# activities

name: Signalling Game
category: jocuri-cercetasesti
subcategory: signalling
content_type: joc
source_file: gamesscouts.pdf
source_files: ["gamesscouts.pdf"]
page_reference: page 9
materials_list: Indian clubs or bottles, chalk for circles
skills_developed: signalling, alphabet recognition, speed
keywords: signalling, alphabet, morse
language: en
normalized_name: signalling game
extraction_confidence: high
source_id: 1eee8d12_gamesscouts
source_ids: ["1eee8d12_gamesscouts"]
chunk_key: 1eee8d12_gamesscouts.part01
created_at: 2026-05-29 18:08:36
updated_at: 2026-05-29 18:08:36
description:
Teams of equal numbers are seated on the floor in two rows in Indian file facing the Umpire at one end of the room. At the Umpire's end of each line two small circles are drawn close together and in each circle stands an Indian club (or bottle) on end. Beginning with the player nearest the circles each player is allotted a letter of the alphabet (the first 'A', the second 'B', etc.; with 13 players or fewer per team, each may have two letters). The Umpire signals any letter. The player on each side who has that letter must immediately rise, sprint to his circles, reverse the positions of the Indian clubs (or bottles), and resume his seat. The player who completes the course first scores one point for his side.

rules:
A point cannot be scored by a player if a club falls down or is not placed wholly within a circle. After inspecting the circles the Umpire signals another letter. Highest total wins.

source_excerpt:
Teams of equal numbers are seated on the floor in two rows in Indian file facing the Umpire, who stands at one end of the room.


name: Kim's Game by Patrols
category: jocuri-cercetasesti
subcategory: observation
content_type: joc
source_file: gamesscouts.pdf
source_files: ["gamesscouts.pdf"]
page_reference: page 9
materials_list: table, assorted small articles, pencil, paper
skills_developed: observation, memory, leadership
keywords: kim's game, memory, observation
language: en
normalized_name: kim's game by patrols
extraction_confidence: high
source_id: 1eee8d12_gamesscouts
source_ids: ["1eee8d12_gamesscouts"]
chunk_key: 1eee8d12_gamesscouts.part01
created_at: 2026-05-29 18:08:36
updated_at: 2026-05-29 18:08:36
description:
A table is prepared with a large assortment of small articles on it; no article should be duplicated. Each Patrol in turn is allowed two minutes to examine the exhibits on the table, during which time the other competing Patrols are allowed to make as much uproar as they choose but must not touch the Patrol who are looking at the articles. When all of the Patrols have examined the articles they are given five minutes for the Patrol Leaders to write down their lists.

rules:
Patrol Leaders use their discretion as to whether they accept articles suggested by Scouts in their Patrols. One mark is allowed for each correct item and one is deducted for each imaginary one. The Patrol scoring the most marks wins.

source_excerpt:
Kim’s Game by Patrols. – A table is prepared with a large assortment of small articles on it. No article should be duplicated.


name: What's in the Picture?
category: jocuri-cercetasesti
subcategory: observation
content_type: joc
source_file: gamesscouts.pdf
source_files: ["gamesscouts.pdf"]
page_reference: page 10
materials_list: picture from newspaper or magazine, card, paper, pencil
skills_developed: observation, memory
keywords: picture, observation, memory
language: en
normalized_name: what's in the picture?
extraction_confidence: high
source_id: 1eee8d12_gamesscouts
source_ids: ["1eee8d12_gamesscouts"]
chunk_key: 1eee8d12_gamesscouts.part01
created_at: 2026-05-29 18:08:36
updated_at: 2026-05-29 18:08:36
description:
Cut a picture from any newspaper or magazine and paste it on strong white paper or cardboard. The picture should have a considerable amount of detail. Hand the picture to each Patrol in turn, giving them 30 seconds per Patrol to scrutinise it. Then set a number of questions to test the observation and memory powers of the Patrols; each P.L. submits his Patrol's majority view on each question in writing. Suitable questions include the artist's name, how many boys are in bed, whether the man wears boots or shoes, how many bed-knobs are visible, what's on the floor, how many hands are visible, etc.

rules:
30 seconds per Patrol to view the picture; majority view per Patrol submitted in writing. Most correct answers wins.

source_excerpt:
What’s in the Picture? – Cut a picture from any newspaper or magazine and paste it on strong white paper or cardboard.


name: Headquarters
category: jocuri-cercetasesti
subcategory: observation
content_type: joc
source_file: gamesscouts.pdf
source_files: ["gamesscouts.pdf"]
page_reference: pages 10-11
skills_developed: observation, memory
keywords: observation, clubroom, changes
language: en
normalized_name: headquarters
extraction_confidence: high
source_id: 1eee8d12_gamesscouts
source_ids: ["1eee8d12_gamesscouts"]
chunk_key: 1eee8d12_gamesscouts.part01
created_at: 2026-05-29 18:08:36
updated_at: 2026-05-29 18:08:36
description:
Patrols are allowed two minutes to make a mental photograph of the clubroom and its contents. They then go outside and the Umpire makes a few alterations, such as opening a closed window, exchanging positions of wall charts, altering time of clock, etc. Patrols are then recalled and given five minutes to decide what the alterations are. Scouts report anything noticed to their own Patrol Leaders (not directly to the Umpire). Patrol Leaders report in turn to the Umpire.

rules:
One point is allowed for each correct item and two are deducted for each imaginary one. Patrol Leaders use discretion as to what alterations they pass on to the Umpire.

source_excerpt:
Headquarters. – Patrols are allowed two minutes to make a mental photograph of the clubroom and its contents.


name: Seeing What You See
rules: One minute per Patrol to examine. Best, fullest description wins.
category: jocuri-cercetasesti
subcategory: observation
content_type: joc
source_file: gamesscouts.pdf
source_files: ["gamesscouts.pdf"]
page_reference: page 11
materials_list: two ordinary objects (e.g., pencil, box of matches)
skills_developed: detailed observation, description
keywords: observation, description
language: en
normalized_name: seeing what you see
extraction_confidence: high
source_id: 1eee8d12_gamesscouts
source_ids: ["1eee8d12_gamesscouts"]
chunk_key: 1eee8d12_gamesscouts.part01
created_at: 2026-05-29 18:08:36
updated_at: 2026-05-29 18:08:36
description:
Two simple articles, say a pencil and a box of matches, are placed on a table. Patrols are allowed one minute each to examine and freely handle the articles. The Patrol Leader presenting the most accurate and full description of the articles wins. For example, a P.L. saying 'A green pencil and a box of Swan Vestas' would lose to one who said 'A green unpointed copying ink pencil, about 9 inches long, made by Messrs. George Rowney & Co., and a box of Swan Vestas, manufactured by Messrs. Bryant & May, containing 24 unused matches.'

source_excerpt:
Seeing what you see. – Two simple articles, say a pencil and a box of matches, are placed on a table. Patrols are allowed one minute each to examine and freely handle the articles.


name: Observation (Penny Stamp)
rules: First list from memory; second list with the article in front of the player. Compare lists.
category: jocuri-cercetasesti
subcategory: observation
content_type: activitate
source_file: gamesscouts.pdf
source_files: ["gamesscouts.pdf"]
page_reference: page 11
materials_list: penny postage stamp, paper, pencil
skills_developed: observation
keywords: observation, stamp, details
language: en
normalized_name: observation (penny stamp)
extraction_confidence: high
source_id: 1eee8d12_gamesscouts
source_ids: ["1eee8d12_gamesscouts"]
chunk_key: 1eee8d12_gamesscouts.part01
created_at: 2026-05-29 18:08:36
updated_at: 2026-05-29 18:08:36
description:
Players are asked whether they can describe a penny postage stamp accurately. They take a piece of paper and pencil and write down all the details they can remember. Then they get another sheet of paper and a penny stamp, make another list of details with the stamp before them, looking closely to ensure nothing is missed. Comparing the two lists shows the difference between seeing things and observing them. The activity can be repeated with other articles such as a penny, a pen-knife, or a postal order.

source_excerpt:
Observation. – You have often seen a penny postage stamp, haven’t you? Can you describe such a stamp accurately?


name: Whose Hand?
rules: Both sides memorise then take turns identifying hands shown through the curtain.
variations: Whose feet?, Whose nose?, Whose shadow?, Whose voice?
category: jocuri-cercetasesti
subcategory: observation
content_type: joc
source_file: gamesscouts.pdf
source_files: ["gamesscouts.pdf"]
page_reference: page 11
materials_list: curtain
skills_developed: observation, memory
keywords: observation, identification
language: en
normalized_name: whose hand?
extraction_confidence: high
source_id: 1eee8d12_gamesscouts
source_ids: ["1eee8d12_gamesscouts"]
chunk_key: 1eee8d12_gamesscouts.part01
created_at: 2026-05-29 18:08:36
updated_at: 2026-05-29 18:08:36
description:
Equal numbers of Patrols are formed up on opposite sides of the room. One side is allowed a minute to memorise the hands of the other side and vice versa. One side then goes behind a curtain and a certain number of hands are put through the curtain. The remainder, by Patrols, decide as to the ownership of the hands exhibited. The sides then change over and the same number of hands are put through the curtain. The Patrol with the most correct wins. The game can also be played as 'Whose feet?', 'Whose nose?', 'Whose shadow?' or 'Whose voice?'

source_excerpt:
Whose Hand? – Equal numbers of Patrols are formed up on opposite sides of the room. One side is allowed a minute to memorise the hands of the other side


name: Who Has Moved?
category: jocuri-cercetasesti
subcategory: observation
content_type: joc
source_file: gamesscouts.pdf
source_files: ["gamesscouts.pdf"]
page_reference: page 11
skills_developed: observation, memory
keywords: observation, positions, changes
language: en
normalized_name: who has moved?
extraction_confidence: high
source_id: 1eee8d12_gamesscouts
source_ids: ["1eee8d12_gamesscouts"]
chunk_key: 1eee8d12_gamesscouts.part01
created_at: 2026-05-29 18:08:36
updated_at: 2026-05-29 18:08:36
description:
For four Patrols. Two Patrols are seated in a circle and the other two Patrols are given a few seconds to note the positions of the players. The Patrols who are not seated are then taken out of the room. Not more than six, but not necessarily any, of the seated players change places. The two Patrols then re-enter the room and are given a minute for each Patrol Leader to report, quietly, to the Umpire what the changes are. The teams then change places.

rules:
One mark is allowed for each correct item and two are deducted for each imaginary one. The Patrol with the most marks wins.

source_excerpt:
Who Has Moved? – For four Patrols. Two Patrols are seated in a circle and the other two Patrols are given a few seconds to note the positions of the players.


name: Errors in Uniform
rules: One mark allowed for each correct item and two marks deducted for each imaginary one.
category: jocuri-cercetasesti
subcategory: observation
content_type: joc
source_file: gamesscouts.pdf
source_files: ["gamesscouts.pdf"]
page_reference: pages 11-12
skills_developed: observation, uniform knowledge
keywords: uniform, observation, errors
language: en
normalized_name: errors in uniform
extraction_confidence: high
source_id: 1eee8d12_gamesscouts
source_ids: ["1eee8d12_gamesscouts"]
chunk_key: 1eee8d12_gamesscouts.part01
created_at: 2026-05-29 18:08:36
updated_at: 2026-05-29 18:08:36
description:
An officer appears in the clubroom with definite errors in uniform. No reference whatever is made to these inaccuracies. After a reasonable interval the Officer leaves the room and the Patrols are informed that the Officer had certain errors in uniform; they are given five minutes to consult by Patrols as to what the errors were. Patrol Leaders need not accept all suggestions. P.L.s report in turn.

source_excerpt:
Errors in Uniform. – An officer appears in the clubroom with definite errors in uniform. No reference whatever is made to these inaccuracies.


name: Description of Stranger
rules: Five minutes to complete the descriptive form by Patrol; compared against the returned stranger.
category: jocuri-cercetasesti
subcategory: observation
content_type: joc
source_file: gamesscouts.pdf
source_files: ["gamesscouts.pdf"]
page_reference: page 12
materials_list: paper, pencil
skills_developed: observation, description
keywords: stranger, description, observation
language: en
normalized_name: description of stranger
extraction_confidence: high
source_id: 1eee8d12_gamesscouts
source_ids: ["1eee8d12_gamesscouts"]
chunk_key: 1eee8d12_gamesscouts.part01
created_at: 2026-05-29 18:08:36
updated_at: 2026-05-29 18:08:36
description:
A stranger enters the clubroom ostensibly to see one of the Officers or, preferably, to give a short item of instruction (so that all have a definite opportunity of seeing him). Soon afterwards the stranger leaves and each Patrol is given a sheet of paper to fill up in five minutes the following particulars: approximate age; height; build; colour of eyes; hair; moustache; suit; tie; shoes; sox; any other points noticed. The sheets are handed in, the stranger returns and the descriptions are compared with the genuine article. The most accurate and full description wins.

source_excerpt:
Description of Stranger. – A stranger enters the clubroom ostensibly to see one of the Officers or, preferably (so that all will have a definite opportunity of seeing him), to give >a short item of instruction.


name: Kim's Memory
category: jocuri-cercetasesti
subcategory: memory
content_type: joc
source_file: gamesscouts.pdf
source_files: ["gamesscouts.pdf"]
page_reference: page 12
materials_list: pencil, paper, list of 25 words
skills_developed: memory, listening
keywords: memory, words, kim's game
language: en
normalized_name: kim's memory
extraction_confidence: high
source_id: 1eee8d12_gamesscouts
source_ids: ["1eee8d12_gamesscouts"]
chunk_key: 1eee8d12_gamesscouts.part01
created_at: 2026-05-29 18:08:36
updated_at: 2026-05-29 18:08:36
description:
Each competing Patrol is provided with a pencil and sheet of paper. The Umpire has prepared a list of 25 words beginning with the same letter, which he reads over twice. Each Patrol then writes down on its sheet as many of the words as it can remember. It is well to use short words and, if possible, all of a Scouting nature. Example list for 'S': Scout, signal, staff, starman, sign, sheet-bend, sixer, stag, shoulder-knot, surveyor, scouter, singsong, six, salute, sheep-shank, second, swimmer, shorts, sprain, stretcher, star, second-class, sea-scout, stalker, swift.

rules:
A point is scored for each correct word and a point is deducted for each imaginary one. The Patrol with most points wins.

source_excerpt:
Kim’s Memory. – Each competing Patrol is provided with a pencil and sheet of paper. The Umpire has prepared a list of 25 words beginning with the same letter, which he reads over twice.


name: Scout Pace, Kim's Game
category: jocuri-cercetasesti
subcategory: scout-pace
content_type: joc
source_file: gamesscouts.pdf
source_files: ["gamesscouts.pdf"]
page_reference: page 12
skills_developed: scout pace, observation, endurance
keywords: scout pace, shop window, observation
language: en
normalized_name: scout pace, kim's game
extraction_confidence: high
source_id: 1eee8d12_gamesscouts
source_ids: ["1eee8d12_gamesscouts"]
chunk_key: 1eee8d12_gamesscouts.part01
created_at: 2026-05-29 18:08:36
updated_at: 2026-05-29 18:08:36
description:
The course is a half mile from Headquarters to a shop window. The members of each Patrol must leave and return together. Patrols at intervals go at Scout Pace to the shop window, examine the goods on show for one minute, and return to Headquarters at Scout Pace. If the course is covered in 13 minutes by any Patrol it scores 50 points; one point is deducted for each second over or under time. Patrols then prepare a list of the articles on sale in the window; one point per correct item and one deducted per imaginary one. The Patrol with the highest total wins.

rules:
Target time 13 minutes for the half-mile-out-and-back at Scout Pace; plus observation of shop window with 1-minute viewing.

source_excerpt:
Scout Pace, Kim’s Game. – The course is a half mile from Headquarters to a shop window. The members of each Patrol must leave and return together.


name: Scout Pace Relay Race
rules: The Patrol which finishes nearest to 12 minutes wins.
category: jocuri-cercetasesti
subcategory: scout-pace
content_type: joc
source_file: gamesscouts.pdf
source_files: ["gamesscouts.pdf"]
page_reference: page 12
materials_list: neckerchief
skills_developed: scout pace, teamwork, endurance
keywords: scout pace, relay
language: en
normalized_name: scout pace relay race
extraction_confidence: high
source_id: 1eee8d12_gamesscouts
source_ids: ["1eee8d12_gamesscouts"]
chunk_key: 1eee8d12_gamesscouts.part01
created_at: 2026-05-29 18:08:36
updated_at: 2026-05-29 18:08:36
description:
The course is half a mile out and back. Patrol Leaders are responsible for placing their men so each competitor actually runs. The first player of each team holds a neckerchief, and on 'Go' he goes at Scout Pace to the second player and hands him the neckerchief; he in turn goes to the third, and so on. The fifth player is standing at the half-mile mark. The fifth runs back to the sixth, and so on, the eighth player handing the neckerchief to the Umpire.

source_excerpt:
Scout Pace Relay Race. – The course is half a mile out and back. Patrol Leaders are responsible for placing their men so that each competitor actually runs.


name: North, South, East and West
rules: Mistakes or late movers sit out. Reorientation by re-naming North adds challenge.
category: jocuri-cercetasesti
subcategory: compass
content_type: joc
source_file: gamesscouts.pdf
source_files: ["gamesscouts.pdf"]
page_reference: page 13
skills_developed: compass directions, reaction speed
keywords: compass, directions, elimination
language: en
normalized_name: north, south, east and west
extraction_confidence: high
source_id: 1eee8d12_gamesscouts
source_ids: ["1eee8d12_gamesscouts"]
chunk_key: 1eee8d12_gamesscouts.part01
created_at: 2026-05-29 18:08:36
updated_at: 2026-05-29 18:08:36
description:
Scouts are formed up in open formation. The four sides of the room are named North, East, South and West respectively. Whenever the Umpire names a direction the players immediately jump to face in that direction. Scouts who make a mistake, or move too late, sit down in their places until only one remains standing. When the players become proficient, the game should be stopped suddenly and another direction indicated as North.

source_excerpt:
North, South, East and West. – Scouts are formed up in open formation. The four sides of the room are named North, East, South and West respectively.


name: North, South, East and West
category: orientare
content_type: joc
source_file: WDS-Beaver-Games-Book.pdf
source_files: ["WDS-Beaver-Games-Book.pdf"]
page_reference: page 7
materials_category: craft supplies
materials_list: chalk
skills_developed: compass skills, running, direction
difficulty_level: usor
keywords: compass, north south east west, directions
tags: ["indoor", "active", "beaver scouts", "navigation"]
language: en
normalized_name: north, south, east and west
extraction_confidence: high
source_id: e081f289_wds_beaver_games_book
source_ids: ["e081f289_wds_beaver_games_book"]
chunk_key: e081f289_wds_beaver_games_book.part01
created_at: 2026-05-29 18:08:36
updated_at: 2026-05-29 18:08:36
description:
The four compass points are marked with chalk. All players start in the centre. The leader calls a compass point; all players run to it. The last player there calls the next compass point. Players alternate as callers.

rules:
Before play starts mark out the four compass points on the ground with chalk. Group all the players in the centre and call out one of the compass points, to which all players must run. The last player there calls another compass point and so on, with the players dashing to and fro.

source_excerpt:
mark out the four compass points on the ground with chalk. Group all the players in the centre and call out one of the compass points, to which all players must run.


name: Eight Point Compass Game
category: jocuri-cercetasesti
subcategory: compass
content_type: joc
source_file: gamesscouts.pdf
source_files: ["gamesscouts.pdf"]
page_reference: page 13
skills_developed: eight-point compass, reaction speed
keywords: compass, eight points, elimination
language: en
normalized_name: eight point compass game
extraction_confidence: high
source_id: 1eee8d12_gamesscouts
source_ids: ["1eee8d12_gamesscouts"]
chunk_key: 1eee8d12_gamesscouts.part01
created_at: 2026-05-29 18:08:36
updated_at: 2026-05-29 18:08:36
description:
Scouts are formed up in open formation. The four sides of the room are named N, E, S and W. The corners are named to correspond with the intermediate compass directions (NE, SE, SW, NW). Whenever the Umpire names a direction the players jump to face that direction. Scouts who make a mistake or move too late sit down until only one remains standing. To add variety: when the Umpire calls S.W. nobody may move; any player moving sits down. When players become proficient the Umpire should stop the game suddenly and indicate another direction as North.

rules:
Mistake or late movement = sit out. S.W. is a trap direction nobody may face. Re-naming North reshuffles orientation.

source_excerpt:
Eight Point Compass Game. – Scouts are formed up in open formation. The four sides of the room are named North, East, South and West respectively. The corners of the room are named to correspond with the intermediate compass directions.


name: Sixteen Point Compass Game
category: jocuri-cercetasesti
subcategory: compass
content_type: joc
source_file: gamesscouts.pdf
source_files: ["gamesscouts.pdf"]
page_reference: page 13
materials_list: 16 compass-point cards, chalk for circle
skills_developed: sixteen-point compass
keywords: compass, sixteen points
language: en
normalized_name: sixteen point compass game
extraction_confidence: high
source_id: 1eee8d12_gamesscouts
source_ids: ["1eee8d12_gamesscouts"]
chunk_key: 1eee8d12_gamesscouts.part01
created_at: 2026-05-29 18:08:36
updated_at: 2026-05-29 18:08:36
description:
Sixteen players take part. A circle is marked on the floor and sixteen small cards are prepared, each giving one of the sixteen compass points. The cards are placed back-up on a table. Each player takes one card at random. The Umpire finds the player who has picked up the North card and places him anywhere on the circle. On 'This is North – Fall in', the others take up their appropriate places. After players become proficient the Umpire may take any player (say E.S.E.), place him anywhere in the circle, and say 'This is E.S.E. – Fall in.'

rules:
Place North arbitrarily, then everyone else falls in relative to that. Variant: place a non-North point arbitrarily.

source_excerpt:
Sixteen Point Compass Game. – Sixteen players take part in this game. A circle is marked on the floor, and sixteen small cards are prepared each giving one of the sixteen compass points.


name: Sixteen Point Compass Game
category: orientare
content_type: joc
source_file: nmc-top100-scout-games.pdf
source_files: ["nmc-top100-scout-games.pdf"]
page_reference: page 62
materials_category: cards
materials_list: 16 cards with compass points
skills_developed: compass navigation, spatial orientation
difficulty_level: mediu
keywords: compass, orientation, navigation
tags: ["indoor", "educational", "navigation"]
language: en
normalized_name: sixteen point compass game
extraction_confidence: high
source_id: 62152ad8_nmc_top100_scout_games
source_ids: ["62152ad8_nmc_top100_scout_games"]
chunk_key: 62152ad8_nmc_top100_scout_games.part04
created_at: 2026-05-29 18:08:36
updated_at: 2026-05-29 18:08:36
description:
Sixteen players each pick a card with a compass point. When North is placed on a circle, all others position themselves correctly. Advanced version: any point is placed and players must fill in relative positions.

rules:
North player placed on circle. Others take correct relative positions. Advanced: any compass point placed anywhere on circle, others position accordingly.

source_excerpt:
The umpire finds the player who has picked up the North card and places him anywhere on the circle. On the words, "This is North Fall in," the others take up their appropriate places in the circle.


name: Sixteen Point Compass Game
variations: Advanced version uses any compass point (not just North) as the reference for falling in.
category: orientare
subcategory: compass
content_type: joc
source_file: dragon.sleepdeprived.ca
source_files: ["dragon.sleepdeprived.ca"]
page_reference: page 341
materials_category: navigation
materials_list: 16 compass point cards, circle marked on floor
skills_developed: compass points, spatial orientation
difficulty_level: mediu
keywords: compass, sixteen points, circle, formation
tags: ["compass games", "indoor"]
language: en
normalized_name: sixteen point compass game
extraction_confidence: high
source_id: 87850302_dragon_sleepdeprived
source_ids: ["87850302_dragon_sleepdeprived"]
chunk_key: 87850302_dragon_sleepdeprived.part22
created_at: 2026-05-29 18:08:36
updated_at: 2026-05-29 18:08:36
description:
A circle formation game where 16 players each receive a compass point card and must arrange themselves correctly on a circle. The umpire designates a starting point and players fall in to their correct positions. An advanced version uses intermediate compass points as the reference.

rules:
A circle is marked on the floor and sixteen cards prepared, each giving one of the sixteen compass points. Cards are placed face down on a table. Each of the sixteen players takes one card at random. The umpire finds the player with the North card and places her anywhere on the circle. On 'This is North – Fall in,' the others take their appropriate places. Advanced: umpire takes any player (e.g., ESE), places her anywhere, and says 'This is ESE – Fall in.'

source_excerpt:
A circle is marked on the floor and sixteen cards are prepared, each giving one of the sixteen compass points. These cards are placed face down on a table. Each of the sixteen players takes one of the cards at random.


name: Dutch Compass Game
category: jocuri-cercetasesti
subcategory: compass
content_type: joc
source_file: gamesscouts.pdf
source_files: ["gamesscouts.pdf"]
page_reference: page 13
materials_list: scout staff
skills_developed: compass directions, reaction speed
keywords: compass, staff, circle
language: en
normalized_name: dutch compass game
extraction_confidence: high
source_id: 1eee8d12_gamesscouts
source_ids: ["1eee8d12_gamesscouts"]
chunk_key: 1eee8d12_gamesscouts.part01
created_at: 2026-05-29 18:08:36
updated_at: 2026-05-29 18:08:36
description:
Fifteen players take part. They stand in a circle 10 to 12 feet in diameter. The Umpire stands in the centre holding a scout staff upright with one end on the ground. On 'Fall in' players take positions on the circle (facing inwards) representing compass points, the Umpire indicating where a space is left to represent North. He commences by calling a compass direction (e.g., E.S.E.) and simultaneously releases the staff. The player occupying that position must catch the staff before it falls. If he succeeds he returns to his place and another direction is called. When a player fails he goes to the North space and the place he left becomes the new North; all players immediately pick up their new compass points. The Umpire calls a new direction.

rules:
Player at the called compass point must catch the staff before it falls; failures swap North and rotate all positions.

source_excerpt:
Dutch Compass Game. – Fifteen players take part in this game. The players stand in a circle, 10 to 12 feet in diameter. The Umpire stands in the centre of the circle holding a scout staff upright with one end on the ground.


name: Dutch Compass Game
category: orientare
subcategory: compass
content_type: joc
source_file: dragon.sleepdeprived.ca
source_files: ["dragon.sleepdeprived.ca"]
page_reference: page 343
materials_category: equipment
materials_list: staff or long stick
skills_developed: compass points, quick reaction, spatial awareness
difficulty_level: mediu
keywords: compass, Dutch, staff, reaction
tags: ["compass games", "active", "outdoor"]
language: en
normalized_name: dutch compass game
extraction_confidence: high
source_id: 87850302_dragon_sleepdeprived
source_ids: ["87850302_dragon_sleepdeprived"]
chunk_key: 87850302_dragon_sleepdeprived.part22
created_at: 2026-05-29 18:08:36
updated_at: 2026-05-29 18:08:36
description:
A circle game where players stand at compass point positions and must catch a falling staff when their compass direction is called. If a player fails to catch the staff, positions are reshuffled with a new North.

rules:
Fifteen players stand in a circle, 10'-12' in diameter. The umpire stands in the centre holding a staff upright with one end on the ground. On 'Fall in,' players take up positions on the circle to represent compass points, with the umpire indicating where North is. The umpire calls a compass direction and simultaneously releases the staff. The player at that position must catch the staff before it falls. If she succeeds, she returns and another direction is called. When a player fails, she goes to the North space and the place she left becomes the new North; all players immediately pick up their new compass points.

source_excerpt:
She commences by calling a compass direction say ESE and simultaneously releases his hold of the staff. The player occupying the ESE position on the circle must catch the staff before it has fallen.


name: Emergencies
category: wide-games
subcategory: city-game
content_type: activitate
source_file: gamesscouts.pdf
source_files: ["gamesscouts.pdf"]
page_reference: pages 13-14
materials_list: list of locations and incidents
skills_developed: pathfinding, first aid, problem solving, first class work
keywords: emergencies, city game, pathfinding
language: en
normalized_name: emergencies
extraction_confidence: high
source_id: 1eee8d12_gamesscouts
source_ids: ["1eee8d12_gamesscouts"]
chunk_key: 1eee8d12_gamesscouts.part01
created_at: 2026-05-29 18:08:36
updated_at: 2026-05-29 18:08:36
description:
A Saturday afternoon game for City Troops. Each Patrol is handed a list of lesser known places in the City where certain 'incidents' are supposed to have taken place. These incidents are described and the Patrols proceed to the places to investigate the best means of dealing with each problem. Locations and incidents are arranged beforehand and the number of incidents equals the number of Patrols competing. A time limit is set (e.g., 2 hours). Example incidents: at 102 Sauchiehall Lane an old man has fallen and broken a thigh; at 172 St. Vincent Crescent screams from top floor of burning building; at 792 Somerset Street a woman with a choking baby; near 15 Park Lane a house being burgled. On return Patrols prepare and hand in reports of what they would have done. Extra marks for reporting nearest doctor, telephone, fire alarm, policeman on point duty, etc.

rules:
Patrols rotate through different orderings of locations. Marks deducted for exceeding time limit but no bonus for being under it. Extra marks for identifying nearby useful resources.

source_excerpt:
Emergencies. – A Saturday afternoon game for City Troops. Each Patrol is handed a list of lesser known places in the City where certain “incidents” are supposed to have taken place.


name: Weights and Measures
category: jocuri-cercetasesti
subcategory: estimation
content_type: joc
source_file: gamesscouts.pdf
source_files: ["gamesscouts.pdf"]
page_reference: page 14
materials_list: spring-balance, measuring tape, watch, paper bags, bucket of sand, spoon, string, parcel, rope
skills_developed: estimation, measurement
keywords: weights, measures, estimation
language: en
normalized_name: weights and measures
extraction_confidence: high
source_id: 1eee8d12_gamesscouts
source_ids: ["1eee8d12_gamesscouts"]
chunk_key: 1eee8d12_gamesscouts.part01
created_at: 2026-05-29 18:08:36
updated_at: 2026-05-29 18:08:36
description:
Inter-Patrol competition for estimating weights, lengths and time. The Umpire has a small spring-balance, a measuring tape and a watch. Each Scout has a paper bag. A bucket of sand and a spoon are provided for each Patrol. The Umpire orders things in turn such as: No. 1 put 1 lb. of sand in your bag; No. 2 cut a piece of string 11 inches long; No. 3 put 2 ozs. of sand in your bag; No. 4 open your mouth for 30 seconds; No. 5 estimate the weight of this parcel; No. 6 estimate the length of this rope; No. 7 estimate the length of the clubroom; No. 8 estimate the height to the ceiling. Each competitor is allowed half a minute to complete his task.

rules:
Correct estimate counts 100 marks; deductions per amount of error (e.g., 1 mark per oz., 1 mark per ½ inch). The Patrol with the highest total wins.

source_excerpt:
Weights and Measures. – This is an inter-Patrol competition. The Umpire has a small spring-balance, a measuring tape and a watch.


name: Sniff and Say
rules: One sniff per bottle. Most correct list wins.
category: jocuri-cercetasesti
subcategory: senses
content_type: joc
source_file: gamesscouts.pdf
source_files: ["gamesscouts.pdf"]
page_reference: page 15
materials_list: 12 numbered bottles, various liquids
skills_developed: smell identification, observation
keywords: smell, tracker, senses
language: en
normalized_name: sniff and say
extraction_confidence: high
source_id: 1eee8d12_gamesscouts
source_ids: ["1eee8d12_gamesscouts"]
chunk_key: 1eee8d12_gamesscouts.part01
created_at: 2026-05-29 18:08:36
updated_at: 2026-05-29 18:08:36
description:
A dozen small blue bottles from the chemist's are required. Each bottle is numbered and half filled with some liquid. Each player in turn is allowed one sniff at each bottle and must then write down what he thinks is in each bottle, numbering his list according to the numbers on the bottles. Suitable liquids: water, turpentine, paraffin, vinegar, petrol, eau-de-cologne, weak ammonia, Worcester sauce, metal polish, Yorkshire relish, methylated spirit, castor oil, quinine, lime juice.

source_excerpt:
Sniff and Say. – A dozen small blue bottles from the chemist’s are required for this game. Each bottle is numbered and is half filled with some liquid.


name: Noises in the Jungle
rules: Before each noise a warning call of 'Right' should be given. The most correct report wins.
category: jocuri-cercetasesti
subcategory: senses
content_type: joc
source_file: gamesscouts.pdf
source_files: ["gamesscouts.pdf"]
page_reference: page 15
materials_list: screen or blindfolds, everyday objects for noises
skills_developed: hearing, identification, sequencing
keywords: sound, hearing, identification
language: en
normalized_name: noises in the jungle
extraction_confidence: high
source_id: 1eee8d12_gamesscouts
source_ids: ["1eee8d12_gamesscouts"]
chunk_key: 1eee8d12_gamesscouts.part01
created_at: 2026-05-29 18:08:36
updated_at: 2026-05-29 18:08:36
description:
The Umpire takes up his position behind a screen or partition (if this is not possible the players are blindfolded). Various noises are heard by the players who report by Patrols to the Umpire afterwards what the noises were and the order in which they occurred. Suitable noises: drawing a cork, dropping a pin, pouring out liquid, sharpening a pencil, dropping a book, brushing a boot, moving a chair, dropping a rubber, tearing a sheet of paper, shuffling a pack of cards, signalling with morse flag, striking a match, rubbing hands together, winding a watch, clicking two pennies together, erasing with india-rubber, etc.

source_excerpt:
Noises in the Jungle. – The Umpire takes up his position behind a screen or partition. (If this is not possible the players are blindfolded.)


name: Feeling the Bags
rules: One touch per bag. Most correct list wins.
category: jocuri-cercetasesti
subcategory: senses
content_type: joc
source_file: gamesscouts.pdf
source_files: ["gamesscouts.pdf"]
page_reference: page 15
materials_list: paper bags, various pantry items
skills_developed: touch identification, observation
keywords: touch, bags, senses
language: en
normalized_name: feeling the bags
extraction_confidence: high
source_id: 1eee8d12_gamesscouts
source_ids: ["1eee8d12_gamesscouts"]
chunk_key: 1eee8d12_gamesscouts.part01
created_at: 2026-05-29 18:08:36
updated_at: 2026-05-29 18:08:36
description:
A number of strong similar paper bags are placed on a table. A variety of things are placed in the bags, such as sugar, buttons, peas, tea, sand, pepper, salt, rice, breadcrumbs, prunes, washing soda, etc. The bags are numbered. Each player in turn is allowed to feel each bag once and must then write down what he thinks is in each bag, numbering his list according to the numbers on the bags.

source_excerpt:
Feeling the Bags. – A number of strong similar paper bags are placed on a table. A variety of things are placed in the bags, such as sugar in one, buttons in another, peas, tea, sand, pepper, salt, rice, breadcrumbs, prunes, washing soda, etc.


name: About the Whiffle-Poof
category: jocuri-cercetasesti
subcategory: tracking
content_type: activitate
source_file: gamesscouts.pdf
source_files: ["gamesscouts.pdf"]
page_reference: page 16
materials_list: wooden block 3 in. x 10 in., nails, drag rope
skills_developed: tracking, trailing
keywords: whiffle-poof, tracking, trail
language: en
normalized_name: about the whiffle-poof
extraction_confidence: high
source_id: 1eee8d12_gamesscouts
source_ids: ["1eee8d12_gamesscouts"]
chunk_key: 1eee8d12_gamesscouts.part01
created_at: 2026-05-29 18:08:36
updated_at: 2026-05-29 18:08:36
description:
The Whiffle-poof is a little instrument for laying a trail. It is made of a piece of wood about 3 inches in diameter and 10 inches long, driven full of nails. When dragged through grass, ploughed field, road or underbush, it leaves a trail that may be followed but is not easy. Sometimes it travels sideways, sometimes it turns somersaults, sometimes it jibes, tacks and comes about, and sometimes it hops along. It is hard to tell which direction it is travelling. Scouts who can trail a Whiffle-poof for a couple of miles across country, over all kinds of ground, may be put down as good trailers.

rules:
Drag the nailed wooden block to lay a trail; Scouts then track it and identify the device at the trail's end.

source_excerpt:
Well, the Whiffle-poof is a little instrument for laying a trail. It is made of a piece of wood about 3 inches in diameter and 10 inches long. This is driven full of nails


name: Tracking Irons
rules: Tracker wears nailed boots leaving a distinctive spoor; pursuers track the prints.
category: jocuri-cercetasesti
subcategory: tracking
content_type: activitate
source_file: gamesscouts.pdf
source_files: ["gamesscouts.pdf"]
page_reference: page 16
materials_list: old boots, hobnails
skills_developed: tracking, spoor recognition
keywords: tracking, spoor, boots
language: en
normalized_name: tracking irons
extraction_confidence: high
source_id: 1eee8d12_gamesscouts
source_ids: ["1eee8d12_gamesscouts"]
chunk_key: 1eee8d12_gamesscouts.part01
created_at: 2026-05-29 18:08:36
updated_at: 2026-05-29 18:08:36
description:
Get your shoemaker to drive good hefty hobnails into the soles of an old pair of boots in some definite formation, say an arrow, or circle, or other shape. Before starting out the boots should be exhibited to the pursuers so they may know the spoor of the beast they are tracking. This type of tracking iron is much more satisfactory and comfortable than those which have to be strapped to the feet.

source_excerpt:
Get your shoemaker to drive good hefty hobnails into the soles of an old pair of boots in some definite formation, say an arrow, or circle, or other shape.


name: The Search for Prince Charlie
category: wide-games
content_type: joc
source_file: gamesscouts.pdf
source_files: ["gamesscouts.pdf"]
page_reference: page 17
materials_list: neckerchief, belt
skills_developed: scouting, stealth, leadership, stalking
keywords: wide game, prince charlie, escape, stalking
language: en
normalized_name: the search for prince charlie
extraction_confidence: high
source_id: 1eee8d12_gamesscouts
source_ids: ["1eee8d12_gamesscouts"]
chunk_key: 1eee8d12_gamesscouts.part01
created_at: 2026-05-29 18:08:36
updated_at: 2026-05-29 18:08:36
description:
A recruit or Tenderfoot acts as Prince Charlie. Three or four of the best Scouts in the Troop act as his attendants. The remainder of the Troop represent the English Army. In the simpler form, the Prince's attendants have to prevent his capture for a given period. In the more complex form, they have to convey the Prince to any one of a number of given places within a certain period. In the first form the Prince's party loses only if the Prince is captured; in the second, only if he fails to gain one of the given places within the time limit. During the game the Prince will do whatever his attendants request and will not act on his own initiative. The Prince wears a neckerchief loosely slipped through the back of his belt; if this is removed he is considered captured.

rules:
Attendants escort Prince Charlie; capture is by removing the neckerchief tucked in the back of his belt. Simple form = survive the period; complex form = reach a safe location.

source_excerpt:
The Search for Prince Charlie. A recruit or Tenderfoot acts as Prince Charlie. Three or four of the best Scouts in the Troop act as his attendants.


name: The Search for Prince Charlie
variations: Simple form (defend Prince) vs. complex form (escort Prince to one of several destinations).
category: wide-games
content_type: joc
source_file: gamesscouts.pdf
source_files: ["gamesscouts.pdf"]
page_reference: page 17
materials_list: neckerchief
skills_developed: stalking, teamwork, strategy
difficulty_level: mediu
keywords: prince charlie, capture, escort, neckerchief
tags: ["wide game", "scouting"]
language: en
normalized_name: the search for prince charlie
extraction_confidence: high
source_id: 1eee8d12_gamesscouts
source_ids: ["1eee8d12_gamesscouts"]
chunk_key: 1eee8d12_gamesscouts.part02
created_at: 2026-05-29 18:08:36
updated_at: 2026-05-29 18:08:36
description:
A recruit or Tenderfoot acts as Prince Charlie. Three or four of the best Scouts act as his attendants and the remainder of the Troop represent the English Army. In the simpler form the attendants must prevent the Prince's capture for a given period; in the more complex form they must convey the Prince to one of several given places within a time limit. The Prince does only what his attendants request and wears a neckerchief loosely slipped through the back of his belt; if it is removed he is considered captured.

rules:
Number of attendants depends on the ground and Scouting experience. Simple form: Prince's party loses only if he is captured. Complex form: lose only if he fails to reach a given place in time. Prince acts only on attendants' instructions. Removing his neckerchief equals capture.

source_excerpt:
A recruit or Tenderfoot acts as Prince Charlie. Three or four of the best Scouts in the Troop act as his attendants.


