guide, $25 store gift card, coin for a shopping cart, weekly store flyer, calculator, Donated by tags for grocery bags


name: Abstract Scavenger Hunt
category: team-building
subcategory: scavenger hunts
content_type: joc
source_file: dragon-games
source_files: ["dragon-games"]
page_reference: page 436
materials_list: list of abstract items
skills_developed: creativity, teamwork, interpretation
difficulty_level: mediu
keywords: scavenger hunt, abstract, creativity
tags: ["scavenger hunts"]
language: en
normalized_name: abstract scavenger hunt
extraction_confidence: high
created_at: 2026-05-20 07:59:18
updated_at: 2026-05-20 07:59:18
description:
A scavenger hunt where the list items are not specific objects but abstract concepts such as Team Spirit, True Love, Happiness, Wisdom and Laughter. Teams must creatively interpret and find items that best fit each abstract description. Scoring is based on number of items found, time taken, and most importantly the creativity of interpretation.

rules:
The items on the list are abstract things rather than specific items; it is up to the team to come up with items that best fit each description. Scoring: points awarded for the number of items found, the amount of time taken, and most importantly creativity of interpretation. The list to find: Team Spirit, True Love, The Great Canadian Dream, The Meaning of Life, Happiness, Wealth, Beauty, Style, Rhythm, Intelligence, Wisdom, Grace, Laughter, Seasons, Uniform.

source_excerpt:
Instead, you are given you abstract things to find, and it is up to you, and your imaginative team mates to come up with items that best fit the description you have.


name: Abstract Scavenger Hunt
category: jocuri-cercetasesti
subcategory: scavenger hunt
content_type: joc
source_file: dragon-games
source_files: ["dragon-games"]
page_reference: page 436
skills_developed: creativity, teamwork
difficulty_level: mediu
keywords: abstract, scavenger hunt, creativity
tags: ["teambuilding"]
language: en
normalized_name: abstract scavenger hunt
extraction_confidence: high
created_at: 2026-05-20 07:59:18
updated_at: 2026-05-20 07:59:18
description:
A scavenger hunt where the list items are not specific objects but abstract concepts. Teams must creatively interpret abstract things like Team Spirit, True Love, Happiness, Beauty and Wisdom, and find items that best fit those descriptions.

rules:
Points are awarded for the number of items found, the time taken, and most importantly for creativity of interpretation of the list items. Items to find include Team Spirit, True Love, The Great Canadian Dream, The Meaning of Life, Happiness, Wealth, Beauty, Style, Rhythm, Intelligence, Wisdom, Grace, Laughter, Seasons and Uniform.

source_excerpt:
Instead, you are given you abstract things to find, and it is up to you, and your imaginative team mates to come up with items that best fit the description you have.


name: Story Book Scavenger Hunt
category: jocuri-cercetasesti
subcategory: scavenger hunt
content_type: joc
source_file: dragon-games
source_files: ["dragon-games"]
page_reference: page 437
materials_category: basic supplies
materials_list: paper, pencil
skills_developed: observation, imagination
difficulty_level: usor
keywords: storybook, scavenger hunt, neighbourhood
tags: ["outdoor"]
language: en
normalized_name: story book scavenger hunt
extraction_confidence: high
created_at: 2026-05-20 07:59:18
updated_at: 2026-05-20 07:59:18
description:
A neighbourhood scavenger hunt where girls find lawn ornaments, signs and garden ideas that suggest storybooks, such as a deer for Bambi, gnomes for Snow White, or swans for the Ugly Duckling.

rules:
Teams go around the neighbourhood finding items that suggest storybooks. The team that comes back with the most stories listed wins. Girls write the address and item for each story to show they saw it.

source_excerpt:
The girls go around the neighbourhood finding lawn ornament, signs, ideas in gardens that suggest storybooks i.e. deer – Bambi, Gnomes - Snow White Swans - Ugly Duckling etc.


name: Sound Scavenger Hunt
category: jocuri-cercetasesti
subcategory: scavenger hunt
content_type: joc
source_file: dragon-games
source_files: ["dragon-games"]
page_reference: page 438
materials_category: recording equipment
materials_list: tape recorder or digital voice recorder, list of sounds
skills_developed: listening, teamwork
difficulty_level: usor
keywords: sound, scavenger hunt, recording
tags: ["outdoor"]
language: en
normalized_name: sound scavenger hunt
extraction_confidence: high
created_at: 2026-05-20 07:59:18
updated_at: 2026-05-20 07:59:18
description:
A scavenger hunt where teams head out with a recording device to capture a list of sounds, such as shopping carts slamming, a dog barking, a phone ringing or a toilet flushing.

rules:
Each group heads out with a battery-operated tape recorder or digital voice recorder and must return to home base as soon as possible with all the sounds on the list. For an added challenge for older girls or adults, they must record all the chosen sounds in order.

variations:
For an added level of challenge for older girls/adults, challenge them to record all chosen sounds in order.

source_excerpt:
Each group heads out with a battery-operated tape recorder, or a digital voice recorder. Their goal is to return to home base as soon as possible with all the sounds on the list.


name: Great Ottawa Downtown Scavenger Hunt
variations: While set in downtown Ottawa, it could be modified for any major city centre.
category: wide-games
subcategory: scavenger hunt
content_type: joc
source_file: dragon-games
source_files: ["dragon-games"]
page_reference: page 439
materials_category: personal equipment
materials_list: camera, cell phone, change for emergency phone call
skills_developed: teamwork, navigation, problem solving
difficulty_level: mediu
keywords: scavenger hunt, city, Ottawa, rangers
tags: ["urban", "outdoor"]
language: en
normalized_name: great ottawa downtown scavenger hunt
extraction_confidence: high
created_at: 2026-05-20 07:59:18
updated_at: 2026-05-20 07:59:18
description:
An urban scavenger hunt set in the Byward Market area of downtown Ottawa for Rangers. Small groups complete a list of 40 challenges, gathering photos and items such as feathers, pennies, take-out menus, business cards, and answering trivia questions about shops and landmarks.

rules:
Girls are set loose in the Byward Market area in small groups, each armed with a camera, cell phone, and change for an emergency phone call, with leaders' phone numbers available. Groups agree on a designated meeting place and time. Complete as many of the 40 challenges as possible in the time allotted, staying together and gathering evidence of accomplishments.

source_excerpt:
Complete as many of the following challenges as possible in the time allotted. Remember to STAY TOGETHER and to gather evidence of your accomplishments along the way.


name: Ranger Science Centre Scavenger Hunt
category: creative-stem
subcategory: scavenger hunt
content_type: joc
source_file: dragon-games
source_files: ["dragon-games"]
page_reference: page 440
materials_category: personal equipment
materials_list: scavenger hunt list, camera
skills_developed: teamwork, science knowledge, problem solving
difficulty_level: dificil
keywords: science centre, scavenger hunt, rangers, trivia
tags: ["stem", "indoor"]
language: en
normalized_name: ranger science centre scavenger hunt
extraction_confidence: high
created_at: 2026-05-20 07:59:18
updated_at: 2026-05-20 07:59:18
description:
A challenging scavenger hunt set in a science centre for older girls. Teams complete trivia, measurement and photo challenges grouped into three categories worth different point values, acquiring as many points as possible by a set deadline.

rules:
Girls are broken into teams of four, each given a scavenger hunt list and a camera. Stay with your group at all times. Challenges are grouped into Category A (Pure Trivia, 1 point each), Category B (Stuff to Measure and Record, 3 points each) and Category C (Photographic Proof Required, 5 points each). Teams must meet up outside the Mastermind gift store at 3pm regardless of progress; finishing early and finding the leaders improves chances of winning.

source_excerpt:
The girls were broken into teams of four... two from Ottawa and two from Toronto. Each team was given a copy of the following scavenger hunt list and a camera.


name: Desert Island Scavenger Hunt
category: camp-outdoor
subcategory: scavenger hunt
content_type: activitate
source_file: dragon-games
source_files: ["dragon-games"]
page_reference: page 441
materials_category: craft supplies
materials_list: seashells, candle wicks, paper bags, sandbox
skills_developed: problem solving, teamwork, crafting
difficulty_level: mediu
keywords: desert island, scavenger hunt, riddles, candles
tags: ["sleepover", "theme"]
language: en
normalized_name: desert island scavenger hunt
extraction_confidence: high
created_at: 2026-05-20 07:59:18
updated_at: 2026-05-20 07:59:18
description:
A door-to-door scavenger hunt designed for a sleepover with a Deserted Island theme. Patrols, escorted by an adult, scavenge for everyday items described in pirate riddles, then collect a bag of treasure to make seashell candles.

rules:
Each patrol is escorted by an adult as the girls go door to door scavenging for the listed items, which are presented as riddles. When they reach the end of the list, they go to a neighbour's address and ask for a paper bag with treasure inside, containing seashells and a candle wick for each girl. Once everyone has all the items and their treasure bags, they head to a location with a sandbox to make seashell candles.

source_excerpt:
Each patrol is escorted by an adult as the girls go door to door scavenging for the items listed below (in riddles)


name: Martian Scavenger Hunt
category: camp-outdoor
subcategory: scavenger hunt
content_type: joc
source_file: dragon-games
source_files: ["dragon-games"]
page_reference: page 442
materials_category: natural materials
materials_list: film canister, piece of wool
skills_developed: nature observation, identification
difficulty_level: usor
keywords: nature, martian, scavenger hunt
tags: ["outdoor", "nature"]
language: en
normalized_name: martian scavenger hunt
extraction_confidence: high
created_at: 2026-05-20 07:59:18
updated_at: 2026-05-20 07:59:18
description:
A nature scavenger hunt framed by a story about Martians who have landed and need help gathering items from the natural environment. Each girl receives a film canister and must collect small unattached natural items that fit inside it within a time limit.

rules:
Give each girl a film canister with a piece of wool attached through a hole in the lid. Tell the Martian story. All items must fit into the film canister and girls may not pick things, only gather things that are unattached, such as feathers, leaves, nuts, insects and pine needles. They have 10 minutes to collect items and must be able to identify them.

variations:
Another way to play is to hand out a sheet asking girls to identify trees, insects, wildflowers, nuts or seeds, grasses, birds, feathers, animal tracks, leaves and coloured stones, and to draw or describe the items found.

source_excerpt:
All the items must fit into your film canister and you may not "pick" things, only gather things that are unattached.


name: Medicine Man Scavenger Hunt
category: camp-outdoor
subcategory: scavenger hunt
content_type: activitate
source_file: dragon-games
source_files: ["dragon-games"]
page_reference: page 443
materials_category: natural materials
skills_developed: nature observation, teamwork
difficulty_level: usor
keywords: medicine man, nature, scavenger hunt, potion
tags: ["outdoor", "theme"]
language: en
normalized_name: medicine man scavenger hunt
extraction_confidence: high
created_at: 2026-05-20 07:59:18
updated_at: 2026-05-20 07:59:18
description:
A themed nature scavenger hunt where patrols, framed as a chief's warriors, gather a list of natural ingredients to make a harmony potion. The collected ingredients are mixed and the potion is poured over the patrol's feet so they may walk harmoniously through life.

rules:
Patrols gather a list of natural ingredients: 1 1/2 cups of fresh water, 6 pieces of moss from beside a large tree, 3 dandelion leaves, some milkweed, 2 clovers, 5 blades of grass, 1 wild violet leaf, 10 pine or spruce needles, 1 piece of spider web, a small bit of bark not taken off a tree, a maple key and a feather. When all items are collected, the patrol returns to home base, stirs the potion ten times with the feather, then each warrior puts out one foot and the potion is poured over their feet. It may be repeated to bind several warriors together.

source_excerpt:
When all these things are collected, you return to home base with all of the above and the potion has to be stirred ten times with the feather.

materials_list:
fresh water, moss, dandelion leaves, milkweed, clovers, grass, wild violet leaf, pine or spruce needles, spider web, bark, maple key, feather


name: Nature Scavenger Hunt
category: camp-outdoor
subcategory: scavenger hunt
content_type: joc
source_file: dragon-games
source_files: ["dragon-games"]
page_reference: page 444
materials_category: basic supplies
materials_list: list, pencil
skills_developed: nature observation, environmental awareness
difficulty_level: usor
keywords: nature, scavenger hunt, observation
tags: ["outdoor", "nature"]
language: en
normalized_name: nature scavenger hunt
extraction_confidence: high
created_at: 2026-05-20 07:59:18
updated_at: 2026-05-20 07:59:18
description:
A look-and-see nature scavenger hunt with riddle clues and a long list of items to find, observe, listen for, smell, feel and watch in the natural environment. It encourages careful exploration without disturbing nature, with some items to be brought back and others only observed and drawn.

rules:
Try to figure out the answers to the riddle puzzles and find the things on the list. You may or may not be able to find everything. When you find an item, check it off the list and write down where it was. This is a look-and-see hunt; do your best not to disturb anything. After showing the items to your leader, put everything back.

source_excerpt:
This is a look-and-see hunt. Do your best not to disturb anything. Many plants are food or homes for other living creatures, so be careful as you explore.


name: Photo Scavenger Hunt
variations: Each team could be given a disposable camera instead of a 35mm camera with film.
category: jocuri-cercetasesti
subcategory: scavenger hunt
content_type: joc
source_file: dragon-games
source_files: ["dragon-games"]
page_reference: page 445
materials_category: photography equipment
materials_list: camera, film, list of photo challenges, props
skills_developed: creativity, teamwork, strategy
difficulty_level: mediu
keywords: photo, scavenger hunt, camera
tags: ["outdoor", "creative"]
language: en
normalized_name: photo scavenger hunt
extraction_confidence: high
created_at: 2026-05-20 07:59:18
updated_at: 2026-05-20 07:59:18
description:
A scavenger hunt where teams are given a camera and a list of possible photos to take, each worth different points by difficulty. Teams choose which shots to attempt to maximize points, optionally using required props in each picture.

rules:
Divide the unit into teams of about 4 girls and 1 Guider. Each team is given a list of possible photos, a 35mm camera and a 12-exposure roll of film, or a disposable camera. There should be at least 20 different photos on the list for 12-exposure film, or at least 35 for 24-exposure film. Each shot is worth a different number of points by difficulty level, forcing teams to choose. Props may be added that must be used in each picture. Set a time limit, then meet at a central location to develop and score photos. Awards are given creatively, e.g. Most Creative Use of Props or Best Overall Composition.

source_excerpt:
Each team is given a list of possible photos they can take, a 35mm camera and a 12-exposure roll of film (alternatively each team could be given a disposable camera).


name: Shopping Centre Scavenger Hunt
category: jocuri-cercetasesti
subcategory: scavenger hunt
content_type: joc
source_file: dragon-games
source_files: ["dragon-games"]
page_reference: page 446
materials_category: basic supplies
materials_list: question list, pencil, a dollar
skills_developed: teamwork, observation
difficulty_level: usor
keywords: mall, shopping centre, scavenger hunt
tags: ["indoor", "urban"]
language: en
normalized_name: shopping centre scavenger hunt
extraction_confidence: high
created_at: 2026-05-20 07:59:18
updated_at: 2026-05-20 07:59:18
description:
A scavenger hunt designed for a Pathfinder unit held at a shopping centre, easily modified for any mall. Teams answer point-valued questions and collect items around the mall, with the highest-scoring team winning a prize.

rules:
Girls are sent out in teams of 2-4 people. Each question has a point value and the team with the most points wins. Sample tasks include counting recycle bins, collecting straws and flyers, naming songs played on the mall radio, and using a dollar to buy something creative.

source_excerpt:
The girls were sent out in teams of 2-4 people. Each question had a point value, and the team with the most points was the winner of dollar store gifts.


name: The Number Game
category: icebreakers
subcategory: scavenger hunt
content_type: joc
source_file: dragon-games
source_files: ["dragon-games"]
page_reference: page 447
source_excerpt: Give the girls a time limit, then call them back and compare answers!
materials_category: basic supplies
materials_list: question list, pencil
skills_developed: observation, counting
difficulty_level: usor
keywords: counting, number game, observation
tags: ["indoor"]
language: en
normalized_name: the number game
extraction_confidence: high
created_at: 2026-05-20 07:59:18
updated_at: 2026-05-20 07:59:18
description:
A counting observation game where everyone is given a list of questions about the meeting hall and must count things such as stairs, fire extinguishers, vehicles, exits, light switches, sinks, chairs, books, pianos and posts.

rules:
Give everybody a list of counting questions about the hall you meet in. Give the girls a time limit, then call them back and compare answers.


name: Un-Natural Scavenger Hunt
category: camp-outdoor
subcategory: scavenger hunt
content_type: joc
source_file: dragon-games
source_files: ["dragon-games"]
page_reference: page 448
source_excerpt: Ahead of time, leader/adult places items on the hiking path that DO NOT belong to nature.
materials_category: basic supplies
materials_list: litter items, paper, pencil
skills_developed: observation, environmental awareness
difficulty_level: usor
keywords: scavenger hunt, litter, nature, hiking
tags: ["outdoor", "environment"]
language: en
normalized_name: un-natural scavenger hunt
extraction_confidence: high
created_at: 2026-05-20 07:59:18
updated_at: 2026-05-20 07:59:18
description:
A reverse scavenger hunt where leaders place man-made litter items along a hiking path ahead of time, and girls hike searching for the items that do not belong to nature, keeping track of them.

rules:
Ahead of time, the leader places items on the hiking path that do not belong to nature, such as a sponge, bottle of glue, coat hanger or plastic soda bottle. Patrols have one person with paper and pencil to keep track of the items. They hike searching for the items within a set time limit. You can give them a rough idea of how many items to search for.


name: Summer Survival Game
category: supravietuire
subcategory: survival game
content_type: joc
source_file: dragon-games
source_files: ["dragon-games"]
page_reference: page 451
materials_category: survival equipment
materials_list: first aid kit, survival kit, drinking water, matches, fire starters, gadget string, tarp
skills_developed: survival skills, first aid, teamwork, decision making
difficulty_level: mediu
keywords: survival, trail, stations, wide game
tags: ["outdoor", "survival"]
language: en
normalized_name: summer survival game
extraction_confidence: high
created_at: 2026-05-20 07:59:18
updated_at: 2026-05-20 07:59:18
description:
An outdoor trail-based survival game with a series of scenario stations. Groups follow a marked trail and respond to survival situations such as getting lost, an injury, encountering a bear, hunger, and needing shelter, with suggested solutions provided for each station.

rules:
Each group should carry at minimum one first aid kit, one survival kit, drinking water, matches, fire starters, gadget string and a tarp. Groups follow the trail and stop at five stations. Station One (Lost): look for useful fire-starting items and ways to mark the trail. Station Two (Injury): treat a sprained ankle near poison ivy and move the injured girl to safety. Station Three (Bear): play dead, lie on bellies and cover faces, toss away food. Station Four (Hungry): stop, rest, drink water and save the food. Station Five (Shelter): treat a girl for shock, build a lean-to shelter and an unlit fire, and stay until leaders give permission to move.

variations:
At Station Three, a leader can act as a bear and take daypacks with smelly food, forcing girls to use their survival kits.

source_excerpt:
Each group of girls should be carrying, minimum, one first aid kit, one survival kit, drinking water, matches, fire starters, a bit of gadget string, and a tarp.


name: Summer Survival Game
category: supravietuire
content_type: joc
source_file: dragon-games
source_files: ["dragon-games"]
page_reference: page 451
materials_list: first aid kit, survival kit, drinking water, matches, fire starters, gadget string, tarp
skills_developed: survival skills, first aid, teamwork, problem solving
difficulty_level: mediu
keywords: survival, trail game, first aid, wilderness
tags: ["survival", "outdoor", "scouting"]
language: en
normalized_name: summer survival game
extraction_confidence: high
created_at: 2026-05-20 07:59:18
updated_at: 2026-05-20 07:59:18
description:
A trail-based survival game with a series of stations. Each group of girls carries a first aid kit, survival kit, drinking water, matches, fire starters, gadget string and a tarp, then follows a marked trail. At each station they face a scenario: getting lost and gathering useful fire-starting items, treating a friend's sprained ankle amid poison ivy, reacting to a possible bear, deciding whether to eat their candy ration, and finally building a shelter and caring for a sick and injured friend while waiting for leaders to inspect their work.

rules:
Stations: One (Lost) - look for useful items like birch bark and twigs, mark the trail. Two (Injury) - move the injured girl to a safe spot and treat a sprain. Three (Bear) - lie face down playing dead, toss away food, calm the panicky girl. Four (Hungry) - stop, rest, drink water, save the food. Five (Shelter) - treat the ill girl for shock, build a lean-to and an unlit fire, and stay put until leaders arrive.

source_excerpt:
Welcome to the Summer Edition of the Survival Game! Are you ready? Stay together and follow the trail, and be prepared for anything...


name: Winter Survival Game
category: supravietuire
subcategory: survival game
content_type: joc
source_file: dragon-games
source_files: ["dragon-games"]
page_reference: page 452
materials_category: survival equipment
materials_list: first aid kit, survival kit, waterproofed matches, tarp, bedroll rope, mugs, cup-a-soup, flashlight
skills_developed: winter survival skills, first aid, teamwork, leadership
difficulty_level: mediu
keywords: winter survival, trail, stations, wide game, frostbite, hypothermia
tags: ["outdoor", "survival", "winter"]
language: en
normalized_name: winter survival game
extraction_confidence: high
created_at: 2026-05-20 07:59:18
updated_at: 2026-05-20 07:59:18
description:
An outdoor winter trail-based survival game with scenario stations, where each numbered girl has a specific role to ensure everyone participates. Teams follow a marked trail and respond to winter survival situations such as cracking ice, overheating, frostbite, hypothermia and a fall.

rules:
Each team carries at minimum one first aid kit, one survival kit, waterproofed matches, at least one tarp, bedroll rope, mugs for each member, cup-a-soup, and a flashlight. Each numbered girl has a specific role. The team follows the marked trail through five stations: Station One (No Way Across) rescuing a team-mate from cracking ice; Station Two (Hard Work) trudging through deep snow and managing layers; Station Three (I'm Cold) treating soaked, numb, white hands and feet; Station Four (It's Getting Colder) identifying and treating shivering; Station Five (A Nasty Fall) caring for a broken wrist and sprained ankle while a designated leader takes charge. At the trail's end the team follows the final card instructions and remains in place until leaders inspect their work.

variations:
Numbered roles are assigned to each girl so that less outgoing members also get a chance to participate.

source_excerpt:
When the team reaches the end of the trail they must follow the instructions on the final card and remain where they are until the leaders come to inspect their work.


name: Winter Survival Game
category: supravietuire
content_type: joc
source_file: dragon-games
source_files: ["dragon-games"]
page_reference: page 452
materials_list: first aid kit, survival kit, waterproofed matches, tarp, bedroll rope, mugs, cup-a-soup, flashlight
skills_developed: survival skills, first aid, teamwork, cold weather safety
difficulty_level: mediu
keywords: winter survival, trail game, first aid, hypothermia
tags: ["survival", "outdoor", "winter", "scouting"]
language: en
normalized_name: winter survival game
extraction_confidence: high
created_at: 2026-05-20 07:59:18
updated_at: 2026-05-20 07:59:18
description:
A winter edition of the trail survival game where each numbered girl has a specific role so that less outgoing girls also participate. Teams follow a marked trail carrying a first aid kit, survival kit, waterproofed matches, a tarp, bedroll rope, mugs, cup-a-soup and a flashlight, and face winter scenarios at five stations: rescuing a teammate from cracking river ice, regulating clothing layers in deep snow, treating soaked numb hands and feet, identifying and treating uncontrollable shivering, and managing a fall that breaks a wrist and sprains an ankle while another girl shows worsening cold symptoms.

rules:
Each numbered girl plays a set role. Stations: One (No Way Across) - rescue Girl #1 from cracking ice. Two (Hard Work) - Girl #3 removes her coat in deep snow, others loosen layers. Three (I'm Cold) - treat Girl #5's white, numb soaked hands and feet. Four (It's Getting Colder) - identify Girl #3's uncontrollable shivering and blue lips. Five (A Nasty Fall) - Girl #4 takes charge after Girl #2 breaks her wrist and sprains an ankle; treat injuries and stay there until a leader comes, returning to the lodge only if dangerously cold.

source_excerpt:
Welcome to the Winter Edition of the Survival Game! Are you ready? Follow the marked trail, stay together, and GOOD LUCK!


name: Survival Games for Pathfinders
category: supravietuire
content_type: joc
source_file: dragon-games
source_files: ["dragon-games"]
page_reference: page 454
skills_developed: survival skills, first aid, teamwork, problem solving, decision making
difficulty_level: mediu
keywords: survival, trail game, Pathfinders, Situation Cards
tags: ["survival", "outdoor", "scouting"]
language: en
normalized_name: survival games for pathfinders
extraction_confidence: high
created_at: 2026-05-20 07:59:18
updated_at: 2026-05-20 07:59:18
description:
A framework of trail games designed to teach Pathfinders the skills needed to survive in the wilderness if lost or injured, best played at a weekend camp. In preceding meetings the girls assemble first aid and survival kits. Leaders lay a marked trail (using trail signs, flagging tape or coloured wool) and place Situation Cards along it, each posing a problem the girls must solve before moving on. The girls are split into groups of 5-6 and sent down the trail at intervals; leaders observe silently, and afterwards everyone discusses strategies and possible improvements.

rules:
Lay a trail per team if time allows, ending in spots with shelter-building materials and, if safe, fire-lighting possibilities. Split Pathfinders into groups of 5-6. With one trail, send teams at 15-minute intervals. Teams remain at the trail's end until leaders inspect their work. Leaders tour as observers only with no commenting; after the game, hold a group discussion of strategies and improvements.

source_excerpt:
Each game is designed to teach Pathfinders, first hand, some of the skills required to survive in the wilderness if they manage to get lost or injured.

materials_list:
daypacks, survival kits, first aid kits, rain ponchos, snacking food, something to drink, trail signs, flagging tape, Situation Cards


name: Toilet Tag
category: sports-active
content_type: joc
source_file: dragon-games
source_files: ["dragon-games"]
page_reference: page 457
skills_developed: agility, running
difficulty_level: usor
keywords: tag, running, active game
tags: ["tag", "active"]
language: en
normalized_name: toilet tag
extraction_confidence: high
created_at: 2026-05-20 07:59:18
updated_at: 2026-05-20 07:59:18
description:
A tag game where players run around the playing area. When 'IT' tags a player, the tag-ee becomes a toilet bowl: they crouch in place with arms held out in front to form a bowl and make a 'gurgle, gurgle, gurgle' sound until rescued. A frozen toilet can be returned to the game by being 'flushed' - tapped on the head - by any other live player.

rules:
Girls run around the playing area. When IT tags a player, the tag-ee crouches in place with arms out forming a bowl and goes 'gurgle, gurgle, gurgle'. Any other live player can free a toilet by 'flushing' it - tapping it on the head.

source_excerpt:
When "IT" tags a player, the tag-ee becomes a toilet bowl. They need to crouch in place, arms out in front of them to make a bowl, and go "gurgle, gurgle, gurgle..." until someone comes to rescue them.


name: Chocolate Tag
category: sports-active
content_type: joc
source_file: dragon-games
source_files: ["dragon-games"]
page_reference: page 458
source_excerpt: All the players represent chocolate chips, and the "IT" is the baker who wants to bake cookies.
skills_developed: agility, running
difficulty_level: usor
keywords: tag, running, active game
tags: ["tag", "active"]
language: en
normalized_name: chocolate tag
extraction_confidence: high
created_at: 2026-05-20 07:59:18
updated_at: 2026-05-20 07:59:18
description:
A tag game in which all players represent chocolate chips and 'IT' is the baker who wants to bake cookies. When IT catches a player, the tag-ee freezes, waves her arms out at her sides and slowly 'melts' down towards the floor while yelling 'I'm melting! I'm melting!'. Another player can unfreeze her by running under one of her arms before she reaches the floor. If she melts all the way down, she becomes another 'IT', adding a second baker to the chase.

rules:
Players are chocolate chips; IT is the baker. When tagged, a player freezes, waves arms at her sides and slowly melts toward the floor yelling 'I'm melting!'. A player who runs under her arm before she reaches the floor unfreezes her. If she fully melts to the floor she becomes another IT.


name: Elvis Tag
category: sports-active
content_type: joc
source_file: dragon-games
source_files: ["dragon-games"]
page_reference: page 459
source_excerpt: If one of them is tagged by "IT", she freezes in an Elvis-style pose.
skills_developed: agility, running
difficulty_level: usor
keywords: tag, running, active game
tags: ["tag", "active"]
language: en
normalized_name: elvis tag
extraction_confidence: high
created_at: 2026-05-20 07:59:18
updated_at: 2026-05-20 07:59:18
description:
A tag game where players run around the playing area as usual. If a player is tagged by 'IT', she freezes in an Elvis-style pose. She can be rescued by being tapped on the shoulder by another player, but before she can run again she must turn to her rescuer and say, in her best Elvis voice, 'Thank you... thank you very much!'

rules:
Players run around as usual. A tagged player freezes in an Elvis pose. Another player rescues her by tapping her shoulder, after which she must say in an Elvis voice 'Thank you... thank you very much!' before running again.


name: Planet of the Its
category: sports-active
content_type: joc
source_file: dragon-games
source_files: ["dragon-games"]
page_reference: page 461
materials_list: pylons
skills_developed: agility, running, teamwork, coordination
difficulty_level: usor
keywords: tag, running, active game, cooperation
tags: ["tag", "active"]
language: en
normalized_name: planet of the its
extraction_confidence: high
created_at: 2026-05-20 07:59:18
updated_at: 2026-05-20 07:59:18
description:
A tag game played in a marked area (pylons outdoors or boundary lines in a gym). A pair of players start as a two-headed 'IT' while everyone else is a single-headed 'THAT'. When the IT tags a THAT, the THAT joins it to make a three-headed IT; when a three-headed IT tags another THAT, it splits into two two-headed ITs. THATs must stay within the small planet boundaries - any THAT who falls off the planet by going out of bounds joins the nearest two-headed IT. Play continues until only two single-headed THATs remain, and they become the first two-headed IT for the next round.

rules:
Mark the playing area. Start with a two-headed IT (pair of players holding together); all others are single THATs. IT tags a THAT to grow to three heads; a three-headed IT then splits into two two-headed ITs. Only two- and three-headed ITs exist. A THAT going out of bounds joins the nearest two-headed IT. Play until two THATs remain - they form the next round's two-headed IT.

source_excerpt:
Designate a pair of players to start as a two-headed "IT". All the rest of the players are single-headed "THATs".


name: Water Cycle Race
category: creative-stem
content_type: joc
source_file: dragon-games
source_files: ["dragon-games"]
page_reference: page 467
materials_list: bucket of water, Veggie Ziploc Bag
skills_developed: teamwork, memory, physical activity, science understanding
difficulty_level: usor
keywords: water cycle, relay, science game, STEM
tags: ["water", "science", "relay", "active"]
language: en
normalized_name: water cycle race
extraction_confidence: high
created_at: 2026-05-20 07:59:18
updated_at: 2026-05-20 07:59:18
description:
A relay game teaching the water cycle. Girls form teams of five spread widely apart in a line, with a bucket of water at the start. On 'go' the first girl (the Cloud) fills a Veggie Ziploc bag with water and twirls as she advances to the second girl. The second girl (the Mountain) runs the bag to the third (the Rain), who hops on one foot to the fourth (the River), who zigzags her way to the fifth (the Ocean), who 'Waves' the bag all the way back to the bucket. Roles rotate as the relay continues, requiring girls to remember which stage they are and its action. Everyone gets a bit wet and it is an amusing hands-on way to understand the water cycle.

rules:
Teams of 5 stand spread far apart in a line with a bucket of water at the start. On 'go': girl 1 (Cloud) fills the Ziploc and twirls forward; girl 2 (Mountain) runs the bag onward; girl 3 (Rain) hops on one foot; girl 4 (River) zigzags; girl 5 (Ocean) waves the bag back to the bucket, refills it and becomes the new Cloud as roles shift down the line. The relay continues until the original first girl has cycled through to Ocean and waved back to the bucket.

source_excerpt:
Equipment Needed : a bucket of water and a Veggie Ziploc Bag (the ones with holes in them) for each team


name: Water Cycle Race
category: creative-stem
content_type: joc
source_file: dragon-games
source_files: ["dragon-games"]
page_reference: page 467
materials_list: bucket of water, Veggie Ziploc Bag (with holes)
skills_developed: teamwork, memory, listening
difficulty_level: usor
keywords: water cycle, relay, science
tags: ["water", "relay"]
language: en
normalized_name: water cycle race
extraction_confidence: high
created_at: 2026-05-20 07:59:18
updated_at: 2026-05-20 07:59:18
description:
A relay game teaching the water cycle. Girls in teams of five line up widely spaced. On 'go' the first girl fills a Ziploc bag with water (she is the Cloud) and twirls while advancing to pass the bag to the next girl. Each girl is a different stage: Mountain (runs), Rain (hops on one foot), River (zigzags), and Ocean (waves all the way back to the bucket). The relay continues with girls cycling through roles until the first cloud becomes the ocean.

rules:
Divide girls in teams of 5 in a widely spaced line. Place the bucket of water at the start. On 'go' the first girl fills the Ziploc and twirls while advancing as the Cloud. The Mountain runs the bag, the Rain hops on one foot, the River zigzags, and the Ocean waves back to the bucket. Roles rotate as the relay continues until the first cloud is the ocean and waves down to the bucket.

source_excerpt:
On 'go' the first girl takes and fills the Ziploc (she is the Cloud) and twirls while advancing to the next girl.


name: Water Wonders Bingo
category: creative-stem
content_type: joc
source_file: dragon-games
source_files: ["dragon-games"]
page_reference: page 468
materials_list: bingo sheets, pens
skills_developed: social interaction, environmental awareness
difficulty_level: usor
keywords: bingo, water conservation, mingling game, icebreaker
tags: ["water", "science", "icebreaker"]
language: en
normalized_name: water wonders bingo
extraction_confidence: high
created_at: 2026-05-20 07:59:18
updated_at: 2026-05-20 07:59:18
description:
A mingling bingo game with a water-conservation theme. Each girl gets a bingo sheet whose squares each describe something water-friendly a person does (e.g. tries to conserve water at home, has visited a water treatment plant, doesn't let the water run while brushing teeth, can name all five oceans). The girls circulate to get other Guides or leaders to sign squares that apply to them. The first girl with a complete card wins.

rules:
Each girl receives a bingo sheet of water-friendly statements with a FREE SPACE. Girls find other Guides or leaders who match each square and have them sign it. The first girl to complete her card wins.