name: The Spy Hunt
category: wide-games
subcategory: city-game
content_type: joc
source_file: gamesscouts.pdf
source_files: ["gamesscouts.pdf"]
page_reference: pages 17-18
materials_list: printed circular, Tenderfoot badge
skills_developed: observation, stalking, discretion, city scouting
keywords: spy hunt, town, stalking, wide game
language: en
normalized_name: the spy hunt
extraction_confidence: high
source_id: 1eee8d12_gamesscouts
source_ids: ["1eee8d12_gamesscouts"]
chunk_key: 1eee8d12_gamesscouts.part01
created_at: 2026-05-29 18:08:36
updated_at: 2026-05-29 18:08:36
description:
A Saturday-afternoon game for a town Troop using a friend of the Scouter (unknown to the boys) as the Spy. A circular is issued giving the date, time (e.g., 3 to 5 p.m.), area boundaries, and a description of the Spy (e.g., height 5 ft. 8 ins., age about 25, complexion pale, clean shaven, brown eyes, thin faced, dark grey suit, black shoes, white soft collar, light fancy tie, soft slate-colour felt hat). To challenge a suspected Spy, a Scout must address him word for word in the previously arranged form, e.g., 'Excuse me, sir, but are you Mr. McDonald of Tooting?' This ensures that no member of the public mistaken for the Spy can take offence. The Spy may answer 'No' if the challenge is incorrect in any particular. Scouts work independently. If correctly challenged, the Spy notes the name of each successful Scout and the time of his challenge. Scouts do not wear uniform but wear the metal Tenderfoot badge so the Spy knows when he is in danger.

rules:
Boundaries and time set in advance. Spy is challenged with an exact prearranged phrase; wrong wording earns a 'No'. Scouts work alone, wear the Tenderfoot badge instead of uniform.

source_excerpt:
Have you ever tried a Spy Hunt? It is a splendid bit of fun for a town Troop on a Saturday afternoon.


name: The Spy Hunt
category: wide-games
content_type: joc
source_file: gamesscouts.pdf
source_files: ["gamesscouts.pdf"]
page_reference: pages 17-18
materials_list: circular description sheet, Tenderfoot badge
skills_developed: observation, deduction, independence
difficulty_level: mediu
keywords: spy, town, challenge phrase
tags: ["urban", "observation"]
language: en
normalized_name: the spy hunt
extraction_confidence: high
source_id: 1eee8d12_gamesscouts
source_ids: ["1eee8d12_gamesscouts"]
chunk_key: 1eee8d12_gamesscouts.part02
created_at: 2026-05-29 18:08:36
updated_at: 2026-05-29 18:08:36
description:
A town Troop game lasting two to three hours. A friend of the Scouter unknown to the boys plays the spy. A circular is issued giving the date, time, area boundaries, a description of the spy and a challenge phrase. Scouts work independently within the area; if a Scout believes he has found the spy he must approach and address him word for word with the agreed challenge (e.g. "Excuse me, sir, but are you Mr. McDonald of Tooting?"). The spy may answer "No" if the challenge is incorrect. Scouts do not wear uniform but wear the metal Tenderfoot badge so the spy knows when he is in danger.

rules:
Boundaries and time are fixed in advance. Scouts work independently. The challenge phrase must be used verbatim so members of the public cannot be offended. Spy notes the name and time of each successful challenge.

source_excerpt:
Have you ever tried a Spy Hunt? It is a splendid bit of fun for a town Troop on a Saturday afternoon.


name: About Secret Codes
category: escape-room-puzzle
subcategory: codes
content_type: activitate
source_file: gamesscouts.pdf
source_files: ["gamesscouts.pdf"]
page_reference: pages 18-19
skills_developed: cryptography, code breaking, logic
keywords: codes, ciphers, cryptogram, pigpen
language: en
normalized_name: about secret codes
extraction_confidence: high
source_id: 1eee8d12_gamesscouts
source_ids: ["1eee8d12_gamesscouts"]
chunk_key: 1eee8d12_gamesscouts.part01
created_at: 2026-05-29 18:08:36
updated_at: 2026-05-29 18:08:36
description:
A collection of five simple codes for use in Scout games and Patrol/Troop communication. Code No. 1: simple letter reversal (A=Z, B=Y, etc.); example HVMW IVRMULIXVNVMGH = SEND REINFORCEMENTS. Code No. 2: an adaptation used in No. 2 Treasure Hunt. Code No. 3: each person in the secret has a copy of a key with match-figure designs (a different figure per letter) covering the entire alphabet. Code No. 4: cryptogram using a numeric key (e.g., 32013) written above each letter; count back that many places to decode (VGASFKCLPQJVHJVZCLM decodes to SEARCH ALONG THIS WALL). Code No. 5: substitutes characters from a key diagram (pigpen-like); top-left sector of the left diagram = A, with a dot = B; bottom sector of right diagram = W, with a dot = X. Sample decodes to RETURN AT ONCE.

rules:
Five distinct cipher systems explained: reverse alphabet, key-based match figures, numeric shift key, and pigpen-style sector diagram.

source_excerpt:
Scouters will have realised that games put to their Scouts involving the successful solving of code messages immediately rivet the attention.


name: No. 1 Treasure Hunt
category: wide-games
subcategory: treasure-hunt
content_type: joc
source_file: gamesscouts.pdf
source_files: ["gamesscouts.pdf"]
page_reference: pages 19-20
materials_list: numbered sealed envelopes, sheet of paper with boundaries
skills_developed: pathfinding, deduction, observation
keywords: treasure hunt, clues, envelopes
language: en
normalized_name: no. 1 treasure hunt
extraction_confidence: high
source_id: 1eee8d12_gamesscouts
source_ids: ["1eee8d12_gamesscouts"]
chunk_key: 1eee8d12_gamesscouts.part01
created_at: 2026-05-29 18:08:36
updated_at: 2026-05-29 18:08:36
description:
A Treasure Hunt where all clues are handed out at the beginning. Each Patrol was given a bundle of sealed and numbered envelopes and a sheet of paper stating the boundaries. The Treasure is the name of the shopkeeper on the building they must search for. Envelopes are opened in order 1, 2, 3, etc., as Patrols find they cannot proceed without more information. All Patrols had to return to Headquarters within 2½ hours whether they found the Treasure or not. Sample clues: Envelope 1 – a white building 1¼ miles (as the crow flies) from Headquarters in an N.E. direction; Envelope 2 – chimney stacks matching the Chief Scout's number of children and chimneys matching the Scout Laws, on the Rouken Glen/Bishopbriggs tram route; Envelope 4 – close to a re-built railway bridge; Envelope 5 – opposite a bowling green.

rules:
The winning Patrol is the one which found the Treasure having opened the fewest envelopes; 2½-hour return limit.

source_excerpt:
No. 1 Treasure Hunt (where all clues are handed out at beginning of hunt). Each Patrol was given a bundle of sealed and numbered envelopes and a sheet of paper stating the boundaries.


name: No. 2 Treasure Hunt
category: wide-games
subcategory: treasure-hunt
content_type: joc
source_file: gamesscouts.pdf
source_files: ["gamesscouts.pdf"]
page_reference: page 20
materials_list: paper clues, invisible ink (milk or lemon juice), yew tree, gate, drawing pin, twigs
skills_developed: pathfinding, deduction, code breaking, scout signs
keywords: treasure hunt, clues, invisible ink, scout signs
language: en
normalized_name: no. 2 treasure hunt
extraction_confidence: high
source_id: 1eee8d12_gamesscouts
source_ids: ["1eee8d12_gamesscouts"]
chunk_key: 1eee8d12_gamesscouts.part01
created_at: 2026-05-29 18:08:36
updated_at: 2026-05-29 18:08:36
description:
A Treasure Hunt where only one clue is given at the start and the others have to be picked up. Patrols start off together, each with a copy of the first clue and instructions to return in two hours. 1st Clue: a piece of paper with 'Try what a little heat will do' — under the message is the second clue written in milk (or lemon juice), brought out by heat. 2nd Clue: 'Follow the sun's way for 50 yards to the arrow's mother' — 50 yards west is a yew tree (from which arrows are made). The 3rd clue is pinned to the yew tree, written in a coded alphabet ('EeleSeEsSsSsLlEnLeEeLsLlEeEs ...'), which spells 'Sixty yards east, then ten west, gate. Clue there.' The 4th clue, pinned beneath the gate's bottom spar, says 'Find a red stone, find a rustic seat. Both can be seen from here. Midway between is further help. (Please replace this clue).' The 5th clue is given as Scout signs in twigs meaning 'Go this way for 25 paces.' The 6th clue is scraped on a path: '1 5 WALL.'

rules:
Each clue points to the next location; clues use invisible ink, coded alphabets, Scout signs, riddles, and ground marks. Two-hour return limit.

source_excerpt:
No. 2 Treasure Hunt (where only one clue is given and the others have to be picked up). Patrols start off together, each with a copy of the first clue and with instructions to return in two hours.


name: Secret Codes (Codes 1-5)
variations: Five separate codes presented as alternatives.
category: escape-room-puzzle
content_type: activitate
source_file: gamesscouts.pdf
source_files: ["gamesscouts.pdf"]
page_reference: pages 18-19
materials_list: paper, pencil, code key sheet
skills_developed: cryptography, logic
difficulty_level: mediu
keywords: code, cipher, cryptogram
tags: ["codes", "puzzle"]
language: en
normalized_name: secret codes (codes 1-5)
extraction_confidence: high
source_id: 1eee8d12_gamesscouts
source_ids: ["1eee8d12_gamesscouts"]
chunk_key: 1eee8d12_gamesscouts.part02
created_at: 2026-05-29 18:08:36
updated_at: 2026-05-29 18:08:36
description:
An activity introducing five simple cipher systems for Patrol and Troop use. Code No. 1: simple reverse alphabet (A=Z, B=Y...). Code No. 2: an adaptation used in Treasure Hunt No. 2. Code No. 3: each person has a key with match-figure symbols representing letters. Code No. 4: a baffling system using a numeric key (example 32013) written above each letter; each letter is shifted back by the number above it. Code No. 5: substitutes characters from a key diagram (sectors of two diagrams, with or without a dot in the centre).

rules:
For Code No. 4, write the key digits above each letter starting from the left, then count back as many places in the alphabet as the digit indicates to decode. A zero leaves the letter unchanged.

source_excerpt:
The simplest known code is the one where A is represented by Z, B by Y, C by X, D by W, E by V and so on through the alphabet.


name: Treasure Hunt No. 1 (All Clues at Start)
category: orientare
subcategory: treasure hunt
content_type: joc
source_file: gamesscouts.pdf
source_files: ["gamesscouts.pdf"]
page_reference: pages 19-20
materials_list: sealed numbered envelopes, boundary sheet
skills_developed: deduction, pathfinding, observation
difficulty_level: mediu
keywords: treasure hunt, envelopes, clues
tags: ["treasure hunt"]
language: en
normalized_name: treasure hunt no. 1 (all clues at start)
extraction_confidence: high
source_id: 1eee8d12_gamesscouts
source_ids: ["1eee8d12_gamesscouts"]
chunk_key: 1eee8d12_gamesscouts.part02
created_at: 2026-05-29 18:08:36
updated_at: 2026-05-29 18:08:36
description:
Each Patrol is given a bundle of sealed numbered envelopes and a sheet stating the boundaries. The treasure is the name of a shopkeeper on a building. Envelopes are opened in order 1, 2, 3 only when the Patrol cannot proceed without further information. Sample clues lead to a white building 1¼ miles NE of headquarters with a specific number of chimney stacks and chimneys, on a named tram route, close to a re-built railway bridge, and opposite a bowling green. All Patrols return within 2½ hours.

rules:
Open envelopes only in order, only when stuck. Return within 2½ hours regardless. The winning Patrol is the one which finds the Treasure having opened the fewest envelopes.

source_excerpt:
Each Patrol was given a bundle of sealed and numbered envelopes and a sheet of paper stating the boundaries.


name: Treasure Hunt No. 2 (Pick Up Clues En Route)
category: orientare
subcategory: treasure hunt
content_type: joc
source_file: gamesscouts.pdf
source_files: ["gamesscouts.pdf"]
page_reference: pages 20-21
materials_list: paper clues, milk or lemon juice (invisible ink), drawing pin, twigs, an apple
skills_developed: deduction, tracking, Scout signs
difficulty_level: dificil
keywords: treasure hunt, invisible ink, scout signs, cipher
tags: ["treasure hunt"]
language: en
normalized_name: treasure hunt no. 2 (pick up clues en route)
extraction_confidence: high
source_id: 1eee8d12_gamesscouts
source_ids: ["1eee8d12_gamesscouts"]
chunk_key: 1eee8d12_gamesscouts.part02
created_at: 2026-05-29 18:08:36
updated_at: 2026-05-29 18:08:36
description:
Patrols start together each with a copy of the first clue and two hours to return. The first clue ("Try what a little heat will do") hides further text written in milk or lemon juice revealed by heat. Subsequent clues use a directional riddle ("Follow the sun's way for 50 yards to the arrow's mother" = a yew tree to the west), a coded square cipher (squares spelling A,B,C... from top-left), distance-and-midpoint instructions, twigs laid as Scout signs ("go this way for 25 paces"), and a hidden message behind a loose stone. The final clue is "Tree with unnatural fruit 75. Bring fruit." — an apple tied to a fir tree within a 75-yard radius.

rules:
Patrols start together with the first clue only and must return within two hours. Each clue must be replaced as instructed so other Patrols can find it.

source_excerpt:
Patrols start off together, each with a copy of the first clue and with instructions to return in two hours.


name: Treasure Hunt No. 3 (Scoutcraft and Tests)
category: orientare
subcategory: treasure hunt
content_type: joc
source_file: gamesscouts.pdf
source_files: ["gamesscouts.pdf"]
page_reference: page 21
source_excerpt: Each Patrol is handed copies of all clues and is told that the Treasure is a piece of money.
materials_list: printed clues, compass, map paper, a coin
skills_developed: compass work, map making, estimation of height and distance
difficulty_level: dificil
keywords: treasure hunt, compass, cross bearing, journey map
tags: ["treasure hunt", "scoutcraft"]
language: en
normalized_name: treasure hunt no. 3 (scoutcraft and tests)
extraction_confidence: high
source_id: 1eee8d12_gamesscouts
source_ids: ["1eee8d12_gamesscouts"]
chunk_key: 1eee8d12_gamesscouts.part02
created_at: 2026-05-29 18:08:36
updated_at: 2026-05-29 18:08:36
description:
Each Patrol receives copies of all clues; the treasure is a piece of money (in the example a penny stuck edgeways in long grass). Clue 1 directs the Patrol to the N. corner of a wall around the Vicarage garden then to a single larch tree N.N.E. Clue 3 sends them in the direction of the setting sun to a five-barred white gate, calculating distance from larch to gate. Clue 4 follows the path left from the gate to a main road, drawing a rough journey map. Clue 5 uses cross-bearings (chimney stalk & W. edge of fir wood; railway signal & flagpole) to pinpoint the treasure.

rules:
Points awarded for finding the treasure plus extra points for estimation of height and distance and for the journey map.


name: Treasure Hunt No. 4 (The Torn Paper)
rules: Two teams race using each half of a torn message; whichever side first locates the treasure wins.
category: wide-games
subcategory: treasure hunt
content_type: joc
source_file: gamesscouts.pdf
source_files: ["gamesscouts.pdf"]
page_reference: pages 21-22
source_excerpt: The Torn Paper. – Two teams start simultaneously to find the Treasure.
materials_list: torn paper message in two halves
skills_developed: teamwork, deduction
difficulty_level: mediu
keywords: torn paper, treasure hunt, two teams
tags: ["treasure hunt", "story-based"]
language: en
normalized_name: treasure hunt no. 4 (the torn paper)
extraction_confidence: high
source_id: 1eee8d12_gamesscouts
source_ids: ["1eee8d12_gamesscouts"]
chunk_key: 1eee8d12_gamesscouts.part02
created_at: 2026-05-29 18:08:36
updated_at: 2026-05-29 18:08:36
description:
Two teams start simultaneously to find the Treasure. Theme: an old dying man hands his sons a sheet of paper minutely describing how to find a hidden treasure. Seen by desperados, the sons tear the paper in two and hide the pieces. When ready to start they discover the desperados have found one piece and set off. The sons, with the other half of the paper, follow immediately. A sample torn message is provided.


name: Treasure Hunt No. 5 (The Blazed Trail)
variations: Different blaze routes per Patrol; coloured wool for trail marking.
category: orientare
subcategory: treasure hunt
content_type: joc
source_file: gamesscouts.pdf
source_files: ["gamesscouts.pdf"]
page_reference: page 22
materials_list: coloured woollen thread, watering can, list of blazes
skills_developed: observation, trail following
difficulty_level: mediu
keywords: blazed trail, treasure hunt
tags: ["treasure hunt", "trail"]
language: en
normalized_name: treasure hunt no. 5 (the blazed trail)
extraction_confidence: high
source_id: 1eee8d12_gamesscouts
source_ids: ["1eee8d12_gamesscouts"]
chunk_key: 1eee8d12_gamesscouts.part02
created_at: 2026-05-29 18:08:36
updated_at: 2026-05-29 18:08:36
description:
The Scoutmaster walks a route, noting distinguishable objects (e.g. an isolated fir tree, the east corner of a shed) as consecutive "blazes". Patrols receive the list of blazes to follow to the treasure. The starting point is given in a coded message that must be deciphered. On the last blaze (a spruce tree) a message reads "Find a rose which never bloomed" — the treasure is hidden inside the rose of a watering can near the spruce tree, a slip saying "Congratulations! You win."

rules:
Patrols may be sent over different routes of equal distance to the treasure. Blazes can be coloured woollen thread, a different colour per Patrol, tied on trees, fences, gates, etc.

source_excerpt:
The Blazed Trail. – The Scoutmaster went for a stroll and, from his starting point, he noted some readily distinguished object, such as an isolated fir tree, and noted it down.


name: The Dispatch Bearer
category: wide-games
content_type: joc
source_file: gamesscouts.pdf
source_files: ["gamesscouts.pdf"]
page_reference: page 22
materials_list: neckerchief
skills_developed: stealth, stalking, teamwork
difficulty_level: mediu
keywords: dispatch, traitor, neckerchief
tags: ["wide game"]
language: en
normalized_name: the dispatch bearer
extraction_confidence: high
source_id: 1eee8d12_gamesscouts
source_ids: ["1eee8d12_gamesscouts"]
chunk_key: 1eee8d12_gamesscouts.part02
created_at: 2026-05-29 18:08:36
updated_at: 2026-05-29 18:08:36
description:
A good game for a single Patrol. One player is chosen as the Dispatch Bearer; he must go from one known building to another. Boundaries are known to all and an "enemy" force tries to intercept him, but no one may see him start. He wears a neckerchief loosely slipped through the back of his belt and is captured only when it is removed. Among the enemy is a secret "traitor" (chosen quietly by the Umpire) whose job is to help the Bearer through. The leader of the enemy, if he suspects a traitor, may not remove him from the game but may keep him under observation or give him a low-impact job. Enemy may not approach nearer to the destination than 200 yards.

rules:
Dispatch Bearer wins if he gets through within the stipulated time. Neckerchief removal = capture. No one may see him leave. Enemy stays at least 200 yards from his destination.

source_excerpt:
A player is chosen as the Dispatch Bearer and he has to go from one known spot (or building) to another.


name: The Rival Dispatch Bearers
category: wide-games
content_type: joc
source_file: gamesscouts.pdf
source_files: ["gamesscouts.pdf"]
page_reference: page 23
source_excerpt: One player is nominated by each competing Patrol to act as a Dispatch Bearer.
materials_list: neckerchiefs
skills_developed: stealth, teamwork, strategy
difficulty_level: mediu
keywords: dispatch bearer, rival, inter-patrol
tags: ["wide game"]
language: en
normalized_name: the rival dispatch bearers
extraction_confidence: high
source_id: 1eee8d12_gamesscouts
source_ids: ["1eee8d12_gamesscouts"]
chunk_key: 1eee8d12_gamesscouts.part02
created_at: 2026-05-29 18:08:36
updated_at: 2026-05-29 18:08:36
description:
One player per competing Patrol acts as Dispatch Bearer. Bearers must cross a section of road from a known starting point. The first across scores the highest points for his Patrol, the second next most, and so on. Each Bearer wears a neckerchief loosely through the back of his belt; capture is by removing it. Bearers leave at a fixed time; other Scouts ready themselves to intercept but cannot see them leave. Scouts must capture Bearers from other Patrols and help their own Bearer through. Pursuers may not approach nearer than 200 yards to the road.

rules:
Fixed start time, no observers of departure, capture by neckerchief removal, 200-yard exclusion around the objective road.


name: The Rival Dispatch Bearers
category: jocuri-cercetasesti
subcategory: scouting
content_type: joc
source_file: bp_games.pdf
source_files: ["bp_games.pdf"]
page_reference: page 5
materials_category: minimal
materials_list: dispatch (paper)
skills_developed: stealth, strategy, teamwork
difficulty_level: mediu
keywords: dispatch, rival, patrol, capture
tags: ["outdoor", "wide-game", "two-patrols"]
language: en
normalized_name: the rival dispatch bearers
extraction_confidence: high
source_id: 25550194_bp_games
source_ids: ["25550194_bp_games"]
chunk_key: 25550194_bp_games.part01
created_at: 2026-05-29 18:08:36
updated_at: 2026-05-29 18:08:36
description:
A competitive scouting game between two rival patrols (the Wolves and the Peewits). Each patrol chooses one Scout as a dispatch bearer; the bearers start from opposite points about two miles from the Scoutmaster and attempt to reach him. The remainder of each patrol tries to capture the rival dispatch carrier before he reaches his goal.

rules:
From each patrol one Scout is selected as dispatch bearer. The Scoutmaster takes up a position at a certain spot, preferably in the middle of a wood, or if in a town at the junction of several streets, and the chosen Scouts start from opposite points about two miles distant from the Scoutmaster and attempt to reach him. It is the duty of the remainder of each patrol to try to prevent the rival dispatch carrier reaching his goal. The patrols must keep 200 yards away from the starting and finishing point. To be captured, the dispatch-bearer must be actually held by one of the defenders, though no fighting is allowed. When the carrier has his dispatch captured he must not of course continue.

source_excerpt:
The game is played between two rival patrols, which for convenience we will name the Wolves and Peewits. From each patrol one Scout is selected as dispatch bearer.


name: The Rival Dispatch Bearers
category: wide-games
content_type: joc
source_file: big-book-of-games-scouts.pdf
source_files: ["big-book-of-games-scouts.pdf"]
page_reference: page 67
materials_list: written dispatch
skills_developed: stealth, running, strategy
difficulty_level: dificil
keywords: dispatch, patrol, wide game, stealth
tags: ["wide game", "outdoor", "Baden-Powell", "patrol"]
language: en
normalized_name: the rival dispatch bearers
extraction_confidence: high
source_id: e6ed163b_big_book_of_games_scouts
source_ids: ["e6ed163b_big_book_of_games_scouts"]
chunk_key: e6ed163b_big_book_of_games_scouts.part04
created_at: 2026-05-29 18:08:36
updated_at: 2026-05-29 18:08:36
description:
A two-patrol wide game where each patrol sends a dispatch bearer to reach the Scoutmaster at a central point, while the other patrol tries to intercept the opposing bearer.

rules:
Two rival patrols (Wolves and Peewits). One scout from each is selected as dispatch bearer starting from opposite points about two miles from the Scoutmaster. The rest of each patrol tries to prevent the rival dispatch carrier reaching their goal. The winning patrol is decided by the first dispatch carrier to reach the Scoutmaster. When a carrier has their dispatch captured they must stop. Patrols must stay 200 yards away from start and finish points.

source_excerpt:
The Wolves will watch the stretch of country over which the chosen Peewit is likely to come, and as the winning patrol is decided by the first dispatch carrier to reach the Scoutmaster, the Wolves will do all they can to capture the Peewit and secure the dispatch.


name: The Rival Dispatch Bearers
category: jocuri-cercetasesti
content_type: joc
source_file: big-book-of-games-scouts.pdf
source_files: ["big-book-of-games-scouts.pdf"]
page_reference: page 67
skills_developed: stealth, strategy, endurance
difficulty_level: mediu
keywords: dispatch, rival patrols, relay
tags: ["outdoor", "wide area"]
language: en
normalized_name: the rival dispatch bearers
extraction_confidence: high
source_id: e6ed163b_big_book_of_games_scouts
source_ids: ["e6ed163b_big_book_of_games_scouts"]
chunk_key: e6ed163b_big_book_of_games_scouts.part05
created_at: 2026-05-29 18:08:36
updated_at: 2026-05-29 18:08:36
description:
Two rival patrols each select a dispatch bearer who must reach a central Scoutmaster position. The rest of each patrol tries to intercept the rival's dispatch bearer while protecting their own.

rules:
Two dispatch bearers start from opposite points about two miles from the Scoutmaster. Each patrol tries to prevent the rival carrier from reaching the Scoutmaster. Patrols must keep 200 yards from starting and finishing points. To be captured, the dispatch-bearer must be actually held by a defender; no fighting is allowed. The first dispatch carrier to reach the Scoutmaster wins.

source_excerpt:
From each patrol one Scout is selected as dispatch bearer. The Scoutmaster takes up a position at a certain spot, preferably in the middle of a wood.


name: Stalking Contest
rules: Spotted players stand up where they are and are out. Closest stalker to the Umpire wins.
category: jocuri-cercetasesti
subcategory: stalking
content_type: joc
source_file: gamesscouts.pdf
source_files: ["gamesscouts.pdf"]
page_reference: page 23
materials_list: whistle
skills_developed: stalking, cover use, stealth
difficulty_level: mediu
keywords: stalking, grass, heather
tags: ["stalking"]
language: en
normalized_name: stalking contest
extraction_confidence: high
source_id: 1eee8d12_gamesscouts
source_ids: ["1eee8d12_gamesscouts"]
chunk_key: 1eee8d12_gamesscouts.part02
created_at: 2026-05-29 18:08:36
updated_at: 2026-05-29 18:08:36
description:
Played in long grass or heather. The Umpire takes a central position with players placed in all directions at an equal distance of not less than 30-50 yards. On a whistle blast the Umpire stands up and all players stalk towards him. As he spots stalkers they stand up in their places. The player who gets nearest to the Umpire wins.

source_excerpt:
This must take place in long grass or heather. The Umpire is in a central position, and the players are placed in all directions at an equal distance from him of not less than from 30-50 yards.


name: Stalking and Reporting
category: jocuri-cercetasesti
subcategory: stalking
content_type: joc
source_file: gamesscouts.pdf
source_files: ["gamesscouts.pdf"]
page_reference: page 23
materials_list: paper, pencil
skills_developed: stalking, observation, report writing
difficulty_level: mediu
keywords: stalking, report
tags: ["observation"]
language: en
normalized_name: stalking and reporting
extraction_confidence: high
source_id: 1eee8d12_gamesscouts
source_ids: ["1eee8d12_gamesscouts"]
chunk_key: 1eee8d12_gamesscouts.part02
created_at: 2026-05-29 18:08:36
updated_at: 2026-05-29 18:08:36
description:
Scouts are told the Scoutmaster will go through a specified area; they must stalk him and afterwards each writes a report of his various movements. Scouts leave ten minutes in advance of the Scoutmaster and hide in cover within the area. The Scoutmaster sits down occasionally, fans himself, blows his nose, mops his brow, hums to himself, etc., to give the Scouts things to report. Each time the Scoutmaster sees a Scout he notes the name and deducts marks from that Scout's report total.

rules:
Scouts get ten-minute head start, must remain hidden, write individual reports. Marks deducted whenever spotted.

source_excerpt:
Players are informed that the Scoutmaster will go through a certain area of country the boundaries of which are known to all of the players.


name: Stalking and Reporting
category: jocuri-cercetasesti
subcategory: stalking
content_type: joc
source_file: bp_games.pdf
source_files: ["bp_games.pdf"]
page_reference: page 12
materials_category: minimal
materials_list: flag, scoring card
skills_developed: stalking, observation, reporting, memory
difficulty_level: mediu
keywords: stalk, observe, report, umpire
tags: ["outdoor", "stalking"]
language: en
normalized_name: stalking and reporting
extraction_confidence: high
source_id: 25550194_bp_games
source_ids: ["25550194_bp_games"]
chunk_key: 25550194_bp_games.part01
created_at: 2026-05-29 18:08:36
updated_at: 2026-05-29 18:08:36
description:
The umpire places himself in the open and sends each Scout (or pair) about half a mile off in different directions. When he waves a flag, they all hide and then proceed to stalk him, creeping up and watching what he does. When he waves again they come in and report all his small actions.

rules:
The umpire places himself out in the open and sends each Scout or pair of Scouts away in different directions about half a mile off. When he waves a flag, which is the signal to begin, they all hide, and then proceed to stalk him, creeping up and watching all he does. When he waves the flag again, they rise, come in, and report each in turn all that he did, either in writing or verbally. The umpire meantime has kept a look-out in each direction, and every time he sees a Scout, he takes two points off that Scout's score. He, on his part, performs small actions, such as sitting down, kneeling up, and looking through glasses, using handkerchief, taking hat off for a bit, walking round in a circle a few times, to give Scouts something to note and report about him. Scouts are given three points for each act reported correctly.

source_excerpt:
The umpire places himself out in the open and sends each Scout or pair of Scouts away in different directions about half a mile off. When he waves a flag, which is the signal to begin, they all hide, and then proceed to stalk him, creeping up and watching all he does.


name: Stalking And Reporting
category: jocuri-cercetasesti
content_type: joc
source_file: big-book-of-games-scouts.pdf
source_files: ["big-book-of-games-scouts.pdf"]
page_reference: page 73
materials_list: flag, scoring card, pencil
skills_developed: observation, stalking, reporting, stealth
difficulty_level: mediu
keywords: stalking, observation, reporting
tags: ["outdoor", "wide area"]
language: en
normalized_name: stalking and reporting
extraction_confidence: high
source_id: e6ed163b_big_book_of_games_scouts
source_ids: ["e6ed163b_big_book_of_games_scouts"]
chunk_key: e6ed163b_big_book_of_games_scouts.part05
created_at: 2026-05-29 18:08:36
updated_at: 2026-05-29 18:08:36
description:
Scouts stalk an umpire in the open who performs various small actions. Scouts must observe all actions without being seen, then report. Points are given for reported actions and deducted for being spotted.

rules:
The umpire places himself in the open and sends each Scout or pair about half a mile away. When he waves a flag they hide and begin stalking. When he waves the flag again they come in and report everything they observed. The umpire notes every time he spots a Scout and deducts two points from that Scout. Scouts earn three points for each correctly reported action. A scoring card should be prepared in advance.

source_excerpt:
He, on his part, performs small actions, such as sitting down, kneeling up, and looking through glasses, using handkerchief, taking hat off for a bit, walking round in a circle a few times, to give Scouts something to note and report about him.


name: The Escaped Convict
category: wide-games
subcategory: night game
content_type: joc
source_file: gamesscouts.pdf
source_files: ["gamesscouts.pdf"]
page_reference: pages 23-24
materials_list: cigarette, matches, whistle
skills_developed: night observation, stalking, use of senses
difficulty_level: mediu
keywords: night game, convict, smoker
tags: ["night", "stalking"]
language: en
normalized_name: the escaped convict
extraction_confidence: high
source_id: 1eee8d12_gamesscouts
source_ids: ["1eee8d12_gamesscouts"]
chunk_key: 1eee8d12_gamesscouts.part02
created_at: 2026-05-29 18:08:36
updated_at: 2026-05-29 18:08:36
description:
A notorious convict has escaped and, being an inveterate smoker, has stolen a large supply of cigarettes and matches. On a dark night a message arrives that he has been seen in a nearby wood still smoking. The Troop turns out, encircles the wood, and tries silently to find him by using eyes, ears and noses. The player as Convict must keep his cigarette in full view and strike a match every three minutes. He moves about freely within the area. Unless the Scouts are very sharp the Convict often slips through and the match is seen flickering behind them.

rules:
Convict keeps cigarette visible at all times and must strike a match every three minutes. The Scout who tracks down the Convict wins. At time-out or capture, all rally on a whistle.

source_excerpt:
A notorious convict has escaped from prison, and, being an inveterate smoker, the first thing he does is to steal a large supply of cigarettes and matches.


name: The Fugitive
category: wide-games
content_type: joc
source_file: gamesscouts.pdf
source_files: ["gamesscouts.pdf"]
page_reference: page 24
skills_developed: stalking, concealment, independent action
difficulty_level: mediu
keywords: fugitive, pursuit, hiding
tags: ["wide game"]
language: en
normalized_name: the fugitive
extraction_confidence: high
source_id: 1eee8d12_gamesscouts
source_ids: ["1eee8d12_gamesscouts"]
chunk_key: 1eee8d12_gamesscouts.part02
created_at: 2026-05-29 18:08:36
updated_at: 2026-05-29 18:08:36
description:
Played within a stipulated area of ground affording good cover, with known boundaries beyond which no player may go. One player is a desperate criminal fleeing from justice; the others must drive him forward. The Fugitive has a 15-minute start. If he succeeds in breaking back, or hides so the pursuers pass him, he wins. If at the end of the time limit the Fugitive is still in front of any pursuer they win; if behind, they lose. Pursuers must always move forward and never back toward the starting line. If a pursuer finds the Fugitive in a hiding place, that individual pursuer is the winner. Pursuers act absolutely independently and may neither speak nor signal to each other.

rules:
15-minute Fugitive head start. Pursuers move only forward, independently, no communication. Winning conditions vary by who is ahead and whether the Fugitive is found hiding.

source_excerpt:
One of the players is a desperate criminal fleeing from justice and it is the business of the other players to drive him forward.


name: Opposite Numbers
category: jocuri-cercetasesti
subcategory: stalking
content_type: joc
source_file: gamesscouts.pdf
source_files: ["gamesscouts.pdf"]
page_reference: page 24
skills_developed: communication, stalking, observation
difficulty_level: mediu
keywords: opposite numbers, patrol, stalking
tags: ["inter-patrol"]
language: en
normalized_name: opposite numbers
extraction_confidence: high
source_id: 1eee8d12_gamesscouts
source_ids: ["1eee8d12_gamesscouts"]
chunk_key: 1eee8d12_gamesscouts.part02
created_at: 2026-05-29 18:08:36
updated_at: 2026-05-29 18:08:36
description:
Two Patrols compete against each other, each approaching a detailed spot from a different direction. Each Scout in one Patrol must find a particular Scout in the other: Patrol Leader finds Patrol Leader, Second finds Second, etc. When a Scout sees his corresponding number he stands up and shouts his name. If a Scout spots an opponent who isn't his counterpart he may inform the Scout of his own Patrol who is looking for that one — encouraging Patrols to stay in touch. Once a Scout is spotted he takes no further part. The Patrol which finds the most opponents wins.

rules:
Each Scout looks only for his counterpart by rank; tip-offs to one's own Patrol mates are allowed. Spotted Scouts drop out.

source_excerpt:
Two Patrols compete against each other. Each approaches a certain detailed spot from a different direction, and each Scout in one Patrol has to find a particular Scout in the other.


name: Searching for Fugitives
category: wide-games
content_type: joc
source_file: gamesscouts.pdf
source_files: ["gamesscouts.pdf"]
page_reference: pages 24-25
skills_developed: silent signalling, teamwork, search technique
difficulty_level: mediu
keywords: fugitives, search, patrol
tags: ["wide game"]
language: en
normalized_name: searching for fugitives
extraction_confidence: high
source_id: 1eee8d12_gamesscouts
source_ids: ["1eee8d12_gamesscouts"]
chunk_key: 1eee8d12_gamesscouts.part02
created_at: 2026-05-29 18:08:36
updated_at: 2026-05-29 18:08:36
description:
Two or more Patrols play over ground with good cover and clear boundaries. One Scout from each Patrol is chosen and given five minutes to conceal himself; once hidden he may not move. The Patrol Leaders are then briefed: their Patrol must capture any fugitive except their own and bring him back, escorted by the whole Patrol (except their own fugitive). An organised search with constant communication is needed: when a Scout spots a fugitive he may not shout or whistle but must use some other method to attract his Patrol. If a Patrol comes across its own fugitive it ignores him so as not to lead opponents to him.

rules:
Each Patrol must avoid capturing its own fugitive. Patrol must stay in touch silently. Winning Patrol arrives first at the Umpire with a captured opposing fugitive.

source_excerpt:
One Scout is chosen from each Patrol, and they are given five minutes in which each conceals himself anywhere within the boundaries.


name: Indians and Settlers
category: wide-games
content_type: joc
source_file: gamesscouts.pdf
source_files: ["gamesscouts.pdf"]
page_reference: page 25
skills_developed: stalking, evasion, teamwork
difficulty_level: mediu
keywords: indians, settlers, prison, capture
tags: ["wide game"]
language: en
normalized_name: indians and settlers
extraction_confidence: high
source_id: 1eee8d12_gamesscouts
source_ids: ["1eee8d12_gamesscouts"]
chunk_key: 1eee8d12_gamesscouts.part02
created_at: 2026-05-29 18:08:36
updated_at: 2026-05-29 18:08:36
description:
One Patrol of Indians competes against four or five Patrols of Settlers. A piece of ground is marked as the prison. Indians get a ten-minute head start to hide anywhere within a wooded area with known boundaries. After ten minutes the Settlers leave the prison to capture the marauding Indians. Indians may leave their hiding places, resist capture, and at any time struggle to escape after capture. Each captured Indian must be taken to the prison but may escape if able. Settlers should post a guard at the prison. Prisoners may not be tied. If any Indians are still at liberty when time expires, the Settlers lose.

rules:
Ten-minute Indian head start. No tying of prisoners. Indians may resist capture and attempt escape from the prison. Settlers must capture all Indians by the time limit.

source_excerpt:
One Patrol (Indians) competes against four or five Patrols (Settlers.) A piece of ground is marked out which is the prison.


name: The Hostile Raiders
category: wide-games
subcategory: signalling
content_type: joc
source_file: gamesscouts.pdf
source_files: ["gamesscouts.pdf"]
page_reference: page 25
materials_list: signalling apparatus (flags or similar)
skills_developed: signalling, skirmishing, freezing, advancing under cover, watchfulness
difficulty_level: dificil
keywords: raiders, signalling, be prepared
tags: ["wide game", "signalling"]
language: en
normalized_name: the hostile raiders
extraction_confidence: high
source_id: 1eee8d12_gamesscouts
source_ids: ["1eee8d12_gamesscouts"]
chunk_key: 1eee8d12_gamesscouts.part02
created_at: 2026-05-29 18:08:36
updated_at: 2026-05-29 18:08:36
description:
Players are divided into three groups – A (smallest), B (medium), C (largest). A group goes out first and takes up position on high ground or other vantage point overlooking the playing area, with signalling apparatus. B group goes out and keeps under cover within the area, attempting to mislead or dodge A by appearing in different places and disappearing again. After B has been out 15 minutes, C group advances. A group then signals down to C the positions of the hostile raiders (B), best routes to advance and other details enabling C to advance unseen and surprise the enemy. C wins by spotting B players and stating to the Umpire the exact position, name and Patrol of each Scout seen. If C passes by more of B than they capture within the time limit, B wins.

rules:
A group on vantage with signalling kit; B hides 15 mins first; C advances guided by A's signals. Captures must state exact position, name and Patrol to count.

source_excerpt:
First the A group goes out and takes up position on high ground, or other point of vantage, so as to command a good view of the agreed on stretch of country.


name: Joining Camps
category: wide-games
content_type: joc
source_file: gamesscouts.pdf
source_files: ["gamesscouts.pdf"]
page_reference: page 26
materials_list: sketch maps, neckerchief armbands
skills_developed: strategy, scouting, communication
difficulty_level: dificil
keywords: joining camps, spies, patrols
tags: ["wide game", "inter-patrol"]
language: en
normalized_name: joining camps
extraction_confidence: high
source_id: 1eee8d12_gamesscouts
source_ids: ["1eee8d12_gamesscouts"]
chunk_key: 1eee8d12_gamesscouts.part02
created_at: 2026-05-29 18:08:36
updated_at: 2026-05-29 18:08:36
description:
Played by five Patrols. Each Patrol Leader gets a rough sketch map showing Camps A and B. The Otters and Curlews are sent to camps A (NE) and B (NW) of the starting place and try to join forces; the other three Patrols must prevent them. Touching counts as capture. The three opposing Patrols start at a fixed time but send out two spies from each Patrol a little earlier — spies wear a neckerchief tied round the arm, cannot take prisoners but can be captured by Otters or Curlews. Spies work in pairs, one watching enemy movements while the other carries information to the Patrol Leaders. Otters and Curlews can only capture spies; their main job is to avoid capture and join up. They get a few minutes' "pow-wow" before moving off.

rules:
Touch = capture. Spies wear a neckerchief armband, work in pairs, gather and relay information. Otters/Curlews can only capture spies.

source_excerpt:
The Otters and Curlews were sent out to their camps, A and B respectively, which were to the N.E. and N.W. of the starting place.


name: Cargo Boats and Cruisers
variations: Ports may be called in prearranged order or each cargo-boat's choice.
category: wide-games
subcategory: simulation
content_type: joc
source_file: gamesscouts.pdf
source_files: ["gamesscouts.pdf"]
page_reference: pages 26-27
materials_list: four trees as ports, name cards, nails, cargo cards, receipt cards
skills_developed: strategy, stalking, role-play
difficulty_level: mediu
keywords: ships, cargo, ports, cruisers
tags: ["wide game", "simulation"]
language: en
normalized_name: cargo boats and cruisers
extraction_confidence: high
source_id: 1eee8d12_gamesscouts
source_ids: ["1eee8d12_gamesscouts"]
chunk_key: 1eee8d12_gamesscouts.part02
created_at: 2026-05-29 18:08:36
updated_at: 2026-05-29 18:08:36
description:
A maritime simulation. Four ports (Liverpool, New York, Hong Kong, Singapore) must each be visited by every cargo-boat to unload and reload. A cargo-boat may be stopped on the high seas by a cruiser and its cargo taken; it may load/reload only once per port; it may run for safety to any port if chased. Cruisers may not come too close to a port or be shelled by port defences. Cargo-boats are one quarter of the Troop, Cruisers three quarters, Port Defences four Scouters/Rovers/Patrol Leaders. Properties: four trees (the ports) with name cards nailed on, cargo cards (pig-iron, missionaries, etc.), and receipt cards.

rules:
Start with one cargo per cargo-boat. Capture by touching; cargo handed over. Port defences shell by calling the cruiser's name, which puts about. Port defences take cargo and give a receipt plus fresh cargo. Receipts may be endorsed "Good for two" if they run out. Score = receipts (cargo-boats) and captured cargoes (cruisers). Deductions for bad seamanship (exposure, noise) and additions for good seamanship.

source_excerpt:
There are four ports, Liverpool, New York, Hong Kong and Singapore, each of which must be visited by each cargo-boat to unload a cargo and to take in a fresh cargo.


name: The Holy Trees of the Incas
variations: Useful as inter-Patrol competition.
category: wide-games
subcategory: story game
content_type: joc
source_file: gamesscouts.pdf
source_files: ["gamesscouts.pdf"]
page_reference: page 27
source_excerpt: A Spanish General in Peru is anxious to discover the treasure chamber of the Incas.
materials_list: coloured shoulder-knot braid (red, green, blue), three marked trees
skills_developed: observation, climbing, teamwork
difficulty_level: usor
keywords: incas, leaves, trees, story
tags: ["story-based", "inter-patrol"]
language: en
normalized_name: the holy trees of the incas
extraction_confidence: high
source_id: 1eee8d12_gamesscouts
source_ids: ["1eee8d12_gamesscouts"]
chunk_key: 1eee8d12_gamesscouts.part02
created_at: 2026-05-29 18:08:36
updated_at: 2026-05-29 18:08:36
description:
Story: a Spanish General in Peru wants to discover the treasure chamber of the Incas. By torturing a captive he learns that possession of leaves from the rum (red), greep (green) and blug (blue) trees will compel the natives to lead him to the treasure. He sends three parties of soldiers into the forest to find these trees and bring back leaves. Properties: three trees in a wood and three lots of leaves (red, green, and blue shoulder-knot braid) placed high and low on the trees so soldiers must look up, down and even climb.

rules:
Have one and a half times as many leaves of each colour as soldiers in each party. Each soldier can pick only one leaf of each colour. A lone soldier finding a tree may lead his party to it. The party with most leaves wins.


name: The Glory of Africa
variations: Useful as inter-Patrol competition.
category: wide-games
subcategory: treasure hunt
content_type: joc
source_file: gamesscouts.pdf
source_files: ["gamesscouts.pdf"]
page_reference: pages 27-28
skills_developed: tracking, deduction, teamwork
difficulty_level: mediu
keywords: africa, diamond, trail, story
tags: ["story-based", "treasure hunt", "inter-patrol"]
language: en
normalized_name: the glory of africa
extraction_confidence: high
source_id: 1eee8d12_gamesscouts
source_ids: ["1eee8d12_gamesscouts"]
chunk_key: 1eee8d12_gamesscouts.part02
created_at: 2026-05-29 18:08:36
updated_at: 2026-05-29 18:08:36
description:
Follows on from The Holy Trees of the Incas using the same three trees, but Peru becomes Africa. Story: a party of diamond hunters with a large diamond is pursued by natives; they conceal the diamond, are surrounded and eaten — except one survivor who reveals that the clue to where the diamond is hidden lies in a cigarette tin by the camp fire. Two parties set out from opposite ends of Africa, following trails of red wool/paper (drops of blood) to two separate camp fires and tins. Each tin contains a message directing them to dig beneath birch bark under one of the coloured trees; one of those reveals "Search for the Glory of Africa under the red rum tree" where the diamond is buried.

rules:
Two parties from opposite ends; two trails, two camp fires, two tins. Messages route them through the greep or blug tree to a final clue under the rum tree. First party to find the diamond wins.

source_excerpt:
A party of diamond hunters have found a large diamond and are trekking back to civilisation with it.

materials_list:
three trees, two deserted camp fires, two cigarette tins, red wool or paper, four messages, one large diamond prop, strips of birch bark


name: The Forgotten Knife
category: jocuri-cercetasesti
subcategory: observation
content_type: joc
source_file: gamesscouts.pdf
source_files: ["gamesscouts.pdf"]
page_reference: page 28
materials_list: an old knife
skills_developed: observation, memory, tree recognition
difficulty_level: usor
keywords: knife, memory, tree
tags: ["observation"]
language: en
normalized_name: the forgotten knife
extraction_confidence: high
source_id: 1eee8d12_gamesscouts
source_ids: ["1eee8d12_gamesscouts"]
chunk_key: 1eee8d12_gamesscouts.part02
created_at: 2026-05-29 18:08:36
updated_at: 2026-05-29 18:08:36
description:
The Scoutmaster takes the Troop into wooded country and all sit under an average tree for a rest or instruction. Unnoticed, he sticks an old knife in the ground at the foot of the tree on leaving. The next day he says something like: "Yesterday we stopped for a talk on birds under an oak tree! Unfortunately I left my knife sticking in the ground at the foot of the tree." On "Go" Patrols proceed to recover the knife. The Patrol which returns with the knife wins.

rules:
The Scoutmaster plants the knife unseen; next day Patrols search for it based on memory of where they sat.

source_excerpt:
The Scoutmaster takes the Troop into wooded country and all sit under an average tree for a rest or for instruction.


name: What Have You Seen?
category: jocuri-cercetasesti
subcategory: observation
content_type: joc
source_file: gamesscouts.pdf
source_files: ["gamesscouts.pdf"]
page_reference: page 28
skills_developed: observation, memory
difficulty_level: usor
keywords: observation, memory, march
tags: ["observation"]
language: en
normalized_name: what have you seen?
extraction_confidence: high
source_id: 1eee8d12_gamesscouts
source_ids: ["1eee8d12_gamesscouts"]
chunk_key: 1eee8d12_gamesscouts.part02
created_at: 2026-05-29 18:08:36
updated_at: 2026-05-29 18:08:36
description:
The Troop leaves camp and after proceeding some distance, say a mile, is halted. By Patrols they are asked to describe in turn all that they have passed: pedestrians, traffic, buildings, cross roads, hedges, shops, walls, etc. The Patrol giving the most accurate account wins.

rules:
After a march of about a mile each Patrol takes turns recounting what was passed; accuracy decides the winner.

source_excerpt:
The Troop leaves camp and after proceeding some distance, say a mile, they are halted, and by Patrols are asked to describe in turn all that they have passed


name: Over the Hill
category: jocuri-cercetasesti
subcategory: deduction
content_type: joc
source_file: gamesscouts.pdf
source_files: ["gamesscouts.pdf"]
page_reference: page 28
skills_developed: deduction, observation
difficulty_level: mediu
keywords: deduction, hill, signs
tags: ["observation"]
language: en
normalized_name: over the hill
extraction_confidence: high
source_id: 1eee8d12_gamesscouts
source_ids: ["1eee8d12_gamesscouts"]
chunk_key: 1eee8d12_gamesscouts.part02
created_at: 2026-05-29 18:08:36
updated_at: 2026-05-29 18:08:36
description:
Scouts are taken out of camp and required to ascertain — from the indications around them, such as the condition of roads, signs of smoke, vehicles passing, etc. — what is over the brow of a hill. A line is indicated beyond which Scouts may not go while making their inquiries. Each Scout reports separately to the Umpire, after which all proceed to the crest of the hill to ascertain the actual facts.

rules:
Scouts stay behind the indicated line, must individually deduce what lies beyond from environmental clues, and report to the Umpire.

source_excerpt:
Scouts are taken out of camp and are required to ascertain, from the indications around them (such as the condition of roads, signs of smoke, vehicles passing, etc.) what is over the brow of a hill.


name: Ships in a Fog
category: team-building
subcategory: trust
content_type: joc
source_file: gamesscouts.pdf
source_files: ["gamesscouts.pdf"]
page_reference: page 28
source_excerpt: Patrol Leaders are first taken away and the finishing line is indicated to them by the Umpire.
materials_list: blindfolds, whistle (optional)
skills_developed: leadership, communication, trust
difficulty_level: mediu
keywords: blindfold, leadership, fog
tags: ["team-building"]
language: en
normalized_name: ships in a fog
extraction_confidence: high
source_id: 1eee8d12_gamesscouts
source_ids: ["1eee8d12_gamesscouts"]
chunk_key: 1eee8d12_gamesscouts.part02
created_at: 2026-05-29 18:08:36
updated_at: 2026-05-29 18:08:36
description:
Patrol Leaders are first taken away and the finishing line is shown to them by the Umpire. Meantime the other Patrol members are blindfolded. The Leaders return and assemble their Patrols at the starting line; each Leader chooses a formation — joining hands, linking arms, Indian file clasping waists, or other method. On the word "Go" each Leader guides his Patrol to the finishing line by whatever method he considers best: shouting compass directions, drill commands, whistle blasts, or anything else. The Patrol Leader to deliver his complete Patrol first at the finishing line wins.

rules:
Patrol members are blindfolded; only the Leader can see. Formation and signalling method are the Leader's choice. Patrol must arrive complete.


name: Ships in a Fog
category: orientare
content_type: joc
source_file: Outdoor Games.pdf
source_files: ["Outdoor Games.pdf"]
page_reference: page 47
materials_list: blindfolds, two trees or markers for harbour mouth
skills_developed: navigation, communication, teamwork, trust
keywords: compass, blindfold, ships, fog, navigation
tags: ["navigation", "blindfold game", "patrol"]
language: en
normalized_name: ships in a fog
extraction_confidence: high
source_id: d3959920_outdoor_games
source_ids: ["d3959920_outdoor_games"]
chunk_key: d3959920_outdoor_games.part03
created_at: 2026-05-29 18:08:36
updated_at: 2026-05-29 18:08:36
description:
Each Patrol forms a blindfolded single file with hands on each other's shoulders. The Patrol leader (not blindfolded) guides his 'ship' through a given harbour mouth (formed by two trees) using compass directions. The leader may not address team members by name and must use previously arranged sound or code signals.

rules:
Patrol in single file, all blindfolded except leader, hands on each other's shoulders. Leader gives compass directions to pilot team through harbour mouth (formed by two trees). First team through wins. Leader may not address team by name; must use prearranged sound or code signals.

source_excerpt:
Each Patrol is blindfold in single file with hands on each other's shoulders at some distance from their leader, who is not blind. Leader, by giving compass directions, tries to pilot his ship through a given harbour-mouth formed, e.g. by two trees.


name: The Sleeping Pirate
category: icebreakers
subcategory: silence
content_type: joc
source_file: gamesscouts.pdf
source_files: ["gamesscouts.pdf"]
page_reference: pages 28-29
materials_list: blindfold, knife or other object as treasure
skills_developed: silent movement, concentration, listening
difficulty_level: usor
keywords: pirate, blindfold, silence, treasure
tags: ["circle game", "silence"]
language: en
normalized_name: the sleeping pirate
extraction_confidence: high
source_id: 1eee8d12_gamesscouts
source_ids: ["1eee8d12_gamesscouts"]
chunk_key: 1eee8d12_gamesscouts.part02
created_at: 2026-05-29 18:08:36
updated_at: 2026-05-29 18:08:36
description:
A Scout sits blindfolded with a knife stuck in the ground directly in front of him, representing a Pirate who has fallen asleep guarding stolen treasure (the knife). He sits in the centre of a circle 6 yards in diameter. Each other player, starting at least 12 yards away, tries to recover the treasure and convey it outside the circle without being spotted by the Pirate. Whenever the Pirate hears movement he points to where he thinks the noise came from; if he points to anyone that player retires.

rules:
Pirate must point at heard movement; pointing at a player removes them. Treasure must be carried outside the circle silently. If all are spotted, the Pirate wins; otherwise the successful Scout wins.

source_excerpt:
A Scout is seated, blindfolded, with a knife stuck in the ground immediately in front of him. He represents a Pirate who has fallen asleep while sitting on guard over a valuable treasure


name: Blindfold Distance Judging
rules: Each player blindfolded in turn; walks to estimated position of the stick; nearest wins.
category: jocuri-cercetasesti
subcategory: estimation
content_type: joc
source_file: gamesscouts.pdf
source_files: ["gamesscouts.pdf"]
page_reference: page 29
materials_list: stick, blindfold
skills_developed: distance judging, spatial awareness
difficulty_level: usor
keywords: blindfold, distance, estimation
tags: ["estimation"]
language: en
normalized_name: blindfold distance judging
extraction_confidence: high
source_id: 1eee8d12_gamesscouts
source_ids: ["1eee8d12_gamesscouts"]
chunk_key: 1eee8d12_gamesscouts.part02
created_at: 2026-05-29 18:08:36
updated_at: 2026-05-29 18:08:36
description:
Place a stick in the ground at a reasonable distance (say 40 yards) in front of a starting line along which players stand. Point the stick out to the players. Each player in turn is blindfolded and must walk to where he thinks the stick is. When he stops the bandage is removed and he stands still. Scouts in danger of being trodden on should quietly step aside and resume position. Players should not talk to following players as that could assist them. The player nearest to the stick wins.

source_excerpt:
Place a stick in the ground at a reasonable distance (say 40 yards) in front of a starting line along which the players stand.


name: Blindfold Tent Pegging
rules: Six yards start, six spins with eyes closed, walk and strike. Closest to the peg wins.
category: camp-outdoor
subcategory: camping skills
content_type: joc
source_file: gamesscouts.pdf
source_files: ["gamesscouts.pdf"]
page_reference: page 29
materials_list: tent peg, mallet
skills_developed: spatial awareness, balance
difficulty_level: usor
keywords: blindfold, tent peg, mallet
tags: ["camp game"]
language: en
normalized_name: blindfold tent pegging
extraction_confidence: high
source_id: 1eee8d12_gamesscouts
source_ids: ["1eee8d12_gamesscouts"]
chunk_key: 1eee8d12_gamesscouts.part02
created_at: 2026-05-29 18:08:36
updated_at: 2026-05-29 18:08:36
description:
A tent peg is driven into the ground. Each Scout, in turn, stands 6 yards from it with a mallet in his hand. With eyes closed he turns round six times and then, with eyes still closed, walks to where he thinks the peg is and strikes it with the mallet. The Scout who goes nearest wins.

source_excerpt:
A tent peg is driven into the ground. Each Scout, in turn, stands 6 yards away from it with a mallet in his hand.


name: Location by Sound
category: icebreakers
subcategory: blindfold
content_type: joc
source_file: gamesscouts.pdf
source_files: ["gamesscouts.pdf"]
page_reference: page 29
materials_list: blindfolds, whistle
skills_developed: sound localisation, listening
difficulty_level: usor
keywords: blindfold, whistle, sound
tags: ["sensory"]
language: en
normalized_name: location by sound
extraction_confidence: high
source_id: 1eee8d12_gamesscouts
source_ids: ["1eee8d12_gamesscouts"]
chunk_key: 1eee8d12_gamesscouts.part02
created_at: 2026-05-29 18:08:36
updated_at: 2026-05-29 18:08:36
description:
Patrols are blindfolded and placed in line at one end of a field. The Umpire goes to the other end and blows his whistle every now and then. The blindfolded Scouts must reach the whistle-blower and touch him. The whistle-blower may stoop to avoid being touched but may not move out of position. As each player touches him he drops out of the game. Points are awarded by order of touch: first 1, second 2, and so on. At the end each Patrol's points are totalled and the Patrol with the smallest total wins.

rules:
Whistle-blower stays put but may stoop. Someone should watch that no Scout runs into ditches or walls. Lowest cumulative score wins.

source_excerpt:
Patrols are blindfolded and placed in line at one end of a field. The Umpire goes to the other end of the field and blows his whistle every now and then.


name: Which Whistle?
category: icebreakers
subcategory: blindfold
content_type: joc
source_file: gamesscouts.pdf
source_files: ["gamesscouts.pdf"]
page_reference: pages 29-30
source_excerpt: For this game two whistles of slightly different tone are needed.
materials_list: two whistles of different tone, blindfolds
skills_developed: sound discrimination, listening
difficulty_level: usor
keywords: whistle, tone, blindfold
tags: ["sensory"]
language: en
normalized_name: which whistle?
extraction_confidence: high
source_id: 1eee8d12_gamesscouts
source_ids: ["1eee8d12_gamesscouts"]
chunk_key: 1eee8d12_gamesscouts.part02
created_at: 2026-05-29 18:08:36
updated_at: 2026-05-29 18:08:36
description:
Two whistles of slightly different tone are needed. Two Patrols stand in the centre of a field and both whistles are sounded once or twice to give an opportunity to distinguish them. Patrols are then blindfolded and each Patrol is told which whistle to go to. The whistle-blowers station themselves at equal distances from the centre in any direction and blow periodically. Each Scout who touches the correct whistle-blower is out of the game; the whistle-blower may not stoop to avoid him. When touched by a Scout looking for the wrong whistle he quietly says "Wrong" and that Scout continues searching. The Patrol which finishes first wins.

rules:
Two distinguishable whistles. Blindfolded Scouts must reach their assigned whistle. Whistle-blowers say "Wrong" to misdirected Scouts. Whistle-blowers may not stoop. First Patrol all touched-in wins.


name: Observation Race
category: jocuri-cercetasesti
subcategory: observation
content_type: joc
source_file: gamesscouts.pdf
source_files: ["gamesscouts.pdf"]
page_reference: page 30
materials_list: blindfolds, various assorted articles for display
skills_developed: observation, memory, running
difficulty_level: mediu
keywords: observation, race, memory
tags: ["race", "observation"]
language: en
normalized_name: observation race
extraction_confidence: high
source_id: 1eee8d12_gamesscouts
source_ids: ["1eee8d12_gamesscouts"]
chunk_key: 1eee8d12_gamesscouts.part02
created_at: 2026-05-29 18:08:36
updated_at: 2026-05-29 18:08:36
description:
Competitors are blindfolded and stand at the starting line with their backs to the course. An assortment of extraneous articles is placed alongside the course at intervals: a wheelbarrow, a boy with a dog, a tent peg, a walking stick, and so on. The blindfolds are then removed and competitors race to the winning post. First arrival scores the number of competitors, second one less, and so on. At the post they stand with their backs to the course and quietly repeat or write down all they saw. One mark is added per correct item, one deducted per item omitted, two deducted per imaginary item. Care should be taken to place enough articles so the race cannot be won merely by arriving first.

rules:
Race + observation hybrid. Scoring combines arrival rank, correct recall, and penalties for omissions or invented items.

source_excerpt:
Competitors are blindfolded and stand at the starting-line with their backs to the course. An assortment of extraneous articles is placed alongside the course at intervals


name: Spot the Colours
category: jocuri-cercetasesti
subcategory: observation
content_type: joc
source_file: gamesscouts.pdf
source_files: ["gamesscouts.pdf"]
page_reference: page 30
materials_list: coloured cards (green, grey, brown, blue, red, white)
skills_developed: observation, colour discrimination
difficulty_level: usor
keywords: cards, colours, observation
tags: ["observation", "scavenger"]
language: en
normalized_name: spot the colours
extraction_confidence: high
source_id: 1eee8d12_gamesscouts
source_ids: ["1eee8d12_gamesscouts"]
chunk_key: 1eee8d12_gamesscouts.part02
created_at: 2026-05-29 18:08:36
updated_at: 2026-05-29 18:08:36
description:
Played over a specified piece of ground. In advance the Umpire prepares a number of green, grey, brown, blue, red and white cards and distributes them by dropping them in grass, pinning others to trees, and so on. Within a specified time Patrols have to collect as many of those cards as they can. Green cards count 6 points, grey 5, brown 4, blue 3, red 2 and white 1. The Patrol with the highest total wins.

rules:
Cards are pre-distributed in varied locations. Different colours score different points. Time-limited collection.

source_excerpt:
In advance the Umpire prepares a number of green, grey, brown, blue, red and white cards and distributes them over the ground by dropping them in grass, pinning others to trees, and so on.


name: Spot the Colours
variations: Scoring may be adjusted according to surroundings.
category: jocuri-cercetasesti
subcategory: observation
content_type: joc
source_file: Outdoor Games.pdf
source_files: ["Outdoor Games.pdf"]
page_reference: page 56
materials_category: wool
materials_list: coloured wool ends (green, grey, brown, blue, red, white)
skills_developed: observation, colour recognition
difficulty_level: usor
keywords: wool, colour, camouflage, observation
tags: ["outdoor", "team game"]
language: en
normalized_name: spot the colours
extraction_confidence: high
source_id: d3959920_outdoor_games
source_ids: ["d3959920_outdoor_games"]
chunk_key: d3959920_outdoor_games.part04
created_at: 2026-05-29 18:08:36
updated_at: 2026-05-29 18:08:36
description:
Small ends of various coloured wool are distributed over a specified area or along a trail. Each team tries to collect as many as possible. Scoring is based on colour rarity: green 6 points, grey 5, brown 4, blue 3, red 2, white 1 (or according to surroundings).

rules:
Distribute coloured wool ends over an area or trail. Teams collect as many as possible. Score: green=6, grey=5, brown=4, blue=3, red=2, white=1 (or adjusted to surroundings).

source_excerpt:
A number of small ends of various coloured wool are distributed over a specified area, or along a trail. Each team tries to collect them.


name: Chariot Race
rules: If any member lets go of his hold the team is disqualified. First team to finish wins.
category: sports-active
subcategory: relay
content_type: joc
source_file: gamesscouts.pdf
source_files: ["gamesscouts.pdf"]
page_reference: pages 30-31
materials_list: handkerchief per team
skills_developed: teamwork, coordination, running
difficulty_level: usor
keywords: chariot, race, team of five
tags: ["race"]
language: en
normalized_name: chariot race
extraction_confidence: high
source_id: 1eee8d12_gamesscouts
source_ids: ["1eee8d12_gamesscouts"]
chunk_key: 1eee8d12_gamesscouts.part02
created_at: 2026-05-29 18:08:36
updated_at: 2026-05-29 18:08:36
description:
For teams of five. The five players of each team stand in line toeing the starting line, with arms linked or clasping hands. Opposite each team a handkerchief is laid on the grass at the far end of the course. On the word "Go" each team races to its handkerchief, which is picked up by the centre player with his teeth, and returns to its original position on the starting line.

source_excerpt:
The five players of each team stand in line toeing the starting line, with arms linked (or clasping hands).


name: Crab Race
rules: Couples must keep elbows linked throughout and run sideways.
category: sports-active
subcategory: race
content_type: joc
source_file: gamesscouts.pdf
source_files: ["gamesscouts.pdf"]
page_reference: page 31
skills_developed: coordination, teamwork
difficulty_level: usor
keywords: crab, race, pair
tags: ["race"]
language: en
normalized_name: crab race
extraction_confidence: high
source_id: 1eee8d12_gamesscouts
source_ids: ["1eee8d12_gamesscouts"]
chunk_key: 1eee8d12_gamesscouts.part02
created_at: 2026-05-29 18:08:36
updated_at: 2026-05-29 18:08:36
description:
Players compete in couples. At the starting line each couple stands back to back with elbows linked, side on to the course. On the word "Go" each couple runs sideways, with elbows still linked, to the finishing line.

source_excerpt:
Players compete in couples. At the starting line each couple stand back to back, with elbows linked, side on to the course.


name: Catch the Train Race
rules: Items must be carried as specified throughout the race.
category: sports-active
subcategory: race
content_type: joc
source_file: gamesscouts.pdf
source_files: ["gamesscouts.pdf"]
page_reference: page 31
materials_list: suitcase, overcoat, open umbrella
skills_developed: coordination, balance
difficulty_level: usor
keywords: train, suitcase, umbrella, race
tags: ["race", "novelty"]
language: en
normalized_name: catch the train race
extraction_confidence: high
source_id: 1eee8d12_gamesscouts
source_ids: ["1eee8d12_gamesscouts"]
chunk_key: 1eee8d12_gamesscouts.part02
created_at: 2026-05-29 18:08:36
updated_at: 2026-05-29 18:08:36
description:
Each player stands at the starting line with a suitcase in the right hand, an overcoat over the right arm, and an open umbrella in the left hand. On the word "Go" players race to the finishing line.

source_excerpt:
Each player stands at the starting line with a suitcase in the right hand, an overcoat over the right arm, and an open umbrella in the left hand.


name: Four-Legged Race
rules: Ankles must remain tied throughout. First team to finish wins.
category: sports-active
subcategory: race
content_type: joc
source_file: gamesscouts.pdf
source_files: ["gamesscouts.pdf"]
page_reference: page 31
materials_list: rope or ties
skills_developed: coordination, teamwork
difficulty_level: usor
keywords: four-legged, race, teams of three
tags: ["race"]
language: en
normalized_name: four-legged race
extraction_confidence: high
source_id: 1eee8d12_gamesscouts
source_ids: ["1eee8d12_gamesscouts"]
chunk_key: 1eee8d12_gamesscouts.part02
created_at: 2026-05-29 18:08:36
updated_at: 2026-05-29 18:08:36
description:
Players compete in teams of three. Each team stands at the starting line with the ankles of the centre player tied to the nearer ankles of the outside players. On the word "Go" each team races to the finishing line.

source_excerpt:
Players compete in teams of three. Each team stands at the starting line with the ankles of the centre player tied to the nearer ankles of the outside players.


name: Four-Legged Race
category: sports-active
content_type: joc
source_file: 1000 Fantastic Scout Games! - John Hemming-Clark.pdf
source_files: ["1000 Fantastic Scout Games! - John Hemming-Clark.pdf"]
page_reference: page 112
materials_list: marker cones
skills_developed: coordination, teamwork, balance
difficulty_level: usor
keywords: relay, three-legged race, coordination, teams
tags: ["indoor/outdoor", "active", "relay"]
language: en
normalized_name: four-legged race
extraction_confidence: high
source_id: 4a765782_1000_fantastic_scout_games_john_hemming_clark
source_ids: ["4a765782_1000_fantastic_scout_games_john_hemming_clark"]
chunk_key: 4a765782_1000_fantastic_scout_games_john_hemming_clark.part07
created_at: 2026-05-29 18:08:36
updated_at: 2026-05-29 18:08:36
description:
A relay race with teams of three scouts running with arms around each other's waists, keeping inside legs and feet together. First team over the finish line wins.

rules:
Teams of three with arms around waists. Threes must keep their inside legs and feet together when running. First team of three over the finish line wins. Tying thighs/calves with a scarf helps. Teams can run using outside left foot first then pairs in turn, or outside feet together and inside pairs together.

source_excerpt:
Threes stand beside each other with their arms round each other's waists. Threes have to keep their inside legs and feet together when running or they're disqualified.


name: Backwards Team Race
category: sports-active
subcategory: race
content_type: joc
source_file: gamesscouts.pdf
source_files: ["gamesscouts.pdf"]
page_reference: page 31
skills_developed: coordination, trust, communication
difficulty_level: usor
keywords: backwards, race, teams
tags: ["race"]
language: en
normalized_name: backwards team race
extraction_confidence: high
source_id: 1eee8d12_gamesscouts
source_ids: ["1eee8d12_gamesscouts"]
chunk_key: 1eee8d12_gamesscouts.part02
created_at: 2026-05-29 18:08:36
updated_at: 2026-05-29 18:08:36
description:
Players compete in teams of three. Each team stands at the starting line with elbows linked, the centre player facing the winning post and the two outer players facing the opposite direction. On the word "Go," with elbows still linked, the centre player guides his team to the winning post.

rules:
Elbows must remain linked. Only the centre player faces forward and must guide the other two who run backward.

source_excerpt:
Each team stands at the starting line with elbows linked, the centre player facing the winning post and the two outer players facing the opposite direction.


name: Ankle Toss
category: sports-active
content_type: joc
source_file: gamesscouts.pdf
source_files: ["gamesscouts.pdf"]
page_reference: page 31
source_excerpt: The equipment required is a bag of sand weighing about 1 lb. A zero line is marked on the ground.
materials_list: 1 lb sandbag
skills_developed: balance, coordination, kicking
difficulty_level: usor
keywords: ankle, kick, sandbag
tags: ["active"]
language: en
normalized_name: ankle toss
extraction_confidence: high
source_id: 1eee8d12_gamesscouts
source_ids: ["1eee8d12_gamesscouts"]
chunk_key: 1eee8d12_gamesscouts.part02
created_at: 2026-05-29 18:08:36
updated_at: 2026-05-29 18:08:36
description:
Equipment required: a bag of sand weighing about 1 lb. A zero line is marked on the ground. Patrols of equal numbers compete. The first player of one Patrol, standing on the zero line, balances the bag on his instep and kicks it as far forward as possible. The first player of the other Patrol, at the spot where the bag landed, balances the bag on his instep and kicks it back in the opposite direction. The game continues until each player has had one kick for his team.

rules:
Each kick is from where the bag landed; players balance bag on instep before kicking. The team on whose side of the zero line the bag finally lies loses.


name: Flower Code Game
variations: Inter-Patrol contest where the Patrol Leader divides up the letters.
category: creative-stem
subcategory: nature
content_type: joc
source_file: gamesscouts.pdf
source_files: ["gamesscouts.pdf"]
page_reference: pages 31-32
source_excerpt: This is a good game to make the study of botany interesting to your boys.
materials_list: paper, pencils
skills_developed: botany, plant identification
difficulty_level: mediu
keywords: flower, code, botany, plants
tags: ["nature", "STEM"]
language: en
normalized_name: flower code game
extraction_confidence: high
source_id: 1eee8d12_gamesscouts
source_ids: ["1eee8d12_gamesscouts"]
chunk_key: 1eee8d12_gamesscouts.part02
created_at: 2026-05-29 18:08:36
updated_at: 2026-05-29 18:08:36
description:
A botany game. The Scouter writes a message such as "Don't go this way; burns all in spate." Each boy gets a copy and is sent out to find a wild flower or plant beginning with every letter in the message; leaves of trees can also be included. Thus "Don't" could be daisy, oak, nettle and tare. A letter repeated must use a different flower, plant or leaf each time. Scouts hand the flowers in order of the letters to the Umpire, in the order of their return. Can also be played inter-Patrol with the Patrol Leader allocating flowers.

rules:
One specimen per letter; repeats require new species. Specimens handed in in message-letter order. First to complete the message wins.


name: Leap Frog Relay Race
category: sports-active
subcategory: relay
content_type: joc
source_file: gamesscouts.pdf
source_files: ["gamesscouts.pdf"]
page_reference: page 32
skills_developed: agility, teamwork, coordination
difficulty_level: mediu
keywords: leap frog, relay, patrol
tags: ["relay"]
language: en
normalized_name: leap frog relay race
extraction_confidence: high
source_id: 1eee8d12_gamesscouts
source_ids: ["1eee8d12_gamesscouts"]
chunk_key: 1eee8d12_gamesscouts.part02
created_at: 2026-05-29 18:08:36
updated_at: 2026-05-29 18:08:36
description:
Patrols are formed up in Indian file four paces apart. On "Go" each No. 1 player steps three paces forward and bends a back. Each No. 2 immediately jumps over and makes a back two paces in front of No. 1. Each No. 3 jumps over Nos. 1 and 2 and makes a back, and so on until all are down. Then No. 1 of each file jumps over all the backs and returns to his starting position, and so on until only one player is left as a back and all others have resumed starting positions. The Patrol first home wins.

rules:
All players make backs in sequence; once all are down the first runner leaps the line. Last player remaining as back signals completion.

source_excerpt:
Patrols are formed up in Indian file four paces apart. On the word "Go" each No. 1 player steps three paces forward and bends a back.


name: Whistling Relay Race
variations: Biscuit may be omitted.
category: sports-active
subcategory: relay
content_type: joc
source_file: gamesscouts.pdf
source_files: ["gamesscouts.pdf"]
page_reference: page 32
source_excerpt: The first runners are whistled the first two lines of popular songs.
materials_list: posts (four), biscuits
skills_developed: memory, musical recall, running
difficulty_level: mediu
keywords: whistling, song, biscuit, relay
tags: ["relay", "music"]
language: en
normalized_name: whistling relay race
extraction_confidence: high
source_id: 1eee8d12_gamesscouts
source_ids: ["1eee8d12_gamesscouts"]
chunk_key: 1eee8d12_gamesscouts.part02
created_at: 2026-05-29 18:08:36
updated_at: 2026-05-29 18:08:36
description:
Posts are stuck in the ground at the four corners of a square. Each team has four players: the first at the starting post, the second at the second post, and so on. The first runners are whistled the first two lines of a popular song (a different song for each team). Each player is provided with a biscuit. On "Go" the first runners run to the second runners and, after eating their biscuits, whistle their two lines. The second runners go to the third, the third to the fourth, and the fourth to the Umpire.

rules:
Tune must be passed runner to runner, each having consumed a biscuit before whistling. The team whose fourth runner arrives first with biscuit eaten and whistles the issued tune correctly wins. The biscuit may be dispensed with.


name: Staff Relay Race
category: sports-active
subcategory: relay
content_type: joc
source_file: gamesscouts.pdf
source_files: ["gamesscouts.pdf"]
page_reference: page 32
materials_list: two staves
skills_developed: running, teamwork
difficulty_level: mediu
keywords: staff, relay, patrols
tags: ["relay"]
language: en
normalized_name: staff relay race
extraction_confidence: high
source_id: 1eee8d12_gamesscouts
source_ids: ["1eee8d12_gamesscouts"]
chunk_key: 1eee8d12_gamesscouts.part02
created_at: 2026-05-29 18:08:36
updated_at: 2026-05-29 18:08:36
description:
Two Patrols play against another two — call them A, B, C and D. A and B stand in Indian file facing each other 50 feet apart; C and D do the same, at least 15 feet to the side. The Umpire stands in the centre of the parallelogram. A staff is handed to the first Scout of each of two side-by-side Patrols. On signal, those two run to the Scouts heading the other two Patrols, hand them the staves and retire. The two with the staves return them to the next remaining Scouts of the other Patrols, and so on until all have run. The last player on either side runs with his staff to the Umpire in the centre.

rules:
Staff is passed by running to the head of the opposing diagonal Patrol; runner retires after passing. Side that delivers its staff to the centre Umpire first wins.

source_excerpt:
A staff (or other article) is handed to the first Scout of each of two of the Patrols standing side by side.


name: Obstacle Staff Relay Race
rules: Standard Staff Relay rules plus an obstacle to be negotiated each leg.
variations: Variant of the Staff Relay Race with an added obstacle.
category: sports-active
subcategory: relay
content_type: joc
source_file: gamesscouts.pdf
source_files: ["gamesscouts.pdf"]
page_reference: page 32
materials_list: two staves, an obstacle (ditch, fence, etc.)
skills_developed: running, obstacle crossing, teamwork
difficulty_level: mediu
keywords: staff, obstacle, relay
tags: ["relay", "obstacle"]
language: en
normalized_name: obstacle staff relay race
extraction_confidence: high
source_id: 1eee8d12_gamesscouts
source_ids: ["1eee8d12_gamesscouts"]
chunk_key: 1eee8d12_gamesscouts.part02
created_at: 2026-05-29 18:08:36
updated_at: 2026-05-29 18:08:36
description:
The same as the Staff Relay Race except that a ditch, fence, or other obstacle has to be crossed by each player as he runs with the staff.

source_excerpt:
This game is the same as the previous one except that a ditch, fence, or other obstacle has to be crossed by each player as he runs with the staff.


name: Jump Staff Relay Race
variations: A piece of rope may be substituted for a staff.
category: sports-active
subcategory: relay
content_type: joc
source_file: gamesscouts.pdf
source_files: ["gamesscouts.pdf"]
page_reference: page 33
materials_list: staff or rope per team, object to run around
skills_developed: agility, jumping, teamwork
difficulty_level: mediu
keywords: staff, jump, relay
tags: ["relay"]
language: en
normalized_name: jump staff relay race
extraction_confidence: high
source_id: 1eee8d12_gamesscouts
source_ids: ["1eee8d12_gamesscouts"]
chunk_key: 1eee8d12_gamesscouts.part02
created_at: 2026-05-29 18:08:36
updated_at: 2026-05-29 18:08:36
description:
Each team has a staff (or a piece of rope). Teams are in Indian file. On "Go" the No. 1 of each team runs round an object placed in front of the team and on coming back No. 2 grasps one end of the staff. They run with it held close to the ground on opposite sides of their team while teammates jump over it. On arrival at the rear No. 1 takes his place at the end of the line; No. 2 runs round the object and on returning hands one end to No. 3 — same again. This time No. 2 stays at the end of the line. Finally when No. 1 again gains the stick he brings it to the Umpire.

rules:
Staff is held low and teammates must jump over it; runners cycle through, dropping to the rear. First team to deliver the staff to the Umpire wins.

source_excerpt:
Game commences with No. 1 in each team holding the staff. On command "Go" he runs round an object placed in front of the team and on coming back No. 2 grasps one end of the staff and they run with it held close to the ground while their team jump over it.


name: Jump Staff Relay Race
category: jocuri-cercetasesti
subcategory: relay-race
content_type: joc
source_file: gamesscouts.pdf
source_files: ["gamesscouts.pdf"]
page_reference: page 33
materials_list: staff or rope, object to run around
skills_developed: teamwork, coordination, agility
keywords: relay, staff, jump
language: en
normalized_name: jump staff relay race
extraction_confidence: high
source_id: 1eee8d12_gamesscouts
source_ids: ["1eee8d12_gamesscouts"]
chunk_key: 1eee8d12_gamesscouts.part03
created_at: 2026-05-29 18:08:36
updated_at: 2026-05-29 18:08:36
description:
Provide each team with a staff (or a piece of rope). Teams are in Indian file. Game commences with No. 1 in each team holding the staff. On the command 'Go', No. 1 runs around an object placed in front of the team. Returning, No. 2 grasps one end of the staff and together they run down opposite sides of the team holding the staff close to the ground while their teammates jump over it. At the rear, No. 1 stays at the end of the line and No. 2 runs around the object and on returning hands one end of the staff to No. 3, repeating the performance. Finally, when No. 1 again gains the stick he brings it to the Umpire. The team which first gets its staff to the Umpire wins.

rules:
No. 1 and 2 run down opposite sides of their team holding the staff at either end while teammates jump over it. The process continues until each player has had a turn.

source_excerpt:
Provide each team with a staff, or a piece of rope will do. Teams are in Indian file. Game commences with No. 1 in each team holding the staff.


name: Stagger Relay Race
category: jocuri-cercetasesti
subcategory: relay-race
content_type: joc
source_file: gamesscouts.pdf
source_files: ["gamesscouts.pdf"]
page_reference: page 33
materials_list: stout stick 3 feet long per team, stout stick 3 feet long
skills_developed: balance, running, coordination
keywords: stagger, dizzy, relay, stick
tags: ["relay", "novelty"]
language: en
normalized_name: stagger relay race
extraction_confidence: high
source_id: 1eee8d12_gamesscouts
source_ids: ["1eee8d12_gamesscouts"]
chunk_key: 1eee8d12_gamesscouts.part03
created_at: 2026-05-29 18:08:36
updated_at: 2026-05-29 18:08:36
description:
Equipment: a stout stick 3 feet long for each competing Patrol. Two lines are drawn — a starting line and another at the end of the course. On 'Go' the leading player of each Patrol runs down the course, places one end of his stick on the ground, his forehead on the other end, and with closed eyes circles six times around the stick. He then returns by the shortest possible route to the starting line and hands the stick to the next player behind the starting line. The race continues until all players have completed the course.