source_excerpt:
Then the girls must get other Guides or leaders to sign off on squares which identifies something water-friendly that that person does. First girl with a complete card wins!


name: Water Wonders Bingo
category: icebreakers
content_type: joc
source_file: dragon-games
source_files: ["dragon-games"]
page_reference: page 468
materials_list: bingo sheets, pens
skills_developed: social interaction
difficulty_level: usor
keywords: bingo, water, mingle
tags: ["water", "icebreaker"]
language: en
normalized_name: water wonders bingo
extraction_confidence: high
created_at: 2026-05-20 07:59:18
updated_at: 2026-05-20 07:59:18
description:
A signature/mingle bingo game on a water theme. Each girl gets a bingo sheet with squares describing water-friendly behaviours and water-related experiences. Girls must get other Guides or leaders to sign off on squares that identify something the signer does or has done. The first girl with a complete card wins.

rules:
Each girl gets a bingo sheet. Girls circulate and get other Guides or leaders to sign squares which identify something water-friendly that that person does. First girl with a complete card wins.

source_excerpt:
Then the girls must get other Guides or leaders to sign off on squares which identifies something water-friendly that that person does. First girl with a complete card wins!


name: Oil Spill Game
category: creative-stem
content_type: activitate
source_file: dragon-games
source_files: ["dragon-games"]
page_reference: page 469
skills_developed: problem solving, environmental awareness
difficulty_level: mediu
keywords: oil spill, environment, science
tags: ["water", "ecology"]
language: en
normalized_name: oil spill game
extraction_confidence: high
created_at: 2026-05-20 07:59:18
updated_at: 2026-05-20 07:59:18
description:
An environmental science activity demonstrating the difficulty of cleaning up an oil spill. Girls in small groups each get a basin of water (the 'ocean') and cleanup supplies. A leader pours an 'oil spill' of darkly coloured oil onto each group's water, and the group must try to clean it up using the provided materials. After a set time the girls discuss what did and didn't work.

rules:
Divide girls into small groups of about four. Each group gets a basin of water, a cup with dish detergent, an empty cup, paper napkins, sponges, and drinking straws. A leader pours an oil spill onto each group's water and the group cleans it up. For older girls, leaders can act as 'weather' (blowing straws for wind, water gun for rain) to interfere. After a set time, discuss what worked.

variations:
For older girls, leaders can be 'weather' - blowing through a straw to act as wind, or using a water gun as rain - to interfere with the girls' progress.

source_excerpt:
A leader pours an "oil spill" (darkly coloured oil, eg. olive oil, looks best) onto each group's "ocean".  The group's task is to clean up the spill.

materials_list:
pie plate/bowl/basin of water, dish detergent, empty cup, paper napkins, sponges, drinking straws, dark oil


name: Water Pollution Game
category: creative-stem
content_type: activitate
source_file: dragon-games
source_files: ["dragon-games"]
page_reference: page 470
skills_developed: observation, environmental awareness
difficulty_level: mediu
keywords: water pollution, taste test, science, drinking water
tags: ["water", "ecology"]
language: en
normalized_name: water pollution game
extraction_confidence: high
created_at: 2026-05-20 07:59:18
updated_at: 2026-05-20 07:59:18
description:
A taste-testing science activity about water purity. Seven stations are set up with water containing different dissolved substances (sugar, baking soda, plain water, vinegar, flat sprite, salt, fruit flavouring). Campers dip a fresh Q-tip at each station, taste it, and write down a guess of what is in the liquid, sipping plain water between stations to clear their palate. At the end the group discusses guesses and the correct answers, then talks about water pollution and drinking water safety.

rules:
Set up seven stations with water containing sugar, baking soda, plain water, vinegar, flat sprite, salt, and fruit flavouring. Pass out paper, pencils and Q-tips. Each girl uses a new Q-tip per station, dips it in the liquid, rubs it on the tongue, then writes a guess without discussing with others. Between stations she sips plain water. At the end, discuss guesses and give the answers, then talk about water pollution and drinking water safety.

source_excerpt:
At each station, the kids dip their Q-tip in the liquid and rub it around on their tongue. They should then guess what is in the liquid and write down their answer on the paper.

materials_list:
paper and pencil, Dixie cups, water, Q-tips, large plastic cups, sugar, baking soda, vinegar, sprite, salt, peppermint extract


name: Westward Ho!
category: wide-games
content_type: joc
source_file: dragon-games
source_files: ["dragon-games"]
page_reference: page 472
skills_developed: teamwork, problem solving, outdoor skills
difficulty_level: mediu
keywords: wide game, settlers, trail, stations
tags: ["wide-game", "camp"]
language: en
normalized_name: westward ho!
extraction_confidence: high
created_at: 2026-05-20 07:59:18
updated_at: 2026-05-20 07:59:18
description:
A wide game in which girls are settlers heading to a new land, travelling in 'wagons' of 4-6 girls. Each wagon receives a supply bag with an Axel Repair Kit (string), a Flag Kit (cloth and crayons), a First Aid Kit (gauze) and a Magic Charm Kit (coloured wool). Wagons follow trails of different-coloured wool from point to point, visiting six stations and completing the task on each card: Disaster Ditch (lash a broken axle), Nameless Hollow (make a flag and name the wagon, a scout captures a girl), Look-Out Tree (bandage a hurt ankle and carry the girl), Dry Gulch Water Hole (trade leaves and grass for supplies), Beaver Swamp (make a god's-eye charm to fend off the Swamp Fever Bug), and Snake Bite Sands (return all supplies to Snake Bite Sue for the cure).

rules:
Girls form wagons of 4-6, each given a supply bag. One tent sets out the game; remaining tents are sent off as wagons at 5-minute intervals. Wagons follow coloured-wool trails between six stations, completing the instructions on each station card. Players must not disturb trail markers and must keep everything they carry or pick up in their supply bag. The game ends when wagons complete Snake Bite Sands with all supply pieces in order.

source_excerpt:
The premise is that the girls are settlers heading to a new land. They travel in wagons of 4-6 girls (tent groups or patrols work well!)

materials_list:
string, cloth squares, crayons, gauze strips, coloured wool (blue, gold, red, rust, green), cookies/candy/trail mix, lipstick or washable marker, garbage bag, rope


name: Death Wish
category: wide-games
content_type: joc
source_file: dragon-games
source_files: ["dragon-games"]
page_reference: page 473
skills_developed: stealth, strategy
difficulty_level: mediu
keywords: stalking, weekend game, shoe
tags: ["wide-game", "camp"]
language: en
normalized_name: death wish
extraction_confidence: high
created_at: 2026-05-20 07:59:18
updated_at: 2026-05-20 07:59:18
description:
A long-running stalking game played over a weekend camp. At the start of camp everyone draws the name of another person at camp (not their own). Each player's goal over the weekend is to track down the person whose name they drew and steal that person's shoe, while protecting their own shoe from being stolen, usually by tackling the target and wrestling their shoe off. Anyone who survives the weekend without losing their shoe wins.

rules:
At the beginning of camp, everyone draws the name of someone else (not their own). Each player tracks down their target to take their shoe, while keeping their own. Tackling is allowed; players may gang up on a target. Set limits on when tackling can take place (no stalking during meals, patrol duties or craft times). Recommended for Pathfinder-aged girls and up. Anyone who keeps their shoe all weekend wins.

variations:
At some co-ed camps with the Scouts the goal was to blast your target person with a water gun instead of stealing their shoe.

source_excerpt:
The goal for each player during the weekend is to track down the person who's name they've drawn and get their shoe, while making sure that their own shoe doesn't get stolen!


name: Dinosaur Egg Hunt
category: wide-games
content_type: joc
source_file: dragon-games
source_files: ["dragon-games"]
page_reference: page 474
materials_list: 1 watermelon
skills_developed: teamwork, searching
difficulty_level: usor
keywords: egg hunt, dinosaur, search
tags: ["wide-game", "camp"]
language: en
normalized_name: dinosaur egg hunt
extraction_confidence: high
created_at: 2026-05-20 07:59:18
updated_at: 2026-05-20 07:59:18
description:
A simple wide game suitable for Sparks and Brownies. Before the game a leader hides a watermelon (the dinosaur 'egg') somewhere around the campsite, optionally building a 'nest' for it. The girls are told a dinosaur was spotted that morning looking for a place to lay an egg, and are sent out in buddies to find the egg without being told what it looks like or how big it is. The first group to bring the watermelon back wins.

rules:
Before the game hide a watermelon around the campsite. Tell the girls a dinosaur was spotted that morning and may have laid an egg. Send the girls out in buddies to find the egg without telling them what it looks like or how big it is. First group to bring the watermelon back wins.

variations:
Place little clues around the site to point girls in the right direction, or lay a trail for them to follow.

source_excerpt:
Send the girls out (in buddies!) to find the egg. Don't tell them what the egg looks like, or how big it is! First group of girls to bring the watermelon back "wins".


name: Don't Throw Your Garbage in Your Neighbour's Yard!
category: sports-active
content_type: joc
source_file: dragon-games
source_files: ["dragon-games"]
page_reference: page 475
materials_list: hula hoops or rope circles, bean bags (6 per hoop)
skills_developed: teamwork, speed
difficulty_level: usor
keywords: bean bags, hula hoop, relay
tags: ["active", "team"]
language: en
normalized_name: don't throw your garbage in your neighbour's yard!
extraction_confidence: high
created_at: 2026-05-20 07:59:18
updated_at: 2026-05-20 07:59:18
description:
An active team game using hula hoops as 'yards' and bean bags as 'garbage'. A hula hoop is placed in each corner of the play area with equal numbers of bean bags inside. Teams of 5-6 stand by their hoop. On 'Go' each team tries to empty their hoop by carrying bean bags one per trip into other teams' yards. After 10 minutes the bean bags in each hoop are counted, and the team with the fewest 'garbage' wins.

rules:
Put a hula hoop or loop of rope in each corner of the play area with equal numbers of bean bags inside. Divide kids into teams of 5 or 6, each standing by their hoop. On 'Go' each group empties its hoop by carrying bean bags one per trip to another team's yard; tossing is acceptable if the bag lands in the hoop, otherwise it must be retrieved and placed in. After 10 minutes, count the bean bags; the team with the fewest wins.

source_excerpt:
Each group has to empty their hula hoop by carrying the bean bags one per trip to another team's yard.


name: Hide! (also known as Camouflage)
variations: Can be adapted to use with the 'Secret Word of the Day'.
category: wide-games
content_type: joc
source_file: dragon-games
source_files: ["dragon-games"]
page_reference: page 476
skills_developed: stealth, observation
difficulty_level: usor
keywords: hiding, camouflage, spontaneous
tags: ["wide-game", "camp"]
language: en
normalized_name: hide! (also known as camouflage)
extraction_confidence: high
created_at: 2026-05-20 07:59:18
updated_at: 2026-05-20 07:59:18
description:
A spontaneous hiding game played at any time during a camp or meeting. At any point a player yells 'HIDE!' and everyone except that player scatters and hides while still being able to see the caller. The caller stays put, closes her eyes and counts to twenty, then opens her eyes and tries to find the hidden players by calling them out by name. When she has found as many as she can, she holds a hand over her head showing a number with her fingers; the still-hidden players must call out the correct number, and the first to do so wins the round.

rules:
At any point a player yells 'HIDE!'. Everyone except the caller scatters and hides somewhere they can still see the caller. The caller stays in place, eyes closed, counts to twenty, then opens her eyes and calls out hidden players by name. When she has found as many as she can, she holds one hand over her head and makes a number with her fingers. Players still hidden must call out the correct number; the first to do so wins the round.

source_excerpt:
Basically, at any point during your camp or meeting, one of the players (doesn't matter who) yells "HIDE!" Everyone except the girl who called "hide" scatters and hides wherever they can


name: Memory Stalking
category: wide-games
content_type: joc
source_file: dragon-games
source_files: ["dragon-games"]
page_reference: page 477
materials_list: baggies with cards, string, ribbon or reflective tape
skills_developed: memory, teamwork, observation
difficulty_level: mediu
keywords: stalking, memory, trail
tags: ["wide-game", "camp"]
language: en
normalized_name: memory stalking
extraction_confidence: high
created_at: 2026-05-20 07:59:18
updated_at: 2026-05-20 07:59:18
description:
A stalking and memory wide game. Baggies, each prepared with numbered parts of something to memorize (such as lines of a poem or steps of instructions), are tied to bushes, trees and grass along an irregular loop marked with ribbon or reflective tape. Teams of 4-6 girls are sent out at intervals; they must find the numbered baggies in order, memorize their contents, leave the baggies and markers for the next team, and finally recite all the instructions back to the leader.

rules:
Prepare baggies with numbered parts of something to memorize (two lines per baggie for a poem). Place the first baggie within sighting distance of the start, marked with ribbon, and continue placing baggies in an irregular loop so each new spot is not visible from the previous one. Send teams of 4-6 girls out at long intervals. They find the numbered baggies (usually 10-12), memorize the contents in order, leave the baggies and ribbons for the next team, and recite all the instructions to the leader.

source_excerpt:
They are to memorize the contents of the baggies in order as they go, and must leave the baggies and the marking ribbon for the next team.


name: Predator/Prey (also known as the Survival Game or the Game of Life)
category: wide-games
content_type: joc
source_file: dragon-games
source_files: ["dragon-games"]
page_reference: page 478
skills_developed: strategy, ecology knowledge, survival skills
difficulty_level: dificil
keywords: ecology, food chain, survival, wide game
tags: ["wide-game", "ecology"]
language: en
normalized_name: predator/prey (also known as the survival game or the game of life)
extraction_confidence: high
created_at: 2026-05-20 07:59:18
updated_at: 2026-05-20 07:59:18
description:
A complex ecology wide game for about 50 players that teaches the food chain. Players are assigned as herbivores (30), omnivores (10) or carnivores (5), marked with face paint and given life-rings showing their lives (10, 5 and 2 respectively). Food and water stations are scattered across a large play area. Herbivores go out first and must find all food and water stations to survive; omnivores must find all water and two food stations and catch four herbivores; carnivores must find all water stations and catch ten animals. Five remaining players become Fire, Flood, Famine, Cold and Man (with a water gun), removing life-cards from any animal. The game runs at least an hour, followed by a discussion of survival strategies.

rules:
Assign players as herbivores, omnivores or carnivores in 30:10:5 ratios with life-rings of 10, 5 and 2 cards. Scatter food and water stations across a large area; players mark file cards with station crayons. Herbivores go out first with a 10-minute head start and must find all food and water. Omnivores must find all water, two food stations and catch four herbivores. Carnivores must find all water and catch ten animals. Animals are caught by tagging, losing one life-card per tag. Five players become Fire, Flood, Famine, Cold and Man (water gun). When an animal runs out of lives it returns to start. Survivors at the end win.

variations:
One player can circulate as Rabies/Disease, replacing a tagged player's life card with a yellow card and changing how that player gains and loses cards. The game can be made more complicated by naming all animals (Deer, Rabbit, Raccoon, Wolf, etc.) and requiring players to find their species' mate and trade a 'reproduction card'.

source_excerpt:
This is a survival game. Therefore, the only way to "win" is to still be alive at the end of the game.

materials_list:
herbivore/omnivore/carnivore life-rings, water stations, food stations, file cards, whistle, water gun, brown, green and red face paint


name: Scarf Tag
category: sports-active
content_type: joc
source_file: dragon-games
source_files: ["dragon-games"]
page_reference: page 479
materials_list: one scarf per player, large grassy field
skills_developed: agility, speed
difficulty_level: usor
keywords: tag, scarf, active
tags: ["active", "tag"]
language: en
normalized_name: scarf tag
extraction_confidence: high
created_at: 2026-05-20 07:59:18
updated_at: 2026-05-20 07:59:18
description:
A tag game played on a large grassy field. Each girl tucks a scarf into the rear of her pants (tying it on is not allowed). On 'go' each girl tries to pull other players' scarves out. A girl who loses her scarf is out, and girls who win scarves may tuck them in too; a girl with more than one scarf can only lose one at a time. Difficulty can be increased using three colours of scarves with rules about who may grab which colour.

rules:
Each girl tucks a scarf into the rear of her pants; tying it on is not allowed. On 'go' each girl tries to pull out someone else's scarf. A girl who loses her scarf is out. Winners may tuck captured scarves in; a girl with multiple scarves loses only one at a time. For added difficulty use three scarf colours with rules on who grabs which (e.g. green grabs blue, blue grabs red, red grabs green).

variations:
Leslie Bown's revised version: players are divided into teams of 5-6. If you lose your scarf you go to your team's designated 'home base', where a teammate can bring you a captured scarf to put you back in play, encouraging teamwork and rescue.

source_excerpt:
At "go", each girl tries to pull the scarf out of someone else's pants! If a girl loses her scarf, she is out of the game.


name: Spot the Dot (the wide game version)
category: wide-games
content_type: joc
source_file: dragon-games
source_files: ["dragon-games"]
page_reference: page 480
materials_list: construction paper dots, markers, thumb tacks
skills_developed: problem solving, searching
difficulty_level: mediu
keywords: wide game, clues, secret message
tags: ["wide-game", "puzzle"]
language: en
normalized_name: spot the dot (the wide game version)
extraction_confidence: high
created_at: 2026-05-20 07:59:18
updated_at: 2026-05-20 07:59:18
description:
A wide game best played over an entire weekend. Construction paper 'dots' are placed all over the campsite, each dot carrying a clue to the location of another dot plus a letter from a secret message. Over the weekend the girls find the dots and decode the secret message. The first girl to correctly decode the secret message wins.

rules:
On each construction paper dot write a clue to the location of another dot and a letter of the secret message. Trace the intended path to make sure all dots can be found, then place the dots all over the campsite. Over the weekend girls find the dots and decode the message. The first girl to correctly decode the secret message wins.

source_excerpt:
The goal of the game is for the girls to find all the dots and decode the secret message. On each dot, write a clue as to the location of one of the other dots, as well as a letter from the secret message.


name: The Great Creature Hunt (Loo Zoo)
category: wide-games
content_type: joc
source_file: dragon-games
source_files: ["dragon-games"]
page_reference: page 481
materials_list: volunteers in costumes, file cards, different-coloured crayons
skills_developed: stealth, stalking
difficulty_level: mediu
keywords: stalking, creature hunt, stealth
tags: ["wide-game", "camp"]
language: en
normalized_name: the great creature hunt (loo zoo)
extraction_confidence: high
created_at: 2026-05-20 07:59:18
updated_at: 2026-05-20 07:59:18
description:
A stalking game where adult volunteers dress as 'creatures' and hide in the woods, each making a unique noise (whistle, hoot, bark, noisemaker or bike horn) and carrying a distinctly-coloured crayon. The girls are told strange creatures have been spotted and must find them, but the creatures are shy and dislike noise. Girls stalk up and tap a creature on the shoulder to earn a crayon mark on their file card; if a creature sees or hears a stalker it stops its noise for at least 30 seconds. The goal is for every girl to find all the creatures.

rules:
Dress volunteers as creatures, give each a crayon, and send them to hide in the woods where they remain for the game. Each creature makes a unique noise. Girls are sent out to stalk and tap a creature on the shoulder; a successful tap earns a crayon mark on their file card. If a creature sees or hears a stalker, it stops its noise for at least 30 seconds. The goal is for every girl to find all the creatures.

source_excerpt:
The girls must stalk up to the creature and tap it on the shoulder. However, if the creature sees or hears one of the stalkers, it stops making its noise for at least 30 seconds.


name: The Great Creature Hunt (Loo Zoo)
category: wide-games
subcategory: stalking
content_type: joc
source_file: dragon-games
source_files: ["dragon-games"]
page_reference: page 481
materials_category: props
skills_developed: stalking, stealth, observation
difficulty_level: usor
keywords: stalking, wide game, woods, creatures
tags: ["outdoor", "camp"]
language: en
normalized_name: the great creature hunt (loo zoo)
extraction_confidence: high
created_at: 2026-05-20 07:59:18
updated_at: 2026-05-20 07:59:18
description:
Volunteers dress up as 'creatures' in costumes and hide in the woods. The girls are told that strange creatures have been spotted in the area and they must try to find them. Each creature makes a unique noise (whistle, hoot, bark, or noisemaker) to give clues. Girls must stalk up and tap the creature on the shoulder, but if the creature sees or hears a stalker, it stops making noise for at least 30 seconds. Successful taps earn a crayon mark on the girl's file card. The goal is for every girl to find all the creatures.

rules:
Send creatures (in costumes, each with a different-coloured crayon) out to hide in the woods. Each creature stays in their hiding spot and makes a unique noise. Girls stalk silently; if seen or heard, the creature falls silent for 30+ seconds. A girl who taps a creature gets that creature's crayon mark on her file card. Game ends when every girl has found all the creatures.

source_excerpt:
Dress your "creatures" up in their costumes, give them their crayons, and send them out into the woods to hide.

materials_list:
volunteers as 'creatures', costumes, file card for each player, different-coloured crayon for each creature, optional noisemakers or bike horns


name: Secret Mission
category: wide-games
content_type: joc
source_file: dragon-games
source_files: ["dragon-games"]
page_reference: page 482
source_excerpt: Instruct the campers that they are to follow the secret mission code phrases at all times.
skills_developed: stealth, listening, imagination
difficulty_level: usor
keywords: secret mission, stalking, codes
tags: ["wide-game", "camp"]
language: en
normalized_name: secret mission
extraction_confidence: high
created_at: 2026-05-20 07:59:18
updated_at: 2026-05-20 07:59:18
description:
An imaginative stalking game in which campers are taken on a 'Secret Mission' around camp, optionally with a purpose such as recovering a kidnapped mascot. The group must not be caught by anyone, and if anyone asks 'what are you doing?' the game is over. Campers follow three code phrases called by the leader: Code Green (freeze and act like a tree), Code Blue (flatten against the nearest surface), and Code Red (dive to the ground and lay still until the all clear). The leader calls codes whenever the group might be spotted.

rules:
Tell campers they are on a Secret Mission and must not be caught; if anyone asks what they are doing, the game is over. Teach the three code phrases: Code Green - freeze and act like a tree with arms outspread; Code Blue - flatten yourself against the nearest surface; Code Red - dive to the ground and lay still until the all clear. Lead the group around camp and call a code whenever you approach an area where you might be spotted, holding the freeze for at least ten seconds.


name: Secret Mission
category: wide-games
subcategory: stalking
content_type: joc
source_file: dragon-games
source_files: ["dragon-games"]
page_reference: page 482
source_excerpt: Tell your campers that you are going to take them on a "Secret Mission".
materials_category: none
skills_developed: stealth, teamwork, drama
difficulty_level: usor
keywords: secret mission, codes, stalking, camp
tags: ["indoor", "outdoor", "drama"]
language: en
normalized_name: secret mission
extraction_confidence: high
created_at: 2026-05-20 07:59:18
updated_at: 2026-05-20 07:59:18
description:
Campers are told they are going on a 'Secret Mission' (optionally with a purpose like recovering a kidnapped mascot). They must not be caught by anyone, and if asked 'what are you doing?' the game ends. The group follows secret mission code phrases as the leader leads them around camp, freezing and pretending to blend in whenever they approach a building or visible area.

rules:
Three code phrases: Code Green - freeze and act like a tree with arms outspread; Code Blue - flatten against the nearest surface and pretend to be part of the scenery; Code Red - dive to the ground and lie on stomach without moving until 'all clear' is given. The leader calls a code whenever the group approaches a place where they might be spotted, and the campers freeze for at least ten seconds. If anyone asks the group what they are doing, the game is over.


name: Winterwise 'Giant' Board Game
category: supravietuire
content_type: joc
source_file: dragon-games
source_files: ["dragon-games"]
page_reference: page 483
materials_list: newspaper squares or Bristol board, marker, giant cardboard or fuzzy dice, tape
skills_developed: winter survival knowledge, teamwork
difficulty_level: mediu
keywords: winter, board game, survival, quiz
tags: ["winter", "survival"]
language: en
normalized_name: winterwise 'giant' board game
extraction_confidence: high
created_at: 2026-05-20 07:59:18
updated_at: 2026-05-20 07:59:18
description:
A giant, people-sized board game on a winter survival theme. The girls are their own markers, moving across numbered squares written on newspaper squares (or Bristol board) laid out in a board game pattern on the floor. Giant cardboard or fuzzy dice are used to move. Squares pose winter knowledge questions and challenges - how to make a quinzee, prevent frostbite, treat hypothermia, perform an ice rescue, layer clothing, lay a fire in snow, etc. - with consequences such as moving forward, missing a turn, or going back to start. Answers to the questions are provided. The first to reach the final square with a correct answer wins and can go winter camping.

rules:
Write the numbered squares on newspaper or Bristol board and lay them out in a board game pattern on the floor. Girls act as their own markers and roll giant dice to move. Each square poses a winter survival question or challenge with consequences (move ahead, miss a turn, roll again, go back). Reach square 46 and answer correctly to win.

source_excerpt:
This is a giant, people-sized board game! The girls are their own markers and the numbers as set out below are written on newspaper squares, which are placed in a board game pattern on the floor of your meeting space and taped together.


name: Winterwise 'Giant' Board Game
category: creative-stem
subcategory: winter skills
content_type: joc
source_file: dragon-games
source_files: ["dragon-games"]
page_reference: page 483
materials_category: craft
materials_list: newspaper squares or Bristol board, marker, tape, giant dice (cardboard or fuzzy dice)
skills_developed: winter survival knowledge, first aid, knowledge of weather/lore
difficulty_level: mediu
keywords: winter, board game, quinzee, hypothermia, frostbite
tags: ["indoor", "educational"]
language: en
normalized_name: winterwise 'giant' board game
extraction_confidence: high
created_at: 2026-05-20 07:59:18
updated_at: 2026-05-20 07:59:18
description:
A giant, people-sized board game about winter camping skills. The girls are their own markers, moving across newspaper (or Bristol board) squares laid out in a board-game pattern on the floor. Giant dice (cardboard or fuzzy dice) are rolled. Squares contain questions and challenges about winter skills (quinzee building, frostbite prevention, hypothermia treatment, layering, fire-laying in snow, ice rescue, etc.), with right/wrong answers moving the player forward or backward. Reaching square 46 and answering correctly wins the game and earns the privilege to go winter camping.

rules:
Lay newspaper or Bristol-board squares numbered 1-46 in a board-game pattern on the floor and tape them together. Players roll giant dice and move accordingly. Squares with questions require an answer; correct answers may give bonus moves, wrong answers send a player back or cost a turn. Forfeit squares (e.g. 'You're not wearing your hat, go back to start', 'You forgot extra socks, miss a turn') apply automatically. Square 46 is the win condition: correct answer wins, wrong answer sends back 3.

variations:
Use Bristol board with marker-written questions for a reusable game. Use real fuzzy dice instead of cardboard dice.

source_excerpt:
This is a giant, people-sized board game! The girls are their own markers and the numbers as set out below are written on newspaper squares, which are placed in a board game pattern on the floor of your meeting space and taped together.


name: Bell Ringer
category: jocuri-cercetasesti
content_type: joc
source_file: dragon-games
source_files: ["dragon-games"]
page_reference: page 484
materials_list: bell or keys, blindfold, bell or noisy object (e.g. keys)
skills_developed: listening, stealth, fine motor control
difficulty_level: usor
keywords: bell, listening, circle game, blindfold, circle, stalking
tags: ["circle", "quiet", "indoor"]
language: en
normalized_name: bell ringer
extraction_confidence: high
created_at: 2026-05-20 07:59:18
updated_at: 2026-05-20 07:59:18
description:
A quiet circle listening game. Players form a circle around one blindfolded player who is 'it'. The girls try to pass a bell (or other noisy object such as keys) around the circle without making any noise. If 'it' hears the bell, she immediately points and identifies the spot. The person holding the bell when caught becomes the next 'it'.

rules:
Players form a circle around one blindfolded player who is 'it'. The girls pass a bell or other noisy object around the circle without making noise. If 'it' hears the bell she immediately points to and identifies the spot. The person holding the bell becomes the next 'it'.

source_excerpt:
The players form a circle around one blindfolded player, who is "it". The girls try to pass a bell (or other noisy object like keys) around the circle without making any noise.


name: Capture the King/Queen
category: wide-games
subcategory: strategy
content_type: joc
source_file: dragon-games
source_files: ["dragon-games"]
page_reference: page 485
source_excerpt: The players are divided into two SERFDOMS with a KING or QUEEN as it's fearless leader.
materials_category: cards
materials_list: deck(s) of playing cards, armbands or team-color markers, home base markers
skills_developed: strategy, teamwork, stealth, endurance
difficulty_level: mediu
keywords: capture the king, jousting, wide game, strategy, cards
tags: ["outdoor", "forest", "camp"]
language: en
normalized_name: capture the king/queen
extraction_confidence: high
created_at: 2026-05-20 07:59:18
updated_at: 2026-05-20 07:59:18
description:
A wide game in which players are divided into two serfdoms each led by a King or Queen at a home base, similar in setup to Capture the Flag. Each serfdom is marked with visible team colors (e.g. armbands). Each King gets half a well-shuffled deck of cards. The goal is for a serf to reach the opposing King and joust with him, using cards drawn from his own King's deck. Along the way, serfs may be challenged to jousts by opposing serfs; the higher card wins and takes the loser's card back to its King, who returns it to the bottom of the deck and issues a fresh card. If a serf reaches the opposing King and out-jousts him, his team takes all the King's cards and the game ends.

rules:
Divide into two serfdoms with a King/Queen each. Mark teams visibly. Each King gets half a shuffled deck. The King issues each serf one face-down card from the top (cannot reshuffle or look). Serfs may look at their cards but keep them face down. Jousts: two opposing serfs both flip cards; lower card surrenders to higher (King high, ace low). Winner takes card back to his King, who places it at the bottom of the deck and issues winner a new card. Loser returns and is also issued a new card. Returning serfs cannot be challenged until they receive a new card. Ties: each serf grabs a teammate and the highest of the four cards wins the lower card. If a serf reaches the opposing King and out-jousts him, he takes ALL the King's cards and the game ends.

variations:
Use oversized or mini cards for fun. Use multiple decks for larger groups. Send serfs out in waves to pace energy. Station 'spotters' to discourage cheating. Change tie rules as desired.


name: Touchdown
category: sports-active
subcategory: running game
content_type: joc
source_file: dragon-games
source_files: ["dragon-games"]
page_reference: page 486
materials_category: minimal
materials_list: small object (coin or stone)
skills_developed: teamwork, running, deception, strategy
difficulty_level: usor
keywords: touchdown, running, tag, hidden object
tags: ["outdoor", "no-prep"]
language: en
normalized_name: touchdown
extraction_confidence: high
created_at: 2026-05-20 07:59:18
updated_at: 2026-05-20 07:59:18
description:
Two evenly-sized teams stand at opposite ends of a large playing field. The leader visits one team and secretly places a very small object (e.g. a coin or stone) in one player's hand while the whole team pretends to have it by keeping fists clenched. The hidden-object holder must reach the opposite team's goal line without being tagged and discovered, while teammates run with closed fists as decoys.

rules:
Form two teams of equal size at opposite ends of a field. Huddle team A around a leader who places a small object secretly in one player's hand; all team A members close their fists. Team A runs toward team B's goal. Team B tags players; tagged players must open their hands. If empty, they close them and continue. If tagged player has the object, team A scores no points. If the hidden-object holder reaches the opposite goal line untagged, team A scores 1 point. After each round, both teams return to goal lines. The other team gets possession in the next round.

source_excerpt:
The object of the game is for the player on team A who has the hidden object to reach the other team's goal line without being touched and therefore discovered.


name: Stones
category: wide-games
subcategory: capture
content_type: joc
source_file: dragon-games
source_files: ["dragon-games"]
page_reference: page 487
materials_category: props
materials_list: 4 hula hoops, 50 beanbags, red face paint, blue face paint
skills_developed: teamwork, strategy, running, tagging
difficulty_level: usor
keywords: capture, beanbags, hula hoops, treasure
tags: ["outdoor"]
language: en
normalized_name: stones
extraction_confidence: high
created_at: 2026-05-20 07:59:18
updated_at: 2026-05-20 07:59:18
description:
A capture-style game using hula hoops and beanbags. The playing area is divided in half; each half contains a hula hoop 'jail' and a hula hoop 'Treasure Chest' with half the beanbags ('stones'). Two teams (marked with face paint) try to steal beanbags from the opposing team's Treasure Chest and bring them back, one at a time. Invaders tagged on the enemy's side go to prison; they can only be freed by a free teammate. Treasure Chests and jails cannot be guarded. After at least ten minutes, the whistle stops play and the team with the most stones in their chest wins.

rules:
Set up 4 hula hoops: in each half, one jail and one Treasure Chest. Distribute 50 beanbags evenly between the two chests. Mark players' faces with red or blue paint. Players invade enemy territory to steal one beanbag at a time and carry it back. Tagged invaders go to the enemy's prison until a free teammate frees them. Teams may not guard their Treasure Chest or jail. Players may only tag invaders on their own side of the boundary. After 10+ minutes, a whistle blast ends the round; the team with the most beanbags in their Treasure Chest wins.

source_excerpt:
The object of the game is to get as many stones as possible into your own team's Treasure Chest by stealing them from the opposing team.


name: Emergency Trail
category: prim-ajutor
subcategory: scenario hike
content_type: activitate
source_file: dragon-games
source_files: ["dragon-games"]
page_reference: page 488
materials_category: first aid + paper
skills_developed: first aid, decision making, teamwork, outdoor improvisation
difficulty_level: dificil
keywords: emergency, first aid, trail, scenarios, Pathfinders
tags: ["outdoor", "hike", "educational"]
language: en
normalized_name: emergency trail
extraction_confidence: high
created_at: 2026-05-20 07:59:18
updated_at: 2026-05-20 07:59:18
description:
A scenario-based hiking game for Pathfinder-aged girls or older. Patrols of 4-6 hike along a trail and, at stations spaced 5-6 minutes apart, open numbered cards from envelopes containing emergency first-aid and survival scenarios. Each colored group (Blue, Pink, Yellow, Green, Orange) gets six scenarios that escalate or chain together (e.g. bear sightings, broken legs, hypothermia, allergic reactions, choking, severe bleeding, shelter-building). Girls must solve each scenario with what they brought on an all-day hike, then debrief afterwards.

rules:
Split girls into five patrols of 4-6. Give each patrol a coloured envelope with six numbered, folded, stapled cards (each set different). Patrols are spaced out on the trail so they cannot see one another. At each station they open the next card and solve the problem with whatever first-aid/hiking materials they have. Before starting, tell girls to 'bring the items you should have on an all-day hike'. Debrief afterwards and discuss the solutions. Sample scenarios for each group are provided (bear encounter, sprained leg, swelling/dizziness, vomiting, splinting; insect sting, nose bleed, knee injury, sudden rain/cold, hypothermia, washed-out trail; choking, impaled rock wound with branching choices, lost member, rash, carry device; burn, head laceration, lost helper, fall with paralysis, hypothermic return, shelter; flaming marshmallow hair fire, blinded eyes, seizure, head wound, post-seizure dizziness, shelter).