rules:
Six dizzy revolutions with forehead on stick, eyes closed; then return to pass stick on. Look out for falls.

source_excerpt:
The equipment required is a stout stick 3 feet long, for each competing Patrol. Two lines are drawn – a starting line and another at the end of the course.


name: Ammunition Dump
category: jocuri-cercetasesti
subcategory: relay-race
content_type: joc
source_file: gamesscouts.pdf
source_files: ["gamesscouts.pdf"]
page_reference: pages 33-34
materials_list: miscellaneous articles (umbrellas, hats, shoes, etc.), shoes)
skills_developed: coordination, teamwork, running
keywords: ammunition, articles, relay, carrying
tags: ["relay"]
language: en
normalized_name: ammunition dump
extraction_confidence: high
source_id: 1eee8d12_gamesscouts
source_ids: ["1eee8d12_gamesscouts"]
chunk_key: 1eee8d12_gamesscouts.part03
created_at: 2026-05-29 18:08:36
updated_at: 2026-05-29 18:08:36
description:
Teams of equal numbers are drawn up in Indian file, three paces apart. A line is drawn 12 paces in front of the leading players. On this line, in front of each file, is placed a heap of miscellaneous articles such as umbrellas, hats, shoes, etc. There should be one article less than the number of players in the file. On 'Go' the leading player runs forward and picks up his articles, proceeds down one side of his file handing each player one article, and up the other side collecting them. He then runs forward to the 12-paces line, deposits the articles, and returns to the last place in his file. The new leading player repeats. The first team to finish wins.

rules:
If an article is dropped it must be picked up immediately by the player who dropped it. There should be one article less than the number of players in the file.

source_excerpt:
Teams of equal numbers are drawn up in Indian file, three paces apart. A line is drawn 12 paces in front of the leading players.


name: Potato Pairs
category: sports-active
subcategory: throwing
content_type: joc
source_file: gamesscouts.pdf
source_files: ["gamesscouts.pdf"]
page_reference: page 34
materials_list: pail per pair, six potatoes per pair
skills_developed: throwing accuracy, teamwork
difficulty_level: usor
keywords: potato, pair, pail, throwing
tags: ["race", "throwing"]
language: en
normalized_name: potato pairs
extraction_confidence: high
source_id: 1eee8d12_gamesscouts
source_ids: ["1eee8d12_gamesscouts"]
chunk_key: 1eee8d12_gamesscouts.part02
created_at: 2026-05-29 18:08:36
updated_at: 2026-05-29 18:08:36
description:
Pails are placed in a row — one pail per pair of competitors. Starting 30 yards away, the pairs run forward hand in hand to a line 3 yards in front of the pails. On this line, opposite each pail, six potatoes are placed. Each player throws his three potatoes into his own pail. If he misses he must retrieve the potato to the 3-yards line. If one player gets his three potatoes in he may help his partner by throwing back missed potatoes.

rules:
Always hand in hand at start and finish; throwing only from the 3-yard line. The pair first back to the starting point hand in hand wins.

source_excerpt:
Pails are placed in a row. One pail is required per pair of competitors, who, starting from a line about 30 yards away, run forward, hand in hand, until they reach a line 3 yards in front of the pails.


name: Potato Pairs
category: jocuri-cercetasesti
subcategory: relay-race
content_type: joc
source_file: gamesscouts.pdf
source_files: ["gamesscouts.pdf"]
page_reference: page 34
materials_list: pails, potatoes
skills_developed: teamwork, throwing accuracy
keywords: pairs, potatoes, throwing
language: en
normalized_name: potato pairs
extraction_confidence: high
source_id: 1eee8d12_gamesscouts
source_ids: ["1eee8d12_gamesscouts"]
chunk_key: 1eee8d12_gamesscouts.part03
created_at: 2026-05-29 18:08:36
updated_at: 2026-05-29 18:08:36
description:
Pails are placed in a row. One pail per pair of competitors, who start from a line about 30 yards away and run forward hand in hand until they reach a line 3 yards in front of the pails. On this line, opposite each pail, six potatoes are placed. Each player has to throw his three potatoes into his own pail. If he misses he must retrieve the potato to the 3-yards line. If one player gets his three potatoes in, he may assist his partner by throwing back the missed potatoes. The two players who arrive first back at the starting point, hand in hand, are the winners.

rules:
Players must run hand in hand. Each player throws his own three potatoes; partners may assist after they finish their own.

source_excerpt:
Pails are placed in a row. One pail is required per pair of competitors, who, starting from a line about 30 yards away, run forward, hand in hand


name: Bobby
category: camp-outdoor
subcategory: camp skills
content_type: joc
source_file: gamesscouts.pdf
source_files: ["gamesscouts.pdf"]
page_reference: page 34
materials_list: potatoes, Scout knife, dish, paper bag
skills_developed: knife safety, tidiness, camp cookery prep, knife handling, neatness, teamwork
difficulty_level: usor
keywords: potato, peeling, knife, camp, potatoes, relay
tags: ["camp game", "relay"]
language: en
normalized_name: bobby
extraction_confidence: high
source_id: 1eee8d12_gamesscouts
source_ids: ["1eee8d12_gamesscouts"]
chunk_key: 1eee8d12_gamesscouts.part02
created_at: 2026-05-29 18:08:36
updated_at: 2026-05-29 18:08:36
description:
Required: potatoes for each Patrol (one less per Patrol than the number of Scouts), 1 Scout knife, 1 dish and 1 paper bag per Patrol. Layout: Patrols in Indian file at one end, paper bag and knife in front of each Patrol; opposite each Patrol potatoes and dish. On the signal to go, the first Scout lifts the knife, runs down, peels one potato, runs back, lays down the knife and touches the second Scout, who does likewise — and so on until all the potatoes have lost their skins. The last Scout lifts the knife and bag, runs down, puts peelings in the bag, cleans the knife, lays dish, knife and bag side by side, runs back and the Patrol comes to the alert.

rules:
Points awarded for (a) first finished, (b) neatness of ground, (c) the way potatoes are peeled. Points deducted for (a) every piece of peel lying about, (b) any Scout running with the knife open, (c) any Scout who tries to peel himself.

source_excerpt:
On the signal to go, first Scout lifts knife, runs down, peels one "spud," runs back, lays down knife, touches second Scout who does likewise; and so on until all the Murphies have lost their skins.


name: Rodeo
category: sports-active
subcategory: tag
content_type: joc
source_file: gamesscouts.pdf
source_files: ["gamesscouts.pdf"]
page_reference: pages 34-35
materials_list: whistle
skills_developed: agility, tackling, evasion
difficulty_level: mediu
keywords: rodeo, steers, cowboy, tackle, rugby
tags: ["tag", "rugby"]
language: en
normalized_name: rodeo
extraction_confidence: high
source_id: 1eee8d12_gamesscouts
source_ids: ["1eee8d12_gamesscouts"]
chunk_key: 1eee8d12_gamesscouts.part02
created_at: 2026-05-29 18:08:36
updated_at: 2026-05-29 18:08:36
description:
About 12 players (the Steers) are drawn up behind line AA; the Cowboy stands in the square X. The Umpire blows a whistle and the Steers rush for line BB. The Cowboy may only tackle Steers while they are passing through his den (X). He tackles Rugby-fashion and Steers may hand him off or elude him. Any Steer passing outside the side lines is out of the game (a judge posted at each side line). Each Steer pulled down by the Cowboy stays to help him pull others down. Next the Steers run from BB back to AA, and so on until only one is left — who becomes the next Cowboy.

rules:
Cowboy can only tackle within square X. Hand-offs allowed. Out-of-bounds runners are out. Captured Steers join the Cowboy as additional tacklers. Last surviving Steer becomes next Cowboy.

source_excerpt:
The Umpire blows a whistle and the "Steers" rush for the line BB. The "Cowboy" may only tackle the "Steers" while passing through his den (X).


name: Hat Ball
variations: Patrol scoring: Patrol with smallest total of chips wins.
category: jocuri-cercetasesti
subcategory: ball-game
content_type: joc
source_file: gamesscouts.pdf
source_files: ["gamesscouts.pdf"]
page_reference: page 35
materials_list: soft ball, hats, chips (markers), chips
skills_developed: throwing, dodging, accuracy, throwing accuracy, agility
keywords: hat, ball, chips, tag
tags: ["ball game"]
language: en
normalized_name: hat ball
extraction_confidence: high
source_id: 1eee8d12_gamesscouts
source_ids: ["1eee8d12_gamesscouts"]
chunk_key: 1eee8d12_gamesscouts.part03
created_at: 2026-05-29 18:08:36
updated_at: 2026-05-29 18:08:36
description:
The hats of all players are bunched together (hollows up) so that no hat is obscured. A dead line is drawn 10 feet from the hats; all players keep outside this line. 'It' begins by throwing a soft ball into one of the hats. For each miss a chip is put into his hat; three misses in succession and the Umpire nominates another 'It'. As soon as 'It' drops the ball into a hat, the owner runs forward for the ball while the others run away. The owner must not follow beyond the dead line, and must throw the ball at someone. If he hits, that player becomes 'It'; if he misses, a chip goes in his hat and he becomes 'It'. The Scout (or Patrol) with the fewest chips wins.

rules:
Misses earn chips in player's hat. The owner of the hat that catches the ball cannot cross the dead line when throwing.

source_excerpt:
The hats of all the players are bunched together (hollows up) so that no hat is obscured by another. A dead line is drawn 10 feet from the hats


name: Bucket Cricket
variations: When fewer than five aside both sides should field.
category: sports-active
subcategory: cricket variant
content_type: joc
source_file: gamesscouts.pdf
source_files: ["gamesscouts.pdf"]
page_reference: page 35
materials_list: bucket, tennis ball, bat or wooden stick (18 inches)
skills_developed: batting, throwing, balance
difficulty_level: mediu
keywords: bucket, cricket, bat
tags: ["ball game", "cricket"]
language: en
normalized_name: bucket cricket
extraction_confidence: high
source_id: 1eee8d12_gamesscouts
source_ids: ["1eee8d12_gamesscouts"]
chunk_key: 1eee8d12_gamesscouts.part02
created_at: 2026-05-29 18:08:36
updated_at: 2026-05-29 18:08:36
description:
Equipment: a bucket, tennis ball and a bat (or piece of wood 18 inches long). Patrols toss for choice of innings. The bucket is turned upside down and the first batter mounts it holding the bat. The fielding side try to hit the bucket with the ball. If the ball stops within 6 yards of the bucket it must be taken back to that distance (in the same line as last thrown) before being thrown again — a circle is drawn for this. Each hit by the batter counts two runs; each throw that fails to hit and is not hit by the batter counts one run. When the bucket is hit, or the ball is caught off the bat before touching the ground, or the batter falls off the bucket, that batter is out and the next takes his place. When all of one side are dismissed the other side bats. Most runs wins. With fewer than five aside both sides should field.

rules:
6-yard minimum throw distance; hitting bucket = out; catching off the bat = out; falling off bucket = out. Hits score 2 runs, missed throws score 1 run for the batting side.

source_excerpt:
A. bucket, tennis ball and a bat (or piece of wood 18 inches long). Patrols toss for choice of innings. The bucket is turned upside down and the first player of the batting side mounts it


name: Bucket Cricket
category: sports-active
subcategory: ball-game
content_type: joc
source_file: gamesscouts.pdf
source_files: ["gamesscouts.pdf"]
page_reference: page 35
materials_list: bucket, tennis ball, bat or piece of wood 18 inches long
skills_developed: balance, throwing, batting
keywords: cricket, bucket, bat
language: en
normalized_name: bucket cricket
extraction_confidence: high
source_id: 1eee8d12_gamesscouts
source_ids: ["1eee8d12_gamesscouts"]
chunk_key: 1eee8d12_gamesscouts.part03
created_at: 2026-05-29 18:08:36
updated_at: 2026-05-29 18:08:36
description:
Equipment: a bucket, tennis ball and a bat (or piece of wood 18 inches long). Patrols toss for choice of innings. The bucket is turned upside down and the first batter mounts it, holding the bat. The fielding side tries to hit the bucket with the ball. If the ball stops within 6 yards of the bucket it must be taken out to that distance before being thrown again. Each time the batter hits the ball it counts two runs; each throw which fails to hit the bucket but is not hit by the batter counts one run. The batter is out when the bucket is hit, when caught off the bat before touching the ground, or when the batter falls off the bucket. The side with most runs wins.

rules:
Hit by batter = 2 runs; missed by batter and bucket = 1 run; bucket hit / caught / batter falls = out. When fewer than five aside, both sides should field.

source_excerpt:
Equipment required: – A. bucket, tennis ball and a bat (or piece of wood 18 inches long). Patrols toss for choice of innings.


name: Bucket Cricket
category: sports-active
content_type: joc
source_file: Outdoor Games.pdf
source_files: ["Outdoor Games.pdf"]
page_reference: page 9
materials_list: upturned bucket, bat (18 inches), ball
skills_developed: batting, throwing, balance
keywords: bucket, cricket, circle, batting
tags: ["outdoor", "scouts", "cricket-variant"]
language: en
normalized_name: bucket cricket
extraction_confidence: high
source_id: d3959920_outdoor_games
source_ids: ["d3959920_outdoor_games"]
chunk_key: d3959920_outdoor_games.part01
created_at: 2026-05-29 18:08:36
updated_at: 2026-05-29 18:08:36
description:
A circular cricket variant where a batsman stands on an upturned bucket in the centre. The fielding team throws under-arm from outside the circle trying to hit the bucket. Points are scored for hitting or missing, and the batsman scores runs.

rules:
No. 1 of batting team takes his place on an upturned bucket in centre of circle (18 feet radius), with a bat 18 inches long. Other teams by throwing under-arm from outside circle try to hit bucket with ball. Teams bat in turn. If batter hits ball—two runs; if ball is not hit but misses bucket—one run. If ball hits bucket, is caught full pitch, or batter falls off bucket, he is out. Team with most runs wins.

source_excerpt:
No. 1 of batting team takes his place on an upturned bucket in centre of circle (18 feet radius), with a bat 18 inches long. Other teams by throwing under-arm from outside circle try to hit bucket with ball.


name: Chinese Tennis
variations: Court dimensions adjust to player numbers.
category: sports-active
subcategory: volleyball-like
content_type: joc
source_file: gamesscouts.pdf
source_files: ["gamesscouts.pdf"]
page_reference: page 36
materials_list: rope, large rubber ball or football, court markings
skills_developed: volleying, teamwork, reflexes
difficulty_level: mediu
keywords: chinese tennis, volleyball, rope, ball
tags: ["ball game", "court game"]
language: en
normalized_name: chinese tennis
extraction_confidence: high
source_id: 1eee8d12_gamesscouts
source_ids: ["1eee8d12_gamesscouts"]
chunk_key: 1eee8d12_gamesscouts.part02
created_at: 2026-05-29 18:08:36
updated_at: 2026-05-29 18:08:36
description:
A piece of ground is marked out 50 feet by 30 feet (size varies with number of players; these dimensions for teams of 12 aside). Back and side lines are marked and a rope is strung across the middle about 4 ft 6 in to 5 ft above the ground, dividing the playing area into two courts; each side occupies one. A large rubber ball or football is used. A player of one team stands behind his back line and bats (not throws) the ball with hand or hands either over the rope or to a teammate. The ball is then volleyed between players with the object of getting it over the rope to hit the ground in the other side's court. Only the serving side scores: winning a rally = 1 point; losing means the other side gets service. After 10 points sides change courts. First to 20 wins. A referee is essential.

rules:
(1) Ball must be batted (one or both hands) — not bounced, thrown, caught or kicked. A serving-side fault: lose service and the defaulting player retires until a point is scored. An other-side fault: defaulting player retires until a point and serving side retakes service. (2) A player may bat the ball up to three times in succession but not oftener. Serving side breaking this rule loses service; other side breaking it loses a point.

source_excerpt:
A piece of ground is marked out 50 feet by 30 feet. The size of the ground may be varied according to the number of players; these dimensions are for teams of 12 aside.


name: Chinese Tennis
variations: The size of the ground may be varied according to the number of players.
category: sports-active
subcategory: ball-game
content_type: joc
source_file: gamesscouts.pdf
source_files: ["gamesscouts.pdf"]
page_reference: pages 36-37
materials_list: large rubber ball or football, rope
skills_developed: teamwork, volleying, agility
keywords: volleyball, tennis, court
language: en
normalized_name: chinese tennis
extraction_confidence: high
source_id: 1eee8d12_gamesscouts
source_ids: ["1eee8d12_gamesscouts"]
chunk_key: 1eee8d12_gamesscouts.part03
created_at: 2026-05-29 18:08:36
updated_at: 2026-05-29 18:08:36
description:
Ground 50 feet by 30 feet (for teams of 12 aside). Back and side lines marked, with a rope strung across the middle about 4 ft. 6 ins. to 5 ft. from the ground. Each side occupies a court. A large rubber ball or football is used. A player stands behind his team's back line and bats (not throws) the ball with his hand(s) either over the rope or to a teammate. The ball is then volleyed from player to player to get it over the rope and onto the opposing court. Only the serving side scores; a rally lost loses the service. Sides change courts after 10 points; first to 20 wins.

rules:
(1) The ball may be batted with one or both hands, but not bounced, thrown, caught or kicked. If serving side faults they lose service; the defaulting player retires until a point is scored. (2) A player may bat the ball three times in succession but no more. (3) Server allowed a second service if first fails. (4) Ball touching the ground ends the rally. (5) Knocking ball out of court loses service or scores for opponents. (6) Serving side keeps service after scoring.

source_excerpt:
A piece of ground is marked out 50 feet by 30 feet. The size of the ground may be varied according to the number of players; these dimensions are for teams of 12 aside.


name: Puddock
variations: When numbers are few, both sides should field.
category: sports-active
subcategory: ball-game
content_type: joc
source_file: gamesscouts.pdf
source_files: ["gamesscouts.pdf"]
page_reference: pages 35-36
materials_list: cricket wickets, stick (9 inches), tennis ball, wooden club or hand bat
skills_developed: batting, bowling, agility
keywords: cricket, puddock, bail
language: en
normalized_name: puddock
extraction_confidence: high
source_id: 1eee8d12_gamesscouts
source_ids: ["1eee8d12_gamesscouts"]
chunk_key: 1eee8d12_gamesscouts.part03
created_at: 2026-05-29 18:08:36
updated_at: 2026-05-29 18:08:36
description:
Requirements: three cricket wickets; a stick about 9 inches long to act as a bail; a tennis ball and a wooden club or hand bat. Pitch as for cricket but with single wicket at bowler's end and two wickets at batsman's end (centre stump removed). The bail is laid along the top of the wickets. One player bats at a time. The bowler bowls underhand attempting to pass the ball between the wickets without removing the bail. If the bowler succeeds, the batsman is out. If the batsman hits the ball and is caught (direct or from first bounce) he is out. If the batsman touches the ball with his bat he must attempt to score two runs by running to the bowler's end and back. The ball is returned to the bowler who tries to bowl between the stumps; if successful, batsman out. Each side bats in turn and the team scoring most runs wins.

rules:
A rule might be made that only full pitches may be bowled. If a batsman is caught or bowled while running, those two runs do not count.

source_excerpt:
Requirements: – Three cricket wickets; a stick about 9 inches long, to act as a bail; a tennis ball and a wooden club or hand bat.


name: Stoolball
variations: A small size tennis racquet will do in emergency. An ordinary tennis ball will do to begin with.
category: sports-active
subcategory: ball-game
content_type: joc
source_file: gamesscouts.pdf
source_files: ["gamesscouts.pdf"]
page_reference: page 37
materials_list: stoolball wickets (board on stake), stoolball bats, tennis ball
skills_developed: batting, bowling, fielding
keywords: stoolball, cricket, wicket
language: en
normalized_name: stoolball
extraction_confidence: high
source_id: 1eee8d12_gamesscouts
source_ids: ["1eee8d12_gamesscouts"]
chunk_key: 1eee8d12_gamesscouts.part03
created_at: 2026-05-29 18:08:36
updated_at: 2026-05-29 18:08:36
description:
Stoolball wickets, bats and balls are different from cricket. Each wicket is a board (one foot square, 4 ft. 8 ins. from ground to top) on a stake. The bat is wood with an almost circular face (no more than 7½ ins. in diameter, thicker in centre) and a short handle. Wickets are set up facing each other 20 yards apart. The bowler stands between the wickets, 10 yards from the one being bowled at. An over consists of eight balls bowled alternately to each wicket. Two batters bat at a time, as in cricket. The bowler bowls underhand; no throwing or jerking (a 'no ball' counts a run). A batter is out when ball hits the front face of the wicket, when caught, when run out, or when he blocks with his person a ball that would have hit the face of the wicket.

rules:
Underhand bowling only; no throws or jerks. No 'wides'. Each batter must touch his wicket with the bat before each bowl and on completing each run. Both batters must run between the wickets. Other rules follow cricket.

source_excerpt:
Stoolball wickets, bats and balls are different from cricketing ones. Each of the pair of wickets consists of a board mounted on a stake


name: Passball Match
category: jocuri-cercetasesti
subcategory: ball-game
content_type: joc
source_file: gamesscouts.pdf
source_files: ["gamesscouts.pdf"]
page_reference: pages 37-38
materials_list: ball
skills_developed: teamwork, passing, agility
keywords: passing, circle, ball
language: en
normalized_name: passball match
extraction_confidence: high
source_id: 1eee8d12_gamesscouts
source_ids: ["1eee8d12_gamesscouts"]
chunk_key: 1eee8d12_gamesscouts.part03
created_at: 2026-05-29 18:08:36
updated_at: 2026-05-29 18:08:36
description:
A circle is marked on the ground, 40 feet in diameter. One Patrol (say the Otters) goes in with a ball. On 'Go' two Scouts from another Patrol (the Tigers) rush in and try to touch the ball. The Otters throw the ball from one to another to prevent any Tiger from touching it. When a Tiger touches the ball he retires and another takes his place. The game continues until every Tiger has touched the ball and left the circle. The Umpire times this. The two Patrols then change places. The Patrol taking the shorter time wins.

rules:
If the ball is thrown out of the circle, it frees the Tiger who has been in longest. If an Otter holding the ball is forced out of the circle, it releases the Tiger who forced him out.

source_excerpt:
A circle is marked on the ground, 40 feet in diameter. The game is played within this circle. One Patrol goes in with a ball, say the Otters.


name: Flag Football
category: sports-active
subcategory: ball-game
content_type: joc
source_file: gamesscouts.pdf
source_files: ["gamesscouts.pdf"]
page_reference: page 38
materials_list: football, two tripods made from signalling flags
skills_developed: passing, teamwork, agility
keywords: football, tripod, goal
language: en
normalized_name: flag football
extraction_confidence: high
source_id: 1eee8d12_gamesscouts
source_ids: ["1eee8d12_gamesscouts"]
chunk_key: 1eee8d12_gamesscouts.part03
created_at: 2026-05-29 18:08:36
updated_at: 2026-05-29 18:08:36
description:
Requirements: a football and two tripods made from signalling flags to act as goals at either end of the ground. Any number of players a side. Each team has one goalkeeper who defends his team's tripod and only he may use both hands and feet to stop the ball. A circle is drawn round each tripod; only the goalkeeper may enter the circle. Boundaries need not be marked. The ball is passed continually from player to player. A goal is scored by knocking down the other team's tripod with the ball from outside the circle.

rules:
No player other than the goalkeeper may kick the ball. A kick is a foul and gives the opponents a free throw from the circle edge, from which a goal may not be scored direct.

source_excerpt:
Requirements: – A football and two tripods made from signalling flags, to act as goals, and erected at either end of ground.


name: Giant Sneeze
category: icebreakers
subcategory: circle-game
content_type: joc
source_file: gamesscouts.pdf
source_files: ["gamesscouts.pdf"]
page_reference: page 38
skills_developed: coordination, timing
keywords: sneeze, circle, shout
language: en
normalized_name: giant sneeze
extraction_confidence: high
source_id: 1eee8d12_gamesscouts
source_ids: ["1eee8d12_gamesscouts"]
chunk_key: 1eee8d12_gamesscouts.part03
created_at: 2026-05-29 18:08:36
updated_at: 2026-05-29 18:08:36
description:
Players are formed in a circle and numbered in fives. Each No. 1 takes TISSUE, No. 2 A-CHEW, No. 3 HASH, No. 4 HATCHET, and No. 5 CHEETAH. The leader stands in the centre; as he raises his arms all players take a loud, deep inhalation (as one does preparatory to sneezing). On the dropping of his arms each player shouts the word allotted to him. The result should be a particularly explosive sneeze.

source_excerpt:
Players are formed up in a circle and numbered in fives. Each No. 1 player takes TISSUE, No. 2 A – CHEW, No. 3. – HASH, No. 4 – HATCHET, and No. 5 CHEETAH.


name: A Goal
category: icebreakers
subcategory: circle-game
content_type: joc
source_file: gamesscouts.pdf
source_files: ["gamesscouts.pdf"]
page_reference: page 39
source_excerpt: Players are formed up in a circle and numbered in fours. Each No. 1 player takes “Play up, Queen’s”
skills_developed: timing, vocal coordination
keywords: shout, football, circle
language: en
normalized_name: a goal
extraction_confidence: high
source_id: 1eee8d12_gamesscouts
source_ids: ["1eee8d12_gamesscouts"]
chunk_key: 1eee8d12_gamesscouts.part03
created_at: 2026-05-29 18:08:36
updated_at: 2026-05-29 18:08:36
description:
Players form a circle and number in fours. No. 1's take 'Play up, Queen's' (or whoever the local favourites are); No. 2's take 'Well played, sir'; No. 3's take 'Now pass'; No. 4's a prolonged 'Shoot!' The Referee stands in the centre. With his upraised right hand he signals the No. 1's to start repeating their phrase; then No. 2's join in slightly louder; then No. 3's louder still; then No. 4's at the pitch of their voices, the others shouting anything appropriate to an exciting football match. When the Referee raises both arms there is instantaneous silence; after two seconds and a short toot on the whistle, all players shout a prolonged 'GOAL'.


name: A Bye
variations: Variation of 'A Goal'.
category: icebreakers
subcategory: circle-game
content_type: joc
source_file: gamesscouts.pdf
source_files: ["gamesscouts.pdf"]
page_reference: page 39
skills_developed: timing, vocal coordination
keywords: shout, cricket, circle
language: en
normalized_name: a bye
extraction_confidence: high
source_id: 1eee8d12_gamesscouts
source_ids: ["1eee8d12_gamesscouts"]
chunk_key: 1eee8d12_gamesscouts.part03
created_at: 2026-05-29 18:08:36
updated_at: 2026-05-29 18:08:36
description:
This item is exactly the same as 'A Goal' up to the point where the Referee gives a short toot on his whistle. Instead of yelling 'Goal', the players give vent to a staccato and eager 'A' followed by a protracted and disappointed 'OO-OO-OOH'.

source_excerpt:
This item is exactly the same as “A Goal” up to the point where the Referee gives a short toot on his whistle.


name: Draw a Face as I do
category: icebreakers
subcategory: observation
content_type: joc
source_file: gamesscouts.pdf
source_files: ["gamesscouts.pdf"]
page_reference: page 39
skills_developed: observation, attention to detail
keywords: face, drawing, trick
language: en
normalized_name: draw a face as i do
extraction_confidence: high
source_id: 1eee8d12_gamesscouts
source_ids: ["1eee8d12_gamesscouts"]
chunk_key: 1eee8d12_gamesscouts.part03
created_at: 2026-05-29 18:08:36
updated_at: 2026-05-29 18:08:36
description:
Players are seated in a circle. The Umpire says to the player on his right, 'Draw a face as I do,' and then with the index finger of his left hand draws a face in the air (outline clockwise; right eye; left eye; nose downwards; mouth right to left). Each player in turn attempts the feat; the Umpire says 'Right' or 'Wrong'. The game continues round the circle until everyone has it correct.

rules:
The chief mistake is paying so much attention to the order of placing eyes etc. that players do not realise the figure must be drawn with the left hand.

source_excerpt:
Players are seated in a circle. The Umpire says to the player on his right, “Draw a face as I do,” and then, with the index finger of his left hand draws a face


name: Giants and Dwarfs
category: icebreakers
subcategory: physical
content_type: joc
source_file: gamesscouts.pdf
source_files: ["gamesscouts.pdf"]
page_reference: page 39
skills_developed: physical coordination, listening
keywords: giants, dwarfs, marching
language: en
normalized_name: giants and dwarfs
extraction_confidence: high
source_id: 1eee8d12_gamesscouts
source_ids: ["1eee8d12_gamesscouts"]
chunk_key: 1eee8d12_gamesscouts.part03
created_at: 2026-05-29 18:08:36
updated_at: 2026-05-29 18:08:36
description:
Players march round the room. On the order 'GIANTS' they march on tip-toe attempting to touch the ceiling with their finger tips. On the command 'DWARFS' the hands are lowered to the shoulders and the players assume an almost sitting position, marching round thus. On 'STEADY' they march normally until 'GIANTS' or 'DWARFS' is called again.

source_excerpt:
The players march round the room and on the order “GIANTS” they march on tip-toe attempting to touch the ceiling with their finger tips.


name: Pat and his Pig
category: sports-active
subcategory: wrestling
content_type: joc
source_file: gamesscouts.pdf
source_files: ["gamesscouts.pdf"]
page_reference: pages 39-40
skills_developed: strength, balance
keywords: wheelbarrow, wrestling, strength
language: en
normalized_name: pat and his pig
extraction_confidence: high
source_id: 1eee8d12_gamesscouts
source_ids: ["1eee8d12_gamesscouts"]
chunk_key: 1eee8d12_gamesscouts.part03
created_at: 2026-05-29 18:08:36
updated_at: 2026-05-29 18:08:36
description:
For two players. Three parallel chalk lines on the floor: a centre line, a line 5 feet on one side, and a line 10 feet on the other. The 'Pig' takes position on the centre line with his hands on the floor. 'Pat' grasps the Pig by the ankles and on 'Go' tries to force the Pig to the 10-feet line while the Pig tries to go in the opposite direction to the 5-feet line.

rules:
Pat may neither cross nor twist the Pig's ankles. The game should not be continued too long as it is very strenuous, particularly for the Pig.

source_excerpt:
“Pat” grasps the “Pig” by the ankles and on the word “Go” tries to force the “Pig” to the 10 feet line


name: The Joy Wheel
category: jocuri-cercetasesti
subcategory: physical
content_type: joc
source_file: gamesscouts.pdf
source_files: ["gamesscouts.pdf"]
page_reference: page 40
skills_developed: teamwork, coordination, strength
keywords: wheel, human, spinning
language: en
normalized_name: the joy wheel
extraction_confidence: high
source_id: 1eee8d12_gamesscouts
source_ids: ["1eee8d12_gamesscouts"]
chunk_key: 1eee8d12_gamesscouts.part03
created_at: 2026-05-29 18:08:36
updated_at: 2026-05-29 18:08:36
description:
Four players lie on their backs on the floor at right angles to each other with feet interlaced in the centre. A fifth (light) player sits on the feet. Four further players stand, each midway between the heads of two of the prone players, and grasp the near hand of the prone player on either side. The standing players move round in a circle, the result being a human joy wheel.

source_excerpt:
Four players lie on their backs on the floor at right angles to each other with feet interlaced in the centre. A fifth (light) player sits on the feet.


name: Quicksight
rules: Each player gets a 5-second view of the opponent's pattern.
variations: Other articles can be substituted for the pennies and pebbles.
category: jocuri-cercetasesti
subcategory: observation
content_type: joc
source_file: gamesscouts.pdf
source_files: ["gamesscouts.pdf"]
page_reference: page 40
materials_list: cardboard squares (25 squares each), 5 pennies, 5 pebbles
skills_developed: observation, memory
keywords: memory, kim's game, observation
language: en
normalized_name: quicksight
extraction_confidence: high
source_id: 1eee8d12_gamesscouts
source_ids: ["1eee8d12_gamesscouts"]
chunk_key: 1eee8d12_gamesscouts.part03
created_at: 2026-05-29 18:08:36
updated_at: 2026-05-29 18:08:36
description:
Two pieces of cardboard, about a foot square, each divided into twenty-five squares. Each player gets one cardboard, 5 pennies and 5 pebbles (other articles can be substituted). The first player places these on the squares in any pattern; the other player is allowed to see it for five seconds before it is covered. From memory the second player reproduces the pattern on his board. Then they swap roles. One point is allowed for each placed correctly and one deducted for each that is wrong. The player with the most points wins.

source_excerpt:
Two pieces of cardboard, about a foot square, are each divided into twenty-five squares. Each player is given one of the pieces of cardboard, 5 pennies and 5 pebbles.


name: Rapid Questions
category: jocuri-cercetasesti
subcategory: quiz
content_type: joc
source_file: gamesscouts.pdf
source_files: ["gamesscouts.pdf"]
page_reference: pages 40-41
skills_developed: knowledge, quick thinking, memory
keywords: quiz, questions, patrol
language: en
normalized_name: rapid questions
extraction_confidence: high
source_id: 1eee8d12_gamesscouts
source_ids: ["1eee8d12_gamesscouts"]
chunk_key: 1eee8d12_gamesscouts.part03
created_at: 2026-05-29 18:08:36
updated_at: 2026-05-29 18:08:36
description:
The District Commissioner's game. Patrols are drawn up in Indian file two paces apart. Only the leading player in each Patrol can answer the question put. After each question the leading players go to the last place in their file. Questions on any subject are put by the Umpire. The first player to know the answer raises his right hand; players reply in order of raised hands by going forward to the Umpire and whispering the answer. The first correct answer scores points equal to the number of competing Patrols; next scores one less, etc. After each round the Umpire gives the correct answer.

rules:
Only the leading player may answer. Replies in order of raised hands. Whisper the answer to the Umpire. After answering, leading players go to the last place in their file.

source_excerpt:
Patrols are drawn up in Indian file two paces apart. Only the leading player in each Patrol can answer the question put.


name: Ask Your P.L.
category: jocuri-cercetasesti
subcategory: quiz
content_type: joc
source_file: gamesscouts.pdf
source_files: ["gamesscouts.pdf"]
page_reference: page 41
materials_list: neckerchief, list of questions
skills_developed: knowledge, scout skills, teamwork
keywords: quiz, relay, patrol, knots
language: en
normalized_name: ask your p.l.
extraction_confidence: high
source_id: 1eee8d12_gamesscouts
source_ids: ["1eee8d12_gamesscouts"]
chunk_key: 1eee8d12_gamesscouts.part03
created_at: 2026-05-29 18:08:36
updated_at: 2026-05-29 18:08:36
description:
An Umpire is required for each competing Patrol with the same list of questions. Umpires stand in line facing their Patrols, as far away as possible. Patrols are drawn up in Indian file, the leading player holding a neckerchief, with the Patrol Leader at the rear. On 'Go' the first players race to their Umpires and are asked question No. 1. If correct, the Umpire says 'Right' and the player runs back and hands the neckerchief to the next player, who races to ask the next question. If wrong, the Umpire says 'Ask your P.L.', and the player races to his P.L. for the correct answer (or to have a knot or test demonstrated), then returns to the Umpire to try again. The Patrol to finish first wins.

rules:
If Patrols are not equal in numbers, some members of smaller Patrols answer two questions each so each Patrol has the same number of tests.

source_excerpt:
An Umpire is required for each competing Patrol and each Umpire is provided with the same list of questions.


name: Questionnaire
rules: The asker must know the correct answer himself.
category: jocuri-cercetasesti
subcategory: quiz
content_type: joc
source_file: gamesscouts.pdf
source_files: ["gamesscouts.pdf"]
page_reference: pages 41-42
materials_list: pencils, paper
skills_developed: general knowledge, questioning
keywords: quiz, writing, questions
language: en
normalized_name: questionnaire
extraction_confidence: high
source_id: 1eee8d12_gamesscouts
source_ids: ["1eee8d12_gamesscouts"]
chunk_key: 1eee8d12_gamesscouts.part03
created_at: 2026-05-29 18:08:36
updated_at: 2026-05-29 18:08:36
description:
Players seated in a circle, each with pencil and sheet of paper. Each player in turn asks a sensible question requiring a short answer, and must know the correct answer himself. Each player writes down what he considers is the correct answer. The player with the most correct answers wins.

source_excerpt:
Players seated in a circle each with pencil and sheet of paper. Each player in turn asks a question, which must be a sensible one requiring a short answer.


category: cantece-ceremonii
subcategory: ceremonial-game
content_type: ceremonie
source_file: gamesscouts.pdf
source_files: ["gamesscouts.pdf"]
page_reference: page 42
skills_developed: ceremony, formality, humour
keywords: court, ceremonial, mock, ritual
language: en
extraction_confidence: high
source_id: 1eee8d12_gamesscouts
source_ids: ["1eee8d12_gamesscouts"]
chunk_key: 1eee8d12_gamesscouts.part03
created_at: 2026-05-29 18:08:36
updated_at: 2026-05-29 18:08:36
name:
Ceremonial and Rules for the Conduct of the Meetings of the Most Honourable Court of Buns and Coffee

description:
A mock ceremonial court game. A Most Worshipful Master (M.W.M.) is elected along with a Worthy President (W.P.); other members are Worthy Brethren (W.B.). The M.W.M. takes his seat at the head of the Court, the W.P. opposite, and W.B.'s in the remaining seats. The M.W.M. declares the Court open and members fold their arms upon their bosoms. If a W.B. spies another W.B. misbehaving, he rises and says 'Watch; hand over the dido.' The M.W.M. hands over the dido (a paddle or implement) and the accusing W.B. addresses the Court stating the offence. The M.W.M. pronounces sentence (e.g., 'Two on the right Flipper'); the W.B. administers the punishment, then returns the dido to the M.W.M. On conclusion the M.W.M. declares the Court closed.

rules:
Should the offender resist, the W.B. may exclaim 'Assistance' whereupon W.B.'s on either side seize and hold the offender. Specific formulas must be exchanged when handing/receiving the dido.

source_excerpt:
There shall be elected a Most Worshipful Master, a Worthy President, the remaining members being Worthy Brethren.

normalized_name:
ceremonial and rules for the conduct of the meetings of the most honourable court of buns and coffee


name: The Problem of the Man Who Lost His Memory
rules: Each Patrol gets three minutes to examine articles. The Umpire sums up at the end.
category: jocuri-cercetasesti
subcategory: observation-deduction
content_type: joc
source_file: gamesscouts.pdf
source_files: ["gamesscouts.pdf"]
page_reference: pages 42-43
materials_list: various articles (comb, file, handkerchief, coins, ticket, diary, pen)
skills_developed: observation, deduction, reasoning
keywords: deduction, sherlock, observation
language: en
normalized_name: the problem of the man who lost his memory
extraction_confidence: high
source_id: 1eee8d12_gamesscouts
source_ids: ["1eee8d12_gamesscouts"]
chunk_key: 1eee8d12_gamesscouts.part03
created_at: 2026-05-29 18:08:36
updated_at: 2026-05-29 18:08:36
description:
On a table are laid out a few articles. Each Patrol in turn is brought to the table and told a tale: a man was put off a train at Glasgow and handed over to police for travelling beyond the place for which he had purchased a ticket. On arrest the policeman discovered the man had lost his memory; the articles on the table were all that were found in his possession. Each Patrol has three minutes to examine the articles, then retires until called forward to state all they can ascertain about the man. The winning Patrol is the one that brings forward the most reasonable and valuable deductions.

variations:
Suitable articles: comb, nail file and toothpick (cleanly habits); handkerchief with a laundrymark (for identification); coins of small value (poverty or robbery); used bus ticket (recent location); railway diary with a page folded down (frequent travel destination); pencils and fountain pen (probable occupation).

source_excerpt:
On a table are laid out a few articles and each Patrol, in turn, is taken up to the table and told a tale


name: Problem Pictures
category: jocuri-cercetasesti
subcategory: observation-deduction
content_type: joc
source_file: gamesscouts.pdf
source_files: ["gamesscouts.pdf"]
page_reference: page 43
skills_developed: observation, deduction, reasoning
keywords: deduction, pictures, observation
language: en
normalized_name: problem pictures
extraction_confidence: high
source_id: 1eee8d12_gamesscouts
source_ids: ["1eee8d12_gamesscouts"]
chunk_key: 1eee8d12_gamesscouts.part03
created_at: 2026-05-29 18:08:36
updated_at: 2026-05-29 18:08:36
description:
The Scoutmaster sets a number of deduction problems in the absence of the boys, preferably one picture per competing Patrol, each different. The Patrols are called in and each given five minutes to study a picture before changing over with another Patrol. After all Patrols have had their turn at every picture, the Patrol Leaders state concisely what they have been able to deduce. Sample pictures: (1) A chair, shepherd's crook, hat with game bird's feather, newspaper open at agricultural page, wash leather gloves — describe the man. Deduction: interested in agriculture and shooting, probably a laird. (2) A chair with stool, table with pipe, book with bookmarker, empty telegraph envelope, spent matches, stick, rug — why did the sitter leave and what kind of person was he? Deduction: a man (pipe), left on telegram, expected to return, slightly lame, careful reader.

rules:
Each Patrol gets 5 minutes per picture. When setting pictures, act the parts to ensure no detail is omitted or wrongly set.

source_excerpt:
In this game the Scoutmaster sets a number of deduction problems in the absence of the boys. There should preferably be one picture for each competing Patrol


name: What Would You Do?
category: jocuri-cercetasesti
subcategory: problem-solving
content_type: joc
source_file: gamesscouts.pdf
source_files: ["gamesscouts.pdf"]
page_reference: pages 43-44
skills_developed: problem solving, discussion, judgement
keywords: problem solving, scenarios, discussion
language: en
normalized_name: what would you do?
extraction_confidence: high
source_id: 1eee8d12_gamesscouts
source_ids: ["1eee8d12_gamesscouts"]
chunk_key: 1eee8d12_gamesscouts.part03
created_at: 2026-05-29 18:08:36
updated_at: 2026-05-29 18:08:36
description:
An inter-Patrol competition. The Umpire reads out a problem to all players. Each Patrol retires to its corner and members consult on the best move. At the time limit each Patrol Leader brings forward the Patrol's opinion in writing. The most reasonable solution in the Umpire's opinion wins. Sample problems: (1) Carrying a dispatch through an orchard, you climb an apple tree to escape a savage bulldog, but time is passing — what would you do? (2) Walking along a dim street, a roughly dressed man with bloodstains dashes out from a dark entry — what would you do? (3) Late at night you see men setting fire to a farmer's stacks; an armed man confronts you — what would you do? (4) You carry an important dispatch with likelihood of being captured and searched (even stripped) — how/where would you hide it?

rules:
Patrols write their opinions. Patrol Leaders may speak briefly on their reasons; other Leaders may criticise rival solutions. Take one solution up and complete its discussion before the next.

source_excerpt:
The Umpire reads out a problem to all of the Players. (Four sample problems are given here for the guidance of Scoutmasters.)


name: The Unedited Manuscript
category: jocuri-cercetasesti
subcategory: observation-listening
content_type: joc
source_file: gamesscouts.pdf
source_files: ["gamesscouts.pdf"]
page_reference: pages 44-45
skills_developed: listening, attention, scout knowledge
keywords: story, errors, listening, manuscript
language: en
normalized_name: the unedited manuscript
extraction_confidence: high
source_id: 1eee8d12_gamesscouts
source_ids: ["1eee8d12_gamesscouts"]
chunk_key: 1eee8d12_gamesscouts.part03
created_at: 2026-05-29 18:08:36
updated_at: 2026-05-29 18:08:36
description:
Players are seated in a circle in tailor fashion. The Scoutmaster tells the players he is an 'author' and will read part of an unrevised manuscript; errors may have crept in. If anybody spots a mistake he springs to his feet and states what the mistake is; if correct, he scores a mark for his Patrol; if wrong, a minus mark. A sample story is provided about John Smith, a Boy Scout — but with names switched (Jim/John), wrong factions (Smugglers vs Pirates), wrong Scout Law numbers, wrong badge names (Ambulance), wrong scene (hut/cave), etc. Errors are spotted by alert listeners.

rules:
Player must spring to his feet to claim. An Umpire decides who rose first. Correct identification scores; wrong scores minus.

source_excerpt:
“If anybody spots a mistake he will spring to his feet. He will then be called upon to state what the mistake is.


name: My P.L. went to Camp
rules: All previous articles must be in the correct order. One-minute limit for recall.
category: icebreakers
subcategory: memory-game
content_type: joc
source_file: gamesscouts.pdf
source_files: ["gamesscouts.pdf"]
page_reference: page 45
skills_developed: memory, concentration
keywords: memory, circle, camp
language: en
normalized_name: my p.l. went to camp
extraction_confidence: high
source_id: 1eee8d12_gamesscouts
source_ids: ["1eee8d12_gamesscouts"]
chunk_key: 1eee8d12_gamesscouts.part03
created_at: 2026-05-29 18:08:36
updated_at: 2026-05-29 18:08:36
description:
Players are formed in a circle. The first player says, 'My P.L. went to camp and packed his bag. In it he put (some thing),' naming an article. The next player repeats the phrase, adds the previous article in order, and adds another. The game continues round the circle, each player repeating all previous articles in order and adding a new one. Whenever a player gets the order wrong or cannot remember the next article within one minute, he is out. The game continues until only the winner is left.

source_excerpt:
Players are formed up in a circle. The first player commences by saying: – “My P. L. went to camp and packed his bag. In it he put (some thing),”


name: John, Jack, Jim and Joe
category: icebreakers
subcategory: memory-attention
content_type: joc
source_file: gamesscouts.pdf
source_files: ["gamesscouts.pdf"]
page_reference: page 46
skills_developed: attention, memory, quick response
keywords: circle, alertness, names
language: en
normalized_name: john, jack, jim and joe
extraction_confidence: high
source_id: 1eee8d12_gamesscouts
source_ids: ["1eee8d12_gamesscouts"]
chunk_key: 1eee8d12_gamesscouts.part03
created_at: 2026-05-29 18:08:36
updated_at: 2026-05-29 18:08:36
description:
Players seated in a circle; the Umpire is the 'Teacher' (in an armchair if available). The four players on his left are 'John', 'Jack', 'Jim' and 'Joe'. The next on his left is No. 1, then No. 2, etc., the last (on Teacher's right) being the 'Dunce'. The game commences with 'Teacher to No. 3'. No. 3 must reply, e.g., 'No. 3 to Jack'. Jack might say 'Jack to No. 8' and so on. Whenever a player fails to respond at once, replies wrongly, calls his own number, or calls a number not in the game, he goes to the Dunce's seat and players beneath him move up, immediately taking up their new numbers/names.

rules:
The Teacher may also lose his place. The aim is to get into the Teacher's chair and stay there. Once renamed, players are not renumbered automatically — they must pick up new names themselves.

source_excerpt:
The four players on his left are respectively – “John,” “Jack,” “Jim” and “Joe.” The fifth player on his left is No. 1, the next No. 2 and so on round the circle


name: Buzz
rules: Failures restart counting at 1 with the next player.
category: icebreakers
subcategory: counting-game
content_type: joc
source_file: gamesscouts.pdf
source_files: ["gamesscouts.pdf"]
page_reference: page 46
skills_developed: mental arithmetic, attention
keywords: counting, buzz, numbers
language: en
normalized_name: buzz
extraction_confidence: high
source_id: 1eee8d12_gamesscouts
source_ids: ["1eee8d12_gamesscouts"]
chunk_key: 1eee8d12_gamesscouts.part03
created_at: 2026-05-29 18:08:36
updated_at: 2026-05-29 18:08:36
description:
Players sit in a circle. A counting game in which, whenever the number 7 comes, a multiple of 7, or a figure with 7 in it (such as 14, 17, 21, 27, 28, 35, 37 etc.), the player whose turn it is must say 'Buzz'. Otherwise he drops out. For 71-79 you say 'Buzz 1', 'Buzz 2' etc., and for 77 you say 'Buzz, Buzz'. The game continues until only the winner is left. Whenever a player fails — by not Buzzing, Buzzing when he shouldn't, or saying the wrong number — the next player begins again at 1.

source_excerpt:
The game is a counting one, in which, whenever the number 7 comes, or a multiple of 7, or a figure with 7 in it, such as 14, 17, 21, 27, 28, 35, 37, etc., the player whose turn it is must say “Buzz.”


name: Buzz
category: icebreakers
content_type: joc
source_file: 1000 Fantastic Scout Games! - John Hemming-Clark.pdf
source_files: ["1000 Fantastic Scout Games! - John Hemming-Clark.pdf"]
page_reference: page 45
skills_developed: mental agility, concentration
keywords: counting, multiples, circle game
language: en
normalized_name: buzz
extraction_confidence: high
source_id: 4a765782_1000_fantastic_scout_games_john_hemming_clark
source_ids: ["4a765782_1000_fantastic_scout_games_john_hemming_clark"]
chunk_key: 4a765782_1000_fantastic_scout_games_john_hemming_clark.part03
created_at: 2026-05-29 18:08:36
updated_at: 2026-05-29 18:08:36
description:
Scouts stand in a circle and count in sequence. Whenever the count reaches a multiple of three, the scout must say 'buzz' instead. A scout who hesitates or forgets to say 'buzz' is out and counting restarts from one.

rules:
The scouts get into a circle and one player starts by counting, starting at 'one', then the scout to his right says 'two' and so on. When the counting gets to 'three' the scout has to say 'buzz' instead. 'Buzz' is repeated for every multiple of three. If a scout hesitates or forgets to 'buzz' he goes out and play starts back at 'one'.

variations:
Introduce 'fizz' for five and multiples of five. Of course, some numbers will attract a 'buzz, fizz'. Make it a league system. Put yourself in the circle and every time a scout gets it wrong he comes and sits immediately to your left.

source_excerpt:
When the counting gets to "three" the scout has to say "buzz" instead. "Buzz" is repeated for every multiple of three. If a scout hesitates or forgets to "buzz" he goes out and play starts back at "one".


name: Buzz
category: icebreakers
content_type: joc
source_file: nmc-top100-scout-games.pdf
source_files: ["nmc-top100-scout-games.pdf"]
page_reference: page 22
skills_developed: numeracy, concentration, quick thinking
difficulty_level: mediu
keywords: buzz, counting, seven, math
tags: ["circle game", "number game", "concentration"]
language: en
normalized_name: buzz
extraction_confidence: high
source_id: 62152ad8_nmc_top100_scout_games
source_ids: ["62152ad8_nmc_top100_scout_games"]
chunk_key: 62152ad8_nmc_top100_scout_games.part02
created_at: 2026-05-29 18:08:36
updated_at: 2026-05-29 18:08:36
description:
Players sit in a circle and count sequentially, substituting 'buzz' for any number containing or divisible by seven. Wrong answers or missed buzzes eliminate that player. Counting continues from where the mistake was made until all players are out.

rules:
Players count around the circle. Substitute 'buzz' for any number with digit 7 or multiple of 7. Wrong buzz or wrong number means the player drops out. Counting continues from the mistake point.

source_excerpt:
The players continue counting, always substituting "buzz" for any number in which the digit seven occurs, such as seventeen or twenty seven. "Buzz" is also substituted for any number which is a multiple of seven


name: Buzz
category: jocuri-cercetasesti
content_type: joc
source_file: nmc-top100-scout-games.pdf
source_files: ["nmc-top100-scout-games.pdf"]
page_reference: page 49
skills_developed: concentration, maths, memory
difficulty_level: mediu
keywords: counting, numbers, concentration
tags: ["scouts", "quiet game", "circle"]
language: en
normalized_name: buzz
extraction_confidence: high
source_id: 62152ad8_nmc_top100_scout_games
source_ids: ["62152ad8_nmc_top100_scout_games"]
chunk_key: 62152ad8_nmc_top100_scout_games.part03
created_at: 2026-05-29 18:08:36
updated_at: 2026-05-29 18:08:36
description:
Players sit in a circle and count around from one. For a chosen number (e.g., 7), any count that includes that digit or is a multiple requires the player to stay silent and clasp their hands. A mistake earns a point against. For advanced play, add two or three trigger numbers, each with a different physical action (hands clasped, hands above head, nod head).

rules:
Players count around the circle. On any number that includes or is a multiple of the chosen number, player stays silent and performs the agreed action. Mistake earns a penalty point. Can add multiple trigger numbers, each with its own action.

variations:
Add one or two additional trigger numbers, each with a different action (hands clasped, hands above head, nod). Having two or three numbers active at once greatly increases difficulty.

source_excerpt:
Players sit in a circle and start counting round the circle from "one." If the agreed figure for the game is seven, each time the number being called includes the figure seven or is a multiple of seven, the player keeps quiet and clasps his hands together.


name: Buzz
variations: Add one or two other numbers simultaneously so players must track multiple triggers at once.
category: jocuri-cercetasesti
content_type: joc
source_file: nmc-top100-scout-games.pdf
source_files: ["nmc-top100-scout-games.pdf"]
page_reference: page 49
skills_developed: concentration, mental arithmetic
difficulty_level: mediu
keywords: counting, numbers, circle game
tags: ["indoor", "no equipment"]
language: en
normalized_name: buzz
extraction_confidence: high
source_id: 62152ad8_nmc_top100_scout_games
source_ids: ["62152ad8_nmc_top100_scout_games"]
chunk_key: 62152ad8_nmc_top100_scout_games.part04
created_at: 2026-05-29 18:08:36
updated_at: 2026-05-29 18:08:36
description:
A counting game from Taiwan where players sit in a circle and count around. When the agreed number (e.g. seven) or its multiples appear, the player must stay quiet and clasp hands instead of saying the number. Mistakes earn a point against the player. Multiple numbers can be added for extra difficulty, each with a different physical action.

rules:
Players count around the circle. For the agreed figure or its multiples, the player clasps hands (first number), puts hands above head (second number), or nods head (third number). A mistake scores a point against the player.

source_excerpt:
Players sit in a circle and start counting round the circle from "one." If the agreed figure for the game is seven, each time the number being called includes the figure seven or is a multiple of seven, the player keeps quiet and clasps his hands together.


name: Whiz Buzz
rules: Drop-out version of Buzz. Failures restart counting at 1 with the next player.
variations: Variation of Buzz with additional Whiz rule for 5.
category: icebreakers
subcategory: counting-game
content_type: joc
source_file: gamesscouts.pdf
source_files: ["gamesscouts.pdf"]
page_reference: page 46
skills_developed: mental arithmetic, attention
keywords: counting, buzz, whiz, numbers
language: en
normalized_name: whiz buzz
extraction_confidence: high
source_id: 1eee8d12_gamesscouts
source_ids: ["1eee8d12_gamesscouts"]
chunk_key: 1eee8d12_gamesscouts.part03
created_at: 2026-05-29 18:08:36
updated_at: 2026-05-29 18:08:36
description:
Players sit in a circle. A counting game where, whenever the number 5 comes (or a figure with 5 in it), the player must say 'Whiz'. Whenever 7 comes (or a multiple of 7 or a figure with 7 in it), say 'Buzz'. For figures with both 5 and 7 (such as 57, 75) or multiples of both (such as 35), say 'Whiz Buzz'. For 51-59 say 'Whiz 1', 'Whiz 2'..., and for 55 'Whiz Whiz'. Similarly 'Buzz 1', 'Buzz 2'... for 71-79 and 'Buzz Buzz' for 77. Whenever a player fails, he drops out and the next player commences at 1.

source_excerpt:
This is another counting game in which, whenever the number 5 comes, or any figure with 5 in it, the player whose turn it is must say “Whiz.”


name: Plus and Minus
rules: Player computing sum or difference must spring up first to score.
category: icebreakers
subcategory: math-game
content_type: joc
source_file: gamesscouts.pdf
source_files: ["gamesscouts.pdf"]
page_reference: page 47
skills_developed: mental arithmetic, reaction speed
keywords: math, addition, subtraction
language: en
normalized_name: plus and minus
extraction_confidence: high
source_id: 1eee8d12_gamesscouts
source_ids: ["1eee8d12_gamesscouts"]
chunk_key: 1eee8d12_gamesscouts.part03
created_at: 2026-05-29 18:08:36
updated_at: 2026-05-29 18:08:36
description:
Two teams of equal numbers are seated in tailor fashion on the floor in line, each player facing an opponent. The teams are numbered consecutively, one line being 'pluses' and the other 'minuses'. The Umpire shouts any two numbers; the player corresponding to the sum (for the plus line) or the difference (for the minus line) springs to his feet. The first to stand erect scores one point. Example: 'Umpire shouted 6 and 3' — No. 9 of the plus line (6+3) and No. 3 of the minus line (6-3) are the contestants. Half way through the teams swap roles. The team to score twelve points wins.

source_excerpt:
Two teams of equal numbers are seated in tailor fashion on the floor in line, each player facing an opponent.


name: Boy's Name, Girl's Name
category: icebreakers
subcategory: word-game
content_type: joc
source_file: gamesscouts.pdf
source_files: ["gamesscouts.pdf"]
page_reference: page 47
materials_list: paper, pencils
skills_developed: vocabulary, general knowledge, creativity
keywords: categories, letters, words, scattergories
language: en
normalized_name: boy's name, girl's name
extraction_confidence: high
source_id: 1eee8d12_gamesscouts
source_ids: ["1eee8d12_gamesscouts"]
chunk_key: 1eee8d12_gamesscouts.part03
created_at: 2026-05-29 18:08:36
updated_at: 2026-05-29 18:08:36
description:
Each player is given a sheet of paper and writes down a list in the left margin: Boy's name, Girl's name, Author or Authoress, Actor or Actress, Soldier or Sailor, Statesman, British Town, Town Abroad, British River, River Abroad, Country or State, Colour, Animal, Bird, Insect or Reptile, Fish, Tree, Flower, Fruit or Vegetable, Liquid, Mineral. The Umpire calls a letter (e.g. S). Each player within a given time supplies his list with appropriate words beginning with S. After time is called, each player reads his list aloud and strikes out words that others also have. Each remaining word scores one mark. Ten minutes per letter is a fair limit.

rules:
Words duplicated by others are struck out. Each unique remaining approved word scores one mark. Players should reject the first solution that occurs to them and search for something less obvious.

source_excerpt:
Each player is provided with a sheet of paper and writes down the following (or a similar list) in the left margin


name: Celebrities
rules: Three minutes per Patrol.
category: jocuri-cercetasesti
subcategory: observation
content_type: joc
source_file: gamesscouts.pdf
source_files: ["gamesscouts.pdf"]
page_reference: page 48
materials_list: photographs/caricatures, postcards, paper
skills_developed: recognition, general knowledge
keywords: celebrities, pictures, guessing
language: en
normalized_name: celebrities
extraction_confidence: high
source_id: 1eee8d12_gamesscouts
source_ids: ["1eee8d12_gamesscouts"]
chunk_key: 1eee8d12_gamesscouts.part03
created_at: 2026-05-29 18:08:36
updated_at: 2026-05-29 18:08:36
description:
Cut out from newspapers and magazines photographs and caricatures of well-known people. Paste each on a plain postcard and number them consecutively. Hand the bundle to each Patrol in turn, for about three minutes; the Patrols write down on paper who they imagine each picture represents (using the number). The Patrol with the most correct list wins.

source_excerpt:
Cut out from newspapers and magazines photographs and caricatures of well-known people. Paste each of these on a plain postcard and number them consecutively.


name: Celebrities
category: creative-stem
subcategory: general-knowledge
content_type: joc
source_file: bp_games.pdf
source_files: ["bp_games.pdf"]
page_reference: page 20
materials_category: minimal
materials_list: newspaper portraits, numbered cards, paste
skills_developed: recognition, general-knowledge
difficulty_level: usor
keywords: celebrities, portraits, recognise
tags: ["indoor", "quiz"]
language: en
normalized_name: celebrities
extraction_confidence: high
source_id: 25550194_bp_games
source_ids: ["25550194_bp_games"]
chunk_key: 25550194_bp_games.part01
created_at: 2026-05-29 18:08:36
updated_at: 2026-05-29 18:08:36
description:
A game devised by cutting from the papers a selection of portraits of celebrities, pasting each portrait on a numbered card and inviting the company to name them. Soldiers, monarchs, statesmen, preachers, and athletes will be the most readily recognised.

rules:
A good game can be devised by cutting from the papers a selection of portraits of celebrities, pasting each portrait on a numbered card and inviting the company to name them; soldiers, monarchs, statesmen, preachers, and athletes will be the most readily recognized.

source_excerpt:
A good game can be devised by cutting, from the papers a selection of portraits of celebrities, pasting each portrait on a numbered card and inviting the company to name them


name: Celebrities
rules: Name the celebrities depicted on the numbered cards.
category: icebreakers
subcategory: recunoastere
content_type: joc
source_file: bp_games.pdf
source_files: ["bp_games.pdf"]
page_reference: page 20
materials_category: carduri
materials_list: newspaper portrait cuttings, numbered cards, paste
skills_developed: general knowledge, recognition
difficulty_level: usor
keywords: celebrities, portraits, recognition
tags: ["indoor"]
language: en
normalized_name: celebrities
extraction_confidence: high
source_id: 25550194_bp_games
source_ids: ["25550194_bp_games"]
chunk_key: 25550194_bp_games.part02
created_at: 2026-05-29 18:08:36
updated_at: 2026-05-29 18:08:36
description:
A recognition game made by cutting portraits of well-known people from newspapers, pasting each on a numbered card, and inviting the company to name them. Soldiers, monarchs, statesmen, preachers, and athletes are the most readily recognized.

source_excerpt:
A good game can be devised by cutting, from the papers a selection of portraits of celebrities, pasting each portrait on a numbered card and inviting the company to name them


name: Celebrities
category: jocuri-cercetasesti
content_type: joc
source_file: big-book-of-games-scouts.pdf
source_files: ["big-book-of-games-scouts.pdf"]
page_reference: page 79
materials_list: newspaper portraits, numbered cards
skills_developed: general knowledge, observation
difficulty_level: usor
keywords: portraits, celebrities, identification
tags: ["indoor"]
language: en
normalized_name: celebrities
extraction_confidence: high
source_id: e6ed163b_big_book_of_games_scouts
source_ids: ["e6ed163b_big_book_of_games_scouts"]
chunk_key: e6ed163b_big_book_of_games_scouts.part05
created_at: 2026-05-29 18:08:36
updated_at: 2026-05-29 18:08:36
description:
Portrait pictures of well-known figures are numbered and displayed. Players try to name as many as possible.

rules:
Cut portraits of celebrities from newspapers and paste each on a numbered card. Display them and invite players to name as many as possible. Soldiers, monarchs, statesmen, preachers, and athletes will be most readily recognized.

source_excerpt:
A good game can be devised by cutting, from the papers a selection of portraits of celebrities, pasting each portrait on a numbered card and inviting the company to name them.


name: Advertisements
rules: As for Celebrities.
variations: Can also be played with pictures of flowers, trees, famous buildings, colour shades, etc.
category: jocuri-cercetasesti
subcategory: observation
content_type: joc
source_file: gamesscouts.pdf
source_files: ["gamesscouts.pdf"]
page_reference: page 48
materials_list: advertisements, postcards, paper
skills_developed: recognition, general knowledge
keywords: advertisements, pictures, guessing
language: en
normalized_name: advertisements
extraction_confidence: high
source_id: 1eee8d12_gamesscouts
source_ids: ["1eee8d12_gamesscouts"]
chunk_key: 1eee8d12_gamesscouts.part03
created_at: 2026-05-29 18:08:36
updated_at: 2026-05-29 18:08:36
description:
As for 'Celebrities', but substitute popular advertisements (with the name of the firm cut out) for pictures of well-known people. Patrols guess the firm each advertisement represents.

source_excerpt:
As for “Celebrities,” but substitute popular advertisements (with the name of the firm cut out in each case), for pictures of well-known people.


name: Spelling Bee
category: icebreakers
subcategory: word-game
content_type: joc
source_file: gamesscouts.pdf
source_files: ["gamesscouts.pdf"]
page_reference: page 48
skills_developed: spelling, vocabulary, strategy
keywords: spelling, words, ghost
language: en
normalized_name: spelling bee
extraction_confidence: high
source_id: 1eee8d12_gamesscouts
source_ids: ["1eee8d12_gamesscouts"]
chunk_key: 1eee8d12_gamesscouts.part03
created_at: 2026-05-29 18:08:36
updated_at: 2026-05-29 18:08:36
description:
Players sit in a circle. Each player in turn adds a letter towards the spelling of a word, the object being NOT to be the one to finish a word but to force a following player to do so. E.g. first player says 'W', next thinks of 'who' and adds 'h', next thinks of 'what' and makes it 'wha', next must avoid 't' so recollects 'whale' and makes it 'whal'; next avoids 'e' and remembers 'whalish' to make it 'whali'; next adds 's' and the next is bound to be the loser. Each player drops out as he fails; the game continues until only the winner is left. One-minute limit per turn.

rules:
Proper names are not allowed. Players may challenge the last letter if they doubt a word exists; if there is a word, the challenger drops out, if not, the last letter-adder drops out.

source_excerpt:
Players sit round in a circle. In this game each player in turn adds a letter towards the spelling of a word, the object being not to be the one to finish a word but to force a following player to do so.


name: I've been to Paris
rules: Actions accumulate and must all be performed simultaneously.
category: icebreakers
subcategory: circle-game
content_type: joc
source_file: gamesscouts.pdf
source_files: ["gamesscouts.pdf"]
page_reference: pages 48-49
skills_developed: coordination, humour, memory
keywords: paris, actions, circle, accumulation
language: en
normalized_name: i've been to paris
extraction_confidence: high
source_id: 1eee8d12_gamesscouts
source_ids: ["1eee8d12_gamesscouts"]
chunk_key: 1eee8d12_gamesscouts.part03
created_at: 2026-05-29 18:08:36
updated_at: 2026-05-29 18:08:36
description:
Players sit in a circle. The leader says to his neighbour on the right: 'I've been to Paris.' 'What did you buy there?' the neighbour enquires. 'A mangle' is the response accompanied by the appropriate circular action of the right hand. This statement/question/answer goes round the circle. Then the leader adds 'a pair of shears' (opening and shutting thumb and first finger of the left hand while continuing the mangle motion), and so on round the circle. Successive purchases: a treadle sewing machine, a Chinese figure that nods its head, a gun, a cuckoo clock saying 'Cuckoo! Cuckoo!', and finally Wrigley's Chewing Gum. By the final purchase each player, when his turn comes, is mangling, shearing, treading a sewing machine, nodding his head, closing one eye, alternately saying 'Cuckoo!' and rotating his jaws.

source_excerpt:
The players sit round in a circle. The leader says to his neighbour on the right: – “I’ve been to Paris.” “What did you buy there?”


name: Caught Napping
category: icebreakers
subcategory: attention-game
content_type: joc
source_file: gamesscouts.pdf
source_files: ["gamesscouts.pdf"]
page_reference: page 49
skills_developed: attention, general knowledge
keywords: flies, attention, trick
language: en
normalized_name: caught napping
extraction_confidence: high
source_id: 1eee8d12_gamesscouts
source_ids: ["1eee8d12_gamesscouts"]
chunk_key: 1eee8d12_gamesscouts.part03
created_at: 2026-05-29 18:08:36
updated_at: 2026-05-29 18:08:36
description:
Players sit in a circle, including the Umpire. The Umpire says '(something) flies' and at the same time beats his thighs three or four times. If that something can fly, the other players must also immediately beat their thighs three or four times; if it cannot, they must do nothing. So 'Fish flies', 'Ptarmigan flies', 'Hen flies' should bring an immediate response, while 'Butter flies', 'Horse flies', 'Ostrich flies' should be received in stony silence.

rules:
Each Scout beating his thighs when he shouldn't, or not doing so when he should, is out of the game. Continued until only the winner is left.

source_excerpt:
The players sit round in a circle, the Umpire included. The Umpire says “(something) flies,” and at the same time beats three or four times on his thighs.


name: Caught Napping
category: jocuri-cercetasesti
content_type: joc
source_file: gamesscouts.pdf
source_files: ["gamesscouts.pdf"]
page_reference: page 49
skills_developed: atentie, reactie
difficulty_level: usor
keywords: circle, attention, reaction
tags: ["indoor", "circle-game"]
language: en
normalized_name: caught napping
extraction_confidence: high
source_id: 1eee8d12_gamesscouts
source_ids: ["1eee8d12_gamesscouts"]
chunk_key: 1eee8d12_gamesscouts.part04
created_at: 2026-05-29 18:08:36
updated_at: 2026-05-29 18:08:36
description:
Players sit in a circle with the Umpire. The Umpire says '(something) flies' while beating his thighs three or four times. If the named thing can fly, players must beat their thighs too; if it cannot fly, they must stay still. Examples: 'Fish flies', 'Hen flies' should bring an immediate response, while 'Butter flies', 'Horse flies', 'Ostrich flies' should be received in stony silence.

rules:
Each Scout beating his thighs when he shouldn’t, or not doing so when he should, is out of the game which is continued until only the winner is left.

source_excerpt:
The players sit round in a circle, the Umpire included. The Umpire says “(something) flies,” and at the same time beats three or four times on his thighs.


name: What Is It?
rules: Questions may only be answered Yes or No. The chosen sentence must be unusually obscure.
category: icebreakers
subcategory: guessing-game
content_type: joc
source_file: gamesscouts.pdf
source_files: ["gamesscouts.pdf"]
page_reference: page 49
skills_developed: deduction, questioning, teamwork
keywords: twenty questions, guessing, patrol
language: en
normalized_name: what is it?
extraction_confidence: high
source_id: 1eee8d12_gamesscouts
source_ids: ["1eee8d12_gamesscouts"]
chunk_key: 1eee8d12_gamesscouts.part03
created_at: 2026-05-29 18:08:36
updated_at: 2026-05-29 18:08:36
description:
Patrols are in their own corners, each seated in a circle. One player from each Patrol goes out; these players decide on some exceedingly out-of-the-way thing the Patrols have to discover (e.g. 'The tip of the tail of the whale that swallowed Jonah'). The players return, each taking a place in any Patrol except his own. Questions are then put by the Patrols with a view to finding the sentence. Only Yes/No answers allowed. The Patrol correctly discovering the sentence first wins.

source_excerpt:
Patrols are in their own corners, each seated in a circle. One player from each Patrol goes out and these players decide on some exceedingly out-of-the-way thing which Patrols have to discover.


name: What Is It?
category: jocuri-cercetasesti
content_type: joc
source_file: gamesscouts.pdf
source_files: ["gamesscouts.pdf"]
page_reference: page 49
skills_developed: deductie, comunicare
difficulty_level: mediu
keywords: guessing, patrol, questions
tags: ["indoor", "deduction"]
language: en
normalized_name: what is it?
extraction_confidence: high
source_id: 1eee8d12_gamesscouts
source_ids: ["1eee8d12_gamesscouts"]
chunk_key: 1eee8d12_gamesscouts.part04
created_at: 2026-05-29 18:08:36
updated_at: 2026-05-29 18:08:36
description:
Patrols sit in circles in their corners. One player from each Patrol goes out, and these players decide on some out-of-the-way thing for Patrols to discover (e.g. 'The tip of the tail of the whale that swallowed Jonah'). The players return and each takes his place in any Patrol except his own. Patrols then ask questions to discover the sentence; questions may only be answered by 'Yes' or 'No'. The first Patrol to discover the sentence wins.

rules:
The questions may only be answered by “Yes” or “No.” The Patrol which correctly discovers the sentence first is the winner.

source_excerpt:
Questions are then put by the Patrols with a view to finding out what the sentence is. The questions may only be answered by “Yes” or “No.”


name: What Is It?
category: creative-stem
subcategory: nature
content_type: joc
source_file: bp_games.pdf
source_files: ["bp_games.pdf"]
page_reference: page 11
materials_category: minimal
materials_list: chalk, notebooks, pencils, wooden signs
skills_developed: observation, botany, memory
difficulty_level: usor
keywords: signs, chalk, nature, observation
tags: ["outdoor", "nature-study"]
language: en
normalized_name: what is it?
extraction_confidence: high
source_id: 25550194_bp_games
source_ids: ["25550194_bp_games"]
chunk_key: 25550194_bp_games.part01
created_at: 2026-05-29 18:08:36
updated_at: 2026-05-29 18:08:36
description:
Two Scouts (preferably ones with the Naturalist Badge) start out and make signs (numbers, words, sketches of animals or birds) with chalk on trees, pavement, or in dust. They decide upon an uncommon sign to signify 'What is it?'. The rest of the troop follows ten minutes later with notebooks, noting what each sign refers to.

rules:
Two Scouts start out and make certain signs such as a number, word, sketch of animal or bird, etc., with chalk on trees or the pavement. Signs or sketches may also be made in the dust or mud, on the ground or on banks. The two Scouts should also decide upon an uncommon sign to signify 'What is it?' such as a circle with a line drawn through it. The remainder of the troop start out say ten minutes after the first two, either as a body or separately, and take notebooks and pencils with them. The game consists of entering in their notebooks the signs which they observe. Where the 'What is it?' sign is noticed they must mark in their books the nature of the article which bears the sign, such as 'An Oak,' or 'An Iron Fence,' etc. Marks should be given according to the number of signs observed, and for the correct answers to the 'What is it?' sign. When the game is over all chalk marks should be rubbed out.

source_excerpt:
Two Scouts (preferably ones with the Naturalist Badge) start out and make certain signs such as a number, word, sketch of animal or bird, etc., with chalk on trees or the pavement.


name: What is it?
category: conflict-empatie
subcategory: human rights, peace and violence
content_type: activitate
source_file: Resource Pack_ Learning By Playing (Catalunya)-20181011T113930Z-001.zip
source_files: ["Resource Pack_ Learning By Playing (Catalunya)-20181011T113930Z-001.zip"]
page_reference: pages 1063-1067
materials_list: copies of discussion cards, sheet of paper and pencil for each small group, flipchart, markers
skills_developed: critical thinking, definition formulation, ethical reasoning, group discussion
difficulty_level: mediu
keywords: terrorism, human rights, violence, definition, discussion
tags: ["terrorism", "peace", "human rights", "critical thinking"]
language: en
normalized_name: what is it?
extraction_confidence: high
source_id: c3162825_resource_pack__learning_by_playing_catalunya_20181011t113930
source_ids: ["c3162825_resource_pack__learning_by_playing_catalunya_20181011t113930"]
chunk_key: c3162825_resource_pack__learning_by_playing_catalunya_20181011t113930.part67
created_at: 2026-05-29 18:08:36
updated_at: 2026-05-29 18:08:36
description:
Participants discuss various cases of individual or state violence and decide whether each should be classified as an instance of terrorism, ultimately formulating their own working definition of terrorism. Small groups receive case cards, debate each case, and then draft a definition based on their decisions.

rules:
1. Brainstorm what participants understand by terrorism; try to get a working definition on flipchart. 2. Explain that international treaties against terrorism do not actually define the term. 3. Divide participants into groups of 4-5 and hand each group a set of Discussion Cards and a sheet of paper. 4. Each group decides for each card whether it counts as terrorism and records reasons. 5. After 20 minutes bring groups back and collect results; note reasons for not including certain cases. 6. Discuss differences between groups; ask which cases were hardest to judge. 7. Groups go back to formulate their own definition of terrorism based on their decisions. 8. After 10-15 minutes, groups present their definitions; then move to debriefing.

source_excerpt:
Participants discuss various cases of individual or state violence and discuss whether should be classed as instances of terrorism.


name: The Ship's Alphabet
rules: Each player as he fails to answer in time, or says something inappropriate, moves down one place.
category: icebreakers
subcategory: word-game
content_type: joc
source_file: gamesscouts.pdf
source_files: ["gamesscouts.pdf"]
page_reference: page 49
skills_developed: vocabulary, quick thinking, alphabet
keywords: ship, alphabet, letters, categories
language: en
normalized_name: the ship's alphabet
extraction_confidence: high
source_id: 1eee8d12_gamesscouts
source_ids: ["1eee8d12_gamesscouts"]
chunk_key: 1eee8d12_gamesscouts.part03
created_at: 2026-05-29 18:08:36
updated_at: 2026-05-29 18:08:36
description:
Players seated in a circle. Beginning anywhere in the circle, the Umpire asks: 'The name of the letter?' A player may say 'A'. The Umpire turns to the next player and asks 'The name of the ship?' while counting slowly and sternly up to 10. The player must answer with a name starting with A (e.g. 'Arabella') before 10 is reached. Then 'The name of the captain?' (e.g. 'Ananias'). 'The name of the cargo?' (Apples). 'The port she sailed from?' (Alamba). 'The place she is bound for?' (Aden). Then 'The next letter?' — and so on round the circle.

source_excerpt:
Beginning anywhere in the circle the Umpire asks: – “The name of the letter?” “A,” the player indicated may say. The Umpire then turns to the next player and asks: – “The name of the ship?”


name: The Blind Old Man
rules: The old man gets three chances; if still unsuccessful the Umpire nominates another old man.
variations: The old man may call on the player to imitate Patrol calls.
category: icebreakers
subcategory: circle-game
content_type: joc
source_file: gamesscouts.pdf
source_files: ["gamesscouts.pdf"]
page_reference: pages 49-50
materials_list: blindfold, staff or walking-stick
skills_developed: listening, voice recognition
keywords: blindfold, noises, animal sounds
language: en
normalized_name: the blind old man
extraction_confidence: high
source_id: 1eee8d12_gamesscouts
source_ids: ["1eee8d12_gamesscouts"]
chunk_key: 1eee8d12_gamesscouts.part03
created_at: 2026-05-29 18:08:36
updated_at: 2026-05-29 18:08:36
description:
Players form a circle with another player (the blind old man) in the centre who is blindfolded and holds a staff or walking-stick. The players in the circle take hands and move round the old man. On the third beat of his stick on the floor, the players stand still and the old man points his stick. The player at whom the stick is most nearly pointing takes hold of the other end of it and is called upon to imitate, in turn, the noises of a donkey, cat, hen laying, baby crying, sheep, dog and duck (or Patrol calls). From the noises the old man identifies him. If he succeeds, they change places; if not, the game is resumed with the same old man.

source_excerpt:
The players are formed up in a circle with another player (the blind old man) in the centre who is blindfolded and holds a staff or walking-stick.


name: The Blind Old Man
variations: The “old man” may call on the player to imitate Patrol calls.
category: jocuri-cercetasesti
content_type: joc
source_file: gamesscouts.pdf
source_files: ["gamesscouts.pdf"]
page_reference: pages 49-50
materials_list: staff or walking-stick, blindfold
skills_developed: auz, imitatie
difficulty_level: usor
keywords: blindfold, imitation, sounds
tags: ["indoor", "blindfold"]
language: en
normalized_name: the blind old man
extraction_confidence: high
source_id: 1eee8d12_gamesscouts
source_ids: ["1eee8d12_gamesscouts"]
chunk_key: 1eee8d12_gamesscouts.part04
created_at: 2026-05-29 18:08:36
updated_at: 2026-05-29 18:08:36
description:
Players form a circle around a blindfolded player (the 'blind old man') who holds a staff. Players in the circle take hands and move around him. On the third beat of his stick on the floor, players stand still and the old man points his stick. The player nearest the stick takes hold of the other end and is asked by the 'old man' to imitate noises (donkey, cat, hen laying, baby crying, sheep, dog, duck, or Patrol calls). From these noises the 'old man' tries to identify the player.

rules:
If he succeeds they change places. If he is unsuccessful the game is resumed with the same “old man.” The “old man” gets three chances and then, if still unsuccessful, the Umpire nominates another “old man.”

source_excerpt:
The players are formed up in a circle with another player (the blind old man) in the centre who is blindfolded and holds a staff or walking-stick.


name: Earth, Air and Water
rules: Player has until count of 10 to respond. Repeated answers not allowed.
category: icebreakers
subcategory: category-game
content_type: joc
source_file: gamesscouts.pdf
source_files: ["gamesscouts.pdf"]
page_reference: page 50
skills_developed: quick thinking, general knowledge, natural history
keywords: earth, air, water, animals
language: en
normalized_name: earth, air and water
extraction_confidence: high
source_id: 1eee8d12_gamesscouts
source_ids: ["1eee8d12_gamesscouts"]
chunk_key: 1eee8d12_gamesscouts.part03
created_at: 2026-05-29 18:08:36
updated_at: 2026-05-29 18:08:36
description:
Players form a circle with the Umpire in the centre. The Umpire suddenly points to one of the players and says 'Earth' (or 'Air', or 'Water') and starts counting sternly up to 10. The player must, before 10 is counted, name an animal living on earth (or in water, or a bird/insect/animal that flies, depending on the call). If the player fails or says something inappropriate, he drops out (or forfeits a point). Once a thing has been stated it cannot be repeated by another player.