variations:
Provide alternate scenario sets per coloured group as in the source (Blue, Pink, Yellow, Green, Orange).

source_excerpt:
The girls are split into five hiking groups (patrols), of 4-6 girls. Each patrol will get an envelope containing a set of cards (each set is different), printed on different coloured paper

materials_list:
5 coloured envelopes with 6 numbered scenario cards each, hiking gear brought by participants, first aid kit


name: Quidditch for Muggles
category: sports-active
subcategory: themed sport
content_type: joc
source_file: dragon-games
source_files: ["dragon-games"]
page_reference: page 489
materials_category: sports
skills_developed: throwing, catching, teamwork, running
difficulty_level: mediu
keywords: quidditch, Harry Potter, themed, ball game
tags: ["indoor", "outdoor", "themed"]
language: en
normalized_name: quidditch for muggles
extraction_confidence: high
created_at: 2026-05-20 07:59:18
updated_at: 2026-05-20 07:59:18
description:
A land-based version of Quidditch from the Harry Potter series. Each team has a Keeper, three Chasers, two Beaters, and a Seeker. Chasers carry/pass/bounce a foam Quaffle to score goals; Beaters throw foam Bludgers at opposing Chasers (a hit forces them to stop or sit for a count of three, simulating falling off a broomstick); the Keeper guards the goal; the Seeker tries to catch the Golden Snitch, a small bouncy ball thrown intermittently by two Guiders. Catching the Snitch scores 150 points and effectively ends the game.

rules:
Each team: 1 Keeper (saves goals), 3 Chasers (only touch the Quaffle, score goals by bouncing or volleyball-passing), 2 Beaters (only throw Bludgers; a hit Chaser must stop/sit for 3 counts without touching the Quaffle, even if hit by own Beater), 1 Seeker (only touches the Snitch, ignores rest of game). Two Guiders bounce the Snitch to each other intermittently; Seekers must catch it. Goals score 10 points each; catching the Snitch scores 150 and ends the game.

variations:
Vary numbers by adding more Chasers and Beaters; always only ONE Seeker per team. Use multiple Snitches so Seekers don't know which Guider will throw it. Use ribbon sashes to mark player roles.

source_excerpt:
This is a land-based version of the popular game Quidditch, played by characters in the Harry Potter series of books by JK Rowling.

materials_list:
1 Quaffle (large football-sized foam ball), 2 Bludgers (tennis-sized foam balls), 1 Golden Snitch (small bouncy ball), goals at each end, loud referee whistle, optional ribbon sashes


name: Anastasia
variations: In open areas and good weather, girls can wear bathing suits; otherwise bring a change of clothes.
category: wide-games
subcategory: water
content_type: joc
source_file: dragon-games
source_files: ["dragon-games"]
page_reference: page 490
source_excerpt: Aim: Give a drink to the Queen
materials_category: water
materials_list: plastic mugs for each rescuer, buckets of water, whistle, mosquito net, Queen prop/seat
skills_developed: stealth, stamina, teamwork
difficulty_level: usor
keywords: water game, queen, rescue, wet game
tags: ["outdoor", "summer", "wet"]
language: en
normalized_name: anastasia
extraction_confidence: high
created_at: 2026-05-20 07:59:18
updated_at: 2026-05-20 07:59:18
description:
A wet wide game in which one girl plays a Queen sitting in the woods. The group is divided into guards (who try to tip out the rescuers' water cups) and rescuers (who fill plastic cups from buckets of water around the terrain and try to deliver water to the Queen). Guards posted at least 4 meters from the Queen try to tip out the rescuers' water. If a cup is tipped, the rescuer must return to a bucket and refill. Once all rescuers succeed (or per a set time), groups switch roles.

rules:
Divide group in half: guards and rescuers. Set up the Queen seated in the woods (with whistle and mosquito net). Place buckets of water around the terrain and give each rescuer a plastic cup. Guards must stay at least 4 meters from the Queen and try to tip out the rescuers' cups. Rescuers fill cups, find the Queen, and try to deliver water past the guards. Tipped rescuers refill at a bucket. When rescuers succeed, swap roles. Set boundaries and use a whistle/time signal to end the game.


name: Barnyard Bedlam
category: wide-games
subcategory: stalking/listening
content_type: joc
source_file: dragon-games
source_files: ["dragon-games"]
page_reference: page 491
materials_category: food
materials_list: peanuts in the shell (or substitute: clementines, wrapped candy), lunch bags or containers
skills_developed: listening, teamwork, search skills
difficulty_level: usor
keywords: peanuts, animal sounds, farmer, outdoor search
tags: ["outdoor", "themed"]
language: en
normalized_name: barnyard bedlam
extraction_confidence: high
created_at: 2026-05-20 07:59:18
updated_at: 2026-05-20 07:59:18
description:
Peanuts (or alternative food) are pre-hidden in piles of three or so around a large field. Girls are divided into 2-3 groups, each picking a different animal sound; one girl per group is the 'Farmer'. The animals spread out silently searching for piles of peanuts; when one is found, the animal stands with toes pointing at the pile and loudly makes her animal sound. The Farmer listens for her animals and runs over to collect the peanuts. Multiple animals from different groups may call out at the same time, creating bedlam.

rules:
Pre-hide piles of about three peanuts in obvious and not-so-obvious spots around a large field or lightly wooded area. Divide girls into 2-3 groups; in each group designate one Farmer, the rest pick a distinct animal sound (each group must have a different animal). Practice the sound. On 'go', animals spread out silently to find peanuts; they cannot talk at any time. When an animal finds a pile, she points her toes at it and makes her animal's noise as loud as possible. The Farmer listens and runs to collect the peanuts; whichever Farmer arrives first gets the pile. Run multiple rounds with only a few piles each time so different teams can win.

variations:
Substitute clementines or wrapped candy for peanuts when nut allergies are a concern; if using wrapped candy, keep a list of hiding sites and check all wrappers are recovered.

source_excerpt:
Once an animal finds a hoard of peanuts, she does not touch them or talk about them. She stands with her toes pointing toward the peanuts and makes her animal's noise *AS LOUD AS SHE CAN*!


name: Blindfolded Stalking Game
category: wide-games
subcategory: stalking
content_type: joc
source_file: dragon-games
source_files: ["dragon-games"]
page_reference: page 492
materials_category: props
materials_list: one blindfold, one water gun, noisy objects (e.g. rings of keys)
skills_developed: stealth, listening, fine motor control
difficulty_level: usor
keywords: stalking, blindfold, water gun, circle
tags: ["outdoor", "summer"]
language: en
normalized_name: blindfolded stalking game
extraction_confidence: high
created_at: 2026-05-20 07:59:18
updated_at: 2026-05-20 07:59:18
description:
Girls sit in a large circle. One girl stands blindfolded in the middle with a water gun and noisy objects (rings of keys are excellent) at her feet. The girls in the circle try to sneak up and steal the objects without being heard. The blindfolded girl fires the water gun if she hears someone; girls hit by the water gun return to their place and try again.

rules:
Seat all girls in a large circle. Place one blindfolded girl in the centre with a water gun and noisy objects (e.g. rings of keys) at her feet. The circle players try to sneak up and steal the objects silently. If the centre girl hears someone, she fires the water gun toward the sound. Anyone hit returns to their place and tries again.

source_excerpt:
The goal of the game is for the girls in the circle to try and sneak up and steal the objects without being heard.


name: Can I See You?
category: wide-games
subcategory: stalking
content_type: joc
source_file: dragon-games
source_files: ["dragon-games"]
page_reference: page 493
source_excerpt: The girls hiding must be able to see the girl in the clearing at all times.
materials_category: none
skills_developed: stealth, observation, camouflage
difficulty_level: usor
keywords: stalking, hide and seek, observation, clearing
tags: ["outdoor", "no-prep"]
language: en
normalized_name: can i see you?
extraction_confidence: high
created_at: 2026-05-20 07:59:18
updated_at: 2026-05-20 07:59:18
description:
Played in a small clearing. One girl stands in the middle as the Observer, closes her eyes, and counts to 30 while everyone else hides in the bushes. Hiders must still be able to see the Observer at all times. After counting, the Observer yells 'stop!' and tries to spot each hider without moving from her spot (she may turn in place). Optionally, hidden players can try to sneak up and tap the Observer on the shoulder without being seen or heard.

rules:
Choose a small clearing. One girl in the middle (the Observer) shuts her eyes and counts slowly to 30; everyone else hides in the bushes but must remain in line of sight to the Observer. At 'stop!' all hiders freeze. The Observer cannot move from her spot but may turn a full circle, trying to spot every hider. Optional rule: hiders attempt to sneak up and tap the Observer without being seen or heard.

variations:
Add a stalking challenge where hidden players try to sneak up and tap the Observer without being detected.


name: Counselor Hunt
category: wide-games
subcategory: hide and seek
content_type: joc
source_file: dragon-games
source_files: ["dragon-games"]
page_reference: page 495
materials_category: minimal
materials_list: face paint in multiple colors, props for challenges (spoon, Jell-o, glass of water, etc.)
skills_developed: teamwork, searching, decision making, fun
difficulty_level: usor
keywords: counselor hunt, hide and seek, challenges, camp
tags: ["outdoor", "camp", "large group"]
language: en
normalized_name: counselor hunt
extraction_confidence: high
created_at: 2026-05-20 07:59:18
updated_at: 2026-05-20 07:59:18
description:
A reverse hide-and-seek played at large events with many leaders/older girls. Campers split into several teams (identified by face paint) and close their eyes counting slowly to 100 while the counselors (except one or two supervisors) hide in the playing area. The teams then spread out in pairs to find counselors; captured counselors are 'claimed' by their team. Once all are found, teams compete in silly challenges using their captured counselors, with points awarded based on counselor performance.

rules:
Split campers into teams identified by different colors of face paint. Campers close eyes and count slowly to 100 while counselors hide (matching difficulty to the age of the girls). Girls then spread out in pairs to find and capture counselors. Captured counselors are escorted back to the meeting area and marked by team. Once all are found, the leader announces challenges; each team picks the counselor they think 'best fits' the challenge and points are awarded based on performance. Each counselor can only be used twice to prevent over-use of favorite leaders. Sample challenges: spoon-balance on nose, hog calling, nursery rhyme rendition, balancing a full glass on the head, hands-free Jell-O eating, yodeling.

variations:
Create your own challenges. Sample challenges include: balance a spoon on the nose the longest, champion hog calling, best rendition of a chosen nursery rhyme, balance a full glass of water on the head the longest, hands-free Jell-o eating contest, yodeling contest.

source_excerpt:
This is basically reverse hide-and-go-seek, and is best played at a large event where you have a lot of leaders (or older girls).


name: Crystal Palace Rally
category: wide-games
subcategory: themed rally
content_type: activitate
source_file: dragon-games
source_files: ["dragon-games"]
page_reference: page 496
materials_category: varied
skills_developed: scouting skills, teamwork, improvisation, problem solving
difficulty_level: mediu
keywords: 1909, Baden-Powell, Crystal Palace, historical, rally
tags: ["outdoor", "themed", "scouting"]
language: en
normalized_name: crystal palace rally
extraction_confidence: high
created_at: 2026-05-20 07:59:18
updated_at: 2026-05-20 07:59:18
description:
A historical themed wide game set in 1909, where patrols of girls who have read 'Scouting for Boys' want to go to the Boy Scouts Rally at the Crystal Palace to be inspected by Lord Baden-Powell. Each Patrol earns their train ticket by performing a Patrol chant or song, then receives a ticket with a map showing 5 destinations named after London underground stations plus Crystal Palace. Each Patrol starts at a different destination and works through all of them, completing challenges at each station (following woodcraft signs, rescuing equipment from quicksand, bursting a balloon in a tree, improvising a shelter, and sneaking into Crystal Palace past the Young Women's Modesty League).

rules:
Each Patrol earns a train ticket by performing a chant or song. Then they receive a ticket-style map with 5 destination stations plus Crystal Palace. Patrols rotate through all 5 stations in different starting orders. Stations: (1) Paddington - follow a trail of woodcraft signs and find the secret message; (2) Waterloo - retrieve fallen equipment from a quicksand swamp within 5 minutes without stepping in; (3) Kings Cross - summon a ferry by making a loud bang (burst a balloon in a tree without leaving the ground); (4) Liverpool Street - improvise a shelter for the night as it grows dark; (5) Earls Court - open an envelope (only after the other challenges) instructing them to enter Crystal Palace without being spotted by the Young Women's Modesty League protesting outside.

variations:
Original Paddington challenge was to build a rope bridge; substitute with the woodcraft-sign trail if your site doesn't support it.

source_excerpt:
It is 1909. You are a group of girls who have read 'Scouting for Boys" and decided to become Scouts.

materials_list:
map/ticket per patrol, woodcraft sign markers, balloon in a tree, shelter materials, envelope with final instructions


name: Inițialele calităților
category: icebreakers
subcategory: jocuri de prezentare
content_type: joc
source_file: 07.Cartea_Mare_a_jocurilor-Salvati_Copiii_Suedia_UNICEF.pdf
source_files: ["07.Cartea_Mare_a_jocurilor-Salvati_Copiii_Suedia_UNICEF.pdf"]
page_reference: page 3
materials_category: fara-materiale
skills_developed: autocunoaștere, comunicare
difficulty_level: usor
keywords: prezentare, nume, calități
tags: ["icebreaker", "prezentare"]
language: ro
normalized_name: initialele calitatilor
extraction_confidence: high
created_at: 2026-05-20 07:59:18
updated_at: 2026-05-20 07:59:18
description:
Joc de prezentare prin care fiecare participant își spune numele și două calități pozitive ce încep cu aceleași inițiale ca și numele său (de exemplu: Petru Anghel — plăcut și amabil). Permite cunoașterea numelor participanților și crearea unei atmosfere plăcute de la început.

rules:
Fiecare vorbește când îi vine rândul, nu prea repede, pentru ca ceilalți să aibă timp să-i memorizeze numele. Calitățile trebuie să înceapă cu aceleași inițiale ca numele.

source_excerpt:
Fiecare îşi spune numele şi două calităŃi pozitive ce îl caracterizează a căror denumire cărora începe cu aceleaşi iniŃiale ca şi numele.


name: Trenul numelor
category: icebreakers
subcategory: jocuri de prezentare
content_type: joc
source_file: 07.Cartea_Mare_a_jocurilor-Salvati_Copiii_Suedia_UNICEF.pdf
source_files: ["07.Cartea_Mare_a_jocurilor-Salvati_Copiii_Suedia_UNICEF.pdf"]
page_reference: page 3
materials_category: fara-materiale
skills_developed: memorare, comunicare, mișcare
difficulty_level: usor
keywords: tren, nume, cerc
tags: ["icebreaker", "prezentare", "mi\u0219care"]
language: ro
normalized_name: trenul numelor
extraction_confidence: high
created_at: 2026-05-20 07:59:18
updated_at: 2026-05-20 07:59:18
description:
Toți jucătorii stau în cerc. Un jucător este „locomotiva”, simulând sunete și mișcări, mergând în cerc până se oprește în fața unei persoane și, dacă îi cunoaște numele, îl pronunță tare. Se întoarce cu spatele și prinde persoana de mâini, ca un nou vagon. Pornesc împreună spre alt participant, tot „echipajul” strigând numele persoanei ce se integrează. Jocul se termină odată cu epuizarea numărului de jucători.

rules:
Locomotiva se oprește în fața unei persoane, îi spune numele cu gestul semaforului de la calea ferată, apoi persoana devine vagon. Echipajul strigă numele fiecărui vagon nou.

variations:
În cazul unui grup mai numeros, se poate introduce un număr limită de „vagoane”, persoana de la capăt detașându-se de ceilalți.

source_excerpt:
Un jucător este ”locomotiva”, simulând sunete şi mişcări respective, mergând în cerc până se opreşte în faŃa unei persoane şi dacă îi cunoaşte numele, îl pronunŃă tare


name: Sunt îndrăgostit şi nimeni nu-mi cunoaşte secretul
category: icebreakers
subcategory: jocuri de prezentare
content_type: joc
source_file: 07.Cartea_Mare_a_jocurilor-Salvati_Copiii_Suedia_UNICEF.pdf
source_files: ["07.Cartea_Mare_a_jocurilor-Salvati_Copiii_Suedia_UNICEF.pdf"]
page_reference: page 4
materials_category: scaune
materials_list: scaune (cu unul mai mult decât numărul de participanți)
skills_developed: atenție, rapiditate, memorare nume
difficulty_level: usor
keywords: scaune, cerc, nume
tags: ["icebreaker", "prezentare"]
language: ro
normalized_name: sunt indragostit si nimeni nu-mi cunoaste secretul
extraction_confidence: high
created_at: 2026-05-20 07:59:18
updated_at: 2026-05-20 07:59:18
description:
Joc rapid de cerc cu scaune. Toți se așază în cerc, lăsând un scaun liber. Cel din stânga scaunului liber se mută pe el spunând „sunt îndrăgostit”; următorul ocupă scaunul liber spunând „și iubesc”; următorul „fără a spune cuiva”; cel ce urmează, așezându-se, numește o persoană din cerc, care fuge spre scaunul liber. Vecinii încearcă gingaș să o oprească. Jocul continuă astfel.

rules:
Jocul trebuie să se desfășoare într-un ritm rapid. Cele două persoane ce șed lângă persoana chemată vor încerca (gingaș) să nu-i permită să se scoale. Jocul continuă cu persoana din stânga scaunului liber.

source_excerpt:
Cel ce şede la stânga acelui scaun, se aşează repede pe el spunând "sunt îndrăgostit"; următorul, la rândul său, ocupă scaunul liber din stânga sa spunând "şi iubesc"


name: Cutia cu surprize
rules: Persoanele numite se ridică și se așază la loc în ordinea în care au fost prezentate, simultan.
category: icebreakers
subcategory: jocuri de prezentare
content_type: joc
source_file: 07.Cartea_Mare_a_jocurilor-Salvati_Copiii_Suedia_UNICEF.pdf
source_files: ["07.Cartea_Mare_a_jocurilor-Salvati_Copiii_Suedia_UNICEF.pdf"]
page_reference: page 4
materials_category: fara-materiale
skills_developed: memorare, atenție
difficulty_level: usor
keywords: nume, cerc, surprize
tags: ["icebreaker", "prezentare"]
language: ro
normalized_name: cutia cu surprize
extraction_confidence: high
created_at: 2026-05-20 07:59:18
updated_at: 2026-05-20 07:59:18
description:
Grupul se aranjează în cerc. Cineva se ridică și-și spune numele („Sunt Mihai”), apoi prezintă patru persoane din stânga sa începând cu cea mai îndepărtată. După ordinea în care au fost prezentate, persoanele numite se ridică și se așază la loc deodată, creând impresia unei cutii cu surprize. Apoi persoana din dreapta lui Mihai face același lucru.

variations:
În concordanță cu vârsta participanților și a numărului acestora, se pot prezenta mai mulți sau mai puțini jucători de fiecare dată.

source_excerpt:
După ordinea în care au fost prezentate, persoanele numite se ridică şi se aşează la loc, deodată, creând impresia unei cutii cu surprize.


name: Mă mănâncă aici
rules: Fiecare persoană imită gestul precedentei și adaugă propriul nume cu propriul gest.
variations: În dependență de mărimea grupului, se poate repeta acțiunea în sens invers.
category: icebreakers
subcategory: jocuri de prezentare
content_type: joc
source_file: 07.Cartea_Mare_a_jocurilor-Salvati_Copiii_Suedia_UNICEF.pdf
source_files: ["07.Cartea_Mare_a_jocurilor-Salvati_Copiii_Suedia_UNICEF.pdf"]
page_reference: page 5
materials_category: fara-materiale
skills_developed: memorare, imitație
difficulty_level: usor
keywords: nume, gesturi, cerc
tags: ["icebreaker", "prezentare"]
language: ro
normalized_name: ma mananca aici
extraction_confidence: high
created_at: 2026-05-20 07:59:18
updated_at: 2026-05-20 07:59:18
description:
Grupul formează un cerc. Prima persoană își spune numele „mă numesc Nicu și mă mănâncă aici”, improvizând un gest (de exemplu pe cap). Următoarea persoană spune „numele lui este Nicu și îl mănâncă acolo”, scărpinând capul lui Nicu. Apoi continuă cu propriul nume. Jocul se încheie odată cu închiderea cercului.

source_excerpt:
Prima persoană îşi spune numele "mă numesc Nicu şi mă mănâncă aici", improvizând gestul, spre exemplu pe cap.


name: Numele, că te bat
category: icebreakers
subcategory: jocuri de prezentare
content_type: joc
source_file: 07.Cartea_Mare_a_jocurilor-Salvati_Copiii_Suedia_UNICEF.pdf
source_files: ["07.Cartea_Mare_a_jocurilor-Salvati_Copiii_Suedia_UNICEF.pdf"]
page_reference: page 5
materials_category: obiecte-improvizate
materials_list: o rolă de hârtie sau un obiect similar (inofensiv)
skills_developed: rapiditate, memorare nume, reflex
difficulty_level: usor
keywords: nume, cerc, rapiditate
tags: ["icebreaker", "prezentare"]
language: ro
normalized_name: numele, ca te bat
extraction_confidence: high
created_at: 2026-05-20 07:59:18
updated_at: 2026-05-20 07:59:18
description:
Joc rapid în cerc. Cineva merge în centru cu o rolă de hârtie. O persoană din cerc spune un nume, iar persoana numită trebuie să spună alt nume înainte ca cel din centru să o atingă cu rola. Dacă nu reușește, primește gingaș o lovitură la cap și schimbă locul cu cel din centru.

rules:
Jocul se desfășoară într-un ritm rapid. Persoana numită trebuie să spună alt nume înaintea celui din centru, altfel primește o lovitură ușoară și schimbă locurile.

source_excerpt:
O altă persoană din cerc spune un nume şi respectivul individ trebuie să reuşească să spună alt nume, înaintea celui din centru. În caz contrar, "primeşte" una (gingaşă) la cap şi se schimbă cu locurile.


name: Jocul numelor
variations: În locul gesturilor se pot folosi calificative pe care și le inventează participanții.
category: icebreakers
subcategory: jocuri de prezentare
content_type: joc
source_file: 07.Cartea_Mare_a_jocurilor-Salvati_Copiii_Suedia_UNICEF.pdf
source_files: ["07.Cartea_Mare_a_jocurilor-Salvati_Copiii_Suedia_UNICEF.pdf"]
page_reference: page 6
materials_category: fara-materiale
skills_developed: memorare, expresivitate, creativitate
difficulty_level: usor
keywords: nume, gesturi
tags: ["icebreaker", "prezentare"]
language: ro
normalized_name: jocul numelor
extraction_confidence: high
created_at: 2026-05-20 07:59:18
updated_at: 2026-05-20 07:59:18
description:
Fiecare participant se prezintă asociind fiecărui nume un gest. Animatorul își spune numele și face un gest ce i-ar caracteriza personalitatea (cântă la chitară, doarme etc.). Următoarea persoană repetă toate numele și gesturile anterioare și adaugă propriul nume și gest. Jocul continuă până sunt prezentate toate persoanele.

rules:
Fiecare repetă toate numele și gesturile anterioare. Apoi animatorul poate face un gest și grupul ghicește numele, sau animatorul spune un nume și grupul repetă gestul.

source_excerpt:
El îşi spune numele şi face un gest ce i-ar caracteriza personalitatea (de exemplu: cântă la chitară sau doarme, etc.) Jocul e continuat de persoana din stânga sau dreapta animatorului, repetând toate numele şi gesturile anterioare.


name: Mingea fierbinte
category: icebreakers
subcategory: jocuri de prezentare
content_type: joc
source_file: 07.Cartea_Mare_a_jocurilor-Salvati_Copiii_Suedia_UNICEF.pdf
source_files: ["07.Cartea_Mare_a_jocurilor-Salvati_Copiii_Suedia_UNICEF.pdf"]
page_reference: page 6
materials_category: minge
materials_list: o minge sau un alt obiect pentru a-l putea arunca
skills_developed: comunicare, rapiditate, autoprezentare
difficulty_level: usor
keywords: minge, prezentare, cerc
tags: ["icebreaker", "prezentare"]
language: ro
normalized_name: mingea fierbinte
extraction_confidence: high
created_at: 2026-05-20 07:59:18
updated_at: 2026-05-20 07:59:18
description:
Toți stau sau șed în cerc. Animatorul explică că persoana care prinde mingea trebuie să se prezinte spunând numele (cum i-ar plăcea să i se spună), de unde vine, unele preferințe și unele dorințe. Apoi aruncă mingea mai departe. Mingea este foarte „fierbinte” și „frige”, așa că prezentarea trebuie făcută cât mai rapid.

rules:
Mingea este „fierbinte” și prezentarea trebuie făcută rapid. După prezentare, mingea e aruncată mai departe.

source_excerpt:
Mingea e foarte „fierbinte” şi „frige”. ToŃi stau, sau şed în cerc. Animatorul explică că persoana ce prinde mingea trebuie să se prezinte


name: Îți plac vecinii tăi?
category: icebreakers
subcategory: jocuri de prezentare
content_type: joc
source_file: 07.Cartea_Mare_a_jocurilor-Salvati_Copiii_Suedia_UNICEF.pdf
source_files: ["07.Cartea_Mare_a_jocurilor-Salvati_Copiii_Suedia_UNICEF.pdf"]
page_reference: page 7
materials_category: scaune
materials_list: scaune (cu unul mai puțin decât numărul total al participanților)
skills_developed: memorare nume, atenție, rapiditate
difficulty_level: mediu
keywords: vecini, scaune, cerc
tags: ["icebreaker", "prezentare"]
language: ro
normalized_name: iti plac vecinii tai?
extraction_confidence: high
created_at: 2026-05-20 07:59:18
updated_at: 2026-05-20 07:59:18
description:
Joc rapid în cerc cu scaune. Animatorul (fără scaun) se apropie de o persoană și întreabă „Îți plac vecinii?”. Dacă răspunde „nu”, persoana spune numele celor pe care i-ar plăcea ca vecini; aceștia se schimbă cu locul cu vecinii actuali, iar animatorul încearcă să ocupe un loc liber. Dacă răspunde „da”, grupul se deplasează un loc spre dreapta, apoi la următoarele „da” se complică (stânga, 2 dreapta, 2 stânga, 3 dreapta etc).

rules:
Dacă răspunsul e „nu”, vecinii actuali se schimbă cu noii vecini numiți. Dacă răspunsul e „da”, grupul se deplasează cu un număr crescător de locuri, alternând direcția. Persoana fără scaun continuă jocul.

source_excerpt:
Se apropie de o oarecare persoană din cerc şi întreabă: "ÎŃi plac vecinii ?". Dacă răspunsul e "nu", persoana respectivă va trebui să spună numele persoanelor ce i-ar plăcea să vină lângă ea.


name: Conuri de brad
variations: Este un joc foarte efectiv de prezentare pentru grupuri numeroase.
category: icebreakers
subcategory: jocuri de prezentare
content_type: joc
source_file: 07.Cartea_Mare_a_jocurilor-Salvati_Copiii_Suedia_UNICEF.pdf
source_files: ["07.Cartea_Mare_a_jocurilor-Salvati_Copiii_Suedia_UNICEF.pdf"]
page_reference: page 7
materials_category: fara-materiale
skills_developed: socializare, rapiditate
difficulty_level: usor
keywords: grupuri, nume, mișcare
tags: ["icebreaker", "prezentare"]
language: ro
normalized_name: conuri de brad
extraction_confidence: high
created_at: 2026-05-20 07:59:18
updated_at: 2026-05-20 07:59:18
description:
Toți se plimbă prin sală până când animatorul strigă o cifră. Trebuie să se formeze grupuri din numărul respectiv de persoane, iar acestea își spun numele în cadrul grupurilor formate. Apoi persoanele se separă și se plimbă din nou, iar acțiunile se repetă.

rules:
La auzul cifrei strigate de animator, participanții formează grupuri de acea mărime și își spun numele.

source_excerpt:
ToŃi se plimbă prin sală până când animatorul strigă o cifră. Trebuie să se formeze grupuri din numărul respectiv de persoane şi acestea să-şi spună numele în cadrul grupurilor formate.


name: Lămâie-lămâiță
category: icebreakers
subcategory: jocuri de prezentare
content_type: joc
source_file: 07.Cartea_Mare_a_jocurilor-Salvati_Copiii_Suedia_UNICEF.pdf
source_files: ["07.Cartea_Mare_a_jocurilor-Salvati_Copiii_Suedia_UNICEF.pdf"]
page_reference: page 8
materials_category: scaune
materials_list: scaune (cu unul mai puțin decât numărul total al participanților)
skills_developed: atenție, memorare nume, rapiditate
difficulty_level: mediu
keywords: fructe, nume, vecini
tags: ["icebreaker", "prezentare"]
language: ro
normalized_name: lamaie-lamaita
extraction_confidence: high
created_at: 2026-05-20 07:59:18
updated_at: 2026-05-20 07:59:18
description:
Toți se așază în cerc, animatorul fără scaun se apropie rapid de fiecare și spune: „lămâiță-lămâiță” (persoana spune numele vecinului din dreapta), „cireașă-cireșică” (numele vecinului din stânga), „zarzăr-zărzărel” (își spune propriul nume). Dacă greșește, schimbă locul cu cel din centru. La „coș cu fructe” toți se schimbă cu locurile, iar cel din centru ocupă un loc liber.

rules:
La fiecare comandă, persoana respectivă trebuie să spună numele corespunzător. Greșelile duc la schimbarea cu centrul. La „coș cu fructe” toți schimbă locurile.

source_excerpt:
— „lămâiŃă – lămâiŃă” şi persoana spune numele vecinului din dreapta. — „cireaşă – cireşică” şi persoana spune numele vecinului din stânga. — „zarzăr – zărzărel” şi persoana îşi spune propriul nume.


name: Ce mai faci?
category: icebreakers
subcategory: jocuri de prezentare
content_type: joc
source_file: 07.Cartea_Mare_a_jocurilor-Salvati_Copiii_Suedia_UNICEF.pdf
source_files: ["07.Cartea_Mare_a_jocurilor-Salvati_Copiii_Suedia_UNICEF.pdf"]
page_reference: page 8
materials_category: scaune
materials_list: scaune (cu unul mai puțin decât numărul total al participanților)
skills_developed: comunicare, rapiditate, memorare nume
difficulty_level: mediu
keywords: scaune, cerc, nume
tags: ["icebreaker", "prezentare"]
language: ro
normalized_name: ce mai faci?
extraction_confidence: high
created_at: 2026-05-20 07:59:18
updated_at: 2026-05-20 07:59:18
description:
Jocul începe cu persoana fără scaun, care se apropie de oricine și întreabă „Ce mai faci?”. Cealaltă răspunde „Foarte bine”, se ridică și ambii merg prin exteriorul cercului în direcții diferite. La întâlnire își strâng mâinile și își spun numele. Cine ajunge primul la scaunul liber rămâne. Dacă cineva rămâne de 4-5 ori consecutiv fără scaun, poate întreba grupul „ce mai faceți?”, toți răspund „bine” și schimbă locurile.

rules:
După întâlnirea în afara cercului se schimbă întrebări (nume, de unde ești). Cine rămâne 4-5 ori fără scaun poate cere schimbarea generală a locurilor.

source_excerpt:
Ea se apropie de oricine şi întreabă: "Ce mai faci?". Cealaltă persoană răspunde: "Foarte bine". Mai departe, persoana care şedea, se scoală de pe scaun şi ambii merg prin afara cercului, în direcŃii diferite


name: Sprijinul
category: icebreakers
subcategory: jocuri de prezentare
content_type: joc
source_file: 07.Cartea_Mare_a_jocurilor-Salvati_Copiii_Suedia_UNICEF.pdf
source_files: ["07.Cartea_Mare_a_jocurilor-Salvati_Copiii_Suedia_UNICEF.pdf"]
page_reference: page 9
materials_category: scaune
materials_list: scaune (cu unul mai mult decât numărul total de participanți)
skills_developed: creativitate, memorare nume, cooperare
difficulty_level: usor
keywords: sprijin, cerc, nume
tags: ["icebreaker", "prezentare", "creativitate"]
language: ro
normalized_name: sprijinul
extraction_confidence: high
created_at: 2026-05-20 07:59:18
updated_at: 2026-05-20 07:59:18
description:
Toți se așază în cerc cu un scaun liber. Persoana din stânga scaunului liber se prezintă: „sunt... și vreau să fiu sprijinit de... (numește altă persoană)”. Apoi demonstrează modul în care persoana respectivă să meargă până la scaunul liber (dansând, sărind, așezându-se etc.). Persoana numită poate recurge la ajutorul celor din jur. Jocul e continuat de persoana din stânga locului liber.

rules:
Persoana numită trebuie să ajungă la scaunul liber în modul demonstrat de cea care a chemat-o; poate primi ajutor de la cei din jur.

source_excerpt:
Jocul e început de persoana din stânga scaunului liber, prezentându-se "sunt ... şi vreau să fiu sprijinit de ... (numind altă persoană din grup)". Apoi demonstrează modul în care persoana respectivă să meargă pînă la scaunul liber


name: Corul numelor
variations: Jocul e prevăzut înaintea unei alte activități.
category: icebreakers
subcategory: jocuri de prezentare
content_type: joc
source_file: 07.Cartea_Mare_a_jocurilor-Salvati_Copiii_Suedia_UNICEF.pdf
source_files: ["07.Cartea_Mare_a_jocurilor-Salvati_Copiii_Suedia_UNICEF.pdf"]
page_reference: page 9
materials_category: fara-materiale
skills_developed: memorare nume, atenție
difficulty_level: mediu
keywords: nume, cerc, atenție
tags: ["icebreaker", "prezentare"]
language: ro
normalized_name: corul numelor
extraction_confidence: high
created_at: 2026-05-20 07:59:18
updated_at: 2026-05-20 07:59:18
description:
Toți se așază formând un cerc. Animatorul în centru se învârtește și indică cu degetul spre cineva; acea persoană își spune numele său și încă numele a 2 persoane precedente, arătându-le cu degetul. Când greșește, trece în centru, continuând el jocul. Persoana din centru se poate mișca repede, încet, plimbându-se, sărind etc.

rules:
Persoana indicată își spune numele și ale celor 2 persoane precedente. Greșelile duc la schimbarea cu centrul.