source_excerpt:
Players are formed up in a circle with the Umpire in the centre. The Umpire suddenly points to one of the players and says – “Earth” (or air, or water) and starts counting sternly up to 10.


name: Earth, Air and Water
category: jocuri-cercetasesti
content_type: joc
source_file: gamesscouts.pdf
source_files: ["gamesscouts.pdf"]
page_reference: page 50
skills_developed: vocabular, gandire rapida
difficulty_level: usor
keywords: nature, animals, circle
tags: ["indoor", "word-game"]
language: en
normalized_name: earth, air and water
extraction_confidence: high
source_id: 1eee8d12_gamesscouts
source_ids: ["1eee8d12_gamesscouts"]
chunk_key: 1eee8d12_gamesscouts.part04
created_at: 2026-05-29 18:08:36
updated_at: 2026-05-29 18:08:36
description:
Players form a circle with the Umpire in the centre. The Umpire points to a player and says 'Earth', 'Air' or 'Water', then counts sternly to 10. Before 10 is counted, the player must name an animal that lives on earth, in water, or that flies, respectively. Anything already said cannot be repeated.

rules:
If the player fails or says something inappropriate, he drops out of the game (or forfeits a point.) Once anything has been stated by one of the players it cannot be repeated by another player.

source_excerpt:
The Umpire suddenly points to one of the players and says – “Earth” (or air, or water) and starts counting sternly up to 10.


name: The Irish Schoolmaster
category: icebreakers
subcategory: circle-game
content_type: joc
source_file: gamesscouts.pdf
source_files: ["gamesscouts.pdf"]
page_reference: page 50
skills_developed: alertness, memory
keywords: accusation, numbers, circle
language: en
normalized_name: the irish schoolmaster
extraction_confidence: high
source_id: 1eee8d12_gamesscouts
source_ids: ["1eee8d12_gamesscouts"]
chunk_key: 1eee8d12_gamesscouts.part03
created_at: 2026-05-29 18:08:36
updated_at: 2026-05-29 18:08:36
description:
Players are formed in a circle and numbered consecutively. The Umpire takes his place between the first and last numbers and commences by saying 'What's this I hear about number (say) 7?' and counts up to 10 fairly quickly. If No. 7 does not reply before 10 he goes to the last place. If alert he says 'No, sir; not I, sir; No. (say) 2, sir.' The Umpire counts to 10 again and if No. 2 is alert he accuses another number; if not, he goes to the last place. Each time a player is sent down, the Umpire restarts with the opening formula.

rules:
Players retain their original numbers throughout the game. If a player accuses the player currently at the last place (or fails to use the correct formula) he goes to the last place himself.

source_excerpt:
Players are formed in a circle and numbered consecutively. The Umpire takes his place between the first and last numbers and commences the game by saying: – “What’s this I hear about number (say) 7?”


name: The Irish Schoolmaster
category: jocuri-cercetasesti
content_type: joc
source_file: gamesscouts.pdf
source_files: ["gamesscouts.pdf"]
page_reference: page 50
skills_developed: atentie, memorie
difficulty_level: mediu
keywords: numbers, circle, attention
tags: ["indoor", "circle-game"]
language: en
normalized_name: the irish schoolmaster
extraction_confidence: high
source_id: 1eee8d12_gamesscouts
source_ids: ["1eee8d12_gamesscouts"]
chunk_key: 1eee8d12_gamesscouts.part04
created_at: 2026-05-29 18:08:36
updated_at: 2026-05-29 18:08:36
description:
Players form a circle and are numbered consecutively. The Umpire stands between first and last numbers and says 'What’s this I hear about number (e.g.) 7?' counting up to 10. The accused number must reply within the count: 'No, sir; not I, sir; No. (e.g.) 2, sir.' If he fails or doesn't use the correct formula, he goes to the last place in the circle.

rules:
Players retain their original numbers throughout the game, and if a player accuses the player who is at that time actually at the last place in the circle (or if a player does not reply with the correct formula) he goes to the last place himself.

source_excerpt:
The Umpire takes his place between the first and last numbers and commences the game by saying: – “What’s this I hear about number (say) 7?”


name: Message Passing Relay Race in Circle
rules: Messages run in opposite directions among odds and evens respectively.
category: jocuri-cercetasesti
subcategory: communication-game
content_type: joc
source_file: gamesscouts.pdf
source_files: ["gamesscouts.pdf"]
page_reference: pages 50-51
skills_developed: listening, communication, accuracy
keywords: whisper, telephone, message, relay
language: en
normalized_name: message passing relay race in circle
extraction_confidence: high
source_id: 1eee8d12_gamesscouts
source_ids: ["1eee8d12_gamesscouts"]
chunk_key: 1eee8d12_gamesscouts.part03
created_at: 2026-05-29 18:08:36
updated_at: 2026-05-29 18:08:36
description:
An even number of Scouts are formed in a circle and numbered consecutively. Numbers 1 and 2 are whispered different messages of equal length. On 'Go' No. 1 whispers his message to No. 3; No. 3 to No. 5, and so on round to the last odd number. At the same time No. 2 whispers his message to the next even number in the opposite direction. When the last odd number and No. 4 receive their messages they sprint to the Umpire and deliver them. The side which finishes first with the correct message wins.

variations:
Suggested sentences: 'Take the Auchtermuchty bus to Auchterarder.' 'The Cree Indians we will see at three.' 'Which switch is the switch, miss, for Ipswich?' 'We are going to advance, send reinforcements.'

source_excerpt:
An even number of Scouts are formed in a circle and numbered consecutively. Numbers 1 and 2 are each whispered different messages of equal length.


name: Message Passing Relay Race in Circle
rules: The side which finishes first with the correct message wins.
category: jocuri-cercetasesti
content_type: joc
source_file: gamesscouts.pdf
source_files: ["gamesscouts.pdf"]
page_reference: pages 50-51
skills_developed: comunicare, memorie
difficulty_level: mediu
keywords: whisper, message, relay
tags: ["indoor", "relay"]
language: en
normalized_name: message passing relay race in circle
extraction_confidence: high
source_id: 1eee8d12_gamesscouts
source_ids: ["1eee8d12_gamesscouts"]
chunk_key: 1eee8d12_gamesscouts.part04
created_at: 2026-05-29 18:08:36
updated_at: 2026-05-29 18:08:36
description:
An even number of Scouts form a circle, numbered consecutively. Numbers 1 and 2 are whispered different messages of equal length. On 'Go', No. 1 whispers his message to No. 3, then to No. 5, around the odd numbers. Meanwhile No. 2 whispers to the next even number in the opposite direction. When the last odd number and No. 4 receive their messages they sprint to the Umpire to deliver them.

variations:
Suggested Sentences. – Take the Auchtermuchty bus to Auchterarder. The Cree Indians we will see at three. Which switch is the switch, miss, for Ipswich? We are going to advance, send reinforcements.

source_excerpt:
An even number of Scouts are formed in a circle and numbered consecutively. Numbers 1 and 2 are each whispered different messages of equal length.


name: Pass Faster
variations: This game can be made more difficult by passing two mugs, or two spoons, instead of balls.
category: jocuri-cercetasesti
subcategory: passing-game
content_type: joc
source_file: gamesscouts.pdf
source_files: ["gamesscouts.pdf"]
page_reference: page 51
materials_list: two balls of different colours, two balls of different colour
skills_developed: passing, speed, coordination, coordonare, viteza
keywords: passing, ball, circle, race
tags: ["indoor", "circle-game"]
language: en
normalized_name: pass faster
extraction_confidence: high
source_id: 1eee8d12_gamesscouts
source_ids: ["1eee8d12_gamesscouts"]
chunk_key: 1eee8d12_gamesscouts.part03
created_at: 2026-05-29 18:08:36
updated_at: 2026-05-29 18:08:36
description:
Players arranged in a circle facing inwards and numbered one and two alternately. A No. 1 player on one side holds a ball, and the No. 2 player directly opposite holds another ball of a different colour. On 'Go' the No. 1 player passes his ball to the next No. 1 on his right and so on. Simultaneously the No. 2 player passes his ball to the next No. 2 on his right. The team wins whose ball passes the other ball.

rules:
If a ball is dropped it must be picked up by the player who dropped it and then passed to the next player.

source_excerpt:
Players are arranged in a circle, facing inwards, and numbered one and two alternately. A No. 1 player on one side of the circle holds a ball and the No. 2 player directly opposite holds another ball of a diff- erent colour.


name: Pass Faster
variations: Balls of different colours can be used, or more difficult objects substituted for balls.
category: sports-active
content_type: joc
source_file: Outdoor Games.pdf
source_files: ["Outdoor Games.pdf"]
page_reference: page 51
materials_list: two balls (different colours), two balls (different colours if possible)
skills_developed: coordination, speed, teamwork
keywords: passing, circle game, ball, relay
tags: ["sports", "active", "team game", "outdoor"]
language: en
normalized_name: pass faster
extraction_confidence: high
source_id: d3959920_outdoor_games
source_ids: ["d3959920_outdoor_games"]
chunk_key: d3959920_outdoor_games.part03
created_at: 2026-05-29 18:08:36
updated_at: 2026-05-29 18:08:36
description:
Two teams form a circle, members alternating. Each team's leader has a ball and they are on opposite sides of the circle. Each player passes or throws to the next right-hand member of their team. A dropped ball must be recovered by the dropper who regains their place before continuing. The team whose ball overtakes the other wins.

rules:
Two teams alternate in a circle. Leaders of each team start on exactly opposite sides with a ball. Each player passes to the next right-hand member of his own team. Dropped ball must be recovered by the dropper who must regain his place before continuing. Team whose ball overtakes the other wins.

source_excerpt:
Two teams form a circle, facing in, members of teams alternate. Leader of each team has a ball, and they are on exactly opposite sides of the circle. The ball is then passed or thrown by each player to the next right-hand member of his own team.


name: Zig-Zag Pass Faster
variations: Variation of Pass Faster with two concentric circles and zig-zag passing.
category: jocuri-cercetasesti
subcategory: passing-game
content_type: joc
source_file: gamesscouts.pdf
source_files: ["gamesscouts.pdf"]
page_reference: page 51
materials_list: two balls of different colours, two balls
skills_developed: passing, coordination, speed, coordonare
keywords: passing, ball, zig-zag, concentric
tags: ["indoor", "circle-game"]
language: en
normalized_name: zig-zag pass faster
extraction_confidence: high
source_id: 1eee8d12_gamesscouts
source_ids: ["1eee8d12_gamesscouts"]
chunk_key: 1eee8d12_gamesscouts.part03
created_at: 2026-05-29 18:08:36
updated_at: 2026-05-29 18:08:36
description:
A variation of 'Pass Faster' played with two concentric circles. Two balls are used as before, starting at opposite sides. Players are arranged in concentric circles and the balls are passed in a zig-zag pattern between inner and outer circles. The team whose ball overtakes and passes the other wins.

rules:
The rules are the same as for “Pass Faster,” and the team whose ball overtakes and passes the other ball wins.

source_excerpt:
This is a variation of “Pass Faster” played with two concentric circles. Two balls are used as before; starting at opposite sides of the circles.


name: Tails
category: jocuri-cercetasesti
subcategory: team-game
content_type: joc
source_file: gamesscouts.pdf
source_files: ["gamesscouts.pdf"]
page_reference: page 51
materials_list: neckerchiefs, neckerchief
skills_developed: teamwork, agility, coordination, cooperare, agilitate
keywords: dragon, tail, patrol, chase
tags: ["active", "team"]
language: en
normalized_name: tails
extraction_confidence: high
source_id: 1eee8d12_gamesscouts
source_ids: ["1eee8d12_gamesscouts"]
chunk_key: 1eee8d12_gamesscouts.part03
created_at: 2026-05-29 18:08:36
updated_at: 2026-05-29 18:08:36
description:
Two Patrols stand in Indian file with Patrol Leaders facing each other. Each player firmly grasps the waist of the player in front with both arms while the end player of each Patrol has a neckerchief slipped under his belt (the 'tail'). On 'Go' each Leader tries to capture the tail of the opposing Patrol. Only the Leader may snatch at a tail; the rest of the Patrol assists its Leader and helps its own tail to dodge the opposing Leader.

rules:
Only the Leader may snatch at a tail. A Leader may hamper the opposing Leader with outstretched arms but may not hold. Plenty of space should be allowed; remove objects likely to damage the end players in swinging round.

source_excerpt:
Two Patrols stand in Indian file with Patrol Leaders facing each other. Each player firmly grasps the waist of the player in front with both arms while the end player of each Patrol has a neckerchief slipped under his belt


name: Tails
variations: Coloured pieces of cloth or handkerchiefs can be used instead of the Scout scarves.
category: sports-active
subcategory: tag
content_type: joc
source_file: bp_games.pdf
source_files: ["bp_games.pdf"]
page_reference: page 10
materials_category: minimal
materials_list: scarves, or coloured cloth/handkerchiefs
skills_developed: stealth, agility, awareness
difficulty_level: usor
keywords: tails, scarves, capture, stealth
tags: ["outdoor", "active"]
language: en
normalized_name: tails
extraction_confidence: high
source_id: 25550194_bp_games
source_ids: ["25550194_bp_games"]
chunk_key: 25550194_bp_games.part01
created_at: 2026-05-29 18:08:36
updated_at: 2026-05-29 18:08:36
description:
A safer alternative to ankle-tapping. Scouts on both sides wear their scarves tucked lightly in their belts as 'tails'; the object is to creep up behind an opponent and grab his tail before he discovers you.

rules:
Scouts on both sides wear their scarves tucked lightly in their belts, and the object of each side is to capture as many of these 'tails' as possible. To creep up behind a hostile Scout and grab his 'tail' before he discovers you, calls for far more caution and scouting than does ordinary ankle-tapping. A Scout may suddenly discover that his own tail is missing just as he is going to capture an enemy's, which all adds to the fun of the game. Of course, if desired, colored pieces of cloth or handkerchiefs can be used instead of the Scout scarves.

source_excerpt:
Scouts- on both sides wear their scarves tucked lightly in their belts, and the object of each ride is to capture as many of these 11 tails " as possible. To creep up behind a hostile Scout and grab his " tail before he discovers you, calls for far more caution and scouting than does ordinary ankle-tapping.


name: Tails
category: sports-active
content_type: joc
source_file: 1000 Fantastic Scout Games! - John Hemming-Clark.pdf
source_files: ["1000 Fantastic Scout Games! - John Hemming-Clark.pdf"]
page_reference: page 243
materials_category: scarves
materials_list: scarves
skills_developed: speed, agility, strategy
difficulty_level: usor
keywords: tails, scarves, chase
tags: ["indoor", "active", "top fifty"]
language: en
normalized_name: tails
extraction_confidence: high
source_id: 4a765782_1000_fantastic_scout_games_john_hemming_clark
source_ids: ["4a765782_1000_fantastic_scout_games_john_hemming_clark"]
chunk_key: 4a765782_1000_fantastic_scout_games_john_hemming_clark.part15
created_at: 2026-05-29 18:08:36
updated_at: 2026-05-29 18:08:36
description:
Scouts stuff scarves into their trousers as tails and must collect as many scarves from others as possible without holding onto their own. Scout with most scarves wins.

rules:
Scouts tuck scarf into back of trousers with bulk hanging. On 'Go!' scouts collect as many scarves as possible. Not allowed to hold onto own scarf. Scout with most scarves wins. Using distinct cloths helps identify ownership.

source_excerpt:
This game is in our Top Fifty. Very simple to play but you have to be quick, smart and sneaky to win.


name: Tails
category: jocuri-cercetasesti
content_type: joc
source_file: 1000 Fantastic Scout Games! - John Hemming-Clark.pdf
source_files: ["1000 Fantastic Scout Games! - John Hemming-Clark.pdf"]
page_reference: page 243
materials_category: clothing
materials_list: scarves
skills_developed: speed, agility, strategy
difficulty_level: usor
keywords: scarves, tails, Top Fifty
tags: ["top-fifty"]
language: en
normalized_name: tails
extraction_confidence: high
source_id: 4a765782_1000_fantastic_scout_games_john_hemming_clark
source_ids: ["4a765782_1000_fantastic_scout_games_john_hemming_clark"]
chunk_key: 4a765782_1000_fantastic_scout_games_john_hemming_clark.part16
created_at: 2026-05-29 18:08:36
updated_at: 2026-05-29 18:08:36
description:
Scouts stuff scarves into the back of their trousers and try to gather as many scarves as possible from other scouts while protecting their own. The scout who gathers the most scarves wins. This game is in the Top Fifty.

rules:
Scouts stuff one end of their scarves into the back of their trousers with the bulk hanging down. Scouts gather as many scarves as possible. They are not allowed to hold onto their own. The scout who gathers the most scarves is the winner.

source_excerpt:
Scouts stuff one end of their scarves into the back of their trousers with the bulk of it hanging down. Scouts then have to gather as many scarves as possible. They are not allowed to hold onto their own.


name: Tails
category: cantece-ceremonii
content_type: cantec
source_file: dragon.sleepdeprived.ca
source_files: ["dragon.sleepdeprived.ca"]
page_reference: page 1415
keywords: tails, animals, silly song, Girl Guides
language: en
normalized_name: tails
extraction_confidence: high
source_id: 87850302_dragon_sleepdeprived
source_ids: ["87850302_dragon_sleepdeprived"]
chunk_key: 87850302_dragon_sleepdeprived.part89
created_at: 2026-05-29 18:08:36
updated_at: 2026-05-29 18:08:36
description:
A whimsical camp song about what it would be like if everyone had a tail, with choices of shape, size, and colour. The chorus encourages swinging, wrapping, and chasing tails.

source_excerpt:
If everybody had a tail and chose it's shape and size
Would you prefer a tufted one to swat at passing flies?


name: Tails
variations: Colored cloth or handkerchiefs can substitute for scarves.
category: jocuri-cercetasesti
content_type: joc
source_file: big-book-of-games-scouts.pdf
source_files: ["big-book-of-games-scouts.pdf"]
page_reference: page 71
materials_list: scarves or colored cloth
skills_developed: stealth, awareness
difficulty_level: usor
keywords: tails, scarves, stealth
tags: ["outdoor"]
language: en
normalized_name: tails
extraction_confidence: high
source_id: e6ed163b_big_book_of_games_scouts
source_ids: ["e6ed163b_big_book_of_games_scouts"]
chunk_key: e6ed163b_big_book_of_games_scouts.part05
created_at: 2026-05-29 18:08:36
updated_at: 2026-05-29 18:08:36
description:
Scouts wear scarves loosely in their belts as tails. Each side tries to capture as many tails as possible from the opposing side by creeping up unseen.

rules:
Scouts on both sides tuck their scarves loosely in their belts as tails. The object is to capture the enemies tails by creeping up behind them and snatching the tail before being discovered. Colored pieces of cloth or handkerchiefs can be used instead of scarves.

source_excerpt:
Scouts on both sides wear their scarves tucked lightly in their belts, and the object of each ride is to capture as many of these tails as possible.


name: The Weavers' Relay Race
rules: Hands must be held by the sides and no holding on in passing is allowed.
category: jocuri-cercetasesti
subcategory: relay-race
content_type: joc
source_file: gamesscouts.pdf
source_files: ["gamesscouts.pdf"]
page_reference: page 52
materials_list: neckerchief
skills_developed: agility, dodging, coordination
keywords: weaving, relay, patrol
language: en
normalized_name: the weavers' relay race
extraction_confidence: high
source_id: 1eee8d12_gamesscouts
source_ids: ["1eee8d12_gamesscouts"]
chunk_key: 1eee8d12_gamesscouts.part03
created_at: 2026-05-29 18:08:36
updated_at: 2026-05-29 18:08:36
description:
For two or four Patrols. Patrols are drawn up in a circle, the players being about a yard apart and facing inwards. On 'Go' each No. 1 (holding a neckerchief) starts in the direction shown by the arrows, going in and out between the players and dodging the players going the other way. When No. 1 returns to his original position, No. 2 (having received the neckerchief) starts off in the same direction. The Patrol which finishes first wins.

source_excerpt:
Patrols are drawn up in a circle, as shown in diagram, the players being about a yard apart. Players face inwards. On the word “Go,” each No. 1 (holding a neckerchief) starts in the direction as shown by the arrows


name: Wheel Spokes
category: jocuri-cercetasesti
subcategory: relay-race
content_type: joc
source_file: gamesscouts.pdf
source_files: ["gamesscouts.pdf"]
page_reference: page 52
materials_list: ball or bean bag
skills_developed: passing, teamwork, agility
keywords: wheel, spokes, relay, ball
language: en
normalized_name: wheel spokes
extraction_confidence: high
source_id: 1eee8d12_gamesscouts
source_ids: ["1eee8d12_gamesscouts"]
chunk_key: 1eee8d12_gamesscouts.part03
created_at: 2026-05-29 18:08:36
updated_at: 2026-05-29 18:08:36
description:
Patrols stand in Indian file (arranged like spokes of a wheel from a common centre). Each No. 1 has a ball or bean bag. On 'Go' each No. 1 hands his ball to No. 2 and so on down the file to the end player, who runs with it around the circle to the right and back to No. 1 position. The ball is then passed from player to player down the file again, then carried round once more, and so on until all players have carried the ball round the circle. The Patrol to finish first wins.

rules:
The ball must be handled by each player in turn in passing down the file. A player who drops it must recover it.

source_excerpt:
Patrols stand in Indian file as shown in diagram. Each No. 1 has a ball, or bean bag. On the word “Go” each No. 1 hands his ball to No. 2 and so on down the file to the end player


name: Wheel Spokes
category: jocuri-cercetasesti
content_type: joc
source_file: gamesscouts.pdf
source_files: ["gamesscouts.pdf"]
page_reference: page 52
materials_list: ball or bean bag
skills_developed: cooperare, viteza
difficulty_level: usor
keywords: wheel, relay, ball
tags: ["relay", "patrol"]
language: en
normalized_name: wheel spokes
extraction_confidence: high
source_id: 1eee8d12_gamesscouts
source_ids: ["1eee8d12_gamesscouts"]
chunk_key: 1eee8d12_gamesscouts.part04
created_at: 2026-05-29 18:08:36
updated_at: 2026-05-29 18:08:36
description:
Patrols stand in Indian file like spokes of a wheel. Each No. 1 has a ball or bean bag. On 'Go' No. 1 hands it down the file to the end player, who runs with it around the circle to the right and back to the No. 1 position. The ball is then immediately passed down the file again, and so on until every player has carried the ball around the circle.

rules:
The ball must be handled by each player in turn in passing down the file. A player who drops it must recover it. The Patrol to finish first wins.

source_excerpt:
Each No. 1 has a ball, or bean bag. On the word “Go” each No. 1 hands his ball to No. 2 and so on down the file to the end player, who runs with it round the circle to the right and back to No. 1 position


name: Round the Course
variations: Recommended as an inter-Patrol contest with each player playing one hole.
category: sports-active
subcategory: target-game
content_type: joc
source_file: gamesscouts.pdf
source_files: ["gamesscouts.pdf"]
page_reference: page 52
source_excerpt: Lay out an eight-hole course in chalk on the floor after the style of clock-golf.
materials_list: chalk, bean bag
skills_developed: throwing accuracy, aim
keywords: golf, bean bag, course, throwing
language: en
normalized_name: round the course
extraction_confidence: high
source_id: 1eee8d12_gamesscouts
source_ids: ["1eee8d12_gamesscouts"]
chunk_key: 1eee8d12_gamesscouts.part03
created_at: 2026-05-29 18:08:36
updated_at: 2026-05-29 18:08:36
description:
Lay out an eight-hole course in chalk on the floor after the style of clock-golf. Each hole should be 10 to 12 inches in diameter and should not be in the centre. The course should be 18 feet across if possible. Each tee is numbered and marked with a cross. The player starts at No. 1 tee and tries to pitch a bean bag completely into the hole. If he fails he tries again from the tee until he succeeds. Each throw counts as a 'stroke'. In singles, the winner is the player who goes round in fewest strokes. Recommended as an inter-Patrol contest, each player playing one hole.

rules:
Each throw is from the tee. The bean bag must land completely in the hole. Each throw counts as a stroke.


name: Round the Course
category: jocuri-cercetasesti
content_type: joc
source_file: gamesscouts.pdf
source_files: ["gamesscouts.pdf"]
page_reference: page 52
source_excerpt: Lay out an eight-hole course in chalk on the floor after the style of clock-golf.
materials_list: chalk, bean bag
skills_developed: precizie, indemanare
difficulty_level: mediu
keywords: golf, bean bag, course
tags: ["indoor", "skill"]
language: en
normalized_name: round the course
extraction_confidence: high
source_id: 1eee8d12_gamesscouts
source_ids: ["1eee8d12_gamesscouts"]
chunk_key: 1eee8d12_gamesscouts.part04
created_at: 2026-05-29 18:08:36
updated_at: 2026-05-29 18:08:36
description:
Lay out an eight-hole course in chalk on the floor like clock-golf. Holes are 10-12 inches in diameter, not in the centre; course about 18 feet across. Each tee is numbered and marked with a cross. The player starts at No. 1 tee and tries to pitch a bean bag completely into the hole; if he fails he tries again from the tee. Each throw counts as a stroke.

rules:
In singles the winner is the player who goes round in fewest “strokes.” This game is recommended as an inter-Patrol contest, each player playing one hole.


name: The Ship’s Alphabet
category: jocuri-cercetasesti
content_type: joc
source_file: gamesscouts.pdf
source_files: ["gamesscouts.pdf"]
page_reference: page 49
skills_developed: vocabular, gandire rapida
difficulty_level: mediu
keywords: alphabet, vocabulary, circle
tags: ["indoor", "word-game"]
language: en
normalized_name: the ship’s alphabet
extraction_confidence: high
source_id: 1eee8d12_gamesscouts
source_ids: ["1eee8d12_gamesscouts"]
chunk_key: 1eee8d12_gamesscouts.part04
created_at: 2026-05-29 18:08:36
updated_at: 2026-05-29 18:08:36
description:
Players are seated in a circle. The Umpire asks 'The name of the letter?' and a player gives a letter (e.g. 'A'). The Umpire then asks the next player 'The name of the ship?' counting slowly to 10. The player must give an answer starting with that letter (e.g. 'Arabella') before 10 is reached. The questioning continues with name of captain, cargo, port sailed from, place bound for, all starting with the same letter, then a new letter is chosen, going round the circle.

rules:
Each player as he fails to answer in time, or says something which is not applicable, moves down one place.

source_excerpt:
Beginning anywhere in the circle the Umpire asks: – “The name of the letter?” “A,” the player indicated may say.


name: The Weavers’ Relay Race
category: jocuri-cercetasesti
content_type: joc
source_file: gamesscouts.pdf
source_files: ["gamesscouts.pdf"]
page_reference: page 52
materials_list: neckerchief
skills_developed: agilitate, viteza
difficulty_level: mediu
keywords: weaving, relay, patrol
tags: ["relay", "active"]
language: en
normalized_name: the weavers’ relay race
extraction_confidence: high
source_id: 1eee8d12_gamesscouts
source_ids: ["1eee8d12_gamesscouts"]
chunk_key: 1eee8d12_gamesscouts.part04
created_at: 2026-05-29 18:08:36
updated_at: 2026-05-29 18:08:36
description:
For two or four Patrols. Patrols are drawn up in a circle, players about a yard apart, facing inwards. On 'Go' each No. 1 (holding a neckerchief) starts in the given direction, weaving in and out between the players and dodging the players going the other way. When No. 1 returns to his original position, No. 2 takes the neckerchief and starts off, and so on.

rules:
Hands must be held by the sides and no holding on in passing is allowed. The Patrol which finishes first wins.

source_excerpt:
On the word “Go,” each No. 1 (holding a neckerchief) starts in the direction as shown by the arrows, going in and out between the players and dodging the players going the other way.


name: Snatch Hat (New Version)
category: jocuri-cercetasesti
content_type: joc
source_file: gamesscouts.pdf
source_files: ["gamesscouts.pdf"]
page_reference: pages 52-53
materials_list: scout hat
skills_developed: viteza, reactie
difficulty_level: usor
keywords: hat, tag, numbers
tags: ["active", "team"]
language: en
normalized_name: snatch hat (new version)
extraction_confidence: high
source_id: 1eee8d12_gamesscouts
source_ids: ["1eee8d12_gamesscouts"]
chunk_key: 1eee8d12_gamesscouts.part04
created_at: 2026-05-29 18:08:36
updated_at: 2026-05-29 18:08:36
description:
Two rows of Scouts stand facing each other on opposite sides of the clubroom, numbered from the same end so each No. 1 faces No. 1, etc. One hat per couple is placed between them. The Umpire tells a yarn mentioning various numbers. When a number is called the two Scouts with that number try to snatch the hat back to their base line without being 'tigged' by the other.

rules:
If he succeeds he counts a point to his side, if he fails no point is awarded. The hat is immediately replaced in the centre and the yarn resumed.

source_excerpt:
Whenever a number is mentioned each of the two Scouts having that number tries to get the hat in front of him back to his base line without being “tigged” by the other.


name: Snatch Hat (Further Method)
category: jocuri-cercetasesti
content_type: joc
source_file: gamesscouts.pdf
source_files: ["gamesscouts.pdf"]
page_reference: page 53
materials_list: scout hat, lemonade bottle, chalk
skills_developed: viteza, agilitate
difficulty_level: mediu
keywords: hat, bottle, tag
tags: ["active", "team"]
language: en
normalized_name: snatch hat (further method)
extraction_confidence: high
source_id: 1eee8d12_gamesscouts
source_ids: ["1eee8d12_gamesscouts"]
chunk_key: 1eee8d12_gamesscouts.part04
created_at: 2026-05-29 18:08:36
updated_at: 2026-05-29 18:08:36
description:
Teams of equal numbers stand in line facing each other at a fair distance apart, numbered. A Scout hat is placed between the teams. At the end of either line (between both teams) is a chalk circle with a lemonade bottle. When a number is called the player having that number must run to his circle, reverse the lemonade bottle, snatch the hat and return to his place without being 'tigged'.

rules:
The bottle must be placed wholly inside the circle. The player who succeeds counts two points to his team. The player who successfully “tigs” an opponent in possession of the hat counts one point to his team.

source_excerpt:
When a number is called the player in either team having that number must try to run to his circle, reverse the lemonade bottle, snatch the hat and return to his place without being “tigged.”


name: Courier
category: jocuri-cercetasesti
content_type: joc
source_file: gamesscouts.pdf
source_files: ["gamesscouts.pdf"]
page_reference: pages 53-54
materials_list: ball
skills_developed: coordonare, aruncare
difficulty_level: usor
keywords: ball, throwing, relay
tags: ["team", "active"]
language: en
normalized_name: courier
extraction_confidence: high
source_id: 1eee8d12_gamesscouts
source_ids: ["1eee8d12_gamesscouts"]
chunk_key: 1eee8d12_gamesscouts.part04
created_at: 2026-05-29 18:08:36
updated_at: 2026-05-29 18:08:36
description:
Players divide into equal teams, each split in halves facing each other in line some distance apart. An end player of each team holds a ball. On 'Go' he throws it to the player opposite, who throws it to the second player in the opposite half of his team, and so on until it reaches the last player, who returns it back along the same course.

rules:
The process is again repeated and the first team to get the ball back wins. A player dropping the ball must recover it and then throw it to the appropriate player opposite.

source_excerpt:
On the word “Go” he throws it to the player opposite who throws it to the second player in the opposite half of his team, and so on until it reaches the last player who returns it along the same course back to the first player.


name: Courier Relay Race
rules: The last player to run with the ball holds it aloft and the team to finish first wins.
category: jocuri-cercetasesti
content_type: joc
source_file: gamesscouts.pdf
source_files: ["gamesscouts.pdf"]
page_reference: page 54
materials_list: ball
skills_developed: coordonare, viteza
difficulty_level: mediu
keywords: relay, ball, throwing
tags: ["team", "active"]
language: en
normalized_name: courier relay race
extraction_confidence: high
source_id: 1eee8d12_gamesscouts
source_ids: ["1eee8d12_gamesscouts"]
chunk_key: 1eee8d12_gamesscouts.part04
created_at: 2026-05-29 18:08:36
updated_at: 2026-05-29 18:08:36
description:
Players are formed up as for Courier. The game starts the same way, but when the ball reaches the end player he doubles to the other end of his line and continues by throwing the ball to the first player in the opposite half of his team. When the ball reaches the next end player he also doubles around, until every player has run with the ball.

source_excerpt:
when the ball reaches the end player he doubles to the other end of his line and continues the game by throwing the ball to the first player in the opposite half of his team.


name: Cross Courier
category: jocuri-cercetasesti
content_type: joc
source_file: gamesscouts.pdf
source_files: ["gamesscouts.pdf"]
page_reference: page 54
materials_list: ball
skills_developed: coordonare, concentrare
difficulty_level: mediu
keywords: cross, courier, ball
tags: ["team", "active"]
language: en
normalized_name: cross courier
extraction_confidence: high
source_id: 1eee8d12_gamesscouts
source_ids: ["1eee8d12_gamesscouts"]
chunk_key: 1eee8d12_gamesscouts.part04
created_at: 2026-05-29 18:08:36
updated_at: 2026-05-29 18:08:36
description:
Excellent contest for two Patrols against another two Patrols. Players form two lines facing each other so that each player is next to an opponent and facing one of his own team. End players at opposite ends hold balls. On 'Go' each thrower throws to his teammate facing him, who throws to the next player of his team in the opposite line, and so on until reaching the other end, when it returns.

rules:
Whenever the ball arrives at that end it is immediately sent back again over the same course until it reaches the player who originally held it. The team to finish first wins.

source_excerpt:
This makes an excellent contest for two Patrols against other two Patrols. The players are drawn up in two lines facing each other so that each player is next to an opponent and facing one of his own team.


name: Oblique Courier
rules: The team to finish first wins.
category: jocuri-cercetasesti
content_type: joc
source_file: gamesscouts.pdf
source_files: ["gamesscouts.pdf"]
page_reference: page 54
materials_list: ball
skills_developed: coordonare
difficulty_level: mediu
keywords: oblique, courier, ball
tags: ["team", "active"]
language: en
normalized_name: oblique courier
extraction_confidence: high
source_id: 1eee8d12_gamesscouts
source_ids: ["1eee8d12_gamesscouts"]
chunk_key: 1eee8d12_gamesscouts.part04
created_at: 2026-05-29 18:08:36
updated_at: 2026-05-29 18:08:36
description:
Similar to Cross Courier except each player in each line is both next to an opponent and directly opposite an opponent. This necessitates the ball being thrown obliquely across from side to side. Each team starts throwing simultaneously from either end.

source_excerpt:
This game is similar to “Cross Courier” except that in addition to each player in each line being next to an opponent he is also directly opposite to an opponent. This necessitates the ball being thrown obliquely across from side to side.


name: “Goodness Nose” Race
category: jocuri-cercetasesti
content_type: joc
source_file: gamesscouts.pdf
source_files: ["gamesscouts.pdf"]
page_reference: pages 54-55
materials_list: match-box outer case
skills_developed: echilibru, cooperare
difficulty_level: mediu
keywords: matchbox, nose, balance
tags: ["funny", "patrol"]
language: en
normalized_name: “goodness nose” race
extraction_confidence: high
source_id: 1eee8d12_gamesscouts
source_ids: ["1eee8d12_gamesscouts"]
chunk_key: 1eee8d12_gamesscouts.part04
created_at: 2026-05-29 18:08:36
updated_at: 2026-05-29 18:08:36
description:
Patrols of equal numbers are drawn up about 4 feet apart in Indian file. The leading Scout in each Patrol has a match-box outer case on his nose. On 'Go' he wheels about and places the match-box case on the nose of the next player without using his hands. The case is passed down the Patrol in this way. The end player runs forward to the Umpire with the case still on his nose.

rules:
If the match-box case is dropped it must be picked up by the last player who had it on his nose and transferred, as above, to the nose of the next player. The first Patrol to finish wins.

source_excerpt:
On the command “Go” each leading Scout wheels about and places the match-box case on the nose of the next player (without touching it with his hands).


name: More Haste; Less Speed
rules: The Patrol to finish first wins.
category: jocuri-cercetasesti
content_type: joc
source_file: gamesscouts.pdf
source_files: ["gamesscouts.pdf"]
page_reference: page 55
materials_list: rope with knots
skills_developed: noduri, viteza
difficulty_level: mediu
keywords: knots, rope, relay
tags: ["relay", "patrol"]
language: en
normalized_name: more haste; less speed
extraction_confidence: high
source_id: 1eee8d12_gamesscouts
source_ids: ["1eee8d12_gamesscouts"]
chunk_key: 1eee8d12_gamesscouts.part04
created_at: 2026-05-29 18:08:36
updated_at: 2026-05-29 18:08:36
description:
Patrols of equal numbers form Indian file. Leading player toes the starting line and holds a rope with knots equal to the number of players. On 'Go' he runs to the far end, unties a knot, returns to the starting line where he hands the rope to the next player, and so on until the rope is clear and each player has untied a knot.

source_excerpt:
each leading player runs to the far end of the course, unties a knot, returns to the starting line, where he hands over the rope to the next player, and so on until the rope is clear


name: Bean Bag Relay Race
variations: This game can be made more difficult by using Indian clubs instead of bean bags.
category: jocuri-cercetasesti
content_type: joc
source_file: gamesscouts.pdf
source_files: ["gamesscouts.pdf"]
page_reference: page 55
materials_list: bean bag, chalk
skills_developed: viteza, atentie
difficulty_level: usor
keywords: bean bag, relay, numbers
tags: ["relay", "patrol"]
language: en
normalized_name: bean bag relay race
extraction_confidence: high
source_id: 1eee8d12_gamesscouts
source_ids: ["1eee8d12_gamesscouts"]
chunk_key: 1eee8d12_gamesscouts.part04
created_at: 2026-05-29 18:08:36
updated_at: 2026-05-29 18:08:36
description:
Patrols seated on the floor in Indian file, 4 feet apart, numbered from the front. A small circle is drawn in front of and behind each file. Each file has a bean bag placed in the front circle. The Umpire calls a number; the player with that number picks up the bag, runs to the back circle, leaves the bag there (wholly inside), runs back to his place and sits down. First seated counts one mark.

rules:
The Umpire should examine the bags in the circles after each number. If a bag is not wholly inside a circle that Patrol cannot score the point.

source_excerpt:
The Umpire calls out any number and the player in each file having that number must pick up the bag, run, to the back circle, leave the bag there (it must be wholly inside the circle), back to his place in the file and sit down in his place.


name: Passing Clothes Pins
category: jocuri-cercetasesti
content_type: joc
source_file: gamesscouts.pdf
source_files: ["gamesscouts.pdf"]
page_reference: page 55
materials_list: clothes pins
skills_developed: indemanare, cooperare
difficulty_level: usor
keywords: pins, passing, relay
tags: ["team", "indoor"]
language: en
normalized_name: passing clothes pins
extraction_confidence: high
source_id: 1eee8d12_gamesscouts
source_ids: ["1eee8d12_gamesscouts"]
chunk_key: 1eee8d12_gamesscouts.part04
created_at: 2026-05-29 18:08:36
updated_at: 2026-05-29 18:08:36
description:
Teams of equal numbers stand in two lines facing each other. The end player of each line is given more clothes pins than can conveniently be held in both hands. On 'Go' the pins are passed down the line and back again. Pins dropped must be picked up immediately by the player who dropped them. When the pins return to the starting point, the end player runs forward with them to the Umpire.

rules:
Pins dropped must be picked up immediately by the player who dropped them. The team which finishes first, with all its pins, wins.

source_excerpt:
The end player of each line is given rather more clothes pins than can be conveniently held in both hands. On the word “Go” the pins are passed down the line and back again.


name: Pass Penny
rules: A dropped penny must be picked up by the player who dropped it. The team which finishes first wins.
category: jocuri-cercetasesti
content_type: joc
source_file: gamesscouts.pdf
source_files: ["gamesscouts.pdf"]
page_reference: page 55
materials_list: six pennies, two chairs
skills_developed: indemanare, coordonare
difficulty_level: usor
keywords: penny, passing, chair
tags: ["team", "indoor"]
language: en
normalized_name: pass penny
extraction_confidence: high
source_id: 1eee8d12_gamesscouts
source_ids: ["1eee8d12_gamesscouts"]
chunk_key: 1eee8d12_gamesscouts.part04
created_at: 2026-05-29 18:08:36
updated_at: 2026-05-29 18:08:36
description:
Teams of equal numbers sit in two rows facing the same direction with a narrow space between them and an empty chair at either end. On one chair are placed six pennies, three for either team. On 'Go' the player nearest the pennies picks up a penny with his left hand and passes it with his right hand into the left palm of his right neighbour, and so on down the row. The end player places the penny on the chair on his right. This is repeated for all three pennies, then reversed.