source_excerpt:
El se învârteşte şi cu degetul indică spre cineva iar acela îşi spune numele său şi încă a 2 persoane precedente, arătându-le cu degetul.


name: Aplauze
rules: Trebuie menținut ritmul; la mâna dreaptă propriul nume, la mâna stângă numele unei alte persoane.
variations: Ritmul și mișcările pot fi schimbate, cu includerea picioarelor etc.
category: icebreakers
subcategory: jocuri de prezentare
content_type: joc
source_file: 07.Cartea_Mare_a_jocurilor-Salvati_Copiii_Suedia_UNICEF.pdf
source_files: ["07.Cartea_Mare_a_jocurilor-Salvati_Copiii_Suedia_UNICEF.pdf"]
page_reference: page 10
materials_category: fara-materiale
skills_developed: ritm, coordonare, memorare nume
difficulty_level: mediu
keywords: ritm, aplauze, nume
tags: ["icebreaker", "prezentare", "ritm"]
language: ro
normalized_name: aplauze
extraction_confidence: high
created_at: 2026-05-20 07:59:18
updated_at: 2026-05-20 07:59:18
description:
Toți formează un cerc. Animatorul bate un ritm: o lovitură din palme pe picioare, una din palme, apoi duce mâna dreaptă peste umărul drept (cu degetul mare în jos) și aceeași mișcare cu stânga. La mâna dreaptă își spune propriul nume, la mâna stângă spune numele altei persoane. Acea persoană menține ritmul, repetând mișcările și prezentând următoarea persoană. Jocul continuă până sunt prezentate toate persoanele.

source_excerpt:
ToŃi stau, formând un cerc şi animatorul bate ritmul: o lovitură din palme pe picioare, apoi una din palme, apoi duce mâna dreaptă peste umărul drept, degetul mare privind în jos şi aceeaşi mişcare o repetă cu stânga.


name: Prinde mingea!
category: icebreakers
subcategory: jocuri de prezentare
content_type: joc
source_file: 07.Cartea_Mare_a_jocurilor-Salvati_Copiii_Suedia_UNICEF.pdf
source_files: ["07.Cartea_Mare_a_jocurilor-Salvati_Copiii_Suedia_UNICEF.pdf"]
page_reference: page 10
materials_category: minge
materials_list: o minge, un disc sau un obiect similar
skills_developed: precizie, rapiditate, memorare nume
difficulty_level: usor
keywords: minge, nume, precizie
tags: ["icebreaker", "prezentare"]
language: ro
normalized_name: prinde mingea!
extraction_confidence: high
created_at: 2026-05-20 07:59:18
updated_at: 2026-05-20 07:59:18
description:
Jucătorii stau în cerc, iar o persoană în centru aruncă un obiect în sus spunând un nume și intră în cerc. Persoana numită trebuie să prindă mingea înainte ca aceasta să cadă, apoi repetă acțiunile. Jocul continuă până ce toate persoanele sunt prezentate.

rules:
Jucătorii nu pot părăsi cercul dacă nu sunt numiți. Persoana numită trebuie să prindă mingea înainte să cadă.

source_excerpt:
Jucătorul lansează obiectul în sus , spunând un nume, intrând în cerc. Persoana numită trebuie să prindă mingea, înainte ca aceasta să cadă


name: Nume încăpătoare
rules: Fiecare persoană repetă toate numele anterioare în ordine și adaugă propriul nume.
category: icebreakers
subcategory: jocuri de prezentare
content_type: joc
source_file: 07.Cartea_Mare_a_jocurilor-Salvati_Copiii_Suedia_UNICEF.pdf
source_files: ["07.Cartea_Mare_a_jocurilor-Salvati_Copiii_Suedia_UNICEF.pdf"]
page_reference: page 11
materials_category: fara-materiale
skills_developed: memorare, atenție
difficulty_level: mediu
keywords: nume, memorare, cerc
tags: ["icebreaker", "prezentare"]
language: ro
normalized_name: nume incapatoare
extraction_confidence: high
created_at: 2026-05-20 07:59:18
updated_at: 2026-05-20 07:59:18
description:
Jucătorii formează un cerc. Animatorul începe spunându-și numele. Următorul din dreapta repetă numele animatorului și îl adaugă pe al său. Următorul repetă toate numele anterioare și îl adaugă pe al său. Grupul poate ajuta. Jocul continuă până când animatorul, în cor cu întreg grupul, repetă numele tuturor.

variations:
La nume se poate adăuga un gest ce caracterizează personalitatea fiecăruia. Pentru grupuri foarte numeroase se pot repeta ultimele 7-9 nume.

source_excerpt:
Următorul, din dreapta, continuă, repetând numele animatorului şi spune şi numele său. Următorul repetă numele anterioare, adăugând al său.


name: Mă iubești?
category: icebreakers
subcategory: jocuri de prezentare
content_type: joc
source_file: 07.Cartea_Mare_a_jocurilor-Salvati_Copiii_Suedia_UNICEF.pdf
source_files: ["07.Cartea_Mare_a_jocurilor-Salvati_Copiii_Suedia_UNICEF.pdf"]
page_reference: page 11
materials_category: scaune
materials_list: scaune (cu unul mai puțin decât numărul total al participanților)
skills_developed: atenție, memorare nume, rapiditate
difficulty_level: usor
keywords: scaune, cerc, nume
tags: ["icebreaker", "prezentare"]
language: ro
normalized_name: ma iubesti?
extraction_confidence: high
created_at: 2026-05-20 07:59:18
updated_at: 2026-05-20 07:59:18
description:
Jucătorii formează un cerc cu scaune (unul mai puțin). Animatorul se apropie de un jucător, întreabă numele și apoi „Mă iubești?”. Celălalt răspunde „Desigur, dar mai iubesc și pe...”. Persoanele din stânga și dreapta celui numit și celui întrebat se schimbă cu locurile, iar cel rămas fără loc continuă jocul.

rules:
La răspunsul „Desigur, dar mai iubesc și pe...” vecinii persoanei numite și vecinii celui întrebat schimbă locurile. Cel rămas fără scaun continuă.

source_excerpt:
După aceasta îl întreabă: "Mă iubeşti ?". Celălalt răspunde: "Desigur, dar mai iubesc şi pe ...". Persoanele din stânga şi din dreapta persoanei întrebate şi numite se schimbă cu locurile.


name: Lipici
variations: Participanții pot fi împărțiți pe grupuri care vor trebui să se reprezinte printr-un obiect anumit.
category: icebreakers
subcategory: jocuri de prezentare
content_type: activitate
source_file: 07.Cartea_Mare_a_jocurilor-Salvati_Copiii_Suedia_UNICEF.pdf
source_files: ["07.Cartea_Mare_a_jocurilor-Salvati_Copiii_Suedia_UNICEF.pdf"]
page_reference: page 12
materials_category: creative
materials_list: carioca, markere, creioane colorate, hârtie adezivă sau hârtie și clei (lipici)
skills_developed: creativitate, expresivitate plastică, autocunoaștere
difficulty_level: usor
keywords: desen, caricatură, nume
tags: ["icebreaker", "prezentare", "creativ"]
language: ro
normalized_name: lipici
extraction_confidence: high
created_at: 2026-05-20 07:59:18
updated_at: 2026-05-20 07:59:18
description:
Fiecare participant își scrie numele și cum i-ar plăcea să fie numit, apoi face o caricatură sau desenează ceva ce l-ar reprezenta. În timpul exercițiului participanții nu pot să discute între ei și să-și arate desenele. După aceasta desenele sunt afișate, iar participanții încearcă să ghicească pe cine reprezintă fiecare.

rules:
În timpul desenării, participanții nu vorbesc între ei și nu își arată desenele. La final desenele sunt afișate și se ghicesc autorii.

source_excerpt:
Fiecare participant, in afară de faptul că îşi scrie numele şi cum i-ar plăcea să fie numit în grup, face o caricatură, sau desenează ceva ce l-ar reprezenta.


name: Obiectul imaginar
variations: Obiectul primit poate fi numit. Corectitudinea presupunerii nu are importanță.
category: icebreakers
subcategory: jocuri de prezentare
content_type: joc
source_file: 07.Cartea_Mare_a_jocurilor-Salvati_Copiii_Suedia_UNICEF.pdf
source_files: ["07.Cartea_Mare_a_jocurilor-Salvati_Copiii_Suedia_UNICEF.pdf"]
page_reference: page 12
materials_category: fara-materiale
skills_developed: creativitate, limbaj non-verbal, memorare nume
difficulty_level: mediu
keywords: pantomimă, obiecte, nume
tags: ["icebreaker", "prezentare", "non-verbal"]
language: ro
normalized_name: obiectul imaginar
extraction_confidence: high
created_at: 2026-05-20 07:59:18
updated_at: 2026-05-20 07:59:18
description:
Toți formează un cerc. O persoană începe gesticulând cu mâinile pentru a explica grupului un obiect imaginar pe care îl va arunca unei persoane (al cărei nume îl spune). Gesturile descriu dimensiunile și utilizările obiectului. Receptorul descrie cu mâinile obiectul primit și spune numele persoanei de la care l-a primit, apoi îl transmite mai departe. Fiecare poate adăuga schimbări obiectului.

rules:
Comunicarea se face exclusiv prin gesturi. Receptorul descrie cu mâinile obiectul primit și transmite mai departe.

source_excerpt:
O persoană începe, gesticulând cu mâinile, pentru a explica grupului obiectul ce îl va arunca (tot imaginar) persoanei a cărei nume îl spune.


name: Mingea de plajă
rules: Mingea este transmisă între picioare, fără a o atinge cu mâna.
variations: Pentru grupuri numeroase se pot introduce câteva mingi.
category: icebreakers
subcategory: jocuri de prezentare
content_type: joc
source_file: 07.Cartea_Mare_a_jocurilor-Salvati_Copiii_Suedia_UNICEF.pdf
source_files: ["07.Cartea_Mare_a_jocurilor-Salvati_Copiii_Suedia_UNICEF.pdf"]
page_reference: page 13
materials_category: minge
materials_list: o minge
skills_developed: coordonare, echilibru, memorare nume
difficulty_level: mediu
keywords: minge, picioare, cerc
tags: ["icebreaker", "prezentare", "mi\u0219care"]
language: ro
normalized_name: mingea de plaja
extraction_confidence: high
created_at: 2026-05-20 07:59:18
updated_at: 2026-05-20 07:59:18
description:
Participanții stau în picioare formând un cerc. Animatorul începe ținând mingea între picioare. Mergând cum poate, se apropie de altă persoană, se prezintă și îi transmite mingea fără a o atinge cu mâna. Jocul continuă până toate persoanele se prezintă.

source_excerpt:
Animatorul începe jocul, Ńinând mingea între picioare. Mergând cum poate, se apropie de altă persoană, prezentându-se. O transmite (fără a o atinge cu mâna).


name: Oameni către oameni
variations: Este un bun joc de prezentare pentru grupuri foarte numeroase.
category: icebreakers
subcategory: jocuri de prezentare
content_type: joc
source_file: 07.Cartea_Mare_a_jocurilor-Salvati_Copiii_Suedia_UNICEF.pdf
source_files: ["07.Cartea_Mare_a_jocurilor-Salvati_Copiii_Suedia_UNICEF.pdf"]
page_reference: page 13
materials_category: audio
materials_list: sursă de muzică
skills_developed: socializare, comunicare, ritm
difficulty_level: usor
keywords: cercuri, muzică, perechi
tags: ["icebreaker", "prezentare", "muzic\u0103"]
language: ro
normalized_name: oameni catre oameni
extraction_confidence: high
created_at: 2026-05-20 07:59:18
updated_at: 2026-05-20 07:59:18
description:
Grupul se separă în două părți egale, formând două cercuri concentrice. Persoanele din cercul interior stau cu fața la cele din cercul exterior. Ambele cercuri se mișcă în direcții opuse în ritmul unei muzici. La oprirea melodiei, perechile își dau mâinile și spun „Bună, sunt...”. După prezentare, cei din centru spun „oameni către oameni”, ceea ce e semnalul ca muzica să reînceapă, schimbând direcțiile.

rules:
Cele două cercuri se mișcă în direcții opuse la muzică. La oprire, perechile formate se prezintă. La semnalul „oameni către oameni”, muzica reîncepe cu direcții schimbate.

source_excerpt:
Se formează 2 cercuri concentrice. Persoanele din cercul interior stau cu faŃa la cele din cercul exterior. Persoanele din ambele cercuri se mişcă în direcŃii opuse, în ritmul unei muzici.


name: Mingile de prezentare
variations: Se mai pot introduce mingi și cu alte întrebări.
category: icebreakers
subcategory: jocuri de prezentare
content_type: joc
source_file: 07.Cartea_Mare_a_jocurilor-Salvati_Copiii_Suedia_UNICEF.pdf
source_files: ["07.Cartea_Mare_a_jocurilor-Salvati_Copiii_Suedia_UNICEF.pdf"]
page_reference: page 14
materials_category: minge
materials_list: trei mingi de diferite culori
skills_developed: atenție, memorare nume, comunicare
difficulty_level: mediu
keywords: mingi, nume, preferințe
tags: ["icebreaker", "prezentare"]
language: ro
normalized_name: mingile de prezentare
extraction_confidence: high
created_at: 2026-05-20 07:59:18
updated_at: 2026-05-20 07:59:18
description:
Toți formează un cerc. Animatorul aruncă prima minge după ce și-a spus numele; fiecare care o primește o aruncă mai departe spunându-și numele. După câteva minute, se introduce a doua minge: cel care aruncă spune numele celui căruia îi aruncă. Apoi se lansează a treia minge: fiecare îi spune persoanei căreia îi aruncă mingea o activitate care îi place.

rules:
Prima minge: spui propriul nume. A doua minge: spui numele destinatarului. A treia minge: spui o activitate care îți place.

source_excerpt:
Animatorul aruncă prima minge, după ce şi-a spus numele. Fiecare care o primeşte, o va arunca iarăşi, spunând numele său. După câteva minute, animatorul pune în joc a doua minge


name: Ia-o de-aici!
category: icebreakers
subcategory: jocuri de prezentare
content_type: joc
source_file: 07.Cartea_Mare_a_jocurilor-Salvati_Copiii_Suedia_UNICEF.pdf
source_files: ["07.Cartea_Mare_a_jocurilor-Salvati_Copiii_Suedia_UNICEF.pdf"]
page_reference: page 14
materials_category: minge
materials_list: mingi micuțe sau bile de mărimea unei mingi de tenis
skills_developed: coordonare, memorare nume, cooperare
difficulty_level: mediu
keywords: minge, picioare, cerc
tags: ["icebreaker", "prezentare"]
language: ro
normalized_name: ia-o de-aici!
extraction_confidence: high
created_at: 2026-05-20 07:59:18
updated_at: 2026-05-20 07:59:18
description:
Grupul se așază jos formând un cerc. Obiectivul jocului este de a face mingea să treacă pe sub fiecare participant, în cerc, împingând-o cu călcâiele sau vârful picioarelor. Animatorul începe transmițând mingea persoanei de la stânga sau dreapta, spunând „Ia-o de-aici!”. Persoana o primește, repetând mișcarea și spunând aceeași propoziție cu numele persoanei următoare. Animatorul introduce și o a doua minge într-o direcție diferită.

rules:
Mingea se transmite doar cu picioarele (călcâie sau vârf), pe sub participanți. Se rostește „Ia-o de-aici!” și numele celui căruia i se transmite.

source_excerpt:
Se explică obiectivul jocului ce constă în a face mingea să treacă pe sub fiecare participant, în cerc, împingând-o cu călcâiele sau vârful picioarelor.


name: Mozaica
category: icebreakers
subcategory: jocuri de prezentare
content_type: activitate
source_file: 07.Cartea_Mare_a_jocurilor-Salvati_Copiii_Suedia_UNICEF.pdf
source_files: ["07.Cartea_Mare_a_jocurilor-Salvati_Copiii_Suedia_UNICEF.pdf"]
page_reference: page 15
materials_category: papetarie
materials_list: fișe, pioneze, o tablă, hârtie, carioca
skills_developed: comunicare, atenție, creativitate
difficulty_level: mediu
keywords: anagrame, nume, tablă
tags: ["icebreaker", "prezentare", "comunicare"]
language: ro
normalized_name: mozaica
extraction_confidence: high
created_at: 2026-05-20 07:59:18
updated_at: 2026-05-20 07:59:18
description:
Înaintea jocului, animatorul colectează numele tuturor participanților. Amestecă literele numelor astfel încât să fie posibil de pronunțat (ex: Marcela – Celamar). Pregătește fișe cu numele noi, le fixează pe tablă și le acoperă cu hârtie. Apoi fișele sunt descoperite, iar participanții trebuie să-și găsească numele anagramat pe tablă.

rules:
Animatorul rearanjează literele numelor în anagrame pronunțabile. Participanții identifică pe tablă varianta amestecată a propriului nume.

source_excerpt:
El amestecă literele în numele fiecărui participant în aşa fel ca să fie posibil de a le pronunŃa (ex: Marcela – Celamar). După aceasta se pregătesc fişele cu numele noi ale participanŃilor.


name: Numele scrise
category: icebreakers
subcategory: jocuri de prezentare
content_type: joc
source_file: 07.Cartea_Mare_a_jocurilor-Salvati_Copiii_Suedia_UNICEF.pdf
source_files: ["07.Cartea_Mare_a_jocurilor-Salvati_Copiii_Suedia_UNICEF.pdf"]
page_reference: page 15
materials_category: papetarie
materials_list: hârtie, carioca, scotch
skills_developed: memorare nume, rapiditate, atenție
difficulty_level: mediu
keywords: nume, fișe, cerc
tags: ["icebreaker", "prezentare"]
language: ro
normalized_name: numele scrise
extraction_confidence: high
created_at: 2026-05-20 07:59:18
updated_at: 2026-05-20 07:59:18
description:
Fiecare participant scrie numele său cu litere mari pe o fișă și o lipește pe haină într-un loc vizibil. Participanții formează un cerc și încearcă să memoreze numele colegilor. După 5-10 minute, fiecare scoate fișa și o transmite pe cerc în sensul acelor de ceasornic până când animatorul oprește. Participanții rămân cu un nume străin și au 10 secunde să găsească purtătorii adevărați. Cei rămași cu nume străine trebuie să fugă, iar ceilalți să-i prindă și să-i adune în centrul cercului.

rules:
Se transmit fișele în cerc, apoi se caută purtătorii adevărați în 10 secunde. Cei rămași cu fișe greșite fug, iar ceilalți îi prind și îi adună în centru.

source_excerpt:
Fiecare participant va scrie numele său cu litere mari pe fişă şi o va lipi pe haină pe un loc vizibil. ParticipanŃii creează un cerc şi trebuie să memorizeze numele colegilor.


name: Eu sunt...
category: icebreakers
subcategory: jocuri de prezentare
content_type: activitate
source_file: 07.Cartea_Mare_a_jocurilor-Salvati_Copiii_Suedia_UNICEF.pdf
source_files: ["07.Cartea_Mare_a_jocurilor-Salvati_Copiii_Suedia_UNICEF.pdf"]
page_reference: page 16
materials_category: papetarie
materials_list: hârtie, carioca, scotch
skills_developed: autocunoaștere, exprimare, cunoaștere reciprocă
difficulty_level: usor
keywords: calificative, autoprezentare, afirmație
tags: ["icebreaker", "prezentare", "autocunoa\u0219tere"]
language: ro
normalized_name: eu sunt...
extraction_confidence: high
created_at: 2026-05-20 07:59:18
updated_at: 2026-05-20 07:59:18
description:
Fiecare participant primește o foaie de hârtie și o cariocă. Își scrie numele în partea de sus și mai jos completează afirmația „Eu sunt...” folosind 6 calificative (ex: frumos, deștept, flămând, manager bun...), toate scrise într-o coloniță. Foile sunt lipite pe piept cu scotch. Participanții se mișcă și citesc reciproc inscripțiile. După ce jocul se termină, foile pot fi lipite pe perete.

rules:
Fiecare scrie 6 calificative despre sine sub formă de listă. Foile se lipesc pe piept și se citesc reciproc fără mult timp de discuție.

source_excerpt:
Ei trebuie să scrie numele lor în parte de sus a foii, iar mai jos să completeze afirmaŃia: „Eu sunt ...” folosind 6 calificative (ex: eu sunt frumos, deştept, flămând, manager bun, ...).


name: Tabele informaționale
category: icebreakers
subcategory: jocuri de prezentare
content_type: activitate
source_file: 07.Cartea_Mare_a_jocurilor-Salvati_Copiii_Suedia_UNICEF.pdf
source_files: ["07.Cartea_Mare_a_jocurilor-Salvati_Copiii_Suedia_UNICEF.pdf"]
page_reference: page 16
materials_category: papetarie
materials_list: hârtie flip-chart, carioca, scotch
skills_developed: comunicare, schimb de informație, cunoaștere reciprocă
difficulty_level: mediu
keywords: întrebări, flip-chart, informație
tags: ["icebreaker", "prezentare", "comunicare"]
language: ro
normalized_name: tabele informationale
extraction_confidence: high
created_at: 2026-05-20 07:59:18
updated_at: 2026-05-20 07:59:18
description:
Animatorul explică grupului că participanții vor crea un exercițiu propriu pentru a afla mai multe unii despre alții. Participanții propun întrebări pe care ar dori să le adreseze celorlalți (ex: bucate preferate, lucrurile care nu vă plac, cărțile care vă pasionează, actorii preferați). Se votează cele mai potrivite și se aleg 5-6. Fiecare primește o coală de flip-chart unde scrie numele sus, întrebările pe stânga și răspunsurile pe dreapta. Foile se lipesc pe spate și participanții circulă, discută informația citită.

rules:
Întrebările sunt propuse și votate de grup. Fiecare scrie pe foaie nume sus, întrebări la stânga, răspunsuri la dreapta. Foile se lipesc pe spate; ceilalți citesc și inițiază discuții.

source_excerpt:
Animatorul lămureşte grupului că participanŃii au posibilitatea de a crea un exerciŃiu propriu cu ajutorul căruia ei vor putea afla mai multe informaŃii unii despre alŃii.


name: Prezentare fără cuvinte
category: icebreakers
subcategory: jocuri de prezentare
content_type: activitate
source_file: 07.Cartea_Mare_a_jocurilor-Salvati_Copiii_Suedia_UNICEF.pdf
source_files: ["07.Cartea_Mare_a_jocurilor-Salvati_Copiii_Suedia_UNICEF.pdf"]
page_reference: page 17
materials_category: papetarie
materials_list: hârtie flip-chart, carioca, scotch
skills_developed: comunicare non-verbală, expresivitate, empatie
difficulty_level: mediu
keywords: non-verbal, mimică, gesturi
tags: ["icebreaker", "prezentare", "non-verbal"]
language: ro
normalized_name: prezentare fara cuvinte
extraction_confidence: high
created_at: 2026-05-20 07:59:18
updated_at: 2026-05-20 07:59:18
description:
Grupul se separă în perechi. Scopul exercițiului este prezentarea reciprocă a membrilor perechilor fără cuvinte. Participanții pot folosi mimica, desene, semne, gesturi, semnale. Fiecare are 2-3 minute de comunicare nonverbală cu partenerul său. Apoi participanții ghicesc ce a dorit să le spună pe cale nonverbală.

rules:
Comunicarea în perechi se face exclusiv non-verbal (mimică, desene, semne, gesturi). Fiecare are 2-3 minute. La final se verifică prin ghicire.

source_excerpt:
Scopul acestui exerciŃiu este prezentarea reciprocă a membrilor perechilor. Acest lucru trebuie făcut fără cuvinte. ParticipanŃii pot folosi mimica, desene, semne, gesturi, semnale.


name: Prezentare fără cuvinte
category: icebreakers
subcategory: comunicare nonverbală
content_type: activitate
source_file: 07.Cartea_Mare_a_jocurilor-Salvati_Copiii_Suedia_UNICEF.pdf
source_files: ["07.Cartea_Mare_a_jocurilor-Salvati_Copiii_Suedia_UNICEF.pdf"]
page_reference: page 17
materials_category: papetărie
materials_list: hârtie flip-chart, carioca, scotch
skills_developed: comunicare nonverbală, empatie
difficulty_level: usor
keywords: prezentare, nonverbal, perechi
tags: ["1.29"]
language: ro
normalized_name: prezentare fara cuvinte
extraction_confidence: high
created_at: 2026-05-20 07:59:18
updated_at: 2026-05-20 07:59:18
description:
Activitate de prezentare reciprocă în perechi prin comunicare nonverbală, demonstrând că oamenii pot comunica eficient fără cuvinte. Participanții folosesc mimica, desene, semne, gesturi și semnale pentru a se prezenta partenerului.

rules:
Grupul se separă în perechi. Scopul este prezentarea reciprocă a membrilor perechilor fără cuvinte. Participanții pot folosi mimica, desene, semne, gesturi, semnale. Fiecare participant are 2-3 minute de comunicare nonverbală cu partenerul său. Apoi participanții ghicesc ce a dorit să le spună pe cale nonverbală.

source_excerpt:
Grupul se separă în perechi. Scopul acestui exerciŃiu este prezentarea reciprocă a membrilor perechilor. Acest lucru trebuie făcut fără cuvinte.


name: Deprinderile pe care le am eu și deprinderile de care am nevoie
category: icebreakers
subcategory: jocuri de prezentare
content_type: activitate
source_file: 07.Cartea_Mare_a_jocurilor-Salvati_Copiii_Suedia_UNICEF.pdf
source_files: ["07.Cartea_Mare_a_jocurilor-Salvati_Copiii_Suedia_UNICEF.pdf"]
page_reference: page 17
materials_category: papetarie
materials_list: hârtie flip-chart, carioca, scotch
skills_developed: autocunoaștere, comunicare non-verbală, exprimare
difficulty_level: mediu
keywords: deprinderi, calități, non-verbal
tags: ["prezentare", "autocunoa\u0219tere", "non-verbal"]
language: ro
normalized_name: deprinderile pe care le am eu si deprinderile de care am nevoie
extraction_confidence: high
created_at: 2026-05-20 07:59:18
updated_at: 2026-05-20 07:59:18
description:
Participanții scriu pe o coală de flip-chart lista tuturor deprinderilor pe care le posedă și domeniile în care doresc să se afirme. Apoi se gândesc la ceva ce pot face cel mai bine și demonstrează acea deprindere fără a folosi cuvinte. Restul grupului trebuie să ghicească despre ce deprindere este vorba. La final listele sunt afișate pe perete pentru a fi citite.

rules:
Fiecare scrie două liste: deprinderi pe care le posedă și domenii în care vrea să se afirme. Apoi demonstrează non-verbal o deprindere, iar grupul ghicește.

source_excerpt:
ParticipanŃii trebuie să scrie pe o coală de hârtie flip-chart lista tuturor deprinderilor pe care le posedă şi domeniile în care doresc să se afirme.


name: Deprinderile pe care le am eu şi deprinderile de care am nevoie
category: team-building
subcategory: autocunoaștere
content_type: activitate
source_file: 07.Cartea_Mare_a_jocurilor-Salvati_Copiii_Suedia_UNICEF.pdf
source_files: ["07.Cartea_Mare_a_jocurilor-Salvati_Copiii_Suedia_UNICEF.pdf"]
page_reference: page 17
materials_category: papetărie
materials_list: hârtie flip-chart, carioca, scotch
skills_developed: autocunoaștere, comunicare nonverbală
difficulty_level: usor
keywords: deprinderi, calități, neajunsuri
tags: ["1.30"]
language: ro
normalized_name: deprinderile pe care le am eu si deprinderile de care am nevoie
extraction_confidence: high
created_at: 2026-05-20 07:59:18
updated_at: 2026-05-20 07:59:18
description:
Activitate prin care participanții își identifică calitățile și neajunsurile, scriind pe coli de flip-chart lista tuturor deprinderilor și domeniilor în care doresc să se afirme, apoi demonstrând o deprindere fără cuvinte.

rules:
Participanții scriu pe o coală de hârtie flip-chart lista tuturor deprinderilor pe care le posedă și domeniile în care doresc să se afirme. Apoi se gândesc la ceva ce pot face cel mai bine și demonstrează deprinderea fără a folosi cuvinte. Restul grupului ghicește despre ce deprindere este vorba. Listele se afișează pe perete.

source_excerpt:
ParticipanŃii trebuie să scrie pe o coală de hârtie flip-chart lista tuturor deprinderilor pe care le posedă şi domeniile în care doresc să se afirme.


name: Ocupații care îmi plac
category: icebreakers
subcategory: jocuri de prezentare
content_type: activitate
source_file: 07.Cartea_Mare_a_jocurilor-Salvati_Copiii_Suedia_UNICEF.pdf
source_files: ["07.Cartea_Mare_a_jocurilor-Salvati_Copiii_Suedia_UNICEF.pdf"]
page_reference: page 18
materials_category: papetarie
materials_list: hârtie flip-chart, carioca
skills_developed: autocunoaștere, comunicare, creativitate
difficulty_level: usor
keywords: ocupații, desen, perechi
tags: ["prezentare", "creativitate"]
language: ro
normalized_name: ocupatii care imi plac
extraction_confidence: high
created_at: 2026-05-20 07:59:18
updated_at: 2026-05-20 07:59:18
description:
Participanții trebuie să se deseneze pe sine pe o foaie de hârtie. Apoi își găsesc o pereche, îi lămuresc desenul și îi povestesc de ce primesc plăcere ocupându-se cu acel lucru specific. În continuare, fiecare pereche se unește cu alta și repetă explicația. Procedura se poate repeta.

rules:
Fiecare se desenează, apoi explică desenul partenerului și povestește de ce îi place acea ocupație. Perechile se unesc apoi cu alte perechi.

source_excerpt:
ParticipanŃii trebuie să se deseneze pe sine însuşi pe o foaie de hârtie. După aceasta, ei trebuie să-şi găsească perechea, să-i lămurească desenul şi să-i povestească de ce primeşte plăcere


name: Ocupații care îmi plac
category: icebreakers
content_type: activitate
source_file: 07.Cartea_Mare_a_jocurilor-Salvati_Copiii_Suedia_UNICEF.pdf
source_files: ["07.Cartea_Mare_a_jocurilor-Salvati_Copiii_Suedia_UNICEF.pdf"]
page_reference: page 18
materials_category: papetărie
materials_list: hârtie flip-chart, carioca
skills_developed: autocunoaștere, comunicare
difficulty_level: usor
keywords: ocupații, desen, cunoaștere
tags: ["1.31"]
language: ro
normalized_name: ocupatii care imi plac
extraction_confidence: high
created_at: 2026-05-20 07:59:18
updated_at: 2026-05-20 07:59:18
description:
Activitate de cunoaștere reciprocă în care participanții se desenează pe ei înșiși și apoi explică perechii desenul și ocupațiile care le aduc plăcere.

rules:
Participanții se desenează pe sine pe o foaie de hârtie. Apoi își găsesc perechea, îi lămuresc desenul și povestesc de ce primesc plăcere din acea ocupație. Fiecare pereche se unește cu alta și repetă explicația. Procedura se poate repeta.

source_excerpt:
ParticipanŃii trebuie să se deseneze pe sine însuşi pe o foaie de hârtie. După aceasta, ei trebuie să-şi găsească perechea, să-i lămurească desenul şi să-i povestească de ce primeşte plăcere


name: Mă cunosc bine?
category: icebreakers
subcategory: jocuri de prezentare
content_type: activitate
source_file: 07.Cartea_Mare_a_jocurilor-Salvati_Copiii_Suedia_UNICEF.pdf
source_files: ["07.Cartea_Mare_a_jocurilor-Salvati_Copiii_Suedia_UNICEF.pdf"]
page_reference: pages 18-19
materials_category: papetarie
materials_list: hârtie flip-chart, carioca, scotch
skills_developed: autocunoaștere, conștiință de sine, autoapreciere
difficulty_level: mediu
keywords: calități, desen, autoapreciere
tags: ["prezentare", "autocunoa\u0219tere", "reflec\u021bie"]
language: ro
normalized_name: ma cunosc bine?
extraction_confidence: high
created_at: 2026-05-20 07:59:18
updated_at: 2026-05-20 07:59:18
description:
Participanții se desenează în centrul unei foi. În colțul stâng sus scriu „Ca persoană”, iar în colțul drept „Ca lucrător”. Sub fiecare titlu scriu câte 5 cuvinte care îi determină ca persoane sau lucrători. Sub desen scriu lista lucrurilor care le plac și pe care le pot face bine. Desenul poate fi numit „Cele mai bune calități ale mele”. Desenele se expun pe perete sau tablă, iar participanții ghicesc cui aparțin (numele se scrie deasupra celor corect ghicite). Se analizează ideile de conștiință de sine, autoapreciere și autoacceptare.

rules:
Desen central + 5 cuvinte „ca persoană”, 5 cuvinte „ca lucrător”, listă a lucrurilor pe care le pot face bine. Desenele se expun și se ghicesc. Discuție pe trei categorii de calități: personale, profesionale, de comunicare.

variations:
A. Participanții pot descrie neajunsurile lor și să deseneze ceva ce nu le place să facă. B. Lista a 5 lucruri pe care nu pot să le facă foarte bine — desenul „Partea mea opusă”. C. Trening „Educație gender”: lista lucrurilor care îi caracterizează ca bărbați sau femei.

source_excerpt:
RugaŃi participanŃii să se deseneze în centrul unei foi de hârtie. În partea de sus a foii, în colŃul stâng ei trebuie să scrie cuvintele: „Ca persoană”. În colŃul drept trebuie să scrie: „Ca lucrător”.


name: Mă cunosc bine?
category: team-building
subcategory: autocunoaștere
content_type: activitate
source_file: 07.Cartea_Mare_a_jocurilor-Salvati_Copiii_Suedia_UNICEF.pdf
source_files: ["07.Cartea_Mare_a_jocurilor-Salvati_Copiii_Suedia_UNICEF.pdf"]
page_reference: pages 18-19
materials_category: papetărie
materials_list: hârtie flip-chart, carioca, scotch
skills_developed: autocunoaștere, autoapreciere, autoacceptare
difficulty_level: mediu
keywords: autocunoaștere, calități, desen
tags: ["1.32"]
language: ro
normalized_name: ma cunosc bine?
extraction_confidence: high
created_at: 2026-05-20 07:59:18
updated_at: 2026-05-20 07:59:18
description:
Activitate de autocunoaștere prin care participanții se desenează pe sine și își notează cele mai bune calități, atât ca persoane cât și ca lucrători, pentru a deveni conștienți de propriile avantaje și neajunsuri.

rules:
Participanții se desenează în centrul unei foi. În colțul stâng sus scriu „Ca persoană”, în colțul drept „Ca lucrător”. Sub fiecare titlu scriu 5 cuvinte care îi determină cel mai bine. Sub desen — lista lucrurilor care le plac și pe care le pot face bine. Desenul se numește „Cele mai bune calități ale mele”. Desenele se expun și grupul ghicește cui aparțin. Se creează 3 categorii: personale, profesionale, comunicare.

variations:
A. Participanții pot descrie neajunsurile lor și să deseneze ceva ce nu le place să facă. B. Participanții pot face lista a 5 lucruri pe care nu pot să le facă foarte bine — desenul se numește „Partea mea opusă”. C. Trening „Educație gender”: participanții pot face lista lucrurilor care îi caracterizează ca bărbați sau femei.

source_excerpt:
RugaŃi participanŃii să se deseneze în centrul unei foi de hârtie. În partea de sus a foii, în colŃul stâng ei trebuie să scrie cuvintele: „Ca persoană”. În colŃul drept trebuie să scrie: „Ca lucrător”.


name: Detectivul
category: icebreakers
subcategory: jocuri de prezentare
content_type: activitate
source_file: 07.Cartea_Mare_a_jocurilor-Salvati_Copiii_Suedia_UNICEF.pdf
source_files: ["07.Cartea_Mare_a_jocurilor-Salvati_Copiii_Suedia_UNICEF.pdf"]
page_reference: page 20
materials_category: papetarie
materials_list: hârtie flip-chart, carioca
skills_developed: observație, deducție, comunicare
difficulty_level: mediu
keywords: detectiv, obiecte, desen
tags: ["prezentare", "creativitate", "perechi"]
language: ro
normalized_name: detectivul
extraction_confidence: high
created_at: 2026-05-20 07:59:18
updated_at: 2026-05-20 07:59:18
description:
Participanții se separă pe perechi. Fiecare primește cariocă și hârtie și trebuie să deseneze șase obiecte folosite în ultimele 3 luni. Aleg desene care vor ajuta partenerii să cunoască ceva despre ei (ex: cineva care face alpinism — o sfoară; muzicantul — un instrument muzical). Fiecare devine „detectiv” și ghicește cât mai mult despre partener. Perechile se prezintă reciproc.

rules:
Fiecare desenează 6 obiecte folosite recent care îl reprezintă. „Detectivul” ghicește lucruri despre partener din desene. Perechile se prezintă apoi unele altora.

variations:
A. În loc să deseneze, participanții pot folosi 6 obiecte pe care le au la ei (chei, pixuri, legitimații). B. Separarea în grupuri mici după lucrul în perechi; desenele și obiectele pot fi arătate întregului grup.

source_excerpt:
Ei trebuie să deseneze şase obiecte folosite de ei în ultimele 3 luni. RugaŃi-i să aleagă acele desene care vor ajuta celorlalŃi participanŃi să cunoască ceva despre ei


name: Detectivul
category: icebreakers
content_type: joc
source_file: 07.Cartea_Mare_a_jocurilor-Salvati_Copiii_Suedia_UNICEF.pdf
source_files: ["07.Cartea_Mare_a_jocurilor-Salvati_Copiii_Suedia_UNICEF.pdf"]
page_reference: page 20
materials_category: papetărie
materials_list: hârtie flip-chart, carioca
skills_developed: observație, comunicare, deducție
difficulty_level: usor
keywords: detectiv, obiecte, ghicit
tags: ["1.33"]
language: ro
normalized_name: detectivul
extraction_confidence: high
created_at: 2026-05-20 07:59:18
updated_at: 2026-05-20 07:59:18
description:
Joc de cunoaștere prin care participanții, în perechi, desenează șase obiecte folosite în ultimele 3 luni pentru a oferi indicii despre ei, iar partenerul „detectiv” ghicește cât mai mult despre ei.

rules:
Participanții se separă pe perechi. Fiecare desenează șase obiecte folosite în ultimele 3 luni care vor ajuta partenerii să cunoască ceva despre ei (ex.: cineva care se ocupă cu alpinismul va desena o sfoară, muzicantul – un instrument muzical). Fiecare participant devine detectiv și ghicește cât mai mult despre partenerul său. Perechile se prezintă reciproc.

variations:
A. În loc de a desena obiecte, participanții pot folosi 6 obiecte pe care le au la ei (chei, pixuri, legitimații). „Detectivul” studiază aceste obiecte. B. Separați toți participanții pe grupuri mici, după ce ele au fost separate pe perechi. Desenele și obiectele pot fi arătate întregului grup.

source_excerpt:
ParticipanŃii trebuie să se separe pe perechi. Fiecare va primi carioca şi hârtie. Ei trebuie să deseneze şase obiecte folosite de ei în ultimele 3 luni.


name: Eu am secrete
category: icebreakers
subcategory: jocuri de prezentare
content_type: activitate
source_file: 07.Cartea_Mare_a_jocurilor-Salvati_Copiii_Suedia_UNICEF.pdf
source_files: ["07.Cartea_Mare_a_jocurilor-Salvati_Copiii_Suedia_UNICEF.pdf"]
page_reference: page 20
materials_category: papetarie
materials_list: hârtie flip-chart, carioca
skills_developed: comunicare, ascultare activă, cunoaștere reciprocă
difficulty_level: usor
keywords: secrete, perechi, prezentare
tags: ["prezentare", "comunicare", "perechi"]
language: ro
normalized_name: eu am secrete
extraction_confidence: high
created_at: 2026-05-20 07:59:18
updated_at: 2026-05-20 07:59:18
description:
Fiecare participant își alege un partener pe care nu-l cunoaște prea bine. Partenerii formează un cerc sau semicerc și află numele, organizația în care activează și 2-3 „secrete” pe care nu le cunoaște aproape nimeni. Apoi fiecare prezintă partenerul și unul dintre „secretele” sale. Fiecare are 50-60 de secunde pentru prezentare.

rules:
Se lucrează în perechi cu cineva mai puțin cunoscut. Se află nume, organizație, 2-3 secrete. Prezentarea fiecărui partener durează 50-60 de secunde.

source_excerpt:
De asemenea, ei trebuie să afle 2-3 „secrete” pe care nu le cunoaşte mai mult nimeni. RugaŃi participanŃii să-şi prezinte partenerul şi unul din „secretele” sale.


name: Eu am secrete
category: icebreakers
content_type: activitate
source_file: 07.Cartea_Mare_a_jocurilor-Salvati_Copiii_Suedia_UNICEF.pdf
source_files: ["07.Cartea_Mare_a_jocurilor-Salvati_Copiii_Suedia_UNICEF.pdf"]
page_reference: page 20
materials_category: papetărie
materials_list: hârtie flip-chart, carioca
skills_developed: comunicare, ascultare activă
difficulty_level: usor
keywords: secrete, prezentare, perechi
tags: ["1.34"]
language: ro
normalized_name: eu am secrete
extraction_confidence: high
created_at: 2026-05-20 07:59:18
updated_at: 2026-05-20 07:59:18
description:
Activitate de prezentare în care participanții formează perechi cu cineva pe care nu îl cunosc bine, află numele și organizația partenerului, plus 2-3 „secrete” pe care nimeni altcineva nu le știe.

rules:
Fiecare participant își alege un partener pe care nu-l cunoaște prea bine. Partenerii formează un cerc sau semicerc și află numele, organizația și 2-3 „secrete” pe care nu le cunoaște nimeni. Apoi își prezintă partenerul și unul din „secrete”. Fiecare participant dispune de 50-60 secunde pentru prezentare.

source_excerpt:
Fiecare participant îşi va alege un partener pe care nu-l cunoaşte prea bine. RugaŃi partenerii să formeze un cerc sau un semicerc şi să afle numele sale, organizaŃia în care activează.


name: Râul vieții
category: team-building
subcategory: încredere
content_type: activitate
source_file: 07.Cartea_Mare_a_jocurilor-Salvati_Copiii_Suedia_UNICEF.pdf
source_files: ["07.Cartea_Mare_a_jocurilor-Salvati_Copiii_Suedia_UNICEF.pdf"]
page_reference: page 21
materials_category: papetărie
materials_list: hârtie flip-chart, carioca
skills_developed: încredere, empatie, ascultare
difficulty_level: mediu
keywords: viață, încredere, sinceritate
tags: ["1.35"]
language: ro
normalized_name: raul vietii
extraction_confidence: high
created_at: 2026-05-20 07:59:18
updated_at: 2026-05-20 07:59:18
description:
Activitate prin care participanții, în perechi, discută principalele momente și perioade grele din viață, iar informația primită este reprezentată grafic ca un „râu al vieții” și prezentată grupului.

rules:
Participanții se separă pe perechi. Discută principalele momente și cele mai grele perioade din viață (câte 10 minute pentru persoană). Informația primită de la partener este desenată ca un „râu al vieții”. Apoi participanții prezintă și lămuresc viața partenerului lor întregului grup.

source_excerpt:
InformaŃia primită de la partener trebuie desenată ca un „râu al vieŃii”. După aceasta, participanŃii prezintă şi lămuresc viaŃa partenerului său întregului grup.


name: Portretul lucrului meu
category: team-building
content_type: activitate
source_file: 07.Cartea_Mare_a_jocurilor-Salvati_Copiii_Suedia_UNICEF.pdf
source_files: ["07.Cartea_Mare_a_jocurilor-Salvati_Copiii_Suedia_UNICEF.pdf"]
page_reference: page 21
materials_category: papetărie
materials_list: hârtie flip-chart, carioca
skills_developed: reflecție, comunicare
difficulty_level: mediu
keywords: lucru, organizație, desen
tags: ["1.36"]
language: ro
normalized_name: portretul lucrului meu
extraction_confidence: high
created_at: 2026-05-20 07:59:18
updated_at: 2026-05-20 07:59:18
description:
Activitate prin care participanții se desenează pe sine și locul lor în organizație, apoi descriu desenele în grupuri mici discutând aprecierea lucrului propriu și relațiile cu colegii.

rules:
Participanții se desenează și de asemenea desenează locul lor în organizație. Apoi se organizează în grupuri mici și descriu desenele lor. Discuțiile sunt stimulate cu întrebări: cum vă apreciați lucrul? cum v-ați adaptat? s-a schimbat în ultimul timp această concepție? ce atitudine au clienții sau colegii? Grupele mici prezintă rezultatele și concluziile.

source_excerpt:
RugaŃi participanŃii să se deseneze şi, de asemenea, să deseneze locul lor în organizaŃie. După aceasta, rugaŃi-i să se organizeze în grupuri mici şi să descrie desenele lor.


name: La ce ne aşteptăm?
category: team-building
subcategory: așteptări
content_type: activitate
source_file: 07.Cartea_Mare_a_jocurilor-Salvati_Copiii_Suedia_UNICEF.pdf
source_files: ["07.Cartea_Mare_a_jocurilor-Salvati_Copiii_Suedia_UNICEF.pdf"]
page_reference: page 22
materials_category: papetărie
materials_list: hârtie flip-chart, carioca
skills_developed: reflecție, comunicare
difficulty_level: usor
keywords: așteptări, workshop, obiecte
tags: ["1.37"]
language: ro
normalized_name: la ce ne asteptam?
extraction_confidence: high
created_at: 2026-05-20 07:59:18
updated_at: 2026-05-20 07:59:18
description:
Activitate pentru a depista temele pe care participanții se așteaptă să le discute în work-shop, asociind două obiecte cu răspunsurile la întrebări despre așteptările lor.

rules:
Participanții se gândesc la întrebările: „Ce aștept eu de la acest eveniment?” și „Ce îmi va permite să obțin acest lucru?”. Fiecare participant trebuie să găsească 2 obiecte, fiecare asociat cu răspunsul la una din întrebări (15 minute). Participanții aduc aceste obiecte și le pun în fața animatorului. Fiecare prezintă obiectele grupului răspunzând rapid la întrebări.

source_excerpt:
Fiecare participant va trebui să găsească 2 obiecte. Fiecare obiect trebuie să fie asociat cu răspunsul la una din întrebările de mai sus


name: Diferiți oameni – diferite speranțe
category: team-building
subcategory: așteptări
content_type: activitate
source_file: 07.Cartea_Mare_a_jocurilor-Salvati_Copiii_Suedia_UNICEF.pdf
source_files: ["07.Cartea_Mare_a_jocurilor-Salvati_Copiii_Suedia_UNICEF.pdf"]
page_reference: page 22
materials_category: papetărie
materials_list: hârtie flip-chart, carioca, scotch
skills_developed: reflecție, negociere
difficulty_level: usor
keywords: așteptări, speranțe, workshop
tags: ["1.38"]
language: ro
normalized_name: diferiti oameni – diferite sperante
extraction_confidence: high
created_at: 2026-05-20 07:59:18
updated_at: 2026-05-20 07:59:18
description:
Activitate prin care participanții scriu și discută așteptările lor de la work-shop în grupuri mici, expun listele și analizează cât de reale sunt aceste așteptări.

rules:
Fiecare participant scrie pe o bucată de hârtie un lucru pe care se așteaptă să-l primească de la work-shop. Participanții creează grupuri din 4-5 persoane și discută așteptările, făcând însemnări despre asemănări și deosebiri. Fiecare grup face în două coloane o listă a așteptărilor sale. Colile sunt expuse pe perete, iar participanții răspund la: cât de reale sunt aşteptările? au fost îndreptățite în timpul work-shopului? ce factori au determinat asta? este necesar de a face compromisuri?

source_excerpt:
Fiecare participant din grup va scrie pe o bucată de hârtie un lucru pe care se aşteaptă să-l primească de la work-shop.


name: Imaginea proprie
category: team-building
subcategory: autocunoaștere
content_type: activitate
source_file: 07.Cartea_Mare_a_jocurilor-Salvati_Copiii_Suedia_UNICEF.pdf
source_files: ["07.Cartea_Mare_a_jocurilor-Salvati_Copiii_Suedia_UNICEF.pdf"]
page_reference: page 23
materials_category: papetărie
materials_list: hârtie flip-chart, carioca, model de prezentare, scotch
skills_developed: autocunoaștere, comunicare
difficulty_level: usor
keywords: imagine proprie, așteptări, prezentare
tags: ["1.39"]
language: ro
normalized_name: imaginea proprie
extraction_confidence: high
created_at: 2026-05-20 07:59:18
updated_at: 2026-05-20 07:59:18
description:
Activitate de prezentare pe foi împărțite în patru pătrate (nume/organizație, imaginea proprie, de ce am nevoie, ce pot propune), pentru a stimula interacțiunea grupului și înțelegerea așteptărilor.

rules:
Se împăturește o foaie de flip-chart pentru a forma patru pătrate. În pătrate se scriu: stânga-sus „Numele/departamentul/organizația”, dreapta-sus „Imaginea proprie”, stânga-jos „De ce am nevoie”, dreapta-jos „Ce pot propune”. Participanții completează foaia desenând sentimente, emoții, simpatii, vise (5 minute). Apoi se adună împreună și lămuresc desenele grupului (2 minute fiecare).

source_excerpt:
ÎmpăturiŃi o foaie de flip-chart în aşa fel ca atunci când foaia va fi desfăcută să se formeze patru pătrate. În aceste pătrate se vor scrie următoarele: - pătratul de sus din stânga: Numele/departamentul/organizaŃia


name: Ai înțeles desenul?
category: creative-stem
subcategory: colaj
content_type: activitate
source_file: 07.Cartea_Mare_a_jocurilor-Salvati_Copiii_Suedia_UNICEF.pdf
source_files: ["07.Cartea_Mare_a_jocurilor-Salvati_Copiii_Suedia_UNICEF.pdf"]
page_reference: page 23
materials_category: papetărie
materials_list: carioca, foarfece, clei, ziare, reviste
skills_developed: creativitate, autocunoaștere
difficulty_level: usor
keywords: colaj, viitor, autocunoaștere
tags: ["1.40"]
language: ro
normalized_name: ai inteles desenul?
extraction_confidence: high
created_at: 2026-05-20 07:59:18
updated_at: 2026-05-20 07:59:18
description:
Activitate de tip colaj prin care participanții decupează imagini și cuvinte din reviste pentru a crea două jumătăți de colaj — „Acesta sunt eu!” și „Acesta este viitorul meu!”, stimulând conștientizarea de sine.

rules:
Fiecare participant primește o foaie de hârtie și carioca. Separă foaia printr-o linie perpendiculară și scrie în partea de sus: „Acesta sunt eu!” și „Acesta este viitorul meu!”. Participanții taie fotografiile, cuvintele, desenele despre ei și viitorul lor. Pentru „Acesta sunt eu!” pot include trăsături fizice, haine, hobby, succese. Se lipesc într-un singur loc, formând un colaj. Participanții prezintă colajele grupei.

variations:
1. Desenați cu carioca. 2. Tăiați două părți în jumătate, amestecați-le și apoi ghiciți ce parte corespunde cu cealaltă.

source_excerpt:
ParticipanŃii vor tăia fotografiile, cuvintele, desenele şi frazele despre ei şi despre viitorul lor.


name: Celebrități
category: icebreakers
content_type: joc
source_file: 07.Cartea_Mare_a_jocurilor-Salvati_Copiii_Suedia_UNICEF.pdf
source_files: ["07.Cartea_Mare_a_jocurilor-Salvati_Copiii_Suedia_UNICEF.pdf"]
page_reference: page 24
materials_category: papetărie
materials_list: carioca, scotch, foi
skills_developed: comunicare, deducție, punere de întrebări
difficulty_level: usor
keywords: celebrități, ghicit, întrebări
tags: ["1.41"]
language: ro
normalized_name: celebritati
extraction_confidence: high
created_at: 2026-05-20 07:59:18
updated_at: 2026-05-20 07:59:18
description:
Joc în care fiecărui participant i se lipește pe spate numele unei celebrități, iar acesta trebuie să-și descopere identitatea punând întrebări la care se răspunde doar cu „da” sau „nu”.

rules:
Animatorul face o listă de personalități cunoscute (egală cu numărul participanților). Numele se scriu pe foi și se lipesc pe spatele participanților la sosire. Participanții pun întrebări la care se poate răspunde doar „da” sau „nu”. Exercițiul continuă până toți sau aproape toți participanții au descoperit personalitatea celebrității lor.

source_excerpt:
Numele se scriu pe foi care se lipesc participanŃilor pe spate la sosirea lor. ParticipanŃii pot să dea întrebări la care se poate răspunde numai „da” sau „nu”.


name: Spune adevărul
category: icebreakers
subcategory: autocunoaștere
content_type: joc
source_file: 07.Cartea_Mare_a_jocurilor-Salvati_Copiii_Suedia_UNICEF.pdf
source_files: ["07.Cartea_Mare_a_jocurilor-Salvati_Copiii_Suedia_UNICEF.pdf"]
page_reference: pages 24-25
materials_category: papetărie
materials_list: fișe, carioca
skills_developed: sinceritate, comunicare, introspecție
difficulty_level: mediu
keywords: adevăr, întrebări, sinceritate
tags: ["1.42"]
language: ro
normalized_name: spune adevarul
extraction_confidence: high
created_at: 2026-05-20 07:59:18
updated_at: 2026-05-20 07:59:18
description:
Joc bazat pe fișe cu întrebări personale (despre amintiri, dorințe, frustrări) la care participanții răspund pe rând în cerc, putând spune „pas” dacă nu sunt pregătiți.

rules:
Se pregătesc fișe cu întrebări (ex.: ce poți face cel mai bine?, ce te face să zâmbești?, cel mai fericit moment din viața ta?, ai dori să fii altcineva?, când ultima dată ai plâns?). Participanții creează un cerc. Fișele se pun pe podea cu fața în jos. Fiecare participant pe rând ia o fișă și încearcă să răspundă cât mai sincer. Dacă cineva nu poate, spune „pas” și transmite fișa următoarei persoane. Unele întrebări vor provoca discuții.

source_excerpt:
Când va veni rândul, fiecare participant trebuie să ia fişa şi să încerce să răspundă la întrebare cât se poate de sincer. Dacă cineva se simte că nu este în stare să răspundă la întrebare spune "pas" şi transmite fişa următoarei persoane.


name: Pantomima
category: icebreakers
content_type: joc
source_file: 07.Cartea_Mare_a_jocurilor-Salvati_Copiii_Suedia_UNICEF.pdf
source_files: ["07.Cartea_Mare_a_jocurilor-Salvati_Copiii_Suedia_UNICEF.pdf"]
page_reference: page 26
materials_category: fără materiale
skills_developed: expresivitate, memorie, comunicare nonverbală
difficulty_level: usor
keywords: pantomimă, ocupație, cerc
tags: ["1.43"]
language: ro
normalized_name: pantomima
extraction_confidence: high
created_at: 2026-05-20 07:59:18
updated_at: 2026-05-20 07:59:18
description:
Joc de cunoaștere reciprocă prin pantomimă: fiecare participant imită o ocupație, iar participanții trebuie să-și amintească pantomima fiecăruia și să se cheme reciproc.

rules:
Participanții formează un cerc și se gândesc la o ocupație pe care o pot demonstra prin pantomimă (ex.: sportivul – fuga, muzicantul – instrument). Fiecare imită ocupația sa, iar restul își amintește pantomima fiecărui jucător. După un minut de practică, procedura este: o persoană bate din palme, arată pantomima sa, apoi bate din palme și spune numele unui participant, arătând spre el. Acela continuă, arătând la alt participant.

source_excerpt:
ParticipanŃii trebuie să creeze un cerc şi să se gândească despre o ocupaŃie pe care vor putea să o demonstreze prin intermediul pantomimei


name: Dacă aş fi animal?
category: icebreakers
content_type: joc
source_file: 07.Cartea_Mare_a_jocurilor-Salvati_Copiii_Suedia_UNICEF.pdf
source_files: ["07.Cartea_Mare_a_jocurilor-Salvati_Copiii_Suedia_UNICEF.pdf"]
page_reference: page 26
materials_category: fără materiale
skills_developed: expresivitate, creativitate
difficulty_level: usor
keywords: animal, imitație, cerc
tags: ["1.44"]
language: ro
normalized_name: daca as fi animal?
extraction_confidence: high
created_at: 2026-05-20 07:59:18
updated_at: 2026-05-20 07:59:18
description:
Joc de cunoaștere reciprocă în care fiecare participant imită un animal și explică de ce a ales acel animal.

rules:
Participanții imită un animal. Au un minut pentru pregătire. Formează un cerc. Jocul este început de animator care se plasează în centrul cercului, imitând animalul și lămurind de ce a ales anume acel animal. Exercițiul este repetat de toți participanții.

source_excerpt:
ParticipanŃii trebuie să imite un animal. Pentru a se pregăti, participanŃilor li se oferă un minut. Ei formează un cerc.


name: Fişele dispoziţiei
variations: Exercițiul poate fi variat prin scrierea altor lucruri pe fișe.
category: icebreakers
content_type: activitate
source_file: 07.Cartea_Mare_a_jocurilor-Salvati_Copiii_Suedia_UNICEF.pdf
source_files: ["07.Cartea_Mare_a_jocurilor-Salvati_Copiii_Suedia_UNICEF.pdf"]
page_reference: page 27
materials_category: papetărie
materials_list: fișe, carioca, scotch
skills_developed: exprimarea emoțiilor, comunicare
difficulty_level: usor
keywords: dispoziție, emoții, fișe
tags: ["1.45"]
language: ro
normalized_name: fisele dispozitiei
extraction_confidence: high
created_at: 2026-05-20 07:59:18
updated_at: 2026-05-20 07:59:18
description:
Activitate de relaxare și cunoaștere reciprocă prin care participanții descriu dispoziția lor curentă pe o fișă lipită de piept și se grupează cu cei cu dispoziții asemănătoare.

rules:
La intrare, jucătorii primesc o fișă, o carioca și scotch. Descriu dispoziția lor la moment. Fișa se lipește de piept cu scotch. Participanții trec prin încăpere privind fișele și punând întrebări. Apoi formează grupe cu jucătorii care au dispoziție asemănătoare. Grupelor li se permite să discute între ele. Pot scrie pe o fișă dispoziția grupului și să o lipească pe perete.

source_excerpt:
La intrarea în încăpere, jucătorii primesc o fişă, o carioca şi o bucată de scotch. Ei trebuie să descrie dispoziŃia lor la moment. Fişa trebuie lipită de piept cu scotch.


name: Găseşte-ţi egalul
category: icebreakers
subcategory: împărțire pe grupuri
content_type: joc
source_file: 07.Cartea_Mare_a_jocurilor-Salvati_Copiii_Suedia_UNICEF.pdf
source_files: ["07.Cartea_Mare_a_jocurilor-Salvati_Copiii_Suedia_UNICEF.pdf"]
page_reference: page 27
materials_category: papetărie
materials_list: fișe de o culoare, carioca, reviste, clei
skills_developed: sociabilizare
difficulty_level: usor
keywords: grupare, fișe, categorii
tags: ["1.46"]
language: ro
normalized_name: gaseste-ti egalul
extraction_confidence: high
created_at: 2026-05-20 07:59:18
updated_at: 2026-05-20 07:59:18
description:
Joc de împărțire a participanților în grupuri pe baza unor fișe cu denumiri dintr-un domeniu ales (flori, păsări, râuri, țări, pești etc.).

rules:
Se alege domeniul (denumiri de flori, păsări, râuri, țări, pești etc.). Se pregătesc fișele cu denumiri și se amestecă. Participanții aleg câte o fișă și caută grupul lor, arătând fișele restului grupului.

source_excerpt:
Se alege domeniul (denumiri de flori, păsări, râuri, Ńări, peşti etc.). Se pregătesc fişele cu denumiri şi se amestecă. ParticipanŃii trebuie să aleagă câte o fişă şi să găsească grupul său, arătând fişele restului grupului.


name: Copacul vieții
category: team-building
subcategory: reflecție
content_type: activitate
source_file: 07.Cartea_Mare_a_jocurilor-Salvati_Copiii_Suedia_UNICEF.pdf
source_files: ["07.Cartea_Mare_a_jocurilor-Salvati_Copiii_Suedia_UNICEF.pdf"]
page_reference: page 28
materials_category: papetărie
materials_list: hârtie flip-chart, carioca
skills_developed: autocunoaștere, reflecție, simbolism
difficulty_level: mediu
keywords: copac, viață, simbol, familie
tags: ["1.47"]
language: ro
normalized_name: copacul vietii
extraction_confidence: high
created_at: 2026-05-20 07:59:18
updated_at: 2026-05-20 07:59:18
description:
Activitate de meditație asupra propriei vieți prin desenarea unui copac cu părți simbolice: rădăcini (familia), tulpină (viața actuală), frunze (sursele de informație), fructe (succesele), muguri (speranțele).

rules:
Fiecare participant desenează „copacul vieții”: RĂDĂCINILE reprezintă familia din care provenim și influențele formative; TULPINA reprezintă viața actuală – locul de lucru, familia, organizația; FRUNZELE reprezintă sursele de informație – presa, radio, TV, cărți, prieteni; FRUCTELE reprezintă succesele, proiectele și programele organizate, grupele formate, materialele produse; MUGURII sunt speranțele pentru viitor.

source_excerpt:
RĂDĂCINILE reprezintă familia din care provenim şi influenŃele puternice care ne-au format ca personalitate


name: Amintirile din copilărie
category: icebreakers
content_type: activitate
source_file: 07.Cartea_Mare_a_jocurilor-Salvati_Copiii_Suedia_UNICEF.pdf
source_files: ["07.Cartea_Mare_a_jocurilor-Salvati_Copiii_Suedia_UNICEF.pdf"]
page_reference: page 28
materials_category: fără materiale
skills_developed: povestire, ascultare
difficulty_level: usor
keywords: copilărie, amintiri, povestire
tags: ["1.48"]
language: ro
normalized_name: amintirile din copilarie
extraction_confidence: high
created_at: 2026-05-20 07:59:18
updated_at: 2026-05-20 07:59:18
description:
Activitate de schimb de informații în care participanții, în grupuri de 3 persoane, povestesc câte o amintire din copilărie.

rules:
Participanții formează grupuri de 3 persoane. Fiecare participant își amintește ceva din copilărie și povestește grupului. Pentru relatare se acordă 3 minute. Persoanele care povestesc trebuie încurajate.

source_excerpt:
ParticipanŃii formează grupuir de 3 persoane. Fiecare participant trebuie să-şi amintească ceva din copilărie şi să povestească grupului. Pentru relatare se acordă 3 minute.


name: Găseşte participantul
category: team-building
content_type: joc
source_file: 07.Cartea_Mare_a_jocurilor-Salvati_Copiii_Suedia_UNICEF.pdf
source_files: ["07.Cartea_Mare_a_jocurilor-Salvati_Copiii_Suedia_UNICEF.pdf"]
page_reference: page 29
materials_category: papetărie
materials_list: hârtie, carioca
skills_developed: observație, cunoaștere reciprocă
difficulty_level: usor
keywords: caracteristici, ghicit, anonimat
tags: ["1.49"]
language: ro
normalized_name: gaseste participantul
extraction_confidence: high
created_at: 2026-05-20 07:59:18
updated_at: 2026-05-20 07:59:18
description:
Joc de interacțiune pentru un grup care deja se cunoaște: fiecare scrie caracteristici personale anonime pe foi, iar ceilalți trebuie să ghicească posesorul.

rules:
Fiecare participant scrie pe trei foi caracteristici personale sau trăsături fizice care îl identifică, fără să semneze. Foile se adună într-o cutie. Fiecare extrage trei foi și caută posesorul caracteristicilor. Numele persoanei găsite se scrie pe foaie. Când sunt găsiți toți, foile se citesc întregului grup.

source_excerpt:
Fiecare participant va scrie pe trei foi de hârtie caracteristicile personale sau trăsăturile fizice caracteristice care îi identifică. ParticipanŃii nu trebuie să semneze foile.


name: Găsiţi partenerul
category: icebreakers
content_type: joc
source_file: 07.Cartea_Mare_a_jocurilor-Salvati_Copiii_Suedia_UNICEF.pdf
source_files: ["07.Cartea_Mare_a_jocurilor-Salvati_Copiii_Suedia_UNICEF.pdf"]
page_reference: page 29
materials_category: papetărie
materials_list: hârtie, carioca
skills_developed: interacțiune, cunoaștere
difficulty_level: usor
keywords: descriere, partener, cutie
tags: ["1.50"]
language: ro
normalized_name: gasiti partenerul
extraction_confidence: high
created_at: 2026-05-20 07:59:18
updated_at: 2026-05-20 07:59:18
description:
Joc de cunoaștere bazat pe descrieri scurte pregătite anterior despre fiecare participant: aceștia extrag o descriere din cutie și caută persoana corespunzătoare.

rules:
Înainte de exercițiu se pregătesc descrieri scurte ale fiecărui participant (ex.: cineva urăște cravatele, cineva are titlu științific). Descrierile se scriu pe hârtie și se pun în cutie. Participanții iau câte o descriere și caută persoana care îi corespunde. Când partenerii se găsesc, se prezintă. Dacă rămâne timp, fiecare poate prezenta partenerul.

source_excerpt:
ParticipanŃii trebuie să ia câte o descriere din cutie şi să găsească persoana care corespunde descrierii. Când partenerii se găsesc reciproc, ei trebuie să se prezinte.


name: Deschizând simboluri
category: team-building
subcategory: simboluri
content_type: activitate
source_file: 07.Cartea_Mare_a_jocurilor-Salvati_Copiii_Suedia_UNICEF.pdf
source_files: ["07.Cartea_Mare_a_jocurilor-Salvati_Copiii_Suedia_UNICEF.pdf"]
page_reference: page 30
materials_category: papetărie
materials_list: fișe, carioca, scotch
skills_developed: interpretare simbolică, colaborare
difficulty_level: mediu
keywords: simboluri, interese, grupuri
tags: ["1.51"]
language: ro
normalized_name: deschizand simboluri
extraction_confidence: high
created_at: 2026-05-20 07:59:18
updated_at: 2026-05-20 07:59:18
description:
Activitate prin care participanții desenează un simbol bazat pe interesele proprii, găsesc o pereche cu un simbol asemănător și, în grupuri de 4, elaborează un simbol comun.

rules:
Fiecare participant desenează pe o fișă un simbol bazat pe interesele proprii. Își lipesc fișele pe piept și se mișcă prin încăpere examinând fișele celorlalți fără a pune întrebări. Fiecare trebuie să găsească o persoană cu un simbol care corespunde, în opinia personală, cu al său. Perechile discută simbolurile. Apoi fiecare pereche găsește altă pereche. Grupul de 4 elaborează un simbol comun și îl prezintă celorlalte grupuri cu o mică explicație.

source_excerpt:
Fiecare participant va primi câte o fişă şi va desena pe ea câte un simbol care se bazează pe interesele proprii.


name: Roata dublă
category: icebreakers
content_type: joc
source_file: 07.Cartea_Mare_a_jocurilor-Salvati_Copiii_Suedia_UNICEF.pdf
source_files: ["07.Cartea_Mare_a_jocurilor-Salvati_Copiii_Suedia_UNICEF.pdf"]
page_reference: page 30
materials_category: audio
materials_list: casetă cu muzică, casetofon
skills_developed: interacțiune, reactivitate
difficulty_level: usor
keywords: cerc, muzică, perechi
tags: ["1.52"]
language: ro
normalized_name: roata dubla
extraction_confidence: high
created_at: 2026-05-20 07:59:18
updated_at: 2026-05-20 07:59:18
description:
Joc dinamic cu muzică pentru prezentare reciprocă: două cercuri concentrice se mișcă în direcții opuse, iar la oprirea muzicii partenerii se așază jos; ultimele perechi se prezintă reciproc.

rules:
Participanții se separă în două grupuri egale, formând două cercuri (unul în interiorul celuilalt). Cercul interior se mișcă în direcția acelor de ceas, cel exterior în direcție opusă. Cercurile se mișcă până se oprește muzica. Când muzica reîncepe, participanții trebuie să găsească partenerul precedent și amândoi să se așeze jos. Perechile care se așază printre ultimele își prezintă partenerii. Jocul continuă până toți s-au prezentat.

source_excerpt:
ParticipanŃii din cercul interior trebuie să se mişte în direcŃia acelor ceasului iar a celui din exterior – în direcŃie opusă. Cercurile se mişcă până răsună muzica.


name: Amicul secret
category: team-building
subcategory: atmosferă
content_type: activitate
source_file: 07.Cartea_Mare_a_jocurilor-Salvati_Copiii_Suedia_UNICEF.pdf
source_files: ["07.Cartea_Mare_a_jocurilor-Salvati_Copiii_Suedia_UNICEF.pdf"]
page_reference: page 31
materials_category: papetărie
materials_list: fișe, carioca
skills_developed: creativitate, comunicare scrisă
difficulty_level: usor
keywords: amic secret, mesaje, anonimat
tags: ["1.53"]
language: ro
normalized_name: amicul secret
extraction_confidence: high
created_at: 2026-05-20 07:59:18
updated_at: 2026-05-20 07:59:18
description:
Activitate de pe parcursul unui workshop în care fiecare participant extrage anonim numele unui coleg pentru care devine „amic secret” trimițând mesaje anonime.