source_excerpt:
the player on either side nearest the pennies picks up a penny with his left hand, and passes it with his right hand into the left palm of his right neighbour, who passes it with his right hand into the left palm of his neighbour and so on down the row.


name: Soccer Relay Race
category: sports-active
content_type: joc
source_file: gamesscouts.pdf
source_files: ["gamesscouts.pdf"]
page_reference: page 56
materials_list: small ball, chalk
skills_developed: fotbal, viteza
difficulty_level: mediu
keywords: soccer, ball, dribble
tags: ["relay", "sports"]
language: en
normalized_name: soccer relay race
extraction_confidence: high
source_id: 1eee8d12_gamesscouts
source_ids: ["1eee8d12_gamesscouts"]
chunk_key: 1eee8d12_gamesscouts.part04
created_at: 2026-05-29 18:08:36
updated_at: 2026-05-29 18:08:36
description:
Patrols of equal numbers in Indian file behind a starting line. A small chalk circle for each Patrol is drawn just outside the starting line and another at the far end. A small ball is placed in each starting circle. On 'Go' the first player dribbles his ball to the finish circle, sprints back, replaces the ball in the starting circle, touches the hand of the second player and goes to the back of his Patrol.

rules:
The ball must be kicked only during the dribbling. If a ball rolls out of a circle the previous player must replace it in the circle before the next player can proceed. The first Patrol to complete the course wins.

source_excerpt:
On the word “Go” the first player of each Patrol dribbles his ball to the “finish “ circle, sprints back, replaces his ball in the starting circle, touches the hand of his second player


name: Thread the Needle
category: jocuri-cercetasesti
content_type: joc
source_file: gamesscouts.pdf
source_files: ["gamesscouts.pdf"]
page_reference: page 56
skills_developed: agilitate, flexibilitate
difficulty_level: mediu
keywords: needle, flexibility, relay
tags: ["relay", "patrol"]
language: en
normalized_name: thread the needle
extraction_confidence: high
source_id: 1eee8d12_gamesscouts
source_ids: ["1eee8d12_gamesscouts"]
chunk_key: 1eee8d12_gamesscouts.part04
created_at: 2026-05-29 18:08:36
updated_at: 2026-05-29 18:08:36
description:
Patrols in Indian file, leader toeing the starting line. On 'Go' he clasps his hands together, raises one leg and puts it through the loop formed by his clasped hands without separating them, then the other leg. He then runs to the other end of the clubroom (or round an obstacle) and back, tags No. 2 who 'threads the needle' and runs the course.

rules:
He must not separate his hands. If a player breaks his grip he must start again. The Patrol to finish first wins.

variations:
Variety can be added by playing this game in sitting or lying positions and by “unthreading the needle.”

source_excerpt:
he clasps his hands together, raises one leg and puts it through the loop so formed. He must not separate his hands.


name: Grasshoppers
category: jocuri-cercetasesti
content_type: joc
source_file: gamesscouts.pdf
source_files: ["gamesscouts.pdf"]
page_reference: page 56
materials_list: bean bag or ball
skills_developed: echilibru, coordonare
difficulty_level: mediu
keywords: hopping, bean bag, knees
tags: ["relay", "active"]
language: en
normalized_name: grasshoppers
extraction_confidence: high
source_id: 1eee8d12_gamesscouts
source_ids: ["1eee8d12_gamesscouts"]
chunk_key: 1eee8d12_gamesscouts.part04
created_at: 2026-05-29 18:08:36
updated_at: 2026-05-29 18:08:36
description:
Patrols in Indian file, leading player toeing the starting line holding a bean bag or ball firmly between his knees. On 'Go' each leading player hops to the end of the clubroom or around an obstacle and back beyond the starting line, where he hands the bean bag to the next 'grasshopper' and so on.

rules:
If a player drops his bean bag he either goes back and starts again or retrieves it and carries on as intimated by the Umpire at the commencement. The Patrol to finish first wins.

source_excerpt:
each leading player hops to the end of the clubroom or round an obstacle and back beyond the starting line, where he hands over the bean bag to the next “grasshopper” in his team


name: Zig-Zag Relay Race
rules: The first Patrol to finish wins.
category: jocuri-cercetasesti
content_type: joc
source_file: gamesscouts.pdf
source_files: ["gamesscouts.pdf"]
page_reference: pages 56-57
skills_developed: echilibru, agilitate
difficulty_level: mediu
keywords: zig-zag, hopping, relay
tags: ["relay", "patrol"]
language: en
normalized_name: zig-zag relay race
extraction_confidence: high
source_id: 1eee8d12_gamesscouts
source_ids: ["1eee8d12_gamesscouts"]
chunk_key: 1eee8d12_gamesscouts.part04
created_at: 2026-05-29 18:08:36
updated_at: 2026-05-29 18:08:36
description:
Patrols form Indian file three paces apart, with intervals between players. On 'Go' each end player hops in a zig-zag course through positions until reaching position A, where he stands. The next player hops the zig-zag course to position B, and so on until each player has hopped the course and reached his new position.

source_excerpt:
On the word “Go” each end player hops, following the zig-zag course shown in the diagram, until he has reached position A, where he stands still.


name: Little Drops of Water
category: jocuri-cercetasesti
content_type: joc
source_file: gamesscouts.pdf
source_files: ["gamesscouts.pdf"]
page_reference: page 57
materials_list: enamel mug, water
skills_developed: echilibru, precizie
difficulty_level: mediu
keywords: water, mug, relay
tags: ["relay", "wet"]
language: en
normalized_name: little drops of water
extraction_confidence: high
source_id: 1eee8d12_gamesscouts
source_ids: ["1eee8d12_gamesscouts"]
chunk_key: 1eee8d12_gamesscouts.part04
created_at: 2026-05-29 18:08:36
updated_at: 2026-05-29 18:08:36
description:
Patrols in Indian file. The leading player, at the starting line, holds an enamel mug full of water. At the other end is a similar mug, empty. On 'Go' each leading player goes to the end, transfers water from one mug to the other, and returns with the new full mug to the starting line, handing it to player No. 2. Scoring is by finish order plus mug contents at end.

rules:
Supposing four Patrols compete, the Patrol to finish first scores 4 points, second 3, etc.; in addition, the Patrol finishing with most water scores a further 4 points, etc. Any Patrol delivering an empty mug scores no points in the second part. The Patrol scoring least in the second part mops up the floor.

source_excerpt:
The leading player of each Patrol, toeing the starting line, holds an enamel mug full of water. Facing him at the other end of the course is a similar mug empty.


name: Potato Spoon Relay Race
category: jocuri-cercetasesti
content_type: joc
source_file: gamesscouts.pdf
source_files: ["gamesscouts.pdf"]
page_reference: page 57
materials_list: potatoes, teaspoon, box or basket
skills_developed: echilibru, indemanare
difficulty_level: mediu
keywords: potato, spoon, relay
tags: ["relay", "patrol"]
language: en
normalized_name: potato spoon relay race
extraction_confidence: high
source_id: 1eee8d12_gamesscouts
source_ids: ["1eee8d12_gamesscouts"]
chunk_key: 1eee8d12_gamesscouts.part04
created_at: 2026-05-29 18:08:36
updated_at: 2026-05-29 18:08:36
description:
Patrols in Indian file with leaders toeing a starting line. On the floor in front of each file is a row of potatoes at intervals of 2 or 3 feet, one for each member of the Patrol. Each leader has a teaspoon and beside him a box, basket or chalk circle for the potatoes. On 'Go' each leader runs forward, takes a potato on the spoon, places it in the box, then hands the spoon to the second player and retires.

rules:
A potato may not be touched with anything but the spoon, and should one be touched otherwise it must be replaced and picked up again with the spoon. A dropped potato must be picked up on the spoon at the spot where it was dropped. The Patrol to finish the course first wins.

source_excerpt:
On the word “Go” each leader runs forward, takes up a potato on the spoon, carries it to the box or basket and places the potato in it; he then hands the spoon to the second player and retires from the file.


name: Restaurants
rules: The Patrol wins whose “waiter” correctly serves his “table” first.
category: jocuri-cercetasesti
content_type: joc
source_file: gamesscouts.pdf
source_files: ["gamesscouts.pdf"]
page_reference: page 57
materials_list: paper, pencil
skills_developed: memorie, comunicare
difficulty_level: mediu
keywords: restaurant, waiter, cook
tags: ["roleplay", "patrol"]
language: en
normalized_name: restaurants
extraction_confidence: high
source_id: 1eee8d12_gamesscouts
source_ids: ["1eee8d12_gamesscouts"]
chunk_key: 1eee8d12_gamesscouts.part04
created_at: 2026-05-29 18:08:36
updated_at: 2026-05-29 18:08:36
description:
Six players from each Patrol sit around imaginary tables, each holding two blank pieces of paper. At the other end are a 'cook' and a 'waiter' from another Patrol. On 'Go' each waiter dashes to his assigned table; a diner orders a course and hands him a blank paper. The waiter runs to the cook, who writes down the dish. The waiter dashes back for more orders until 12 orders are received, then delivers each course back.

source_excerpt:
On the word “Go” each “waiter” dashes to the circle which he is facing and one of the players orders a course (say “Beefsteak pie”) and hands him a blank paper.


name: “Blow it Out” (Relay Race)
rules: The first team to have all its players back in their original places is the winner.
category: jocuri-cercetasesti
content_type: joc
source_file: gamesscouts.pdf
source_files: ["gamesscouts.pdf"]
page_reference: page 58
materials_list: candle, matches
skills_developed: indemanare, viteza
difficulty_level: mediu
keywords: candle, matches, relay
tags: ["relay", "fire"]
language: en
normalized_name: “blow it out” (relay race)
extraction_confidence: high
source_id: 1eee8d12_gamesscouts
source_ids: ["1eee8d12_gamesscouts"]
chunk_key: 1eee8d12_gamesscouts.part04
created_at: 2026-05-29 18:08:36
updated_at: 2026-05-29 18:08:36
description:
Teams lined up in Indian file about 30 feet in front of a candle. On 'Go' No. 1 of each team runs forward with a box of matches, takes out a match, strikes it, lights the candle, blows the candle out, closes the matchbox and runs back to his place, handing the matches to No. 2 who repeats the procedure.

source_excerpt:
On the word “Go” No. 1 of each team runs forward with a box of matches, takes out a match, strikes it and lights the candle; blows the candle out closes the matchbox and runs back to his place


name: Hoop Relay Race
rules: When he reaches the front he raises the rope at arm’s length and the first team to finish wins.
variations: As a variant, the rope can be passed up over the body instead of downwards.
category: jocuri-cercetasesti
content_type: joc
source_file: gamesscouts.pdf
source_files: ["gamesscouts.pdf"]
page_reference: page 58
materials_list: rope circle
skills_developed: cooperare, agilitate
difficulty_level: usor
keywords: rope, hoop, relay
tags: ["relay", "team"]
language: en
normalized_name: hoop relay race
extraction_confidence: high
source_id: 1eee8d12_gamesscouts
source_ids: ["1eee8d12_gamesscouts"]
chunk_key: 1eee8d12_gamesscouts.part04
created_at: 2026-05-29 18:08:36
updated_at: 2026-05-29 18:08:36
description:
Each team has a knotted circle of rope sufficiently large to pass over the shoulders of each boy. Teams in Indian file, front player holds the rope circle. On 'Go' the front player passes the rope over his head and shoulders down to the ground; the next player picks it up and does the same, and so on. When the end player drops the rope, he runs to the front and it is passed again.

source_excerpt:
On the word “Go” each front player passes the rope over his head and shoulders down to the ground; the next player picks it up and does the same, and so on down the file.


name: Spies
category: jocuri-cercetasesti
content_type: joc
source_file: gamesscouts.pdf
source_files: ["gamesscouts.pdf"]
page_reference: page 58
materials_list: blindfolds
skills_developed: furisare, auz
difficulty_level: mediu
keywords: spies, blindfold, stealth
tags: ["stealth", "team"]
language: en
normalized_name: spies
extraction_confidence: high
source_id: 1eee8d12_gamesscouts
source_ids: ["1eee8d12_gamesscouts"]
chunk_key: 1eee8d12_gamesscouts.part04
created_at: 2026-05-29 18:08:36
updated_at: 2026-05-29 18:08:36
description:
Teams of equal numbers; one team stands feet wide apart and touching across the clubroom and is blindfolded. The other team tries to pass through the cordon, either between the legs of defenders or between the players themselves. Defenders must keep arms close to their sides, except when they think they hear a spy. A defender hearing or feeling a spy must touch him before he gets through.

rules:
Whenever a “spy” is touched he is out of the game. Each “spy” getting through counts one point. Strict silence must be preserved throughout the game.

variations:
Submarines. – This is a more difficult version of “Spies” where players may only pass between the legs of the defenders.

source_excerpt:
The other team try to pass through the cordon, either between the legs of the defenders or between the players. (The defending players must keep the arms close to the sides, excepting when they think they hear a “spy.”)


name: Spies
category: jocuri-cercetasesti
subcategory: stealth
content_type: joc
source_file: 1000 Fantastic Scout Games! - John Hemming-Clark.pdf
source_files: ["1000 Fantastic Scout Games! - John Hemming-Clark.pdf"]
page_reference: page 226
materials_category: echipament
materials_list: 4 chairs, 4 blindfolds, 4 pool noodles
skills_developed: stealth, strategy, listening
difficulty_level: mediu
keywords: spies, sentries, blindfold, pool noodles, stealth
tags: ["indoor", "active"]
language: en
normalized_name: spies
extraction_confidence: high
source_id: 4a765782_1000_fantastic_scout_games_john_hemming_clark
source_ids: ["4a765782_1000_fantastic_scout_games_john_hemming_clark"]
chunk_key: 4a765782_1000_fantastic_scout_games_john_hemming_clark.part14
created_at: 2026-05-29 18:08:36
updated_at: 2026-05-29 18:08:36
description:
Blindfolded sentries from one team sit on chairs with pool noodle barriers while spies from the other team try to walk through. Sentries shout 'Spy!' to lower the barriers but have limited shouts. Points for each spy that gets through.

rules:
Two teams at either end of the hall. Four chairs placed in a cross formation in the middle. Four scouts from one team sit on chairs as sentries, blindfolded, holding pool noodles as barriers. Other team's scouts (spies) try to walk through the barriers one at a time over two minutes. A sentry can shout 'Spy' to lower barriers but can shout no more times than there are spies. Each spy through earns a point. Rotate sentries and repeat, then swap teams. Team with more spies captured wins.

source_excerpt:
Blindfold them and give them a pool noodle (one of those long buoyancy aid tube things) each which they bring down in front of them like a car park barrier arm.


name: Spies
category: jocuri-cercetasesti
content_type: joc
source_file: 1000 Fantastic Scout Games! - John Hemming-Clark.pdf
source_files: ["1000 Fantastic Scout Games! - John Hemming-Clark.pdf"]
page_reference: page 226
materials_category: equipment
materials_list: 4 chairs, 4 blindfolds, 4 pool noodles
skills_developed: stealth, listening, teamwork
difficulty_level: mediu
keywords: spies, stealth, blindfold
tags: ["indoor", "teams"]
language: en
normalized_name: spies
extraction_confidence: high
source_id: 4a765782_1000_fantastic_scout_games_john_hemming_clark
source_ids: ["4a765782_1000_fantastic_scout_games_john_hemming_clark"]
chunk_key: 4a765782_1000_fantastic_scout_games_john_hemming_clark.part15
created_at: 2026-05-29 18:08:36
updated_at: 2026-05-29 18:08:36
description:
Blindfolded sentries hold pool noodles like barriers and try to detect spies walking through. Spies from the opposing team try to pass through silently; sentries shout 'Spy' to lower the barriers.

rules:
Put scouts into two teams. Place four chairs in the middle with blindfolded sentries holding pool noodles. Spies walk slowly through the barriers one at a time in two minutes. Sentries can shout 'Spy' to lower barriers but only as many times as there are spies. Points scored for successful spies. Swap sentries and teams.

source_excerpt:
The team without the sentries are the spies and they have two minutes to all walk slowly, one at a time, through the barriers. Any one of the sentries can shout "Spy" on which command the barriers are lowered.


name: Crows and Cranes
rules: The game is continued until all of one side are caught.
category: jocuri-cercetasesti
content_type: joc
source_file: gamesscouts.pdf
source_files: ["gamesscouts.pdf"]
page_reference: page 58
skills_developed: reactie, viteza
difficulty_level: usor
keywords: crows, cranes, chase
tags: ["active", "classic"]
language: en
normalized_name: crows and cranes
extraction_confidence: high
source_id: 1eee8d12_gamesscouts
source_ids: ["1eee8d12_gamesscouts"]
chunk_key: 1eee8d12_gamesscouts.part04
created_at: 2026-05-29 18:08:36
updated_at: 2026-05-29 18:08:36
description:
Teams of equal numbers form two lines of Indian file, 4 feet apart. One line is 'Crows', the other 'Cranes'. The Umpire calls out one name, rolling his 'r's' to build suspense. If 'Crows' is called the Crows run away and the Cranes chase them; if 'Cranes' is called the opposite happens. Any caught before passing a certain line or touching a wall are out.

source_excerpt:
The Umpire calls out one of these names, rolling his “r’s” as long as possible to keep the players in suspense. If “Crows” is called the Crows run away and the Cranes chase them.


name: Crows And Cranes
category: sports-active
content_type: joc
source_file: big-book-of-games-scouts.pdf
source_files: ["big-book-of-games-scouts.pdf"]
page_reference: page 11
skills_developed: speed, reaction time, agility
difficulty_level: usor
keywords: crows, cranes, tag, reaction
tags: ["half troop", "high activity"]
language: en
normalized_name: crows and cranes
extraction_confidence: high
source_id: e6ed163b_big_book_of_games_scouts
source_ids: ["e6ed163b_big_book_of_games_scouts"]
chunk_key: e6ed163b_big_book_of_games_scouts.part01
created_at: 2026-05-29 18:08:36
updated_at: 2026-05-29 18:08:36
description:
A tag game where two teams line up back to back and react to the leader calling a team name by running to their end of the room while the other team tries to tag them. Tagged players switch teams.

rules:
Teams line up in center, back to back. One team crows while other cranes. Leader calls out team name, that team must try to get to their end of room while others try to tag. If tagged, you switch teams.

source_excerpt:
Leader calls out team name, that team must try to get to their end of room while others try to tag. If tagged, you switch teams.


name: Crows, Cranes and Crabs
variations: As a variant, this game may be played as Rats, Rabbits and Wrens.
category: jocuri-cercetasesti
content_type: joc
source_file: gamesscouts.pdf
source_files: ["gamesscouts.pdf"]
page_reference: page 59
skills_developed: reactie, autocontrol
difficulty_level: usor
keywords: crows, cranes, crabs
tags: ["active", "classic"]
language: en
normalized_name: crows, cranes and crabs
extraction_confidence: high
source_id: 1eee8d12_gamesscouts
source_ids: ["1eee8d12_gamesscouts"]
chunk_key: 1eee8d12_gamesscouts.part04
created_at: 2026-05-29 18:08:36
updated_at: 2026-05-29 18:08:36
description:
Like Crows and Cranes, but with a third call: 'Crabs'. When 'Crabs' is called, all players must stand still. Players who move on 'Crabs' are out of the game.

rules:
All players moving to the word “Crabs” are out of the game. The game is continued until all of one side are caught.

source_excerpt:
If “Crabs” is called the players must stand still. All players moving to the word “Crabs” are out of the game.


name: Earth, Air, Water, Fire
category: jocuri-cercetasesti
content_type: joc
source_file: gamesscouts.pdf
source_files: ["gamesscouts.pdf"]
page_reference: page 59
materials_list: bean bag, neckerchief, Scout hat, chalk
skills_developed: reactie, memorie
difficulty_level: mediu
keywords: elements, animals, relay
tags: ["relay", "nature"]
language: en
normalized_name: earth, air, water, fire
extraction_confidence: high
source_id: 1eee8d12_gamesscouts
source_ids: ["1eee8d12_gamesscouts"]
chunk_key: 1eee8d12_gamesscouts.part04
created_at: 2026-05-29 18:08:36
updated_at: 2026-05-29 18:08:36
description:
Teams in Indian file, leader toeing starting line. In front of each leader, inside a chalk circle, are three articles: a bean bag, a neckerchief, a Scout hat. Another chalk circle is at the far end. If the Umpire calls a land animal ('Tiger'), the leader grabs the bean bag, deposits it in the far circle. 'Sparrow' uses the neckerchief; 'Whale' the Scout hat. If 'Fire' is called, leaders double right round their teams and back.

rules:
First back scores a point to his team. Supposing “Lion” is called and the bean bag is in the far circle it must be brought back and placed in the near circle and similarly with the other articles.

source_excerpt:
If the Umpire calls a land living animal, say “Tiger,” each leading player grabs his bean bag, deposits it in the far circle and resumes his place.


name: Blindfold Obstacle Race
rules: The first competitor in each heat to finish the course counts one mark to his Patrol.
category: jocuri-cercetasesti
content_type: joc
source_file: gamesscouts.pdf
source_files: ["gamesscouts.pdf"]
page_reference: page 59
materials_list: blindfold, obstacles
skills_developed: orientare, incredere
difficulty_level: mediu
keywords: blindfold, obstacle, race
tags: ["blindfold", "obstacle"]
language: en
normalized_name: blindfold obstacle race
extraction_confidence: high
source_id: 1eee8d12_gamesscouts
source_ids: ["1eee8d12_gamesscouts"]
chunk_key: 1eee8d12_gamesscouts.part04
created_at: 2026-05-29 18:08:36
updated_at: 2026-05-29 18:08:36
description:
One member of each competing Patrol is blindfolded and stands at the starting line. After competitors take their places, articles such as forms, chairs, ropes, pails, heaps of books are distributed about the course. On 'Go' competitors grope their way to the other end of the clubroom, passing under, over or around the obstacles.

source_excerpt:
On the word “Go” the competitors grope their way to the other end of the clubroom passing either under, over or round the obstacles.


name: Indoor Obstacle Match
category: jocuri-cercetasesti
content_type: joc
source_file: gamesscouts.pdf
source_files: ["gamesscouts.pdf"]
page_reference: pages 59-60
materials_list: books, vase, glass of water, pillows, string, blindfold
skills_developed: umor, imaginatie
difficulty_level: usor
keywords: prank, blindfold, obstacle
tags: ["prank", "blindfold"]
language: en
normalized_name: indoor obstacle match
extraction_confidence: high
source_id: 1eee8d12_gamesscouts
source_ids: ["1eee8d12_gamesscouts"]
chunk_key: 1eee8d12_gamesscouts.part04
created_at: 2026-05-29 18:08:36
updated_at: 2026-05-29 18:08:36
description:
A prank-style game. The leader proposes a blindfold obstacle championship and invites 6 members to compete. They go outside. A course is set up with a pile of books, a vase, glass of water, pillows, a string near the floor, etc. Competitor No. 1 enters, sees the course, then is blindfolded while assistants 'kindly' encourage him. Unknown to him, while being blindfolded the obstacles are swiftly removed. He stumbles down a blank pathway.

rules:
Clapping denotes the end of the course and he snatches off the handkerchief to discover the fraud and demand, as a consolation prize, a front seat to await the coming of No. 2.

source_excerpt:
On the word “Go” he goes tentatively down the course, stepping extravagantly high or wide along the blank pathway from which all obstacles have been swiftly removed while his eyes were being blindfolded.


name: The Precipice
rules: Each player who succeeds without leaving the path scores a point to his team.
category: jocuri-cercetasesti
content_type: joc
source_file: gamesscouts.pdf
source_files: ["gamesscouts.pdf"]
page_reference: page 60
materials_list: sawdust or sand, blindfold
skills_developed: echilibru, perceptie
difficulty_level: mediu
keywords: precipice, blindfold, sawdust
tags: ["blindfold", "themed"]
language: en
normalized_name: the precipice
extraction_confidence: high
source_id: 1eee8d12_gamesscouts
source_ids: ["1eee8d12_gamesscouts"]
chunk_key: 1eee8d12_gamesscouts.part04
created_at: 2026-05-29 18:08:36
updated_at: 2026-05-29 18:08:36
description:
Themed game about Swazi Indian braves crossing the Toga precipice. A circuitous line is traced in sawdust on the clubroom floor (or sand outdoors) with branch offshoots to mislead the players. Players, blindfolded and wearing sandshoes or in stockinged feet, take turns at fair intervals and try to reach the end of the path, feeling with their feet only.

source_excerpt:
The players, blindfolded and wearing sandshoes (or in stockinged feet), in turn at fair intervals and feeling with the feet only, try to reach the end of the path.


name: The Deer and the Stalker
rules: If the “Stalker” catches the “Deer” in an agreed on time he wins; if he fails the “Deer” wins.
category: jocuri-cercetasesti
content_type: joc
source_file: gamesscouts.pdf
source_files: ["gamesscouts.pdf"]
page_reference: page 60
materials_list: table, blindfolds
skills_developed: furisare, auz
difficulty_level: mediu
keywords: stalker, deer, blindfold
tags: ["blindfold", "stealth"]
language: en
normalized_name: the deer and the stalker
extraction_confidence: high
source_id: 1eee8d12_gamesscouts
source_ids: ["1eee8d12_gamesscouts"]
chunk_key: 1eee8d12_gamesscouts.part04
created_at: 2026-05-29 18:08:36
updated_at: 2026-05-29 18:08:36
description:
Two players compete at a time. The 'Deer' and the 'Stalker' are placed, blindfolded, at opposite ends of a table. On 'Go' they begin to move round the table. Neither may leave the table.

source_excerpt:
The “Deer” and the “Stalker” are placed, blindfolded, at opposite ends of a table. On the word “Go” they begin to move round the table.


name: Clock Tick
category: jocuri-cercetasesti
content_type: joc
source_file: gamesscouts.pdf
source_files: ["gamesscouts.pdf"]
page_reference: page 60
materials_list: clock with loud tick, blindfold
skills_developed: auz, orientare
difficulty_level: usor
keywords: clock, tick, blindfold
tags: ["blindfold", "listening"]
language: en
normalized_name: clock tick
extraction_confidence: high
source_id: 1eee8d12_gamesscouts
source_ids: ["1eee8d12_gamesscouts"]
chunk_key: 1eee8d12_gamesscouts.part04
created_at: 2026-05-29 18:08:36
updated_at: 2026-05-29 18:08:36
description:
Inter-Patrol competition. One player from each Patrol enters the room blindfolded. Somewhere in the room, where it can be touched by hand, a clock with a fairly loud tick is placed. The player who touches the clock with his hand first counts one mark to his Patrol.

rules:
The game is continued until all of the players have competed. The position of the clock will, of course, be altered for each succeeding batch of competitors. The Patrol with most marks wins.

source_excerpt:
Somewhere in the room, where it can be touched by hand, a clock with a fairly loud tick is placed. The player who touches the clock with his hand first counts one mark to his Patrol.


name: The Sculptor
category: jocuri-cercetasesti
content_type: joc
source_file: gamesscouts.pdf
source_files: ["gamesscouts.pdf"]
page_reference: page 61
materials_list: two teaspoons, blindfold
skills_developed: recunoastere, atingere
difficulty_level: usor
keywords: sculptor, spoons, blindfold
tags: ["blindfold", "funny"]
language: en
normalized_name: the sculptor
extraction_confidence: high
source_id: 1eee8d12_gamesscouts
source_ids: ["1eee8d12_gamesscouts"]
chunk_key: 1eee8d12_gamesscouts.part04
created_at: 2026-05-29 18:08:36
updated_at: 2026-05-29 18:08:36
description:
One player is blindfolded and is handed two teaspoons. The others sit in a wide circle with feet on the floor; none may speak or move. The player with the spoons advances cautiously, feeling his way with his feet until he encounters the feet of a seated player. He then explores the player's face with the spoons. From the involuntary chuckles of his victim he tries to identify him.

rules:
He is allowed one guess only. If he is successful they change places; if not, he goes to the centre and sets out again.

source_excerpt:
The player with the spoons advances cautiously, feeling his way with his feet until he encounters the feet of one of the seated players. He now proceeds to explore the countenance of his find with the spoons.


name: Carthorses
category: sports-active
content_type: joc
source_file: gamesscouts.pdf
source_files: ["gamesscouts.pdf"]
page_reference: page 61
skills_developed: forta, rezistenta
difficulty_level: dificil
keywords: crab walk, race
tags: ["active", "physical"]
language: en
normalized_name: carthorses
extraction_confidence: high
source_id: 1eee8d12_gamesscouts
source_ids: ["1eee8d12_gamesscouts"]
chunk_key: 1eee8d12_gamesscouts.part04
created_at: 2026-05-29 18:08:36
updated_at: 2026-05-29 18:08:36
description:
Competitors line up with backs to the ground and supported by their arms (crab-walk position). In this position they race to the finishing line.

rules:
Walking on the hands is difficult and tiring and 20 yards, as a maximum, will be found quite enough.

source_excerpt:
Competitors line up as in sketch with backs to the ground and supported by their arms. In this position they race to the finishing line.


name: Who are You Pushing?
category: sports-active
content_type: joc
source_file: gamesscouts.pdf
source_files: ["gamesscouts.pdf"]
page_reference: page 61
materials_list: chalk, whistle
skills_developed: forta, echipa
difficulty_level: mediu
keywords: pushing, square, shoulder
tags: ["physical", "team"]
language: en
normalized_name: who are you pushing?
extraction_confidence: high
source_id: 1eee8d12_gamesscouts
source_ids: ["1eee8d12_gamesscouts"]
chunk_key: 1eee8d12_gamesscouts.part04
created_at: 2026-05-29 18:08:36
updated_at: 2026-05-29 18:08:36
description:
A square piece of ground (or part of clubroom) is marked off, capable of holding half the players when packed together. Both teams line up on opposite sides about 10 yards from it. On a whistle signal both teams rush to get into the square and prevent the others from getting or remaining there. After two minutes the whistle sounds again and everyone stands still.

rules:
Heaving with the shoulder only is allowed. Any player breaking this rule is immediately disqualified and so handicaps his team. The team with most players in the square wins.

source_excerpt:
On a whistle signal both teams rush to get into the square and to prevent the others from getting or remaining there. Heaving with the shoulder only is allowed.


name: Pandemonium
category: jocuri-cercetasesti
content_type: joc
source_file: gamesscouts.pdf
source_files: ["gamesscouts.pdf"]
page_reference: page 61
materials_list: paper slips, whistle
skills_developed: cooperare, creativitate
difficulty_level: mediu
keywords: chaos, instructions, groups
tags: ["funny", "team"]
language: en
normalized_name: pandemonium
extraction_confidence: high
source_id: 1eee8d12_gamesscouts
source_ids: ["1eee8d12_gamesscouts"]
chunk_key: 1eee8d12_gamesscouts.part04
created_at: 2026-05-29 18:08:36
updated_at: 2026-05-29 18:08:36
description:
The Troop is divided into equal groups of four (or other figure). Each player is handed a slip with a definite instruction to carry out during the game; all members of the same group have the same message. On a whistle blast all proceed to carry out their instructions until a second blast. Sample groups: 'Open all windows', 'Allow nobody to touch the windows', 'Salute the Umpire and then leave the room', 'Prevent anybody from leaving the room', 'Sit on the floor', 'Only lazy fellows sit on floors. Prevent it.'

rules:
On a whistle blast all proceed to carry out their instructions until a second blast (when things are becoming a trifle involved) calls everyone back to the “Alert.”

source_excerpt:
Each player is handed a slip with a definite instruction which he will do his utmost to obey during the progress of the game. All the members of the same group have the same message.


name: Stone Age Football
category: sports-active
content_type: joc
source_file: gamesscouts.pdf
source_files: ["gamesscouts.pdf"]
page_reference: page 62
materials_list: chalk, whistle
skills_developed: forta, echipa
difficulty_level: dificil
keywords: football, chalk, rough
tags: ["physical", "team", "rough"]
language: en
normalized_name: stone age football
extraction_confidence: high
source_id: 1eee8d12_gamesscouts
source_ids: ["1eee8d12_gamesscouts"]
chunk_key: 1eee8d12_gamesscouts.part04
created_at: 2026-05-29 18:08:36
updated_at: 2026-05-29 18:08:36
description:
The Troop is divided into two teams, one defending one wall and the other the opposite wall. All players remove belts and shoes. On the whistle the Referee throws a piece of chalk on the centre of the floor. The aim of either team is to place a chalk mark on their opponents' wall, scoring a goal.

rules:
A goal may be scored with any portion of the original chalk. Otherwise there are no rules, but murder is barred. This game should not be continued too long.

source_excerpt:
The aim of either team is to place a chalk mark on their opponents’ wall, which scores a goal. A goal may be scored with any portion of the original chalk. Otherwise there are no rules, hut murder is barred.


name: Musical Bumps
rules: The game is continued until only the winner is left.
category: jocuri-cercetasesti
content_type: joc
source_file: gamesscouts.pdf
source_files: ["gamesscouts.pdf"]
page_reference: page 62
materials_list: musical instrument or whistle
skills_developed: reactie
difficulty_level: usor
keywords: musical, chairs, bumps
tags: ["music", "active"]
language: en
normalized_name: musical bumps
extraction_confidence: high
source_id: 1eee8d12_gamesscouts
source_ids: ["1eee8d12_gamesscouts"]
chunk_key: 1eee8d12_gamesscouts.part04
created_at: 2026-05-29 18:08:36
updated_at: 2026-05-29 18:08:36
description:
Musical Chairs without chairs. The Scouts trot round the room in a circle to musical accompaniment. Whenever the music stops they must immediately get down on the floor. The Scout whom the Umpire indicates as having got down last is out.

variations:
If no musical instrument is available the boys run round and the Umpire blows a blast on his whistle as a signal to flop on the floor.

source_excerpt:
The Scouts trot round the room in a circle to musical accompaniment. Whenever the music stops they must immediately get down on the floor.


name: Nose-Rings
rules: The first player to get his nose-ring off wins.
category: jocuri-cercetasesti
content_type: joc
source_file: gamesscouts.pdf
source_files: ["gamesscouts.pdf"]
page_reference: page 62
materials_list: rubber rings
skills_developed: umor, indemanare
difficulty_level: usor
keywords: nose, ring, funny
tags: ["funny", "individual"]
language: en
normalized_name: nose-rings
extraction_confidence: high
source_id: 1eee8d12_gamesscouts
source_ids: ["1eee8d12_gamesscouts"]
chunk_key: 1eee8d12_gamesscouts.part04
created_at: 2026-05-29 18:08:36
updated_at: 2026-05-29 18:08:36
description:
Each player is given an ordinary rubber ring (such as found in mineral-water bottles) and told to draw it tightly over his nose. On 'Go' the players must get them off, by twisting the nose, without using their hands.

source_excerpt:
On the word “Go” the players must get them off, by twisting the nose, without using the hands. The first player to get his nose-ring off wins.


name: Blunderfoot
rules: A Scout who steps on “timber,” “loose stone” or in the “water” loses.
category: jocuri-cercetasesti
content_type: joc
source_file: gamesscouts.pdf
source_files: ["gamesscouts.pdf"]
page_reference: page 62
materials_list: chalk
skills_developed: echilibru, memorie
difficulty_level: mediu
keywords: stepping stones, race, chalk
tags: ["balance", "individual"]
language: en
normalized_name: blunderfoot
extraction_confidence: high
source_id: 1eee8d12_gamesscouts
source_ids: ["1eee8d12_gamesscouts"]
chunk_key: 1eee8d12_gamesscouts.part04
created_at: 2026-05-29 18:08:36
updated_at: 2026-05-29 18:08:36
description:
Two similar sets of stepping stones are marked in chalk along the clubroom. Among them are rocking stones and floating timber. Two Scouts race to get to the finishing stone. Winners are pitted against each other until the ultimate winner is found.

source_excerpt:
Two similar sets of stepping stones are marked in chalk along the clubroom. Among them are rocking stones and floating timber (see diagram). Two Scouts race to get to the finishing stone.


name: Jam Jars
category: jocuri-cercetasesti
content_type: joc
source_file: gamesscouts.pdf
source_files: ["gamesscouts.pdf"]
page_reference: page 63
materials_list: jam jars or flower pots
skills_developed: echilibru, coordonare
difficulty_level: mediu
keywords: jam jars, river, balance
tags: ["balance", "team"]
language: en
normalized_name: jam jars
extraction_confidence: high
source_id: 1eee8d12_gamesscouts
source_ids: ["1eee8d12_gamesscouts"]
chunk_key: 1eee8d12_gamesscouts.part04
created_at: 2026-05-29 18:08:36
updated_at: 2026-05-29 18:08:36
description:
Two lines are drawn about 9 feet apart to represent the banks of a river. Teams of equal numbers compete; half stand on one bank and the other half on the opposite bank. The first player of each team holds two jam jars (or flower pots) and on 'Go' fords the river by stepping alternately on each of his two inverted jam jars to the opposite bank. The jars are passed to the next player on that side who crosses back.

rules:
If any part of a player touches the floor during transit he goes back and starts again. The team to finish first wins.

source_excerpt:
The first player of each team holds two jam jars (or flower pots) and on the word “Go” he fords the river by stepping alternately on each of his two inverted jam jars to the opposite bank of the river.


name: Ladders
rules: The team to finish first wins.
category: jocuri-cercetasesti
content_type: joc
source_file: gamesscouts.pdf
source_files: ["gamesscouts.pdf"]
page_reference: page 63
materials_list: neckerchief
skills_developed: agilitate, echilibru
difficulty_level: mediu
keywords: ladders, hopping, legs
tags: ["relay", "team"]
language: en
normalized_name: ladders
extraction_confidence: high
source_id: 1eee8d12_gamesscouts
source_ids: ["1eee8d12_gamesscouts"]
chunk_key: 1eee8d12_gamesscouts.part04
created_at: 2026-05-29 18:08:36
updated_at: 2026-05-29 18:08:36
description:
Opposing teams sit facing each other on the floor in two lines, feet touching the feet of the opponent opposite. The right hand player of each team holds a neckerchief. On 'Go' the right hand player rises to his feet and hops, feet together, over the legs of his own team's players, runs round the back of his line and sits down in his original place. He hands the neckerchief to the next player who does the same.

source_excerpt:
each right hand player rises to his feet and hops, with feet together, over the legs of the players in his own team, runs round the back of his line, and sits down in his original place.


name: Ladders
variations: Call two numbers at once for two points up for grabs simultaneously.
category: sports-active
content_type: joc
source_file: 1000 Fantastic Scout Games! - John Hemming-Clark.pdf
source_files: ["1000 Fantastic Scout Games! - John Hemming-Clark.pdf"]
page_reference: page 143
skills_developed: agility, speed, reaction
difficulty_level: usor
keywords: ladders, legs, race, teams
tags: ["indoor", "active", "no-equipment", "classic"]
language: en
normalized_name: ladders
extraction_confidence: high
source_id: 4a765782_1000_fantastic_scout_games_john_hemming_clark
source_ids: ["4a765782_1000_fantastic_scout_games_john_hemming_clark"]
chunk_key: 4a765782_1000_fantastic_scout_games_john_hemming_clark.part09
created_at: 2026-05-29 18:08:36
updated_at: 2026-05-29 18:08:36
description:
Two teams sit facing each other with legs outstretched to form 'rungs'. Numbered pairs race to get up, run over all legs, around the outside, and back to their spot. First back earns a point.

rules:
Two teams sit facing each other in a line, legs out straight so feet touch. Pairs are numbered. Leader calls a number; that pair gets up, runs in the same direction stepping over legs, goes around outside, steps over rest of legs, and sits back. First back earns a team point.

source_excerpt:
Put the scouts in two teams facing each other in a line. They then sit down with legs out straight so that pairs of feet touch all the way down the line.


name: Ladders
category: sports-active
content_type: joc
source_file: nmc-top100-scout-games.pdf
source_files: ["nmc-top100-scout-games.pdf"]
page_reference: page 5
skills_developed: agility, speed, reaction time
difficulty_level: usor
keywords: ladder, pairs, running, points
tags: ["indoor", "cubs", "scouts", "venture scouts"]
language: en
normalized_name: ladders
extraction_confidence: high
source_id: 62152ad8_nmc_top100_scout_games
source_ids: ["62152ad8_nmc_top100_scout_games"]
chunk_key: 62152ad8_nmc_top100_scout_games.part01
created_at: 2026-05-29 18:08:36
updated_at: 2026-05-29 18:08:36
description:
Players sit in two lines facing each other with feet touching. Each pair is given a number. When their number is called, the pair stands up, runs between everyone's legs (the 'ladder'), reaches the top, runs back outside and down the middle to their place. The first of the pair to sit down scores a point for their side.