rules:
Participanții își scriu numele pe fișe care se introduc într-o sacoșă. Fiecare extrage o fișă cu numele altui participant, devenind amicul secret al acelei persoane. Se face o tablă unde se afișează mesajele. Participanții trimit mesaje fără a-și descoperi identitatea. Se poate face un concurs pentru cel mai bun mesaj. În ultima zi se fixează timpul în care persoanele trebuie să recunoască amicul secret.

source_excerpt:
ParticipanŃii îşi scriu numele pe fişe care apoi sunt introduse într-o sacoşă. După aceasta, fiecare participant va extrage o fişă cu numele altui participant, devenind amicul secret al acestei persoane.


name: Întrevederi
category: conflict-empatie
subcategory: încredere
content_type: activitate
source_file: 07.Cartea_Mare_a_jocurilor-Salvati_Copiii_Suedia_UNICEF.pdf
source_files: ["07.Cartea_Mare_a_jocurilor-Salvati_Copiii_Suedia_UNICEF.pdf"]
page_reference: page 33
materials_category: fără materiale
skills_developed: încredere, empatie, comunicare
difficulty_level: mediu
keywords: încredere, neîncredere, perechi
tags: ["2.01"]
language: ro
normalized_name: intrevederi
extraction_confidence: high
created_at: 2026-05-20 07:59:18
updated_at: 2026-05-20 07:59:18
description:
Activitate de cunoaștere în perechi alese intenționat cu cineva cu care participantul nu s-ar înțelege în mod obișnuit, pentru a înțelege diferența între relațiile bazate pe încredere și neîncredere.

rules:
Animatorul explică jocul întregului grup. Se formează perechi, fiecare alegând pe cineva cu care nu s-ar înțelege în mod obișnuit. Perechile se izolează și nu intră în contact cu ceilalți timp de 10 minute. Fiecare membru povestește colegului său părerea despre sine însuși, încercând să se înțeleagă reciproc.

source_excerpt:
se formează perechi, fiecare încercând să aleagă pe cineva cu care nu s-ar înŃelege în mod obişnuit. Fiecare pereche trebuie să se izoleze şi să nu intre în contact cu ceilalŃi.


name: Întrevederi
category: conflict-empatie
subcategory: cunoaștere reciprocă
content_type: joc
source_file: 07.Cartea_Mare_a_jocurilor-Salvati_Copiii_Suedia_UNICEF.pdf
source_files: ["07.Cartea_Mare_a_jocurilor-Salvati_Copiii_Suedia_UNICEF.pdf"]
page_reference: page 33
materials_category: fara_materiale
skills_developed: încredere, autocunoaștere, comunicare, empatie
difficulty_level: mediu
keywords: încredere, perechi, autoapreciere
tags: ["cunoa\u0219tere reciproc\u0103", "comunicare"]
language: ro
normalized_name: intrevederi
extraction_confidence: high
created_at: 2026-05-20 07:59:18
updated_at: 2026-05-20 07:59:18
description:
Joc de comunicare în perechi pentru a înțelege diferența între relațiile bazate pe încredere și neîncredere și pentru a cunoaște mai bine cum se autoapreciază partenerul. Se formează perechi cu persoane cu care nu s-ar înțelege în mod obișnuit; perechile se izolează timp de 10 minute și fiecare membru povestește colegului său părerea despre sine însuși, încercând să se înțeleagă reciproc.

rules:
Animatorul explică jocul, se formează perechi (alegând pe cineva cu care nu s-ar înțelege în mod obișnuit), perechile se izolează 10 minute, fiecare expune părerea despre sine. La final se discută schimbarea sentimentelor și comportamentelor.

source_excerpt:
Animatorul explică jocul întregului grup, apoi se formează perechi, fiecare încercând să aleagă pe cineva cu care nu s-ar înțelege în mod obișnuit.


name: Schimbarea opiniei
category: conflict-empatie
subcategory: stereotipuri
content_type: activitate
source_file: 07.Cartea_Mare_a_jocurilor-Salvati_Copiii_Suedia_UNICEF.pdf
source_files: ["07.Cartea_Mare_a_jocurilor-Salvati_Copiii_Suedia_UNICEF.pdf"]
page_reference: page 33
materials_category: papetărie
materials_list: hârtie, stilouri
skills_developed: empatie, perspective multiple, deconstrucția stereotipurilor
difficulty_level: dificil
keywords: intercultural, stereotipuri, perspectivă
tags: ["2.02"]
language: ro
normalized_name: schimbarea opiniei
extraction_confidence: high
created_at: 2026-05-20 07:59:18
updated_at: 2026-05-20 07:59:18
description:
Activitate intergrupală în care două grupuri răspund la întrebări despre identitate, relații și societate mai întâi din punctul de vedere al celuilalt grup și apoi din propriul punct de vedere, pentru a analiza stereotipurile.

rules:
Mai întâi, participanții răspund la întrebări (Eu: Ce e important pentru mine? Care sunt virtuțile și slăbiciunile mele?; Eu și ceilalți: Care sunt prieteniile mele preferate? Cine sunt eroii mei?; Eu și societatea: Care e rolul meu în societate?) din punctul de vedere al celuilalt grup. Apoi își expun propriile puncte de vedere. Prima serie de răspunsuri se trimite celuilalt grup, care își expune părerile după citirea răspunsurilor.

source_excerpt:
Mai întâi, participanŃii răspund la întrebările sus-numite din punctul de vedere al celuilalt grup. Apoi, îşi expun propriile puncte de vedere.


name: Schimbarea opiniei
category: integrare-incluziune
subcategory: schimb intercultural
content_type: activitate
source_file: 07.Cartea_Mare_a_jocurilor-Salvati_Copiii_Suedia_UNICEF.pdf
source_files: ["07.Cartea_Mare_a_jocurilor-Salvati_Copiii_Suedia_UNICEF.pdf"]
page_reference: page 33
source_excerpt: Exemplu (poate fi modificat) pentru un schimb intercultural dintre 2 grupuri.
materials_category: scris
materials_list: hârtie, stilouri
skills_developed: empatie, perspectivă, comunicare interculturală
difficulty_level: mediu
keywords: stereotipuri, intercultural, perspectivă
tags: ["intercultural", "stereotipuri"]
language: ro
normalized_name: schimbarea opiniei
extraction_confidence: high
created_at: 2026-05-20 07:59:18
updated_at: 2026-05-20 07:59:18
description:
Activitate de schimb intercultural între două grupuri. Participanții răspund la întrebări despre sine, despre relațiile cu ceilalți și despre rolul în societate, mai întâi din punctul de vedere al celuilalt grup, apoi din propriul punct de vedere. Răspunsurile «în locul altora» se trimit celuilalt grup care își expune părerile după citirea lor. Se analizează diferența dintre opiniile presupuse și cele reale și consecințele stereotipurilor.

rules:
Participanții răspund la trei seturi de întrebări (Eu / Eu și ceilalți / Eu și societatea) mai întâi din perspectiva celuilalt grup, apoi din propriul punct de vedere. Răspunsurile se schimbă între grupuri și se analizează diferențele.


name: Cuibul
category: icebreakers
content_type: joc
source_file: 07.Cartea_Mare_a_jocurilor-Salvati_Copiii_Suedia_UNICEF.pdf
source_files: ["07.Cartea_Mare_a_jocurilor-Salvati_Copiii_Suedia_UNICEF.pdf"]
page_reference: page 34
materials_category: papetărie
materials_list: coală mare de hârtie, vopsele, stilouri, zar
skills_developed: creativitate, comunicare
difficulty_level: mediu
keywords: cuib, emblemă, zar
tags: ["2.03"]
language: ro
normalized_name: cuibul
extraction_confidence: high
created_at: 2026-05-20 07:59:18
updated_at: 2026-05-20 07:59:18
description:
Joc de cunoaștere reciprocă pe baza unei serii de întrebări/porunci create de participanți, jucat cu un zar și emblemele personale pe o coală mare desenată în formă de cuiburi.

rules:
Fiecare participant caută un obiect care-i va servi drept emblemă, îl pune pe hârtie și desenează în jur căsuțe/cuiburi. Primul aruncă zarul: dacă iese 4, desenează 3 căsuțe lângă cuib și pune emblema în a patra. În căsuță introduce o poruncă (ex.: să povestească o întâmplare). Porunca trebuie să fie generală, astfel încât întreg grupul să poată participa. Următoarele persoane aruncă zarul succesiv, ajungând în căsuțele completate sau desenând altele. Dacă căsuța conține un mesaj, jucătorii îndeplinesc porunca. Se ajunge la un circuit închis.

source_excerpt:
Fiecare participant va căuta un obiect care-i va servi drept emblemă. Apoi îl va pune pe hârtie şi va desena în jurul acestuia căsuŃe sau cuiburi.


name: Cuibul
category: icebreakers
content_type: joc
source_file: 07.Cartea_Mare_a_jocurilor-Salvati_Copiii_Suedia_UNICEF.pdf
source_files: ["07.Cartea_Mare_a_jocurilor-Salvati_Copiii_Suedia_UNICEF.pdf"]
page_reference: page 34
materials_category: scris_desen
materials_list: coală mare de hârtie, vopsele, stilouri, zar
skills_developed: cunoaștere reciprocă, creativitate
difficulty_level: mediu
keywords: zar, emblemă, cuib
tags: ["cunoa\u0219tere", "creativ"]
language: ro
normalized_name: cuibul
extraction_confidence: high
created_at: 2026-05-20 07:59:18
updated_at: 2026-05-20 07:59:18
description:
Joc cu zarul și cu embleme personale pentru a favoriza cunoașterea persoanelor participante printr-o serie de întrebări stabilite chiar de ei. Fiecare participant alege un obiect drept emblemă, îl pune pe hârtie și desenează căsuțe/cuiburi în jur. Aruncând zarul, jucătorii desenează noi căsuțe și introduc porunci (de exemplu, să povestească o întâmplare) pe care întregul grup trebuie să le îndeplinească.

rules:
Fiecare alege o emblemă pe hârtie și desenează cuiburi. Aruncă zarul: dacă iese N, desenează încă N-1 căsuțe lângă cuib și pune emblema în a N-a, introducând o poruncă generală. Următorii participanți aruncă zarul și fie ajung în căsuțe completate (îndeplinesc porunca), fie desenează altele noi. Se formează un circuit închis.

source_excerpt:
Fiecare participant va căuta un obiect care-i va servi drept emblemă. Apoi îl va pune pe hârtie şi va desena în jurul acestuia căsuŃe sau cuiburi.


name: Acesta mi-e prieten
category: icebreakers
content_type: joc
source_file: 07.Cartea_Mare_a_jocurilor-Salvati_Copiii_Suedia_UNICEF.pdf
source_files: ["07.Cartea_Mare_a_jocurilor-Salvati_Copiii_Suedia_UNICEF.pdf"]
page_reference: page 34
materials_category: fără materiale
skills_developed: memorarea numelor, integrare în grup
difficulty_level: usor
keywords: prieten, cerc, nume
tags: ["2.04"]
language: ro
normalized_name: acesta mi-e prieten
extraction_confidence: high
created_at: 2026-05-20 07:59:18
updated_at: 2026-05-20 07:59:18
description:
Joc simplu de integrare în grup în care participanții, formând un cerc cu mâinile unite, își prezintă pe rând vecinul din stânga cu formula „acesta mi-e prietenul x”.

rules:
Participanții se așază formând un cerc, cu mâinile unite. Cineva începe jocul, prezentând persoana din stânga cu formula „acesta mi-e prietenul x” și, când îi spune numele, ridică mâna prietenului său. Jocul continuă până toate persoanele sunt prezentate.

variations:
Pentru participanții mai în vârstă, se pot introduce și alte date, pentru o familiarizare mai profundă.

source_excerpt:
ParticipanŃii se aşează formând un cerc, cu mâinile unite. Cineva începe jocul, prezentând persoana din stânga, cu formula "acesta mi-e prietenul x"


name: Acesta mi-e prieten
category: icebreakers
content_type: joc
source_file: 07.Cartea_Mare_a_jocurilor-Salvati_Copiii_Suedia_UNICEF.pdf
source_files: ["07.Cartea_Mare_a_jocurilor-Salvati_Copiii_Suedia_UNICEF.pdf"]
page_reference: page 34
materials_category: fara_materiale
skills_developed: memorare nume, integrare
difficulty_level: usor
keywords: nume, prezentare, cerc
tags: ["icebreaker", "prezentare"]
language: ro
normalized_name: acesta mi-e prieten
extraction_confidence: high
created_at: 2026-05-20 07:59:18
updated_at: 2026-05-20 07:59:18
description:
Joc de integrare în care toți participanții se prezintă reciproc într-un cerc. Participanții se așează formând un cerc, cu mâinile unite. Cineva începe jocul prezentând persoana din stânga cu formula «acesta mi-e prietenul X», iar când îi spune numele ridică mâna prietenului său. Jocul continuă până când toate persoanele sunt prezentate.

rules:
Așezați în cerc, cu mâinile unite. Fiecare prezintă pe rând persoana din stânga: «acesta mi-e prietenul X», ridicând mâna acelei persoane.

variations:
Pentru participanții mai în vârstă, se pot introduce și alte date pentru o familiarizare mai profundă.

source_excerpt:
Cineva începe jocul, prezentând persoana din stânga, cu formula "acesta mi-e prietenul x" şi când îi spune numele, ridică mâna prietenului său.


name: Să facem cunoştinţă
category: team-building
subcategory: violență/nonviolență
content_type: activitate
source_file: 07.Cartea_Mare_a_jocurilor-Salvati_Copiii_Suedia_UNICEF.pdf
source_files: ["07.Cartea_Mare_a_jocurilor-Salvati_Copiii_Suedia_UNICEF.pdf"]
page_reference: page 35
materials_category: papetărie
materials_list: coală albă, creion sau stilou
skills_developed: autocunoaștere, ascultare, empatie
difficulty_level: mediu
keywords: violență, nonviolență, viață
tags: ["2.05"]
language: ro
normalized_name: sa facem cunostinta
extraction_confidence: high
created_at: 2026-05-20 07:59:18
updated_at: 2026-05-20 07:59:18
description:
Activitate de cunoaștere în trei etape: notarea individuală a întâmplărilor pozitive și negative din viață, prezentarea în perechi și prezentarea perechii în fața grupului.

rules:
Jocul are 3 etape: a) fiecare scrie individual (¼ de oră), b) prezentare pe perechi (¼ de oră), c) prezentarea perechii în grup. Participanții primesc o coală albă pe care o despart cu o linie în două părți egale. În partea de sus scriu întâmplări pozitive (nonviolente) din viața lor (eventual din copilărie). În partea inferioară notează evenimentele negative sau violente. Apoi formează perechi (pot ține foaia lipită de piept). În perechi, fiecare are 10 minute pentru autoprezentare. După 20 minute, participanții se reunesc în grupul mare, fiecare prezentând perechea sa.

variations:
Acest exercițiu poate servi drept punct de plecare pentru o dezbatere despre violență și nonviolență. Se poate schimba tema, de exemplu răspunzând la întrebarea „cine sunt eu”.

source_excerpt:
Fiecare scrie în partea de sus a colii întâmplări pozitive (nonviolente) din viaŃa sa, începând, dacă vrea, cu întâmplări din copilărie. În partea inferioară a foii, notează toate evenimentele negative sau violente


name: Să facem cunoștință
category: conflict-empatie
subcategory: autoprezentare
content_type: activitate
source_file: 07.Cartea_Mare_a_jocurilor-Salvati_Copiii_Suedia_UNICEF.pdf
source_files: ["07.Cartea_Mare_a_jocurilor-Salvati_Copiii_Suedia_UNICEF.pdf"]
page_reference: page 35
materials_category: scris
materials_list: coală albă, creion sau stilou
skills_developed: autoreflecție, comunicare, empatie
difficulty_level: mediu
keywords: violență, nonviolență, autoprezentare
tags: ["cunoa\u0219tere", "violen\u021b\u0103/nonviolen\u021b\u0103"]
language: ro
normalized_name: sa facem cunostinta
extraction_confidence: high
created_at: 2026-05-20 07:59:18
updated_at: 2026-05-20 07:59:18
description:
Activitate în trei etape pentru cunoașterea reciprocă: scrierea individuală a întâmplărilor pozitive și negative din viață, prezentare pe perechi și prezentarea perechii în grup. Fiecare scrie pe o coală împărțită în două: sus întâmplări pozitive (nonviolente), jos evenimente negative sau violente. Apoi, în perechi, fiecare are 10 minute de autoprezentare. La final, fiecare prezintă perechea sa grupului.

rules:
Etapa a) 15 min scris individual; b) 15 min prezentare pe perechi; c) prezentarea perechii în grupul mare. Foaia se împarte orizontal: sus pozitive/nonviolente, jos negative/violente.

variations:
Se poate schimba tema (de exemplu, răspunzând la «cine sunt eu»). Servește drept punct de plecare pentru dezbateri despre violență/nonviolență.

source_excerpt:
Fiecare scrie în partea de sus a colii întâmplări pozitive (nonviolente) din viaŃa sa, începând, dacă vrea, cu întâmplări din copilărie.


name: Felicitările
category: team-building
subcategory: consens
content_type: activitate
source_file: 07.Cartea_Mare_a_jocurilor-Salvati_Copiii_Suedia_UNICEF.pdf
source_files: ["07.Cartea_Mare_a_jocurilor-Salvati_Copiii_Suedia_UNICEF.pdf"]
page_reference: page 36
materials_category: imagini
materials_list: felicitări, postere, reproduceri după tablouri
skills_developed: negociere, consens, argumentare
difficulty_level: mediu
keywords: felicitări, consens, negociere
tags: ["2.06"]
language: ro
normalized_name: felicitarile
extraction_confidence: high
created_at: 2026-05-20 07:59:18
updated_at: 2026-05-20 07:59:18
description:
Activitate de consens progresiv în care fiecare participant alege trei felicitări, apoi în perechi reduc la trei comune, iar grupurile cresc treptat până când întregul grup alege ultimele trei felicitări împreună.

rules:
Fiecare persoană alege trei felicitări, încercând să determine motivul alegerii. Apoi își caută perechea, povestindu-i despre alegerea sa și viceversa. Împreună rămân cu trei felicitări alese din cele extrase separat. Perechea merge mai departe pentru a găsi alta, alegând în patru 3 felicitări. Jocul se termină când întreg grupul a ales ultimele trei felicitări. Animatorul asigură trecerea de la o fază la alta consecutiv.

source_excerpt:
Fiecare persoană va alege trei felicitări, încercând să determine clar motivul alegerii. Apoi, fiecare va încerca să-şi găsească perechea, povestindu-i despre alegerea sa şi vice-versa.


name: Felicitările
category: team-building
subcategory: consens
content_type: activitate
source_file: 07.Cartea_Mare_a_jocurilor-Salvati_Copiii_Suedia_UNICEF.pdf
source_files: ["07.Cartea_Mare_a_jocurilor-Salvati_Copiii_Suedia_UNICEF.pdf"]
page_reference: page 36
source_excerpt: Fiecare persoană va alege trei felicitări, încercând să determine clar motivul alegerii.
materials_category: imagini
materials_list: felicitări, postere, reproduceri după tablouri
skills_developed: consens, negociere, comunicare
difficulty_level: mediu
keywords: felicitări, consens, negociere
tags: ["consens", "alegere"]
language: ro
normalized_name: felicitarile
extraction_confidence: high
created_at: 2026-05-20 07:59:18
updated_at: 2026-05-20 07:59:18
description:
Activitate de prezentare progresivă prin alegere de felicitări. Fiecare alege 3 felicitări (din postere, reproduceri etc.), explicând motivul. Apoi caută o pereche, povestesc reciproc despre alegere și rămân împreună cu 3 felicitări. Perechea se unește cu alta pentru a alege 3 felicitări în patru, ș.a.m.d., până când întregul grup alege ultimele 3 felicitări împreună.

rules:
Etape: 1) Individual alegi 3 felicitări; 2) Cauți o pereche, alegeți împreună 3; 3) Perechea găsește altă pereche, alegeți 3 în patru; 4) Continuă consensul până când întreg grupul alege ultimele 3.


name: Curtea vecinilor
category: icebreakers
content_type: joc
source_file: 07.Cartea_Mare_a_jocurilor-Salvati_Copiii_Suedia_UNICEF.pdf
source_files: ["07.Cartea_Mare_a_jocurilor-Salvati_Copiii_Suedia_UNICEF.pdf"]
page_reference: page 36
materials_category: fără materiale
skills_developed: comunicare, ascultare, memorare
difficulty_level: usor
keywords: cercuri, concentrice, prezentare
tags: ["2.07"]
language: ro
normalized_name: curtea vecinilor
extraction_confidence: high
created_at: 2026-05-20 07:59:18
updated_at: 2026-05-20 07:59:18
description:
Joc de prezentare în cercuri concentrice: partenerii din față schimbă caracteristici personale, apoi cercul exterior se deplasează pentru o nouă conversație, iar la final fiecare este prezentat de cei cu care a vorbit.

rules:
Se formează 2 cercuri concentrice, astfel ca fiecare jucător să aibă în față un partener. Mai întâi persoanele din cercul exterior, apoi cele din interior, timp de 5 minute expun omologului lor unele caracteristici (ex.: 4 calități). Apoi animatorul spune cercului exterior să se deplaseze cu un loc spre dreapta. Începe o nouă conversație. Se mai pot face 2-3 deplasări fără a spune dinainte câte vor fi. Se termină cu prezentarea fiecărei persoane de către cei ce au vorbit cu ea.

source_excerpt:
Se formează 2 cercuri concentrice, astfel ca fiecare jucător să aibă în faŃă un partener. Mai întâi persoanele din cerul exterior, apoi şi cele din interior, timp de 5 minute expun omologului lor unele dintre caracteristicile fiecăruia


name: Curtea vecinilor
category: icebreakers
content_type: joc
source_file: 07.Cartea_Mare_a_jocurilor-Salvati_Copiii_Suedia_UNICEF.pdf
source_files: ["07.Cartea_Mare_a_jocurilor-Salvati_Copiii_Suedia_UNICEF.pdf"]
page_reference: page 36
source_excerpt: Se formează 2 cercuri concentrice, astfel ca fiecare jucător să aibă în faŃă un partener.
materials_category: fara_materiale
skills_developed: comunicare, ascultare
difficulty_level: usor
keywords: cercuri concentrice, rotație, calități
tags: ["cunoa\u0219tere", "rota\u021bie"]
language: ro
normalized_name: curtea vecinilor
extraction_confidence: high
created_at: 2026-05-20 07:59:18
updated_at: 2026-05-20 07:59:18
description:
Joc de cunoaștere în cercuri concentrice. Se formează două cercuri concentrice astfel încât fiecare jucător să aibă un partener în față. Timp de 5 minute, persoanele din cercul exterior și apoi cele din interior își expun reciproc caracteristici (de ex. 4 calități). Apoi cercul exterior se deplasează cu un loc spre dreapta și începe o nouă conversație. Se fac 2-3 deplasări fără a anunța câte vor fi. La final, fiecare persoană este prezentată de cei cu care a vorbit.

rules:
Două cercuri concentrice cu parteneri față în față. 5 minute conversație, apoi cercul exterior se mută cu un loc spre dreapta. 2-3 deplasări fără anunț prealabil. La final fiecare este prezentat de partenerii săi.


name: Comoara din oameni
variations: Instrucțiunile/condițiile pot varia de la un grup la altul. Se pot include teme serioase și comice.
category: icebreakers
content_type: joc
source_file: 07.Cartea_Mare_a_jocurilor-Salvati_Copiii_Suedia_UNICEF.pdf
source_files: ["07.Cartea_Mare_a_jocurilor-Salvati_Copiii_Suedia_UNICEF.pdf"]
page_reference: page 37
materials_category: scris
materials_list: fișe de căutare
skills_developed: comunicare, interacțiune, cunoaștere
difficulty_level: usor
keywords: scavenger hunt, fișe, căutare
tags: ["icebreaker", "cunoa\u0219tere"]
language: ro
normalized_name: comoara din oameni
extraction_confidence: high
created_at: 2026-05-20 07:59:18
updated_at: 2026-05-20 07:59:18
description:
Joc cu fișe de căutare pentru a favoriza cunoașterea celorlalți și a stimula coeziunea grupului. Animatorul pregătește dinainte fișe cu instrucțiuni (ex: «caută 4 persoane din locuri diferite», «caută cineva ce-și serbează ziua într-o lună cu tine»). Fiecare participant completează foaia cu numele persoanelor care satisfac condițiile, circulând și întrebând membrii grupului.

rules:
Fiecare primește o «fișă de căutare» cu instrucțiuni precum: găsește persoane din locuri diferite, cu aceeași zi de naștere, cu aceeași mărime de pantofi etc. Toți se ridică, caută, întreabă, răspund. Ordinea nu contează; nu e obligatoriu să răspunzi la toate.

source_excerpt:
Fiecare participant va încerca să completeze foaia cu numele persoanelor ce satisfac "condiŃiile" indicate.


name: Papagalul
category: icebreakers
content_type: joc
source_file: 07.Cartea_Mare_a_jocurilor-Salvati_Copiii_Suedia_UNICEF.pdf
source_files: ["07.Cartea_Mare_a_jocurilor-Salvati_Copiii_Suedia_UNICEF.pdf"]
page_reference: page 38
materials_category: scris
materials_list: fișe, stilouri, scotch, foarfece sau clei
skills_developed: comunicare, cunoaștere reciprocă
difficulty_level: usor
keywords: fișe, hobby, dorință
tags: ["icebreaker", "fi\u0219e"]
language: ro
normalized_name: papagalul
extraction_confidence: high
created_at: 2026-05-20 07:59:18
updated_at: 2026-05-20 07:59:18
description:
Joc cu fișe completate cu informații personale (ce faci duminică seara, hobby preferat, ce-ți place la oameni, o dorință) care apoi se amestecă și se redistribuie. Fiecare caută primul posesor al foii primite, punând întrebări fără a arăta fișa. Când îl găsește, scrie numele pe foaie și o lipește vizibil pe perete sau tablă.

rules:
Fiecare scrie pe fișă, în cele 4 colțuri: 1) ce faci duminică seara, 2) hobby-ul preferat, 3) ce-ți place să găsești în oameni, 4) o dorință pentru o zână/zeu. Se completează în 8 minute. Fișele se amestecă și se redistribuie. Cauți primul posesor punând întrebări din fișă. Când îl găsești, scrii numele și lipești fișa.

source_excerpt:
În colŃul drept de sus scrie ce obişnuieşti să faci duminică seara; în colŃul stâng, care e ocupaŃia (hobby-ul) ta preferată


name: Ce îmi place mai mult?
category: icebreakers
content_type: activitate
source_file: 07.Cartea_Mare_a_jocurilor-Salvati_Copiii_Suedia_UNICEF.pdf
source_files: ["07.Cartea_Mare_a_jocurilor-Salvati_Copiii_Suedia_UNICEF.pdf"]
page_reference: page 39
source_excerpt: spune-ne care este poezia/nuvela ta preferată
materials_category: scris
materials_list: fișe sau foi, stilouri sau creioane
skills_developed: autoexpresie, afirmare, consens
difficulty_level: usor
keywords: preferințe, gusturi, fișă
tags: ["preferin\u021be", "cunoa\u0219tere"]
language: ro
normalized_name: ce imi place mai mult?
extraction_confidence: high
created_at: 2026-05-20 07:59:18
updated_at: 2026-05-20 07:59:18
description:
Activitate de cunoaștere reciprocă prin preferințe. Animatorul împarte fișe cu întrebări despre poezia, cântecul, discul, jocul, filmul, mâncarea, peisajul, ora din zi sau proverbul preferat. Fiecare completează fișa. Apoi grupul încearcă să facă o «medie a gusturilor», implicând întregul grup. Se poate întocmi o listă unică.

rules:
Fiecare completează individual fișa cu preferințe (poezie, cântec, disc, joc, film, mâncare, peisaj, oră, proverb). Apoi grupul lucrează pentru a face o «medie a gusturilor» comună.


name: Viitoarea mea casă
category: creative-stem
subcategory: proiectare
content_type: activitate
source_file: 07.Cartea_Mare_a_jocurilor-Salvati_Copiii_Suedia_UNICEF.pdf
source_files: ["07.Cartea_Mare_a_jocurilor-Salvati_Copiii_Suedia_UNICEF.pdf"]
page_reference: page 39
materials_category: desen
skills_developed: creativitate, proiectare, valori, autoreflecție
difficulty_level: mediu
keywords: casă, plan, valori
tags: ["creativ", "valori"]
language: ro
normalized_name: viitoarea mea casa
extraction_confidence: high
created_at: 2026-05-20 07:59:18
updated_at: 2026-05-20 07:59:18
description:
Activitate de proiectare a unei case ideale. Fiecare participant desenează planul casei în care ar vrea să trăiască, indicând dimensiunile, mobilierul, camerele. Apoi prezintă planul grupului, răspunzând la întrebări. Se poate încerca să se ajungă în grup la concluzii și acorduri reflectate într-un plan unic, devenind conștienți de valorile existente.

rules:
Desenezi individual planul casei în care ai vrea să trăiești (dimensiuni, mobilier, camere). Apoi prezinți grupului, răspunzând la întrebări. Opțional: grupul ajunge la un plan unic comun.

source_excerpt:
Constă în construirea planului unei case în care am vrea să trăim, indicând dimensiunile, mobilierul, camerele...

materials_list:
mese și scaune, hârtie în pătrățele 21x29 cm, creioane, vopsele, radiere, ascuțitoare, echere, rigle


name: Lumea, țara, locul meu
category: integrare-incluziune
subcategory: identitate culturală
content_type: activitate
source_file: 07.Cartea_Mare_a_jocurilor-Salvati_Copiii_Suedia_UNICEF.pdf
source_files: ["07.Cartea_Mare_a_jocurilor-Salvati_Copiii_Suedia_UNICEF.pdf"]
page_reference: page 40
materials_category: scris
materials_list: markere, carioca, creioane colorate, stilouri
skills_developed: identitate culturală, valori, reflecție
difficulty_level: mediu
keywords: identitate, naționalism, xenofobie, valori
tags: ["intercultural", "valori"]
language: ro
normalized_name: lumea, tara, locul meu
extraction_confidence: high
created_at: 2026-05-20 07:59:18
updated_at: 2026-05-20 07:59:18
description:
Activitate despre identitate și valori culturale. Fiecare scrie pe hârtie cele cinci lucruri pe care le-ar lua de pe planetă, din țară și din regiune dacă ar pleca spre alta asemănătoare. Apoi grupul se reunește pentru a contrapune lucrurile selectate și a face o listă comună. Urmează o expoziție cu introducere explicativă. Activitatea poate servi drept sursă pentru dezbatere despre identități culturale, naționalism, xenofobie.

rules:
Fiecare scrie 5 lucruri pe care le-ar lua de pe planetă, din țară și din regiune, plecând spre alta asemănătoare. Apoi se face o listă comună a grupului și o expoziție explicativă.

source_excerpt:
Fiecare participant scrie pe o hârtie cele cinci lucruri pe care le-ar lua de pe planetă, din Ńară şi regiune, plecând spre alta


name: În fiecare mână...
category: icebreakers
content_type: activitate
source_file: 07.Cartea_Mare_a_jocurilor-Salvati_Copiii_Suedia_UNICEF.pdf
source_files: ["07.Cartea_Mare_a_jocurilor-Salvati_Copiii_Suedia_UNICEF.pdf"]
page_reference: page 40
source_excerpt: Fiecare desenează conturul palmei sale drepte, sau stângi, atribuind fiecărui deget o întrebare.
materials_category: scris_desen
materials_list: foi de hârtie, stilouri, clei sau scotch, foarfece, coală mare de hârtie
skills_developed: autoreflecție, comunicare
difficulty_level: usor
keywords: palmă, degete, întrebări
tags: ["cunoa\u0219tere", "creativ"]
language: ro
normalized_name: in fiecare mana...
extraction_confidence: high
created_at: 2026-05-20 07:59:18
updated_at: 2026-05-20 07:59:18
description:
Activitate de comunicare inițială în grup. Fiecare desenează conturul palmei sale (drepte sau stângi) și atribuie fiecărui deget o întrebare (de exemplu: motivul aflării aici, realizările dorite cu grupul, aspecte ale personalității, problema curentă, contribuțiile la grup). Completează interiorul fiecărui deget cu răspunsul. Se realizează o interogare comună și apoi un «perete al mâinilor».

rules:
Desenezi conturul mâinii. Pe fiecare deget atribui o întrebare (motiv, realizări, personalitate, problema curentă, contribuții). Completezi interiorul cu răspunsurile. Discuție comună, apoi se face un «perete al mâinilor».


name: Spionul
category: icebreakers
subcategory: tactil
content_type: joc
source_file: 07.Cartea_Mare_a_jocurilor-Salvati_Copiii_Suedia_UNICEF.pdf
source_files: ["07.Cartea_Mare_a_jocurilor-Salvati_Copiii_Suedia_UNICEF.pdf"]
page_reference: page 41
source_excerpt: Jocul se desfăşoară în linişte şi cu ochii legaŃi.
materials_category: textile
materials_list: fulare/broboade/fâșii de stofă pentru fiecare participant
skills_developed: încredere, percepție tactilă, comunicare nonverbală
difficulty_level: mediu
keywords: ochi legați, tactil, spion
tags: ["tactil", "atingere"]
language: ro
normalized_name: spionul
extraction_confidence: high
created_at: 2026-05-20 07:59:18
updated_at: 2026-05-20 07:59:18
description:
Joc tactil cu ochii legați. Participanții se plimbă în liniște prin sală cu ochii legați. Când se întâlnesc două persoane, încearcă să-și ghicească identitatea atingându-se reciproc (haine, coafură). Cine ghicește primul se așază în spatele celuilalt și merg împreună. Animatorul declară pe unul «spion»; dacă cineva ghicește numele spionului, nu se întâmplă nimic; altfel devine spion și își dispersează șirul.

rules:
Spațiu delimitat, ochii legați, liniște. Participanții se plimbă; la întâlnire își ghicesc identitatea atingând hainele/coafura. Cine ghicește merge în spatele celuilalt. Când șiruri se întâlnesc, «căpeteniile» joacă. Există un «spion» secret — cine îl ratează devine el însuși spion și șirul lui se dispersează.


name: Spionul
category: sports-active
subcategory: prindere
content_type: joc
source_file: 07.Cartea_Mare_a_jocurilor-Salvati_Copiii_Suedia_UNICEF.pdf
source_files: ["07.Cartea_Mare_a_jocurilor-Salvati_Copiii_Suedia_UNICEF.pdf"]
page_reference: page 147
materials_category: fără materiale
skills_developed: colaborare, agilitate, strategie
difficulty_level: usor
keywords: spion, lanț, prindere
tags: ["jocuri de cooperare", "lan\u021b"]
language: ro
normalized_name: spionul
extraction_confidence: high
created_at: 2026-05-20 07:59:18
updated_at: 2026-05-20 07:59:18
description:
Joc pentru a dezvolta colaborarea și a observa care sunt contribuțiile de încadrare a unor persoane noi într-o activitate. La început se stabilește limita spațiului în care va decurge jocul. Un "spion" îi urmărește pe ceilalți. Când se atinge de o persoană, aceasta la fel devine "spion". Luându-se de mână, ei îi persecută pe ceilalți. Jocul se termină cu epuizarea numărului de participanți.

rules:
Limită de spațiu stabilită. Un spion atinge pe alții, fiecare atins devine spion și se ține de mână cu el. Lanțul crește până rămâne nimeni de prins.

source_excerpt:
A dezvolta colaborarea, a observa care sunt contribuŃiile de încadrare a unor persoane noi într-o activitate.


name: Spionul
category: sports-active
content_type: joc
source_file: 07.Cartea_Mare_a_jocurilor-Salvati_Copiii_Suedia_UNICEF.pdf
source_files: ["07.Cartea_Mare_a_jocurilor-Salvati_Copiii_Suedia_UNICEF.pdf"]
page_reference: page 147
skills_developed: colaborare, agilitate
difficulty_level: usor
keywords: prins, spion, lanț
language: ro
normalized_name: spionul
extraction_confidence: high
created_at: 2026-05-20 07:59:18
updated_at: 2026-05-20 07:59:18
description:
La început se stabilește limita spațiului în care va decurge jocul. Un 'spion' îi urmărește pe ceilalți. Când se atinge de o persoană, aceasta la fel devine 'spion'. Luându-se de mână, ei îi persecută pe ceilalți. Jocul se termină cu epuizarea numărului de participanți. La evaluare se discută avantajele și dezavantajele lucrului individual și în grup.

rules:
Un "spion" îi urmăreşte pe ceilalŃi. Când se atinge de o persoană, aceasta la fel devine "spion". Luându-se de mână, ei îi persecută pe ceilalŃi. Jocul se termină cu epuizarea numărului de participanŃi.

source_excerpt:
Un "spion" îi urmăreşte pe ceilalŃi. Când se atinge de o persoană, aceasta la fel devine “spion”. Luându-se de mână, ei îi persecută pe ceilalŃi.


name: Iarmarocul fermecat
category: team-building
subcategory: autoreflecție
content_type: activitate
source_file: 07.Cartea_Mare_a_jocurilor-Salvati_Copiii_Suedia_UNICEF.pdf
source_files: ["07.Cartea_Mare_a_jocurilor-Salvati_Copiii_Suedia_UNICEF.pdf"]
page_reference: page 41
materials_category: scris
materials_list: tablă sau perete amenajat, cretă sau markere
skills_developed: autoreflecție, autocunoaștere, coeziune
difficulty_level: mediu
keywords: trăsături de caracter, iarmaroc, schimb
tags: ["autoreflec\u021bie", "valori"]
language: ro
normalized_name: iarmarocul fermecat
extraction_confidence: high
created_at: 2026-05-20 07:59:18
updated_at: 2026-05-20 07:59:18
description:
Joc imaginativ în care participanții vizitează un iarmaroc magic unde pot schimba o trăsătură de caracter pe alta, dar numai o singură dată. Fiecare scrie pe o fișă trăsăturile pe care vrea să le lase și pe care le vrea, plus numele între paranteze. Tabla/peretele este iarmarocul; fiecare lipește fișa și explică alegerea. Urmează o analiză generală despre valori, virtuți, vicii și slăbiciuni.

rules:
Imaginezi un iarmaroc magic unde poți schimba o trăsătură negativă pe una dorită — dar doar o dată. Scrii pe fișă trăsătura ce o lași și pe cea pe care o iei, cu numele între paranteze. Lipești pe tablă/perete și explici. Analiză comună.

source_excerpt:
ImaginaŃi-vă că sunteŃi la un iarmaroc imens, unde există totul. Mai mult, el este magic şi fiecare poate să schimbe o trăsătură de caracter, de care vrea să se debaraseze, pe alta.


name: Schimbul de umbre
category: conflict-empatie
subcategory: percepție
content_type: activitate
source_file: 07.Cartea_Mare_a_jocurilor-Salvati_Copiii_Suedia_UNICEF.pdf
source_files: ["07.Cartea_Mare_a_jocurilor-Salvati_Copiii_Suedia_UNICEF.pdf"]
page_reference: page 42
materials_category: desen
materials_list: hârtie, materiale pentru desen
skills_developed: autopercepție, feedback, empatie
difficulty_level: mediu
keywords: umbră, siluetă, percepție
tags: ["feedback", "autopercep\u021bie"]
language: ro
normalized_name: schimbul de umbre
extraction_confidence: high
created_at: 2026-05-20 07:59:18
updated_at: 2026-05-20 07:59:18
description:
Activitate de comparare a percepției interioare cu cea exterioară. Fiecare își desenează silueta/umbra sincer și critic, fără ca alții să vadă; aceasta trebuie să reprezinte starea actuală în mediul prezent. Apoi fiecare persoană e aleasă de doi colegi care îi desenează silueta. În cerc, în ordine, se demonstrează desenele — întâi cele personale, apoi perechile «de analiză» își prezintă desenele și opiniile. Urmează o discuție generală.

rules:
1) Fiecare desenează singur, în ascuns, propria umbră (sinceră, critică). 2) Câte 2 colegi desenează silueta fiecărei persoane. 3) În cerc se prezintă întâi desenele personale, apoi desenele «de analiză». 4) Discuție generală.

source_excerpt:
Fiecare îşi va desena umbra, fără ca cineva s-o vadă. Important este nu să fie simpatică şi realistă, ci foarte sinceră (critică).


name: Propoziții incomplete
category: conflict-empatie
subcategory: exprimare emoțională
content_type: activitate
source_file: 07.Cartea_Mare_a_jocurilor-Salvati_Copiii_Suedia_UNICEF.pdf
source_files: ["07.Cartea_Mare_a_jocurilor-Salvati_Copiii_Suedia_UNICEF.pdf"]
page_reference: page 42
source_excerpt: Când sunt tăcut într-un grup, mă simt...
materials_category: scris
materials_list: listă de propoziții
skills_developed: exprimare emoțională, autoreflecție
difficulty_level: usor
keywords: emoții, sentimente, propoziții
tags: ["emo\u021bii", "autoreflec\u021bie"]
language: ro
normalized_name: propozitii incomplete
extraction_confidence: high
created_at: 2026-05-20 07:59:18
updated_at: 2026-05-20 07:59:18
description:
Exercițiu de autoreflecție și exprimare a sentimentelor. Se împart fișe cu propoziții incomplete (de tipul «Când sunt tăcut într-un grup, mă simt...», «Când mă supăr pe cineva, mă simt...», etc.) și fiecare le completează individual. La final are loc evaluarea: ne-a fost greu să terminăm propozițiile? Cum apreciem sentimentele? Este ușor să le exprimăm?

rules:
Fiecare primește o listă de propoziții și le completează individual. Apoi se discută în grup despre dificultățile și ușurința exprimării sentimentelor.


name: Îți recunosc animalul
variations: Se poate face invers: grupul are ochii închiși, iar persoana din centru — deschiși.
category: icebreakers
subcategory: auditiv
content_type: joc
source_file: 07.Cartea_Mare_a_jocurilor-Salvati_Copiii_Suedia_UNICEF.pdf
source_files: ["07.Cartea_Mare_a_jocurilor-Salvati_Copiii_Suedia_UNICEF.pdf"]
page_reference: page 43
materials_category: echipament
materials_list: scaune (cu unul mai puțin decât participanții), fulare sau eșarfe pentru ochi
skills_developed: percepție auditivă, recunoaștere, coeziune
difficulty_level: usor
keywords: animale, ochii închiși, sunete
tags: ["auditiv", "animale"]
language: ro
normalized_name: iti recunosc animalul
extraction_confidence: high
created_at: 2026-05-20 07:59:18
updated_at: 2026-05-20 07:59:18
description:
Joc pentru concentrare auditivă și coeziunea grupului. Tot grupul se așează în cerc. O persoană se plimbă prin centru cu ochii închiși și se așează pe genunchii cuiva. Persoana care îl ține în brațe imită sunetul unui animal. Dacă cel cu ochii închiși recunoaște individul, se schimbă locurile; dacă nu, reia jocul.

rules:
Așezați în cerc. O persoană umblă prin centru cu ochii închiși, se așează pe genunchii cuiva. Acea persoană imită un animal. Dacă persoana cu ochii închiși ghicește, schimbă locurile. Dacă nu, reia.

source_excerpt:
O persoană se plimbă prin centru cu ochii închişi, aşezându-se pe genunchii cuiva din grup. Persoana ce o Ńine în braŃe imită sunetul unui animal.


name: Autobiografie
category: icebreakers
content_type: activitate
source_file: 07.Cartea_Mare_a_jocurilor-Salvati_Copiii_Suedia_UNICEF.pdf
source_files: ["07.Cartea_Mare_a_jocurilor-Salvati_Copiii_Suedia_UNICEF.pdf"]
page_reference: page 43
materials_category: scris
materials_list: fișe sau foi/coli de carton, stilouri
skills_developed: cunoaștere reciprocă, autoexpunere
difficulty_level: usor
keywords: autobiografie, anonim, ghicit
tags: ["cunoa\u0219tere", "anonim"]
language: ro
normalized_name: autobiografie
extraction_confidence: high
created_at: 2026-05-20 07:59:18
updated_at: 2026-05-20 07:59:18
description:
Joc de cunoaștere prin fișe anonime. Fiecare participant scrie pe o foaie, într-un timp limitat (de exemplu 5 minute), datele cele mai semnificative din viața sa, FĂRĂ a-și pune numele. Fișele se strâng, se amestecă, iar grupul trebuie să ghicească posesorul fiecărei fișe.

rules:
Fiecare scrie 5 minute datele semnificative din viața sa, fără nume. Fișele se amestecă; grupul ghicește autorul fiecăreia.

source_excerpt:
Fiece participant scrie pe o foaie într-un timp limitat (spre exemplu 5 min.), datele considerate mai semnificative din viaŃa sa.


name: Sherlock Holmes
category: icebreakers
subcategory: deducție
content_type: joc
source_file: 07.Cartea_Mare_a_jocurilor-Salvati_Copiii_Suedia_UNICEF.pdf
source_files: ["07.Cartea_Mare_a_jocurilor-Salvati_Copiii_Suedia_UNICEF.pdf"]
page_reference: page 44
materials_category: fara_materiale
skills_developed: atenție, deducție, comunicare
difficulty_level: mediu
keywords: detectiv, deducție, piste
tags: ["deduc\u021bie", "aten\u021bie"]
language: ro
normalized_name: sherlock holmes
extraction_confidence: high
created_at: 2026-05-20 07:59:18
updated_at: 2026-05-20 07:59:18
description:
Joc de observație și deducție. Toți stau în picioare; fiecare devine detectiv pentru o pistă (de ex. pictorii talentați, cântăreții etc.). Te apropii de oricine, având dreptul la 4 întrebări indirecte. Niciodată nu poți divulga identitatea ta cu întrebări directe. Când crezi că ești sigur, spui «ești un bun desenator» sau «ești un cântăreț mediocru». Dacă celălalt confirmă/neagă, detectivul trebuie să explice concluzia.

rules:
Fiecare devine detectiv pentru o pistă. Întrebări indirecte, max 4. Nu se divulgă identitatea cu întrebări directe. Când ești sigur, faci o afirmație despre celălalt și trebuie să explici cum ai ajuns la concluzie. Se pot prelua și alte piste.

source_excerpt:
Fiecare devine un detectiv pentru o pistă ( de exemplu pista pictorilor talentaŃi sau a cântăreŃilor etc.).


name: Estafeta cu lingurile
category: sports-active
subcategory: ștafetă
content_type: joc
source_file: 07.Cartea_Mare_a_jocurilor-Salvati_Copiii_Suedia_UNICEF.pdf
source_files: ["07.Cartea_Mare_a_jocurilor-Salvati_Copiii_Suedia_UNICEF.pdf"]
page_reference: page 44
materials_category: obiecte_mici
skills_developed: coordonare, lucru în echipă, energizare
difficulty_level: usor
keywords: ștafetă, lingurițe, zahăr
tags: ["energizer", "\u0219tafet\u0103"]
language: ro
normalized_name: estafeta cu lingurile
extraction_confidence: high
created_at: 2026-05-20 07:59:18
updated_at: 2026-05-20 07:59:18
description:
Ștafetă energizantă în care echipele transmit o bucățică de zahăr sau o minge de ping-pong de la o persoană la alta folosind doar lingurițe ținute în gură, cu mâinile la spate. Participanții se împart în 2-3 echipe; câștigă echipa care prima transmite obiectul de la primul la ultimul participant. Dacă bucățica cade, echipa începe totul de la început.

rules:
2-3 echipe în rânduri. Fiecare ține o linguriță în gură, mâinile la spate. Se transmite obiectul (zahăr/minge ping-pong) din linguriță în linguriță. Dacă cade, echipa reia. Câștigă echipa primei livrări complete.

source_excerpt:
Scopul fiecărei echipe este de a transmite o bucăŃică de zahăr de la o persoană la alta, folosind numai linguriŃele, fără ajutorul mâinilor.

materials_list:
lingurițe (câte una pentru fiecare participant), bucățică de zahăr sau minge de ping-pong pentru fiecare echipă


name: Curentul electric
category: icebreakers
subcategory: observație
content_type: joc
source_file: 07.Cartea_Mare_a_jocurilor-Salvati_Copiii_Suedia_UNICEF.pdf
source_files: ["07.Cartea_Mare_a_jocurilor-Salvati_Copiii_Suedia_UNICEF.pdf"]
page_reference: page 45
materials_category: fara_materiale
skills_developed: atenție, observație, concentrare
difficulty_level: usor
keywords: curent, cerc, strângere mâini
tags: ["aten\u021bie", "cerc"]
language: ro
normalized_name: curentul electric
extraction_confidence: high
created_at: 2026-05-20 07:59:18
updated_at: 2026-05-20 07:59:18
description:
Joc de concentrare și observație în cerc. Participanții formează un cerc și se apucă de mâini. «Curentul electric» se transmite prin strângerea mâinii vecinului, succesiv. Un voluntar stă în centru, închide ochii câteva clipe, apoi îi deschide și încearcă să determine unde e curentul, apucând persoana respectivă de mână. Dacă ghicește, schimbă locurile.

rules:
Cerc cu mâinile unite. «Curentul» se transmite prin strângerea mâinii vecinului. Voluntarul din centru închide ochii, apoi încearcă să prindă persoana care transmite curentul în acel moment. Dacă ghicește, schimbă cu cel prins.

source_excerpt:
Curentul electric se începe prin strângerea mâinii vecinului şi se transmite de la un participant la altul în acelaşi mod.


name: Ceva din casă
variations: Dacă participanții sunt prea mulți, ei pot fi separați în grupuri de 5-10 persoane.
category: icebreakers
subcategory: reflecție
content_type: activitate
source_file: 07.Cartea_Mare_a_jocurilor-Salvati_Copiii_Suedia_UNICEF.pdf
source_files: ["07.Cartea_Mare_a_jocurilor-Salvati_Copiii_Suedia_UNICEF.pdf"]
page_reference: page 45
materials_category: fara_materiale
skills_developed: autoexpresie, memorie senzorială
difficulty_level: usor
keywords: casă, memorie, atmosferă
tags: ["reflec\u021bie", "atmosfer\u0103"]
language: ro
normalized_name: ceva din casa
extraction_confidence: high
created_at: 2026-05-20 07:59:18
updated_at: 2026-05-20 07:59:18
description:
Activitate liniștită de creare a atmosferei plăcute. Animatorul cere participanților să se concentreze la casa lor și să aleagă ceva — obiecte, mobilă sau ceva nesesizabil (miros, gust, sentiment) care ar reprezenta pentru ei casa. Participanții descriu ce au ales grupului; animatorul poate ajuta cu cuvintele.

rules:
Participanții se gândesc la casa lor și aleg un element (obiect, mobilă, miros, gust, sentiment) care o reprezintă. Apoi descriu grupului. Dacă sunt prea mulți, se împart în grupuri de 5-10.

source_excerpt:
ConcentraŃi-vă gândurile la casa voastră. După aceasta alegeŃi ceva: obiecte, mobilă sau ceva care nu poate fi sesizat – miros, gust, sentiment care ar reprezenta pentru voi casa.


name: Haosul
category: icebreakers
subcategory: energizer
content_type: joc
source_file: 07.Cartea_Mare_a_jocurilor-Salvati_Copiii_Suedia_UNICEF.pdf
source_files: ["07.Cartea_Mare_a_jocurilor-Salvati_Copiii_Suedia_UNICEF.pdf"]
page_reference: page 46
materials_category: scris
materials_list: pix, hârtie
skills_developed: energizare, concentrare
difficulty_level: usor
keywords: energizer, fișe, însărcinări
tags: ["energizer", "haos"]
language: ro
normalized_name: haosul
extraction_confidence: high
created_at: 2026-05-20 07:59:18
updated_at: 2026-05-20 07:59:18
description:
Joc energizant cu fișe de însărcinări. Animatorul pregătește dinainte fișe cu însărcinări (ex: «Săriți ca iepurele», «Lătrați», «Cântați Happy Birthday»). Participanții formează un cerc; la semnalul animatorului încep să facă ceea ce e scris pe fișe, la următorul semnal se opresc. Se repetă de câteva ori.

rules:
Fișe cu însărcinări distribuite participanților. La semnal: încep; la al doilea semnal: stop. Se repetă de câteva ori. Pot fi pregătite însărcinări legate între ele (ex. «Fă ca o vacă» / «Mulge vaca») — participanții se caută reciproc.

variations:
Însărcinările pot fi legate între ele și participanții trebuie să caute persoana cu însărcinarea complementară.

source_excerpt:
La semnalul animatorului, participanŃii trebuie să înceapă să facă cea ce este scris pe fişe, iar la următorul semnal trebuie să se oprescă.


name: Dansul
category: icebreakers
subcategory: energizer cu muzică
content_type: activitate
source_file: 07.Cartea_Mare_a_jocurilor-Salvati_Copiii_Suedia_UNICEF.pdf
source_files: ["07.Cartea_Mare_a_jocurilor-Salvati_Copiii_Suedia_UNICEF.pdf"]
page_reference: page 46
materials_category: muzică
materials_list: flip-chart, hârtie, creioane, radio sau casetofon sau instrument muzical
skills_developed: energizare, participare, grupare
difficulty_level: usor
keywords: dans, muzică, grupare
tags: ["energizer", "dans"]
language: ro
normalized_name: dansul
extraction_confidence: high
created_at: 2026-05-20 07:59:18
updated_at: 2026-05-20 07:59:18
description:
Activitate energizantă cu muzică pentru a forma grupuri pe baza răspunsurilor comune. Participanții primesc o întrebare (ex. «Ce vă place cel mai mult la lucrul vostru?») și scriu răspunsul plus numele pe o hârtie prinsă pe piept. Se include muzica, dansează (nu în perechi) și caută persoane cu răspunsuri asemănătoare. Cei cu răspunsuri similare se apucă de mâini și continuă. Animatorul oprește muzica și vede câte grupe s-au format.

rules:
Participanții primesc o întrebare și scriu răspunsul cu numele pe o hârtie prinsă pe piept. Cu muzică, dansează individual și caută parteneri cu răspunsuri asemănătoare; se prind de mâini. La oprirea muzicii, animatorul verifică grupele. Se pot face mai multe runde. La final, grupele discută întrebările.

source_excerpt:
Fiecare participant scrie numele său şi răspunsul pe o hârtie pe care o prinde pe piept. Se include muzica şi participanŃii sunt invitaŃi să danseze (nu în perechi).


name: Simboluri
category: integrare-incluziune
subcategory: simbolism
content_type: activitate
source_file: 07.Cartea_Mare_a_jocurilor-Salvati_Copiii_Suedia_UNICEF.pdf
source_files: ["07.Cartea_Mare_a_jocurilor-Salvati_Copiii_Suedia_UNICEF.pdf"]
page_reference: page 47
materials_category: obiecte
materials_list: obiecte care pot fi folosite ca simboluri
skills_developed: identitate, comunicare, deschidere
difficulty_level: usor
keywords: simboluri, țară, obiecte
tags: ["cultural", "simboluri"]
language: ro
normalized_name: simboluri
extraction_confidence: high
created_at: 2026-05-20 07:59:18
updated_at: 2026-05-20 07:59:18
description:
Activitate de cunoaștere reciprocă prin simboluri. Participanții se separă în grupuri de 3 persoane și aleg un obiect care, după părerea lor, simbolizează țara lor (acest obiect poate fi găsit în afara clasei). După 10 minute, participanții aduc obiectele pe masă, se prezintă și lămuresc de ce au ales acel obiect.

rules:
Grupuri de 3. Caută în afara clasei un obiect simbol pentru țară. După 10 minute, prezintă obiectul și explică alegerea.

source_excerpt:
ParticipanŃii se separă în grupuri de 3 persoane şi aleg un obiect care, după părerea lor, simbolizează Ńara lor


name: Semințe
category: icebreakers
content_type: joc
source_file: 07.Cartea_Mare_a_jocurilor-Salvati_Copiii_Suedia_UNICEF.pdf
source_files: ["07.Cartea_Mare_a_jocurilor-Salvati_Copiii_Suedia_UNICEF.pdf"]
page_reference: page 47
source_excerpt: Când jucătorii fac cunoştinŃă cu cineva, ei pot să-i dea o seminŃă şi să primească una înapoi.
materials_category: obiecte_mici
skills_developed: comunicare, cunoaștere reciprocă, colaborare
difficulty_level: usor
keywords: semințe, schimb, cunoaștere
tags: ["icebreaker", "schimb"]
language: ro
normalized_name: seminte
extraction_confidence: high
created_at: 2026-05-20 07:59:18
updated_at: 2026-05-20 07:59:18
description:
Joc de cunoaștere reciprocă cu semințe sau pietricele. Fiecare primește atâtea semințe câți participanți sunt; semințele se pun într-un buzunar, celălalt rămâne gol. În 20 de minute, participanții fac cunoștință (nume, organizație, proiect); când fac cunoștință cu cineva, dau o sămânță și primesc una în schimb, pe care o pun în buzunarul gol. La final, fiecare are o sămânță în primul buzunar (care reprezintă pe sine) și (n-1) în celălalt.

rules:
Fiecare primește N semințe (unde N = nr participanți). Cu fiecare nouă cunoștință faci schimb de o sămânță — primește una se pune în buzunarul gol. Final: 1 sămânță (tu) în primul buzunar, n-1 în celălalt.

variations:
Dacă sunt mai mulți de 30 de participanți, trebuie să fie mai succinți. Animatorul participă de asemenea.

materials_list:
semințe sau pietricele (câte N pentru fiecare participant), pahare de plastic pentru cei fără buzunare


name: Călătoria
category: icebreakers
subcategory: memorie
content_type: joc
source_file: 07.Cartea_Mare_a_jocurilor-Salvati_Copiii_Suedia_UNICEF.pdf
source_files: ["07.Cartea_Mare_a_jocurilor-Salvati_Copiii_Suedia_UNICEF.pdf"]
page_reference: page 48
materials_category: fara_materiale
skills_developed: memorie, concentrare, atenție
difficulty_level: usor
keywords: memorie, călătorie, listă
tags: ["memorie", "cumulativ"]
language: ro
normalized_name: calatoria
extraction_confidence: high
created_at: 2026-05-20 07:59:18
updated_at: 2026-05-20 07:59:18
description:
Joc de memorie în cerc cu bătaie din palme în unison. Unul din participanți începe cu «Eu plec în călătorie și iau cu mine ... (un obiect sau o ființă, de exemplu: periuță de dinți, câine ș.a.m.d.)». Următorul repetă și adaugă ce ar dori să ia cu el. Jocul continuă până ce ultimul participant repetă întreaga listă.

rules:
Cerc cu palme în unison. Primul: «Eu plec în călătorie și iau cu mine X». Următorul repetă lista și adaugă un element. Continuă cumulativ.

source_excerpt:
Eu plec în călătorie şi iau cu mine ... (un obiect sau o fiinŃă, spre exemplu: periuŃă de dinŃi, câine ş.a.m.d.).


name: Omul principial
category: icebreakers
subcategory: vocabular
content_type: joc
source_file: 07.Cartea_Mare_a_jocurilor-Salvati_Copiii_Suedia_UNICEF.pdf
source_files: ["07.Cartea_Mare_a_jocurilor-Salvati_Copiii_Suedia_UNICEF.pdf"]
page_reference: page 48
materials_category: fara_materiale
skills_developed: ascultare, vocabular, reacție rapidă
difficulty_level: mediu
keywords: literă, vocabular, povestire
tags: ["vocabular", "limbaj"]
language: ro
normalized_name: omul principial
extraction_confidence: high
created_at: 2026-05-20 07:59:18
updated_at: 2026-05-20 07:59:18
description:
Joc de atenție și vocabular. Participanții se așază în cerc și aleg o literă a alfabetului. Animatorul stă în centru și compune o povestire despre un om principial care vrea ca totul în viața lui să înceapă cu litera aleasă (ex. P). În timpul povestirii, animatorul arată la cineva care trebuie să spună un cuvânt care începe cu acea literă. Cine greșește sau se gândește mai mult de 5 secunde trece în centru.

rules:
Cerc, se alege o literă. Animatorul în centru spune o poveste despre un «om principial» și arată la participanți; aceștia trebuie să răspundă cu un cuvânt începând cu litera dată. Greșeală sau peste 5 sec → în centru.

source_excerpt:
RugaŃi participanŃii să se aşeze în cerc şi să aleagă o literă a alfabetului. Animatorul trebuie să stea în centrul cercului şi să compună o povestire despre un om principial.


name: Privește
category: icebreakers
subcategory: atenție
content_type: joc
source_file: 07.Cartea_Mare_a_jocurilor-Salvati_Copiii_Suedia_UNICEF.pdf
source_files: ["07.Cartea_Mare_a_jocurilor-Salvati_Copiii_Suedia_UNICEF.pdf"]
page_reference: page 49
materials_category: muzică
materials_list: casetofon
skills_developed: atenție, coordonare, ritm
difficulty_level: mediu
keywords: ritm, privire, atenție
tags: ["aten\u021bie", "ritm"]
language: ro
normalized_name: priveste
extraction_confidence: high
created_at: 2026-05-20 07:59:18
updated_at: 2026-05-20 07:59:18
description:
Joc de atenție cu muzică ritmică. Participanții formează un cerc și se înclină înainte, bătând din palme pe genunchi în ritmul muzicii. Primul și al treilea participant întorc capul și se privesc unul pe celălalt peste spatele celui dintre ei (care continuă să bată genunchii). Apoi următoarea pereche (al 2-lea și al 4-lea) face la fel. Dacă vreo pereche greșește, iese din cerc.

rules:
Cerc, muzică ritmică, bătut din palme pe genunchi. Pereche 1-3 se privesc peste #2; apoi 2-4 peste #3 etc. Greșeala → ieșire din cerc.

source_excerpt:
Primul şi al treielea participant întorc capul şi privesc unul la altul peste spatele participantului ce se află între ei


name: Priveşte
category: icebreakers
content_type: joc
source_file: 07.Cartea_Mare_a_jocurilor-Salvati_Copiii_Suedia_UNICEF.pdf
source_files: ["07.Cartea_Mare_a_jocurilor-Salvati_Copiii_Suedia_UNICEF.pdf"]
page_reference: page 49
materials_list: casetofon
skills_developed: atenţie, ritm
difficulty_level: usor
keywords: atenţie, muzică, cerc
language: ro
normalized_name: priveste
extraction_confidence: high
created_at: 2026-05-20 07:59:18
updated_at: 2026-05-20 07:59:18
description:
Joc de atenţie în cerc, însoţit de muzică ritmică. Participanţii se înclină înainte şi bat din palme pe genunchi în ritmul muzicii. Perechi alternative (primul şi al treilea, apoi al doilea şi al patrulea etc.) trebuie să întoarcă capul şi să se privească unul la altul peste spatele celui din mijloc. Cine greşeşte iese din cerc.

rules:
Participanţii formează un cerc, se include muzică ritmică, se înclină şi bat din palme pe genunchi în ritm. Primul şi al treilea participant întorc capul şi se privesc peste spatele celui dintre ei. Urmează perechea 2-4, apoi următorii. Perechea care greşeşte iese din cerc.

source_excerpt:
Rugaţi participanţii să formeze un cerc. Se include o muzică ritmică. Participanţii se înclină înainte şi bat din palme pe genunchi, în ritmul muzicii.


name: De ce?
category: icebreakers
subcategory: limbaj
content_type: joc
source_file: 07.Cartea_Mare_a_jocurilor-Salvati_Copiii_Suedia_UNICEF.pdf
source_files: ["07.Cartea_Mare_a_jocurilor-Salvati_Copiii_Suedia_UNICEF.pdf"]
page_reference: page 49
materials_category: scris
materials_list: hârtie, cariocă
skills_developed: comunicare, creativitate, umor
difficulty_level: usor
keywords: întrebări, răspunsuri, absurd
tags: ["limbaj", "umor"]
language: ro
normalized_name: de ce?
extraction_confidence: high
created_at: 2026-05-20 07:59:18
updated_at: 2026-05-20 07:59:18
description:
Joc de stimulare a comunicării. Participanții formează două rânduri, stând față în față. Fiecare grup primește o foaie. Membrii unui grup scriu pe foaie întrebări care încep cu «de ce?». Al doilea grup scrie răspunsuri care încep cu «fiindcă». După ce au terminat, primul grup citește întrebarea, al doilea răspunsul (ex: «De ce aici sunt atâția copii?» «Fiindcă toți bărbații sunt născuți egali în drepturi»).

rules:
Două rânduri față în față. Grupul A scrie «De ce?»-uri; Grupul B scrie «Fiindcă»-uri independent. Apoi se citesc combinațiile (de obicei absurde și amuzante).

source_excerpt:
Membrii unui grup vor scrie pe o foaie întrebările care se încep cu cuvintele „de ce?". Al doilea grup va răspunde prin „fiindcă".


name: De ce?
category: icebreakers
content_type: joc
source_file: 07.Cartea_Mare_a_jocurilor-Salvati_Copiii_Suedia_UNICEF.pdf
source_files: ["07.Cartea_Mare_a_jocurilor-Salvati_Copiii_Suedia_UNICEF.pdf"]
page_reference: page 49
materials_list: hârtie, cariocă
skills_developed: comunicare
difficulty_level: usor
keywords: comunicare, întrebări
language: ro
normalized_name: de ce?
extraction_confidence: high
created_at: 2026-05-20 07:59:18
updated_at: 2026-05-20 07:59:18
description:
Joc de comunicare în care două echipe stau faţă-n faţă. O echipă scrie pe o foaie întrebări care încep cu „de ce?", iar cealaltă răspunde cu „fiindcă". După ce echipele termină de scris, prima echipă citeşte întrebarea, iar a doua răspunsul, generând adesea combinaţii amuzante sau cu sens neaşteptat.

rules:
Participanţii formează două rânduri faţă-n faţă. Fiecare grup primeşte o foaie. Un grup scrie întrebări „de ce?", celălalt răspunsuri „fiindcă". Apoi se citesc pe rând.

source_excerpt:
Membrii unui grup vor scrie pe o foaie întrebările care se încep cu cuvintele „de ce?”. Al doilea grup va răspunde prin „fiindcă”.


name: Transmite batista
category: icebreakers
subcategory: energizer
content_type: joc
source_file: 07.Cartea_Mare_a_jocurilor-Salvati_Copiii_Suedia_UNICEF.pdf
source_files: ["07.Cartea_Mare_a_jocurilor-Salvati_Copiii_Suedia_UNICEF.pdf"]
page_reference: page 50
materials_category: textile
materials_list: două eșarfe mari
skills_developed: coordonare, viteză, manualitate
difficulty_level: mediu
keywords: eșarfe, noduri, transmitere
tags: ["energizer", "coordonare"]
language: ro
normalized_name: transmite batista
extraction_confidence: high
created_at: 2026-05-20 07:59:18
updated_at: 2026-05-20 07:59:18
description:
Joc de activizare cu două eșarfe. Participanții formează un cerc. Animatorul ia două eșarfe mari; una se leagă în jurul gâtului cu două noduri, cealaltă doar cu un nod. Ambele eșarfe nu trebuie să se afle în același timp la aceeași persoană. Animatorul transmite vecinului din dreapta o eșarfă și îi arată cum se leagă cele două noduri; apoi acesta o scoate și o transmite mai departe. După ce prima eșarfă a parcurs 1/3 din drum, se începe transmiterea celei de-a doua. Batista cu un nod merge mai repede decât cea cu două noduri.

rules:
Cerc. Eșarfa A: 2 noduri la gât, transmisă vecinului din dreapta. Eșarfa B: un nod, pornește când A a parcurs 1/3. Nu pot fi simultan la aceeași persoană — deci participanții trebuie să se grăbească.

source_excerpt:
Una trebuie legată în jurul gâtului cu două noduri, iar cealaltă - doar cu un nod. Ambele eşarfe nu trebuie să se afle în acelaşi timp la aceeaşi persoană.


name: Transmite batista
category: icebreakers
content_type: joc
source_file: 07.Cartea_Mare_a_jocurilor-Salvati_Copiii_Suedia_UNICEF.pdf
source_files: ["07.Cartea_Mare_a_jocurilor-Salvati_Copiii_Suedia_UNICEF.pdf"]
page_reference: page 50
materials_list: două eşarfe mari
skills_developed: coordonare, viteză
difficulty_level: usor
keywords: eşarfă, cerc
language: ro
normalized_name: transmite batista
extraction_confidence: high
created_at: 2026-05-20 07:59:18
updated_at: 2026-05-20 07:59:18
description:
Joc de activizare în care participanţii stau în cerc şi îşi pasează două eşarfe – una legată cu două noduri şi alta cu un singur nod. Eşarfa cu un singur nod se mişcă mai repede, iar grupul trebuie să se grăbească ca cele două eşarfe să nu ajungă în acelaşi timp la aceeaşi persoană.

rules:
Participanţii în cerc. Animatorul leagă o eşarfă cu două noduri, alta cu un singur nod. Transmite vecinului din dreapta eşarfa, care trebuie dezlegată şi pasată mai departe. După ce prima eşarfă a parcurs 1/3 din drum, se introduce a doua. Eşarfele nu trebuie să fie simultan la aceeaşi persoană.

source_excerpt:
Una trebuie legată în jurul gâtului cu două noduri, iar cealaltă - doar cu un nod. Ambele eşarfe nu trebuie să se afle în acelaşi timp la aceeaşi persoană.


name: Transmite inelul
category: sports-active
subcategory: ștafetă
content_type: joc
source_file: 07.Cartea_Mare_a_jocurilor-Salvati_Copiii_Suedia_UNICEF.pdf
source_files: ["07.Cartea_Mare_a_jocurilor-Salvati_Copiii_Suedia_UNICEF.pdf"]
page_reference: page 50
materials_category: obiecte_mici
materials_list: creion neascuțit pentru fiecare participant, 2-3 inele
skills_developed: coordonare, concentrare, lucru în echipă
difficulty_level: mediu
keywords: inel, creion, ștafetă
tags: ["\u0219tafet\u0103", "echip\u0103"]
language: ro
normalized_name: transmite inelul
extraction_confidence: high
created_at: 2026-05-20 07:59:18
updated_at: 2026-05-20 07:59:18
description:
Joc de activizare a grupului. Participanții formează două rânduri egale, unul în fața celuilalt. Fiecare ia un creion neascuțit în gură. Primul participant din fiecare rând îmbracă pe creion un inel și încearcă să-l transmită următorului participant pe creion. Dacă inelul cade, grupul reia jocul. Câștigă grupul care primul transmite inelul de la primul la ultimul.

rules:
Două rânduri egale față în față. Creion neascuțit în gură pentru fiecare. Inel se transmite din creion în creion fără mâini. Cade → reia. Primul rând care termină câștigă.

source_excerpt:
Fiecare participant va lua în gură un creion neascuŃit. Primul participant din fiecare rând îmbracă pe creion un inel şi încearcă să-l transmită următorului participant pe creion.


name: Transmite inelul
category: team-building
content_type: joc
source_file: 07.Cartea_Mare_a_jocurilor-Salvati_Copiii_Suedia_UNICEF.pdf
source_files: ["07.Cartea_Mare_a_jocurilor-Salvati_Copiii_Suedia_UNICEF.pdf"]
page_reference: page 50
materials_list: creioane neascuţite, 2-3 inele
skills_developed: coordonare, cooperare
difficulty_level: mediu
keywords: inel, creion, echipă
language: ro
normalized_name: transmite inelul
extraction_confidence: high
created_at: 2026-05-20 07:59:18
updated_at: 2026-05-20 07:59:18
description:
Joc de îndemânare şi activizare. Două echipe în rânduri paralele îşi transmit unul altuia un inel de pe un creion neascuţit ţinut în gură, fără să-l atingă cu mâna. Dacă inelul cade, jocul se reia. Câştigă echipa care primul transmite inelul de la primul la ultimul participant.

rules:
Două rânduri egale, faţă-n faţă. Fiecare participant ia un creion neascuţit în gură. Primul participant îmbracă inelul pe creion şi îl transmite următorului fără mâini. Dacă inelul cade, se începe de la capăt.

source_excerpt:
Fiecare participant va lua în gură un creion neascuŃit. Primul participant din fiecare rând îmbracă pe creion un inel şi încearcă să-l transmită următorului participant pe creion.


name: Omo
category: icebreakers
subcategory: atenție
content_type: joc
source_file: 07.Cartea_Mare_a_jocurilor-Salvati_Copiii_Suedia_UNICEF.pdf
source_files: ["07.Cartea_Mare_a_jocurilor-Salvati_Copiii_Suedia_UNICEF.pdf"]
page_reference: page 51
source_excerpt: Du-te şi cumpără „Omo". Vecinul va întreba: „Ce?" la ce primul participant repetă „Omo".
materials_category: fara_materiale
skills_developed: atenție, coordonare, ascultare
difficulty_level: usor
keywords: transmitere, cerc, ascultare
tags: ["aten\u021bie", "cerc"]
language: ro
normalized_name: omo
extraction_confidence: high
created_at: 2026-05-20 07:59:18
updated_at: 2026-05-20 07:59:18
description:
Joc de îmbunătățire a atenției și coordonării prin transmiterea unui mesaj în cerc. «Omo» este o marcă comercială a unui praf de spălat. Un participant spune vecinului din dreapta: «Du-te și cumpără Omo». Vecinul întreabă «Ce?», la care primul repetă «Omo». Apoi vecinul transmite mai departe spre dreapta. Cine greșește, iese din joc.

rules:
Cerc. P1 spune lui P2 (din dreapta): «Du-te și cumpără Omo». P2: «Ce?». P1: «Omo». Apoi P2 face același lucru cu P3 etc. Greșeala → eliminare.


name: Omo
category: icebreakers
content_type: joc
source_file: 07.Cartea_Mare_a_jocurilor-Salvati_Copiii_Suedia_UNICEF.pdf
source_files: ["07.Cartea_Mare_a_jocurilor-Salvati_Copiii_Suedia_UNICEF.pdf"]
page_reference: page 51
skills_developed: atenţie, coordonare
difficulty_level: usor
keywords: cerc, repetiţie, atenţie
language: ro
normalized_name: omo
extraction_confidence: high
created_at: 2026-05-20 07:59:18
updated_at: 2026-05-20 07:59:18
description:
Joc de atenţie şi coordonare bazat pe repetarea unei replici prin cerc. Participanţii îşi transmit unul altuia mesajul „Du-te şi cumpără Omo". Vecinul întreabă „Ce?", iar primul repetă „Omo". Apoi celălalt transmite mai departe către vecinul lui din dreapta în acelaşi mod. Cine greşeşte iese din joc.

rules:
În cerc, un participant îi spune vecinului din dreapta „Du-te şi cumpără Omo". Vecinul întreabă „Ce?", primul răspunde „Omo". Apoi vecinul transmite mai departe în acelaşi mod. Cine greşeşte iese din joc.

source_excerpt:
Unul din participanŃi spune vecinului din dreapta: „Du-te şi cumpără „Omo”. Vecinul va întreba: „Ce?” la ce primul participant repetă „Omo”.


name: Așteptările și regulile
variations: Animatorul poate reveni periodic la fișe în timpul treningului și evaluărilor.
category: team-building
subcategory: așteptări training
content_type: activitate
source_file: 07.Cartea_Mare_a_jocurilor-Salvati_Copiii_Suedia_UNICEF.pdf
source_files: ["07.Cartea_Mare_a_jocurilor-Salvati_Copiii_Suedia_UNICEF.pdf"]
page_reference: page 51
source_excerpt: ParticipanŃii trebuie să scrie pe fiecare fişă ce doresc şi ce nu doresc să se întâmple la trening.
materials_category: scris
materials_list: fișe 4x6 cm (câte 5 pentru fiecare participant), pixuri, foi mari de hârtie, scotch
skills_developed: negociere, auto-exprimare, stabilire reguli
difficulty_level: usor
keywords: așteptări, reguli, training
tags: ["training", "reguli"]
language: ro
normalized_name: asteptarile si regulile
extraction_confidence: high
created_at: 2026-05-20 07:59:18
updated_at: 2026-05-20 07:59:18
description:
Activitate pentru discutarea în detaliu a dorințelor și așteptărilor participanților la un training. Se pregătesc foi mari cu titlurile «Conținut», «Plan», «Detalii practice». Participanții scriu pe fișe (4x6 cm) ce doresc și ce nu doresc să se întâmple la training, lipindu-le pe foaia corespunzătoare (apoi pe perete). După ce așteptările sunt înscrise, se discută și se creează regulile treningului.

rules:
Trei foi mari («Conținut», «Plan», «Detalii practice»). Fiecare participant primește 5 fișe pe care scrie dorințe/non-dorințe; lipește pe categoria potrivită. Discuție comună → reguli pentru training.


name: Aşteptările şi regulile
category: team-building
content_type: activitate
source_file: 07.Cartea_Mare_a_jocurilor-Salvati_Copiii_Suedia_UNICEF.pdf
source_files: ["07.Cartea_Mare_a_jocurilor-Salvati_Copiii_Suedia_UNICEF.pdf"]
page_reference: page 51
materials_list: fişe (4x6 cm), pixuri, foi mari de hârtie, scotch
skills_developed: comunicare, negociere, reflecţie
difficulty_level: usor
keywords: aşteptări, reguli, training
language: ro
normalized_name: asteptarile si regulile
extraction_confidence: high
created_at: 2026-05-20 07:59:18
updated_at: 2026-05-20 07:59:18
description:
Exerciţiu de început de training prin care participanţii îşi exprimă aşteptările şi dorinţele. Pe fişe scriu ce doresc/nu doresc să se întâmple privind conţinutul, planul sau detaliile practice ale treningului. Fişele se lipesc pe foi mari de hârtie cu cele trei titluri şi apoi se discută pentru a stabili regulile.

rules:
Se pregătesc foi mari cu titlurile „Conţinut", „Plan", „Detalii practice". Fiecare participant scrie pe câte 5 fişe ce doreşte şi ce nu. Fişele se lipesc pe foi şi pe perete în funcţie de categorie. Aşteptările sunt discutate şi se creează regulile treningului.

source_excerpt:
Se pregătesc foi mari de hârtie cu titlurile: „Conţinut”, „Plan”, „Detalii practice”. Participanţii trebuie să scrie pe fiecare fişă ce doresc şi ce nu doresc să se întâmple la trening.


name: Nu există ... fără ...
category: icebreakers
subcategory: limbaj
content_type: joc
source_file: 07.Cartea_Mare_a_jocurilor-Salvati_Copiii_Suedia_UNICEF.pdf
source_files: ["07.Cartea_Mare_a_jocurilor-Salvati_Copiii_Suedia_UNICEF.pdf"]
page_reference: page 52
source_excerpt: Participantul care are mingea, i-o aruncă altui jucător, spunândn: „Nu există ... fără ..."
materials_category: echipament
materials_list: minge sau obiect moale
skills_developed: creativitate verbală, atenție, asociație
difficulty_level: usor
keywords: asociere, minge, expresii
tags: ["limbaj", "creativitate"]
language: ro
normalized_name: nu exista ... fara ...
extraction_confidence: high
created_at: 2026-05-20 07:59:18
updated_at: 2026-05-20 07:59:18
description:
Joc de concentrare și creativitate cu o minge sau obiect moale. Participanții formează un cerc. Participantul cu mingea o aruncă altui jucător spunând: «Nu există ... fără ...» (ex. «Nu există vară fără flori»). Următorul jucător aruncă mingea și spune o frază similară (ex. «Nu-i fum fără foc», «Nu-s copii fără gălăgie»). Dacă cineva nu poate inventa o frază, ceilalți pot ajuta.

rules:
Cerc. Cu minge/obiect moale. La aruncare zici «Nu există X fără Y». Următorul aruncă și inventează altă frază. Cei blocați sunt ajutați de grup.


name: Nu există ... fără ...
category: icebreakers
content_type: joc
source_file: 07.Cartea_Mare_a_jocurilor-Salvati_Copiii_Suedia_UNICEF.pdf
source_files: ["07.Cartea_Mare_a_jocurilor-Salvati_Copiii_Suedia_UNICEF.pdf"]
page_reference: page 52
materials_list: minge sau obiect moale
skills_developed: atenţie, creativitate verbală
difficulty_level: usor
keywords: minge, cerc, vorbire
language: ro
normalized_name: nu exista ... fara ...
extraction_confidence: high
created_at: 2026-05-20 07:59:18
updated_at: 2026-05-20 07:59:18
description:
Joc de concentrare şi creativitate verbală. Participanţii formează un cerc; cel cu mingea o aruncă altui jucător spunând o sintagmă „Nu există ... fără ..." (ex: „Nu există vară fără flori"). Următorul construieşte o frază similară. Dacă cineva nu reuşeşte, ceilalţi pot ajuta.

rules:
În cerc, participantul cu mingea o aruncă altuia spunând „Nu există ... fără ...". Următorul aruncă mai departe cu o frază similară. Cei care nu găsesc pot fi ajutaţi.

source_excerpt:
Participantul care are mingea, i-o aruncă altui jucător, spunândn: „Nu există ... fără ...”(spre exemplu: „Nu există vară fără flori”.


name: Dispoziții
category: conflict-empatie
subcategory: comunicare nonverbală
content_type: activitate
source_file: 07.Cartea_Mare_a_jocurilor-Salvati_Copiii_Suedia_UNICEF.pdf
source_files: ["07.Cartea_Mare_a_jocurilor-Salvati_Copiii_Suedia_UNICEF.pdf"]
page_reference: page 52
materials_category: scris
materials_list: fișe de hârtie
skills_developed: comunicare nonverbală, exprimare emoțională, empatie
difficulty_level: mediu
keywords: emoții, sculptură, nonverbal
tags: ["nonverbal", "emo\u021bii"]
language: ro
normalized_name: dispozitii
extraction_confidence: high
created_at: 2026-05-20 07:59:18
updated_at: 2026-05-20 07:59:18
description:
Activitate de comunicare nonverbală prin sculptură umană. Toți se așează în cerc și formează perechi. Fiecare pereche primește o fișă pe care e scrisă o dispoziție (ciudă, frică, dragoste, dezamăgire, exaltare, dispoziție victorioasă, deprimare) — pe care trebuie să o țină secret. Fiecare pereche iese pe rând în centru: unul este lutul, celălalt sculptorul, care mișcă picioarele, mâinile, capul și lipește expresia feței primului creând sculptura. Grupul ghicește ce dispoziție a fost exprimată.

rules:
Perechi în cerc. Fiecare pereche primește o dispoziție secretă. În centru: unul este lut, celălalt sculptor — modelează corpul și expresia feței. Grupul ghicește emoția.

variations:
Pentru a economisi timpul, jumătate din perechi pot arăta sculpturile, iar cealaltă jumătate să umble prin încăpere și să ghicească sculpturile.

source_excerpt:
Unul din membrii perechii va fi lutul, iar celălalt sculptorul care va mişca picioarele, mâinile, capul, lipind expresia fieŃei primului şi creând sculptura.


name: Dispoziţii
category: conflict-empatie
content_type: joc
source_file: 07.Cartea_Mare_a_jocurilor-Salvati_Copiii_Suedia_UNICEF.pdf
source_files: ["07.Cartea_Mare_a_jocurilor-Salvati_Copiii_Suedia_UNICEF.pdf"]
page_reference: page 52
materials_list: fişe de hârtie
skills_developed: comunicare nonverbală, empatie, expresivitate
difficulty_level: mediu
keywords: sculptură, emoţii, nonverbal
language: ro
normalized_name: dispozitii
extraction_confidence: high
created_at: 2026-05-20 07:59:18
updated_at: 2026-05-20 07:59:18
description:
Exerciţiu de comunicare nonverbală în care perechi de participanţi îşi pun în scenă, fără cuvinte, o dispoziţie scrisă pe fişă (ciudă, frică, dragoste etc.). Unul este lutul, celălalt sculptorul care îl modelează, iar grupul ghiceşte dispoziţia.

rules:
Toţi se aşează în cerc, formează perechi. Fiecare pereche primeşte o fişă cu o dispoziţie secretă. Pe rând perechile ies în centru: unul e lutul, celălalt sculptor. Grupul ghiceşte dispoziţia. Joc până trec toate perechile.

variations:
Pentru economisirea timpului, jumătate din perechi pot arăta sculpturile simultan, iar cealaltă jumătate umblă prin încăpere şi ghiceşte sculpturile.

source_excerpt:
Unul din membrii perechii va fi lutul, iar celălalt sculptorul care va mişca picioarele, mâinile, capul, lipind expresia fieŃei primului şi creând sculptura. Grupul trebuie să ghicească ce dispoziŃie a încercat să arate perechea.


name: Speranţe şi temeri
category: team-building
content_type: activitate
source_file: 07.Cartea_Mare_a_jocurilor-Salvati_Copiii_Suedia_UNICEF.pdf
source_files: ["07.Cartea_Mare_a_jocurilor-Salvati_Copiii_Suedia_UNICEF.pdf"]
page_reference: page 53
materials_list: hârtie pentru notiţe, flip-chart
skills_developed: comunicare, reflecţie, deschidere
difficulty_level: usor
keywords: temeri, speranţe, training
language: ro
normalized_name: sperante si temeri
extraction_confidence: high
created_at: 2026-05-20 07:59:18
updated_at: 2026-05-20 07:59:18
description:
Activitate de început de training pentru exprimarea temerilor şi speranţelor. Participanţii se separă în grupuri de 4-6 persoane, fiecare grup primeşte un flip-chart şi notează rapid răspunsurile la întrebarea „Ce temeri, preocupări sau prejudecăţi aţi avut?". Reprezentanţii prezintă listele şi animatorul atrage atenţia la obiectivele treningului.

rules:
Grupuri de 4-6 persoane. Fiecare grup primeşte flip-chart şi hârtie. Alege o persoană care face inscripţiile. Răspund rapid la întrebarea despre temeri/preocupări/prejudecăţi. Apoi reprezentanţii prezintă listele.

source_excerpt:
Ei trebuie să răspundă rapid la întrebarea: „Ce temeri, preocupări sau prejudecăŃi aŃi avut ?”. După ce au fost scrise rapid răspunsurile, rugaŃi reprezentanŃii echipelor să prezinte listele.


name: Pisica şi şoricelul
category: sports-active
content_type: joc
source_file: 07.Cartea_Mare_a_jocurilor-Salvati_Copiii_Suedia_UNICEF.pdf
source_files: ["07.Cartea_Mare_a_jocurilor-Salvati_Copiii_Suedia_UNICEF.pdf"]
page_reference: page 54
skills_developed: viteză, agilitate
difficulty_level: usor
keywords: urmărire, alergare, cerc
language: ro
normalized_name: pisica si soricelul
extraction_confidence: high
created_at: 2026-05-20 07:59:18
updated_at: 2026-05-20 07:59:18
description:
Joc dinamic în care doi voluntari joacă pisica şi şoarecele. Participanţii formează un cerc ţinându-se de mâini cu spaţii prin care poate trece o persoană. Şoarecele aleargă în zig-zag printre participanţi, iar pisica încearcă să-l prindă. Ceilalţi pot încurca pisica ridicând sau coborând mâinile.

rules:
Participanţii fac un cerc ţinându-se de mâini cu spaţii. Doi voluntari joacă: pisica afară, şoarecele în centru. Şoarecele aleargă pe sub mâinile participanţilor. Pisica îl urmăreşte. Ceilalţi încurcă pisica. Se repetă cu alte perechi.

source_excerpt:
Şoarecele stă în centrul cercului, iar pisica în afară. Şoarecele începe să alerge în formă de zig-zag prin cerc, trecând pe sub mâinile participanŃilor. Pisica va alerga după şoarece până nu o va prinde.


name: Oamenii, hoţii şi poliţia
category: icebreakers
content_type: joc
source_file: 07.Cartea_Mare_a_jocurilor-Salvati_Copiii_Suedia_UNICEF.pdf
source_files: ["07.Cartea_Mare_a_jocurilor-Salvati_Copiii_Suedia_UNICEF.pdf"]
page_reference: page 54
skills_developed: atenţie, reacţie rapidă
difficulty_level: usor
keywords: povestire, atenţie, roluri
language: ro
normalized_name: oamenii, hotii si politia
extraction_confidence: high
created_at: 2026-05-20 07:59:18
updated_at: 2026-05-20 07:59:18
description:
Joc de atenţie. Jucătorii se numără 1, 2, 3 – câte un rol pentru fiecare număr (poliţie, oameni, hoţi). Animatorul povesteşte o istorie despre cele trei grupuri; ori de câte ori numele unui grup este pronunţat, membrii acestuia trebuie să se ridice şi să se aşeze rapid.

rules:
Jucătorii se numără 1-3: 1 = poliţia, 2 = oamenii, 3 = hoţii. Animatorul povesteşte istoria. La fiecare menţionare a unui grup, membrii săi se ridică şi se aşează rapid.

source_excerpt:
De fiecare dată, când va rosti denumirea grupului, grupul trebuie să se ridice şi să se aşeze repede.


name: Schimbări externe
category: team-building
content_type: activitate
source_file: 07.Cartea_Mare_a_jocurilor-Salvati_Copiii_Suedia_UNICEF.pdf
source_files: ["07.Cartea_Mare_a_jocurilor-Salvati_Copiii_Suedia_UNICEF.pdf"]
page_reference: page 55
skills_developed: observare, reflecţie, adaptabilitate
difficulty_level: usor
keywords: observare, schimbare, perechi
language: ro
normalized_name: schimbari externe
extraction_confidence: high
created_at: 2026-05-20 07:59:18
updated_at: 2026-05-20 07:59:18
description:
Exerciţiu de observare şi reflectare asupra schimbării. Participanţii formează perechi, se privesc 10 secunde, apoi se întorc cu spatele şi fiecare face trei schimbări în aparenţa sa. La final perechile se întorc faţă-n faţă şi încearcă să descopere schimbările. Se discută confortul/disconfortul generat de schimbări.

rules:
Perechi care se privesc 10 secunde. Se întorc cu spatele şi fiecare face 3 schimbări în exteriorul său. Se întorc şi încearcă să le depisteze. Se poate repeta.

source_excerpt:
ParticipanŃii formează perechi şi se privesc reciproc timp de 10 secunde. După aceasta, ei se întorc cu spatele unii la alŃii. Fiecare membru al perechii trebuie să facă trei schimbări în exteriorul său.


name: Eficienţă maximă
category: team-building
content_type: activitate
source_file: 07.Cartea_Mare_a_jocurilor-Salvati_Copiii_Suedia_UNICEF.pdf
source_files: ["07.Cartea_Mare_a_jocurilor-Salvati_Copiii_Suedia_UNICEF.pdf"]
page_reference: page 57
materials_list: o cutie adâncă, o sticlă cu gât îngust, 75 de clame
skills_developed: încredere în sine, rezistenţă la presiune, reflecţie
difficulty_level: mediu
keywords: presiune socială, afirmare, competiţie
language: ro
normalized_name: eficienta maxima
extraction_confidence: high
created_at: 2026-05-20 07:59:18
updated_at: 2026-05-20 07:59:18
description:
Activitate ce examinează presiunea socială şi încrederea în sine. Şase voluntari ies din încăpere şi sunt invitaţi pe rând să transfere clame dintr-o cutie într-o sticlă cu gât îngust. Primilor li se spune un obiectiv de 25 de clame, următorilor 40, iar ultimilor 40 plus o recompensă sau pedeapsă. Înainte de joc, fiecare voluntar îşi exprimă pronosticul. Se discută reacţia la presiunile sociale.

rules:
Şase voluntari ies din cameră. Activitatea se explică celor rămaşi. Voluntarii sunt invitaţi unul câte unul. Primilor 2 li se cere ~25 clame în 20 sec, următorilor 40, ultimilor 40 plus premiu/pedeapsă. Înainte fiecare îşi exprimă pronosticul, iar grupul face un nou pronostic pentru următorul.

source_excerpt:
Primilor doi li se spune că se poate în timp de 20 de sec. de transferat aproximativ 25 de clame. Următorilor, li se ridică baremul la 40. Ultimilor — tot 40, dar se mai adaugă, spre exemplu, că vor primi un premiu sau dimpotrivă vor fi pedepsiŃi.


name: Da şi nu
category: conflict-empatie
content_type: joc
source_file: 07.Cartea_Mare_a_jocurilor-Salvati_Copiii_Suedia_UNICEF.pdf
source_files: ["07.Cartea_Mare_a_jocurilor-Salvati_Copiii_Suedia_UNICEF.pdf"]
page_reference: page 57
skills_developed: afirmare, exprimare emoţională, rezistenţă
difficulty_level: mediu
keywords: DA, NU, confruntare
language: ro
normalized_name: da si nu
extraction_confidence: high
created_at: 2026-05-20 07:59:18
updated_at: 2026-05-20 07:59:18
description:
Joc de afirmare în care participanţii se confruntă cu replici minimale. Cei dintr-un şir spun mereu „DA", iar ceilalţi „NU", fără alte cuvinte. Gesturile sunt libere. Tonul vocii creşte progresiv de la calm la strigăt, apoi revine.

rules:
Doar DA sau NU se poate spune, fără alte cuvinte. Gesturile libere. Două grupuri egale formează perechi. Un şir spune DA, celălalt NU. Tonul creşte de la calm la strigăt, apoi revine la intensitate iniţială.

source_excerpt:
Fiecare trebuie să se limiteze la a spune DA sau NU, fără nici o altă expresie verbală. Gesturile sunt libere. ParticipanŃii se divizează în două grupuri dintr-un număr egal de jucători, creând perechi. Cei dintr-un şir spun mereu DA, iar ceilalŃi – NU.


name: Sculpturi
category: creative-stem
content_type: joc
source_file: 07.Cartea_Mare_a_jocurilor-Salvati_Copiii_Suedia_UNICEF.pdf
source_files: ["07.Cartea_Mare_a_jocurilor-Salvati_Copiii_Suedia_UNICEF.pdf"]
page_reference: page 58
skills_developed: cooperare, comunicare nonverbală, creativitate
difficulty_level: usor
keywords: sculptură, nonverbal, perechi
language: ro
normalized_name: sculpturi
extraction_confidence: high
created_at: 2026-05-20 07:59:18
updated_at: 2026-05-20 07:59:18
description:
Joc de cooperare şi comunicare nonverbală în perechi. Unul este „lutul" (modelul), celălalt „sculptorul" care mişcă mâinile, picioarele şi corpul modelului pentru a crea o sculptură. Se face o expoziţie, apoi rolurile se schimbă.

rules:
Jocul decurge în linişte, în perechi. Modelul lasă sculptorul să-l mişte. Comunicarea este nonverbală. Se realizează expoziţia. Apoi rolurile se schimbă.

source_excerpt:
Se derulează în perechi în care unul este “lutul” (modelul) şi celălalt e “sculptorul”. Modelul lasă sculptorul să-i mişte mâinile, picioarele, corpul, pentru a construi sculptura.


name: Îmbrăţişări muzicale cooperative
category: icebreakers
content_type: joc
source_file: 07.Cartea_Mare_a_jocurilor-Salvati_Copiii_Suedia_UNICEF.pdf
source_files: ["07.Cartea_Mare_a_jocurilor-Salvati_Copiii_Suedia_UNICEF.pdf"]
page_reference: page 58
materials_list: casetofon sau instrument muzical
skills_developed: incluziune, cooperare
difficulty_level: usor
keywords: muzică, îmbrăţişare, dans
language: ro
normalized_name: imbratisari muzicale cooperative
extraction_confidence: high
created_at: 2026-05-20 07:59:18
updated_at: 2026-05-20 07:59:18
description:
Joc cooperativ pe muzică. Participanţii dansează prin încăpere; când muzica se opreşte, fiecare îmbrăţişează o persoană. La fiecare pauză a muzicii grupului de îmbrăţişare i se alătură o nouă persoană, „îmbrăţişarea" crescând continuu. Nimeni nu trebuie să rămână izolat.

rules:
Sună muzica, toţi dansează. Muzica se opreşte – fiecare îmbrăţişează o persoană. Muzica continuă, dansul poate fi solitar sau cu tovarăşul. La fiecare pauză se adaugă o persoană la îmbrăţişare. Nimeni izolat.

source_excerpt:
Sună muzica, timp în care toŃi dansează prin încăpere. Când muzica e oprită, fiecare îmbrăŃişează o persoană. Nimeni nu trebuie să rămână izolat.


name: Spălătorul de automobile
category: icebreakers
content_type: joc
source_file: 07.Cartea_Mare_a_jocurilor-Salvati_Copiii_Suedia_UNICEF.pdf
source_files: ["07.Cartea_Mare_a_jocurilor-Salvati_Copiii_Suedia_UNICEF.pdf"]
page_reference: page 59
skills_developed: contact fizic, încredere, integrare
difficulty_level: usor
keywords: tunel, contact, afirmare
language: ro
normalized_name: spalatorul de automobile
extraction_confidence: high
created_at: 2026-05-20 07:59:18
updated_at: 2026-05-20 07:59:18
description:
Joc de contact fizic şi afirmare a fiecăruia. Grupul formează două şiruri faţă-n faţă. Câte un participant trece prin „tunel" ca un automobil prin spălătorie; ceilalţi îl mângâie, freacă şi lovesc uşurel ca nişte componente ale aparatului. După ce a fost „spălat", revine la rând şi altul trece. Variantă: tot grupul formează un cerc cu picioarele desfăcute prin care trec automobilele.

rules:
Două şiruri faţă-n faţă. Fiecare pereche devine o porţiune a aparatului de spălat, făcând mişcări de mângâiat/frecat/lovit uşurel. O persoană trece prin tunel; după ce a fost spălată reintră în sistem şi alta merge. Jocul se termină când toţi au fost spălaţi.

variations:
Varianta „trenului" de spălat: tot grupul formează un cerc orientat într-o direcţie, cu picioarele desfăcute şi mâinile la nivelul lor; automobilele trec printre picioarele tuturor.

source_excerpt:
Fiecare pereche se transformă într-o porŃiune a unui aparat de spălat automobile, făcând mişcările corespunzătoare. Mâinile mângâie, freacă, şi lovesc uşurel "automobilul" – o persoană ce trece prin tunel.


name: Prietenul necunoscut
category: team-building
content_type: activitate
source_file: 07.Cartea_Mare_a_jocurilor-Salvati_Copiii_Suedia_UNICEF.pdf
source_files: ["07.Cartea_Mare_a_jocurilor-Salvati_Copiii_Suedia_UNICEF.pdf"]
page_reference: page 59
materials_list: stilouri, hârtii
skills_developed: empatie, comunicare scrisă, încredere
difficulty_level: mediu
keywords: prieten secret, scrisori
language: ro
normalized_name: prietenul necunoscut
extraction_confidence: high
created_at: 2026-05-20 07:59:18
updated_at: 2026-05-20 07:59:18
description:
Activitate de cunoaştere reciprocă pe parcursul mai multor zile. Fiecare participant îşi alege un „prieten secret" (de preferinţă mai puţin cunoscut) şi îi scrie scrisori anonime în care îşi exprimă gândurile despre el. La sfârşitul perioadei se dezvăluie identitatea şi se discută trăirile.

rules:
Fiecare îşi alege un prieten secret, fără să dezvăluie identitatea. Pe parcursul câtorva zile îi scrie scrisori (fără răspuns). La sfârşit fiecare îi scrie cui îi este prieten, îşi dezvăluie identitatea şi se discută trăirile. Numele se trag din sacoşă pentru a asigura că fiecare are unul.

source_excerpt:
Fiecare participant îşi alege câte un prieten secret, de preferinŃă dintre persoanele mai puŃin cunoscute. El nu dezvăluie nimănui identitatea acestuia. Pe parcursul unui anumit timp, fiecare va încerca să descopere calităŃile şi preferinŃele acestui prieten secret, scriindu-i scrisori (fără a primi răspuns)


name: Întoarcerea omletei
category: sports-active
content_type: joc
source_file: 07.Cartea_Mare_a_jocurilor-Salvati_Copiii_Suedia_UNICEF.pdf
source_files: ["07.Cartea_Mare_a_jocurilor-Salvati_Copiii_Suedia_UNICEF.pdf"]
page_reference: page 60
skills_developed: forţă fizică, rezistenţă nonviolentă, afirmare
difficulty_level: mediu
keywords: rezistenţă, fizic, perechi
language: ro
normalized_name: intoarcerea omletei
extraction_confidence: high
created_at: 2026-05-20 07:59:18
updated_at: 2026-05-20 07:59:18
description:
Joc de afirmare fizică şi rezistenţă nonviolentă în perechi. Unul se întinde pe jos şi încearcă să se opună fără a ataca sau dezlipi de pământ. Celălalt încearcă să-l întoarcă. Apoi rolurile se schimbă. La evaluare se discută cum s-a simţit fiecare.

rules:
Perechi: unul se întinde pe jos, încearcă să se opună sprijinindu-se cu picioare şi mâini. Celălalt încearcă să-l întoarcă. Nu e permis să împingi sau să apuci colegul, nici să te dezlipeşti de pământ. Apoi rolurile se schimbă.

source_excerpt:
Unul dintre ei se întinde pe jos şi va încerca să se opună colegului ce trebuie să-l întoarcă. Pentru aceasta, el se poate sprijini desfăcând picioarele, împingându-se înspre pământ, întinzând mâinile. Nu e permis a împinge sau a apuca colegul, dar nici a se dezlipi de pământ.


name: Dacă eram ...
category: icebreakers
content_type: joc
source_file: 07.Cartea_Mare_a_jocurilor-Salvati_Copiii_Suedia_UNICEF.pdf
source_files: ["07.Cartea_Mare_a_jocurilor-Salvati_Copiii_Suedia_UNICEF.pdf"]
page_reference: page 60
materials_list: carte poştală, stilou sau creion, pioneze, panou/tablă
skills_developed: cunoaştere reciprocă, creativitate, auto-cunoaştere
difficulty_level: usor
keywords: metaforă, identitate, auto-prezentare
language: ro
normalized_name: daca eram ...
extraction_confidence: high
created_at: 2026-05-20 07:59:18
updated_at: 2026-05-20 07:59:18
description:
Joc de cunoaştere reciprocă în care fiecare completează 5 minute o fişă cu propoziţii de tipul „dacă aş fi un automobil, aş fi ...", „dacă aş fi un loc geografic, aş fi ...". Fişele se strâng, se amestecă, se redistribuie aleatoriu şi grupul ghiceşte cine a scris fiecare fişă. Numele se scrie pe fişă şi se fixează pe perete.

rules:
5 minute fiecare completează fişa. Fişele se strâng, se amestecă, se împart dezordonat. Grupul precizează cine a scris-o, discutând. Când se ghiceşte sursa, pe fişă se scrie numele şi se fixează pe perete.

variations:
După prima fază se poate inversa: fiecare participant alege un coleg şi răspunde la întrebări în locul acelei persoane.

source_excerpt:
Se repartizează fişele care conŃin propoziŃii sau întrebări la care se răspunde. Exemple de întrebări: "dacă aş fi un automobil, aş fi un ...; dacă aş fi un loc geografic, aş fi ...; dacă aş fi un animal, aş fi ...;