rules:
Pairs numbered. When number is called, the pair runs between legs to the top, then outside back to place. First to sit earns a point.

source_excerpt:
Every pair should have their feet touching. Each pair is given a number; when their u=number is called the pair stand up and run up between everyone's legs (like a ladder) until they reach to the top, they then run on the outside to the end and up the middle again until they reach their place.


name: Dick Turpin’s Ride
category: jocuri-cercetasesti
content_type: joc
source_file: gamesscouts.pdf
source_files: ["gamesscouts.pdf"]
page_reference: pages 63-64
skills_developed: forta, echilibru
difficulty_level: dificil
keywords: horse, ride, relay
tags: ["physical", "team"]
language: en
normalized_name: dick turpin’s ride
extraction_confidence: high
source_id: 1eee8d12_gamesscouts
source_ids: ["1eee8d12_gamesscouts"]
chunk_key: 1eee8d12_gamesscouts.part04
created_at: 2026-05-29 18:08:36
updated_at: 2026-05-29 18:08:36
description:
Two teams of equal numbers compete. The lightest player of each team is 'Dick Turpin'. The remainder of each team stand in a row, equally spaced, representing a relay of horses. On 'Go' each Dick Turpin springs on the back of the nearest horse and is transferred from one horse to the back of the next, until he has been mounted on each horse and is finally on the horse at the far end.

rules:
If during any part of the race Dick Turpin touches the floor with any part of his person he goes back and starts again. (Belts with swivels should not be worn during this game.) The team to finish the course first wins.

variations:
Dick Turpin’s Ride (2nd Version): each Dick Turpin springs on the first player’s back and is carried to the far end of the course and back again beyond the starting line; he is then transferred to the back of the second horse, who completes the course, and so on until Dick has been carried by each player in turn.

source_excerpt:
The lightest player of each team is “Dick Turpin.” The remainder of each team stand in a row, equally spaced, covering the whole length available and represent a relay of horses.


name: Human Stratego
category: wide-games
subcategory: capture-the-flag
content_type: joc
source_file: human_stratego_carti_v2.pdf
source_files: ["human_stratego_carti_v2.pdf"]
page_reference: pages 4-5
materials_category: carti-steaguri
skills_developed: strategie, lucru în echipă, comunicare, coordonare, mișcare
difficulty_level: mediu
keywords: stratego, capture the flag, steaguri, duel, ranguri, echipe
tags: ["wide-game", "outdoor", "team", "strategy"]
language: ro
normalized_name: human stratego
extraction_confidence: high
source_id: 20c485c7_human_stratego_carti_v2
source_ids: ["20c485c7_human_stratego_carti_v2"]
chunk_key: 20c485c7_human_stratego_carti_v2.part01
created_at: 2026-05-29 18:08:36
updated_at: 2026-05-29 18:08:36
description:
Variantă „umană” a jocului Stratego, jucată pe teren cu două echipe. Grupul se împarte în două echipe și fiecare ia jumătatea opusă a unui câmp. Fiecare echipă primește 40-60 de cărți și 1-5 „steaguri”, iar steagurile stau la capătul terenului propriu. La fiecare echipă un „Lider” are toate cărțile și sarcina lui este să le distribuie echipei. Fiecare card are un număr care determină „rangul” sau rolul de specialitate (General, Spion, Colonel, Maior, Căpitan, Locotenent, Cercetaș, Genist, Bombă, Bomba atomică, Bomba cu hidrogen) și valoarea în puncte în cazul capturării. Ca în „Capture the Flag”, obiectivul este eliminarea jucătorilor echipei adverse și aducerea steagurilor înapoi în propria zonă. Jocul se desfășoară în ture de 10-15 minute.

rules:
Jocul se încheie și o echipă câștigă dacă: au capturat toate steagurile celeilalte echipe SAU au eliminat Generalul celeilalte echipe SAU timpul se termină și au cele mai multe puncte. Pentru a împiedica alți jucători să ia steagurile, „dați leapșa” unui jucător advers (în oricare dintre zone) și cei doi jucători se „duelează” arătându-și cărțile unii altora. Jucătorul cu rangul mai mare primește cartea celuilalt și continuă să joace; cel cu rangul inferior pierde, trebuie să arunce steagul (dacă îl purta) și să se întoarcă imediat la Liderul echipei sale pentru o nouă carte. Dacă ambii jucători au același rang, se duelează cu piatră-foarfece-hârtie și câștigătorul ia cartea pierzătorului. La sfârșitul rundei se numără punctele câștigate și se returnează cărțile echipelor. Puncte: Steag 75; General 50 (pierde doar în fața Spionului dacă îl atacă Spionul); Colonel 30; Maior 25; Căpitan 20; Locotenent 15; Genist 10 (poate dezamorsa o bombă); Cercetaș 5; Spion 30 (poate învinge un General dacă îl atacă); Bombă 10 (omoară pe oricine, cu excepția Generalului, pierde doar la Genist). Note: poți avea o singură carte activă la un moment dat și nu ai voie să „schimbi” cu un alt jucător, dar te poți întoarce la Lider pentru una nouă oricând (preferabil maxim o schimbare pe tur). Poți purta un singur steag simultan, dar îl poți pasa colegilor de echipă (nu peste jumătatea terenului). Dacă pierzi un duel în timp ce ții un steag, trebuie să îl lași acolo unde este; un jucător nu are voie să miște propriul steag pe jumătatea lui, dar poate salva propriile steaguri din jumătatea celeilalte echipe. Ești încurajat să anunți coechipierii cu privire la cărțile adversarilor pentru a coordona acțiunile.

variations:
În ultimele 1-2 runde, în ultimele 5 minute, se pot introduce în joc cărțile „Bomba atomică” (poate omorî pe oricine, cu excepția Generalului) și „Bomba cu hidrogen” (poate omorî pe oricine, inclusiv pe General). Anunțați acest lucru; jucătorii pot schimba cartea lor cu „Bomba atomică” sau „Bomba cu hidrogen”.

source_excerpt:
Grupul se împarte în două echipe și fiecare ia jumătatea opusă a unui câmp. Fiecare echipă primește 40-60 de cărți și 1-5 „steaguri”.

materials_list:
40-60 cărți de joc cu ranguri (per echipă), 1-5 steaguri (per echipă), teren împărțit în două jumătăți


name: Human Stratego
category: wide-games
subcategory: capture-the-flag
content_type: joc
source_file: human_stratego_carti_v1.pdf
source_files: ["human_stratego_carti_v1.pdf"]
page_reference: pages 3-4
materials_category: carduri/steaguri
materials_list: 40-60 cărți cu ranguri, 1-5 steaguri per echipă
skills_developed: strategie, lucru în echipă, comunicare, coordonare
difficulty_level: mediu
keywords: stratego, echipe, steaguri, ranguri, duel, captura steagului
tags: ["wide-game", "outdoor", "echipe", "carduri", "strategie"]
language: ro
normalized_name: human stratego
extraction_confidence: high
source_id: 90ed8fa8_human_stratego_carti_v1
source_ids: ["90ed8fa8_human_stratego_carti_v1"]
chunk_key: 90ed8fa8_human_stratego_carti_v1.part01
created_at: 2026-05-29 18:08:36
updated_at: 2026-05-29 18:08:36
description:
Joc de echipă în aer liber inspirat din jocul de societate Stratego. Grupul se împarte în două echipe, fiecare ocupând jumătatea opusă a unui câmp. Fiecare echipă primește 40-60 de cărți cu ranguri militare și 1-5 steaguri. Obiectivul este de a captura toate steagurile echipei adverse, de a elimina Generalul advers sau de a acumula cele mai multe puncte la expirarea timpului. Jocul se desfășoară în runde de 10-15 minute.

rules:
Un Lider distribuie cărțile echipei sale. Jucătorii se deplasează pe teren și 'dau leapșa' adversarilor pentru a se duela: ambii arată cartea și cel cu rangul mai mare câștigă cartea celuilalt; în caz de egalitate se joacă piatră-foarfece-hârtie. Jucătorul care pierde duelu îl lasă steagul pe loc (dacă îl purta) și se întoarce la Lider pentru o nouă carte. În ultimele 1-2 runde se pot introduce cărțile speciale 'Bomba atomică' și 'Bomba cu hidrogen'. Punctele se numără la sfârșitul fiecărei runde. Ierarhia rangurilor: General (50p) > Colonel (30p) > Maior (25p) > Căpitan (20p) > Locotenent (15p) > Genist (10p) > Cercetaș (5p); Spion poate învinge Generalul dacă îl atacă (30p); Bomba omoară pe oricine în afară de General, pierde la Genist (10p); Bomba atomică omoară pe oricine în afară de General; Bomba cu hidrogen omoară pe oricine inclusiv pe General. Un steag capturat valorează 75 puncte.

variations:
În ultimele 5 minute ale jocului se introduc cărțile speciale 'Bomba atomică' și 'Bomba cu hidrogen', permițând jucătorilor să-și schimbe cartea cu una dintre acestea.

source_excerpt:
Grupul se împarte în două echipe și fiecare ia jumătatea opusă a unui câmp. Fiecare echipă primește 40-60 de cărți și 1-5 „steaguri".


name: Human Stratego
category: wide-games
content_type: joc
source_file: human_stratego_carti_v2.docx
source_files: ["human_stratego_carti_v2.docx"]
page_reference: pages 1-2
materials_category: carti-de-joc
materials_list: cărți cu ranguri (40-60 per echipă), steaguri (1-5 per echipă), câmp de joc
skills_developed: strategie, lucru în echipă, comunicare, coordonare
difficulty_level: mediu
keywords: stratego, wide game, steaguri, ranguri, duel, echipe
tags: ["outdoor", "echipe", "strategie", "camp"]
language: ro
normalized_name: human stratego
extraction_confidence: high
source_id: b35591a6_human_stratego_carti_v2
source_ids: ["b35591a6_human_stratego_carti_v2"]
chunk_key: b35591a6_human_stratego_carti_v2.part01
created_at: 2026-05-29 18:08:36
updated_at: 2026-05-29 18:08:36
description:
Joc de echipă inspirat din jocul de societate Stratego, desfășurat pe un câmp împărțit în două jumătăți. Două echipe de jucători se confruntă cu scopul de a captura steagurile echipei adverse sau de a elimina Generalul inamic. Fiecare jucător primește o carte cu un rang care îi determină puterea în dueluri.

rules:
Grupul se împarte în două echipe, fiecare ocupând jumătatea opusă a câmpului. Fiecare echipă primește 40-60 de cărți și 1-5 steaguri. Un Lider distribuie cărțile. Jocul se desfășoară în ture de 10-15 minute. Jucătorii se duelează la atingere arătându-și cărțile: rangul mai mare câștigă și ia cartea adversarului; cel cu rang inferior pierde și se întoarce la Lider pentru o carte nouă. La rang egal se joacă piatră-foarfece-hârtie. Echipa câștigă dacă: captează toate steagurile adverse, elimină Generalul advers, sau are cele mai multe puncte la expirarea timpului. În ultimele 1-2 runde se pot introduce cărțile Bomba atomică și Bomba cu hidrogen. Punctaj: 75p per steag, plus puncte per carte capturată (General=50, Colonel=30, Maior=25, Căpitan=20, Locotenent=15, Genist=10, Cercetaș=5, Spion=30, Bombă=10). Un jucător poate purta un singur steag simultan și poate deține o singură carte activă.

source_excerpt:
Grupul se împarte în două echipe și fiecare ia jumătatea opusă a unui câmp. Fiecare echipă primește 40-60 de cărți și 1-5 „steaguri".


name: 10 metri
category: jocuri-cercetasesti
subcategory: estimare
content_type: joc
source_file: 1000 de jocuri fantastice de cercetași!.pdf
source_files: ["1000 de jocuri fantastice de cerceta\u0219i!.pdf"]
page_reference: page 6
source_excerpt: Dintr-o linie de start a pus câteva găleți răsturnate aproximativ zece metri distanță.
materials_category: obiecte uzuale
materials_list: găleți, prăjituri Jaffa
skills_developed: estimare distanță, observație
difficulty_level: usor
keywords: estimare, distanță, găleți
tags: ["interior", "exterior"]
language: ro
normalized_name: 10 metri
extraction_confidence: high
source_id: 239b9dac_1000_de_jocuri_fantastice_de_cercetași
source_ids: ["239b9dac_1000_de_jocuri_fantastice_de_cerceta\u0219i"]
chunk_key: 239b9dac_1000_de_jocuri_fantastice_de_cercetași.part01
created_at: 2026-05-29 18:08:36
updated_at: 2026-05-29 18:08:36
description:
Joc de estimare a distanței. Se așază mai multe găleți răsturnate la diverse distanțe de o linie de pornire, una fiind exact la zece metri. Cercetașii trebuie să meargă și să stea lângă găleata pe care o cred a fi la fix zece metri. După ce toți au ales, se măsoară distanța și cei care au ales corect primesc prăjiturile Jaffa ascunse sub găleată.

rules:
Dintr-o linie de start se pun câteva găleți răsturnate la aproximativ zece metri distanță. Unele pot fi mai aproape sau mai departe, atâta timp cât o găleată este exact la zece metri. Sub aceasta se pun prăjiturile Jaffa. Cercetașii trebuie să stea lângă găleata pe care o cred la zece metri (până la mijlocul găleții). Se măsoară distanța și se dau prăjiturile celor care au ales corect.


name: 1,2,3,4,5
variations: Dacă devin prea buni, atunci trebuie să închidă ochii.
category: team-building
content_type: joc
source_file: 1000 de jocuri fantastice de cercetași!.pdf
source_files: ["1000 de jocuri fantastice de cerceta\u0219i!.pdf"]
page_reference: page 7
materials_category: fără materiale
skills_developed: coordonare, concentrare, lucru în echipă
difficulty_level: mediu
keywords: numărare, echipă, tăcere
tags: ["interior", "lini\u0219tit"]
language: ro
normalized_name: 1,2,3,4,5
extraction_confidence: high
source_id: 239b9dac_1000_de_jocuri_fantastice_de_cercetași
source_ids: ["239b9dac_1000_de_jocuri_fantastice_de_cerceta\u0219i"]
chunk_key: 239b9dac_1000_de_jocuri_fantastice_de_cercetași.part01
created_at: 2026-05-29 18:08:36
updated_at: 2026-05-29 18:08:36
description:
Joc de coordonare în echipă. Cercetașii sunt împărțiți în echipe care încearcă să numere până la douăzeci cât mai repede, fără un model prestabilit cu privire la care cercetaș spune ce număr. Doar un cercetaș poate vorbi odată; dacă vorbesc doi în același timp, echipa o ia de la început.

rules:
Puneți cercetașii în echipe. Echipele numără pe rând până la douăzeci cât mai repede posibil. Nu trebuie să existe un model. Un singur cercetaș poate vorbi odată. Dacă mai mulți vorbesc simultan, echipa reîncepe. Echipa care ajunge prima la douăzeci câștigă. Dacă devin prea buni, joacă cu ochii închiși.

source_excerpt:
Puneți cercetașii în echipe. Echipele fac rând pe rând să numere până la douăzeci
cât mai repede posibil.


name: 1000 Joc
category: sports-active
content_type: joc
source_file: 1000 de jocuri fantastice de cercetași!.pdf
source_files: ["1000 de jocuri fantastice de cerceta\u0219i!.pdf"]
page_reference: page 7
materials_category: echipament sportiv
materials_list: Frisbee sau Aerobie, pix, hârtie
skills_developed: coordonare, prindere, calcul mental
difficulty_level: usor
keywords: frisbee, puncte, aruncare
tags: ["exterior", "activ"]
language: ro
normalized_name: 1000 joc
extraction_confidence: high
source_id: 239b9dac_1000_de_jocuri_fantastice_de_cercetași
source_ids: ["239b9dac_1000_de_jocuri_fantastice_de_cerceta\u0219i"]
chunk_key: 239b9dac_1000_de_jocuri_fantastice_de_cercetași.part01
created_at: 2026-05-29 18:08:36
updated_at: 2026-05-29 18:08:36
description:
Joc cu un Frisbee în spațiu mare. Liderul aruncă Frisbee strigând o valoare (o sută, două sute etc.). Cercetașul care prinde Frisbee primește numărul respectiv de puncte. Primul cercetaș care ajunge la sau peste o mie de puncte câștigă.

rules:
Trimiteți cercetașii într-un spațiu mare și aruncați Frisbee strigând „o sută”, „două sute” sau orice alt număr. Cercetașul care prinde Frisbee înscrie acel număr de puncte. Recuperați Frisbee și repetați. Primul care a ajuns în sau dincolo de o mie de puncte câștigă. Cel mai bine este să aveți un alt lider care să țină scorul.

variations:
Primul cercetaș până la o mie de puncte devine aruncătorul, cu toate scorurile resetate sau acumulate rundele.

source_excerpt:
Trimiteți cercetașii într-un spațiu mare și aruncați Frisbee,
strigând „o sută”, „două sute” sau orice alt număr.


name: O faptă bună
category: altele
content_type: activitate
source_file: 1000 de jocuri fantastice de cercetași!.pdf
source_files: ["1000 de jocuri fantastice de cerceta\u0219i!.pdf"]
page_reference: pages 9-10
materials_category: fără materiale
skills_developed: altruism, responsabilitate, auto-disciplină
difficulty_level: usor
keywords: faptă bună, competiție, săptămână
tags: ["acas\u0103", "caracter"]
language: ro
normalized_name: o fapta buna
extraction_confidence: high
source_id: 239b9dac_1000_de_jocuri_fantastice_de_cercetași
source_ids: ["239b9dac_1000_de_jocuri_fantastice_de_cerceta\u0219i"]
chunk_key: 239b9dac_1000_de_jocuri_fantastice_de_cercetași.part01
created_at: 2026-05-29 18:08:36
updated_at: 2026-05-29 18:08:36
description:
Competiție săptămânală de fapte bune. La sfârșitul unei întâlniri, cercetașilor li se cere să facă cele mai multe fapte bune în săptămâna ce urmează, să le noteze și să le aducă semnate de un adult la întâlnirea următoare. Câștigă cel cu cele mai multe fapte bune realizate.

rules:
La sfârșitul unei întâlniri spuneți cercetașilor că pot participa la o competiție pentru cele mai bune fapte în săptămâna următoare. Trebuie să noteze fiecare faptă bună pe o foaie de hârtie. Înainte de întâlnirea săptămânii viitoare, trebuie să obțină semnătura unui adult. Câștigă cel care vine cu cele mai bune fapte realizate.

source_excerpt:
La sfârșitul unei întâlniri de trupe spuneți cercetașilor că pot participa
competiția pentru a face cele mai bune fapte în timpul săptămânii următoare.


name: Toate la bord
category: team-building
content_type: joc
source_file: 1000 de jocuri fantastice de cercetași!.pdf
source_files: ["1000 de jocuri fantastice de cerceta\u0219i!.pdf"]
page_reference: page 10
source_excerpt: Ridicați două platforme pătrate pe un strat de cărămizi fiecare.
materials_category: echipament special
materials_list: platforme pătrate de 2 x 1 metru, câteva cărămizi
skills_developed: cooperare, echilibru, strategie
difficulty_level: mediu
keywords: platformă, echipă, echilibru
tags: ["interior", "exterior"]
language: ro
normalized_name: toate la bord
extraction_confidence: high
source_id: 239b9dac_1000_de_jocuri_fantastice_de_cercetași
source_ids: ["239b9dac_1000_de_jocuri_fantastice_de_cerceta\u0219i"]
chunk_key: 239b9dac_1000_de_jocuri_fantastice_de_cercetași.part01
created_at: 2026-05-29 18:08:36
updated_at: 2026-05-29 18:08:36
description:
Joc de echipă pe platforme. Două platforme pătrate sunt ridicate pe câte un strat de cărămizi. Două echipe concurează pentru a-și urca toți membrii pe platformă și a rămâne acolo timp de zece secunde.

rules:
Ridicați două platforme pătrate pe un strat de cărămizi fiecare. Împărțiți cercetașii în două echipe. Echipa câștigătoare este cea care reușește prima să aibă toți membrii pe platformă și să rămână în poziție timp de zece secunde. Cercetașii nu trebuie să se întindă unul pe celălalt.


name: Toate la bordul II
variations: Folosiți hula-hoops în loc de cărămizi / platforme.
category: team-building
content_type: joc
source_file: 1000 de jocuri fantastice de cercetași!.pdf
source_files: ["1000 de jocuri fantastice de cerceta\u0219i!.pdf"]
page_reference: pages 10-11
source_excerpt: Puneți cercetașii în patru echipe și dați-le câte o cărămidă.
materials_category: obiecte uzuale
materials_list: 4 cărămizi
skills_developed: echilibru, cooperare, creativitate
difficulty_level: mediu
keywords: cărămidă, echilibru, echipă
tags: ["interior", "exterior"]
language: ro
normalized_name: toate la bordul ii
extraction_confidence: high
source_id: 239b9dac_1000_de_jocuri_fantastice_de_cercetași
source_ids: ["239b9dac_1000_de_jocuri_fantastice_de_cerceta\u0219i"]
chunk_key: 239b9dac_1000_de_jocuri_fantastice_de_cercetași.part01
created_at: 2026-05-29 18:08:36
updated_at: 2026-05-29 18:08:36
description:
Variantă a jocului „Toate la bord” cu cărămizi. Cercetașii sunt împărțiți în patru echipe, fiecare primește o cărămidă, și au cinci minute pentru a vedea câți membri ai echipei pot sta de pe sol folosind doar cărămida.

rules:
Puneți cercetașii în patru echipe și dați-le câte o cărămidă. Au cinci minute pentru a vedea câți cercetași din echipa lor pot ridica de pe sol folosind doar cărămida. Câștigătorul este echipa care reușește să aibă cei mai mulți cercetași de pe sol.


name: Tot ce vreau de Crăciun
category: icebreakers
content_type: joc
source_file: 1000 de jocuri fantastice de cercetași!.pdf
source_files: ["1000 de jocuri fantastice de cerceta\u0219i!.pdf"]
page_reference: pages 10-11
source_excerpt: Puneți cercetașii într-un cerc mare, informând câțiva cercetași cu privire la care este secretul.
materials_category: fără materiale
skills_developed: deducție, observație, gândire laterală
difficulty_level: mediu
keywords: crăciun, inițiale, secret
tags: ["interior", "lini\u0219tit"]
language: ro
normalized_name: tot ce vreau de craciun
extraction_confidence: high
source_id: 239b9dac_1000_de_jocuri_fantastice_de_cercetași
source_ids: ["239b9dac_1000_de_jocuri_fantastice_de_cerceta\u0219i"]
chunk_key: 239b9dac_1000_de_jocuri_fantastice_de_cercetași.part01
created_at: 2026-05-29 18:08:36
updated_at: 2026-05-29 18:08:36
description:
Joc de ghicit secretul în cerc. Câțiva cercetași știu secretul: trebuie să-și dorească două obiecte care încep cu inițialele propriului nume. Restul cercetașilor încearcă să-și dea seama de regulă prin observație.

rules:
Puneți cercetașii într-un cerc mare, informând câțiva despre secret. Începeți cu un cercetaș, de ex. John Smith, care spune: „Tot ce vreau de Crăciun este un jumper și un Satsuma”. Liderul spune: „S-ar putea să le aveți”. Dacă un cercetaș nu folosește inițialele numelui său pentru a-și dori cele două articole, liderul spune: „Este posibil să nu le ai”. Continuă până când toată lumea își dă seama de secret.


name: Toți cei cu ...
category: icebreakers
content_type: joc
source_file: 1000 de jocuri fantastice de cercetași!.pdf
source_files: ["1000 de jocuri fantastice de cerceta\u0219i!.pdf"]
page_reference: page 11
source_excerpt: Cercetașii stau toți într-un cerc cu unul în mijloc care este „El”.
materials_category: obiecte uzuale
materials_list: Scaune
skills_developed: rapiditate, observație, socializare
difficulty_level: usor
keywords: cerc, schimb locuri, descriere
tags: ["interior"]
language: ro
normalized_name: toti cei cu ...
extraction_confidence: high
source_id: 239b9dac_1000_de_jocuri_fantastice_de_cercetași
source_ids: ["239b9dac_1000_de_jocuri_fantastice_de_cerceta\u0219i"]
chunk_key: 239b9dac_1000_de_jocuri_fantastice_de_cercetași.part01
created_at: 2026-05-29 18:08:36
updated_at: 2026-05-29 18:08:36
description:
Joc clasic de schimb de locuri în cerc cu un cercetaș „El” în mijloc. „El” strigă o descriere („Toți cei cu părul negru”) și toți cei care se potrivesc trebuie să schimbe locurile între ei, iar „El” încearcă să ocupe un loc liber. Cel care rămâne fără loc devine „El”.

rules:
Cercetașii stau toți într-un cerc cu unul în mijloc care este „El”. Strigă ceva de genul: „Toți cei cu părul negru” și toți cei care îndeplinesc descrierea trebuie să facă schimb de locuri. Dacă există un număr impar, unii vor trebui să se schimbe dublu. Între timp „El” încearcă să ocupe un spațiu eliberat. Cercetașul rămas în mijloc devine noul „El”.

variations:
Ferește-te de cercetașii care spun lucruri precum: „Toți cei cu un tati care miroase” sau „Toți cei cu nasul lung”.


name: Atac aligator!
variations: Luați în considerare să aveți mai mulți aligatori.
category: wide-games
content_type: joc
source_file: 1000 de jocuri fantastice de cercetași!.pdf
source_files: ["1000 de jocuri fantastice de cerceta\u0219i!.pdf"]
page_reference: page 11
source_excerpt: Marcați două linii paralele pe podea, la aproximativ cincisprezece metri distanță.
materials_category: obiecte uzuale
materials_list: Cretă
skills_developed: viteză, agilitate, strategie
difficulty_level: mediu
keywords: aligator, urmărire, linii
tags: ["activ", "interior", "exterior"]
language: ro
normalized_name: atac aligator!
extraction_confidence: high
source_id: 239b9dac_1000_de_jocuri_fantastice_de_cercetași
source_ids: ["239b9dac_1000_de_jocuri_fantastice_de_cerceta\u0219i"]
chunk_key: 239b9dac_1000_de_jocuri_fantastice_de_cercetași.part01
created_at: 2026-05-29 18:08:36
updated_at: 2026-05-29 18:08:36
description:
Joc de alergare cu un „aligator” între două linii paralele. Echipele numerotate trebuie să traverseze „râul” între cele două linii fără a fi atinse de aligatorul de la mijloc; cel atins devine noul aligator.

rules:
Marcați două linii paralele pe podea, la aproximativ cincisprezece metri distanță. Împărțiți cercetașii în două echipe și numerotați-i, fiecare echipă având un număr unu, doi, trei etc. Echipele se aliniază pe linii cu un cercetaș (aligatorul) la mijloc. Apelați un număr; cei doi cercetași numerotați trebuie să ajungă în partea cealaltă a râului fără să fie etichetați. Dacă un cercetaș este etichetat, devine aligator iar aligatorul preia numărul lui. Dacă un cercetaș a traversat înainte ca celălalt să înceapă, cel rămas devine aligator.


name: Cercul Alfabetului
category: icebreakers
content_type: joc
source_file: 1000 de jocuri fantastice de cercetași!.pdf
source_files: ["1000 de jocuri fantastice de cerceta\u0219i!.pdf"]
page_reference: pages 11-12
source_excerpt: Puneți cercetașii într-un cerc. Primul cercetaș trebuie să spună un cuvânt începând cu „A”.
materials_category: fără materiale
skills_developed: vocabular, gândire rapidă, memorie
difficulty_level: usor
keywords: alfabet, cuvinte, cerc
tags: ["interior", "lini\u0219tit"]
language: ro
normalized_name: cercul alfabetului
extraction_confidence: high
source_id: 239b9dac_1000_de_jocuri_fantastice_de_cercetași
source_ids: ["239b9dac_1000_de_jocuri_fantastice_de_cerceta\u0219i"]
chunk_key: 239b9dac_1000_de_jocuri_fantastice_de_cercetași.part01
created_at: 2026-05-29 18:08:36
updated_at: 2026-05-29 18:08:36
description:
Joc de cuvinte în cerc. Cercetașii spun pe rând cuvinte care încep cu litera „A”; cine ezită sau repetă un cuvânt este eliminat. Ultimul rămas câștigă.

rules:
Puneți cercetașii într-un cerc. Primul cercetaș trebuie să spună un cuvânt care începe cu „A”. Rotiți cercul până când un cercetaș ezită cu un cuvânt cu „A” sau spune unul folosit anterior. Continuați până când rămâne un singur cercetaș, care este câștigătorul.

variations:
Folosiți o literă cu mai puține cuvinte, ex. Q sau Y. Cercetașii trebuie să parcurgă alfabetul pe măsură ce merg în jurul cercului; în acest caz ar trebui să se țină de un subiect (fructe, legume, locuri, țări).


name: Fructul alfabetului
variations: Jucați jocul cu legume sau fructe și legume.
category: team-building
content_type: joc
source_file: 1000 de jocuri fantastice de cercetași!.pdf
source_files: ["1000 de jocuri fantastice de cerceta\u0219i!.pdf"]
page_reference: page 12
source_excerpt: Puneți cercetașii în echipe, fiecare cu un lider.
materials_category: fără materiale
skills_developed: vocabular, lucru în echipă, rapiditate
difficulty_level: usor
keywords: alfabet, fructe, echipă
tags: ["interior", "lini\u0219tit"]
language: ro
normalized_name: fructul alfabetului
extraction_confidence: high
source_id: 239b9dac_1000_de_jocuri_fantastice_de_cercetași
source_ids: ["239b9dac_1000_de_jocuri_fantastice_de_cerceta\u0219i"]
chunk_key: 239b9dac_1000_de_jocuri_fantastice_de_cercetași.part01
created_at: 2026-05-29 18:08:36
updated_at: 2026-05-29 18:08:36
description:
Joc de echipă bazat pe denumiri de fructe pe litere. Cercetașii din fiecare echipă spun pe rând fructe care încep cu litera curentă; cine nu poate trece la litera următoare. Echipa cu cele mai multe fructe denumite câștigă.

rules:
Puneți cercetașii în echipe, fiecare cu un lider. Pe „Du-te!” un cercetaș desemnat spune „A”. Următorul cercetaș, în sens orar, trebuie să denumească un fruct care începe cu „A”. Cercetașii ulteriori fac la fel fără a repeta. Oricine nu poate denumi un fruct „A” spune „B” și jocul continuă. Numărați fructele fiecărei echipe. Echipa cu cele mai multe la final câștigă. Cercetașii nu ar trebui să vorbească tare ca să nu audă celelalte echipe.


name: Test Alfabet
category: creative-stem
content_type: activitate
source_file: 1000 de jocuri fantastice de cercetași!.pdf
source_files: ["1000 de jocuri fantastice de cerceta\u0219i!.pdf"]
page_reference: page 12
source_excerpt: Dă fiecărui cercetaș un pix și hârtie cu alfabetul vertical în jos hârtia.
materials_category: rechizite
materials_list: stilou și hârtie pentru fiecare cercetaș
skills_developed: vocabular, scris, cunoștințe generale
difficulty_level: mediu
keywords: alfabet, scris, fructe, legume
tags: ["interior", "lini\u0219tit"]
language: ro
normalized_name: test alfabet
extraction_confidence: high
source_id: 239b9dac_1000_de_jocuri_fantastice_de_cercetași
source_ids: ["239b9dac_1000_de_jocuri_fantastice_de_cerceta\u0219i"]
chunk_key: 239b9dac_1000_de_jocuri_fantastice_de_cercetași.part01
created_at: 2026-05-29 18:08:36
updated_at: 2026-05-29 18:08:36
description:
Activitate scrisă individuală. Fiecare cercetaș primește o foaie cu alfabetul vertical și trebuie să scrie, în cinci minute, numele unui fruct sau a unei legume care începe cu fiecare literă. Cel cu cele mai multe răspunsuri corecte câștigă.

rules:
Dă fiecărui cercetaș un pix și o hârtie cu alfabetul vertical în jos. Pe „Du-te!” cercetașii scriu numele unui fruct sau o legumă pentru fiecare literă. După cinci minute se opresc și schimbă hârtiile pentru a le corecta. Cercetașul cu cele mai multe fructe/legume câștigă.


name: Cursa Alfabetului
category: icebreakers
content_type: joc
source_file: 1000 de jocuri fantastice de cercetași!.pdf
source_files: ["1000 de jocuri fantastice de cerceta\u0219i!.pdf"]
page_reference: page 12
source_excerpt: Puneți toți cercetașii pe un perete al holului.
materials_category: fără materiale
skills_developed: atenție, concentrare, literatie
difficulty_level: usor
keywords: nume, alfabet, cursă
tags: ["interior"]
language: ro
normalized_name: cursa alfabetului
extraction_confidence: high
source_id: 239b9dac_1000_de_jocuri_fantastice_de_cercetași
source_ids: ["239b9dac_1000_de_jocuri_fantastice_de_cerceta\u0219i"]
chunk_key: 239b9dac_1000_de_jocuri_fantastice_de_cercetași.part01
created_at: 2026-05-29 18:08:36
updated_at: 2026-05-29 18:08:36
description:
Cursă bazată pe literele din nume. Cercetașii stau pe un perete; liderul strigă „Prenume”, „Nume” sau „Ambele nume” urmate de o literă, iar cercetașii fac un pas pentru fiecare apariție a literei în numele lor. Primul care atinge peretele opus câștigă.

rules:
Puneți toți cercetașii pe un perete al holului. Spuneți unul din trei lucruri: „Prenume”, „Prenume” sau „Ambele nume” urmate de o literă. Cercetașii fac un pas spre peretele opus pentru fiecare apariție a literei în numele lor. De exemplu, „Prenume Z”: Zac și Zara fac un pas, Zozo face doi. Primul cercetaș care atinge peretele opus câștigă. Asigurați-vă că nu sar înainte; eventual trasați linii pe sol.

variations:
Același joc ar putea fi jucat cu numele drumurilor cercetașilor sau cu numele părinților, caz în care dați doar o scrisoare de fiecare dată.


name: Animal, pasăre sau pește
category: icebreakers
content_type: joc
source_file: 1000 de jocuri fantastice de cercetași!.pdf
source_files: ["1000 de jocuri fantastice de cerceta\u0219i!.pdf"]
page_reference: page 13
materials_category: echipament special
materials_list: 1 sac de fasole
skills_developed: gândire rapidă, cunoștințe generale, reflexe
difficulty_level: usor
keywords: animale, păsări, pești, cerc
tags: ["interior"]
language: ro
normalized_name: animal, pasare sau peste
extraction_confidence: high
source_id: 239b9dac_1000_de_jocuri_fantastice_de_cercetași
source_ids: ["239b9dac_1000_de_jocuri_fantastice_de_cerceta\u0219i"]
chunk_key: 239b9dac_1000_de_jocuri_fantastice_de_cercetași.part01
created_at: 2026-05-29 18:08:36
updated_at: 2026-05-29 18:08:36
description:
Joc în cerc cu sac de fasole. Liderul aruncă sacul către un cercetaș strigând o categorie (Animal, Pasăre sau Pește), iar cercetașul trebuie să denumească rapid un exemplar din acea categorie, fără repetare, altfel iese din joc.

rules:
Cercetașii stau în cerc cu liderul în mijloc. Aruncă sacul de fasole la un cercetaș zicând: „Animal”, „Pasăre” sau „Pește”. Cel care prinde sacul (sau îl scapă și îl ridică) trebuie să numească corect un animal, pasăre sau pește în câteva secunde altfel iese. Nu se pot repeta nume. Ultimul cercetaș în picioare câștigă.

variations:
Nu vă aveți pe voi sau pe nimeni în mijloc; cercetașii aruncă punga prin cerc iar prinzătorul dă un nume înainte să arunce sacul la altul.

source_excerpt:
Cercetașii stau într-un cerc cu tine în mijloc. Aruncă bobul
trageți la un cercetaș în timp ce spuneți: „Animal”, „Pasăre” sau „Pește”.


name: Împingerea gleznei
category: sports-active
content_type: joc
source_file: 1000 de jocuri fantastice de cercetași!.pdf
source_files: ["1000 de jocuri fantastice de cerceta\u0219i!.pdf"]
page_reference: page 13
source_excerpt: Desenați un cerc cu un diametru de trei metri și stați pe toți cercetașii din el.
materials_category: obiecte uzuale
materials_list: Cretă
skills_developed: echilibru, forță, strategie
difficulty_level: mediu
keywords: gleznă, luptă, cerc
tags: ["activ", "interior"]
language: ro
normalized_name: impingerea gleznei
extraction_confidence: high
source_id: 239b9dac_1000_de_jocuri_fantastice_de_cercetași
source_ids: ["239b9dac_1000_de_jocuri_fantastice_de_cerceta\u0219i"]
chunk_key: 239b9dac_1000_de_jocuri_fantastice_de_cercetași.part01
created_at: 2026-05-29 18:08:36
updated_at: 2026-05-29 18:08:36
description:
Joc de luptă în cerc cu mâinile pe glezne. Cercetașii se țin de gleznele proprii și încearcă să se împingă reciproc afară din cerc; ultimul rămas câștigă.

rules:
Desenați un cerc cu diametrul de trei metri și puneți toți cercetașii în el. Pe „du-te!” trebuie să se apuce de propriile glezne și să încerce să se împingă reciproc afară din ring, să-i împingă deasupra sau să-i facă să dea drumul gleznelor. Ultimul cercetaș rămas în cerc câștigă.


name: Etichetă pentru gleznă
category: sports-active
content_type: joc
source_file: 1000 de jocuri fantastice de cercetași!.pdf
source_files: ["1000 de jocuri fantastice de cerceta\u0219i!.pdf"]
page_reference: page 13
source_excerpt: Un cercetaș este „Acesta”, iar celelalte cercetașe se împrăștie.
materials_category: fără materiale
skills_developed: agilitate, strategie, reflexe
difficulty_level: mediu
keywords: prinselea, gleznă, lanț
tags: ["activ"]
language: ro
normalized_name: eticheta pentru glezna
extraction_confidence: high
source_id: 239b9dac_1000_de_jocuri_fantastice_de_cercetași
source_ids: ["239b9dac_1000_de_jocuri_fantastice_de_cerceta\u0219i"]
chunk_key: 239b9dac_1000_de_jocuri_fantastice_de_cercetași.part01
created_at: 2026-05-29 18:08:36
updated_at: 2026-05-29 18:08:36
description:
Variantă de „prinselea” în care, pentru a evita să fie atinși, cercetașii se apucă de gleznele unul altuia formând lanțuri. Un cercetaș lipit de altul devine vulnerabil până găsește alt partener.

rules:
Un cercetaș este „Acesta”, iar celelalți se împrăștie. Cel etichetat devine „Acesta”; cel care tocmai a etichetat nu poate fi etichetat înapoi. Pentru a evita să fie etichetat, un cercetaș se apucă de glezna altuia. Acel cercetaș rămâne vulnerabil și trebuie să scape sau să apuce glezna altui cercetaș (dar nu pe cea care l-a apucat sau a altui cercetaș din același lanț).


name: Furnicar
category: icebreakers
content_type: joc
source_file: 1000 de jocuri fantastice de cercetași!.pdf
source_files: ["1000 de jocuri fantastice de cerceta\u0219i!.pdf"]
page_reference: pages 13-14
source_excerpt: Cercetașii stau cu toții în cerc, în afară de unul.
materials_category: fără materiale
skills_developed: observație, deducție, actorie
difficulty_level: mediu
keywords: furnicar, deducție, secret
tags: ["interior", "lini\u0219tit"]
language: ro
normalized_name: furnicar
extraction_confidence: high
source_id: 239b9dac_1000_de_jocuri_fantastice_de_cercetași
source_ids: ["239b9dac_1000_de_jocuri_fantastice_de_cerceta\u0219i"]
chunk_key: 239b9dac_1000_de_jocuri_fantastice_de_cercetași.part01
created_at: 2026-05-29 18:08:36
updated_at: 2026-05-29 18:08:36
description:
Joc de deducție. Cercetașii formează un cerc și închid ochii în timp ce liderul desemnează în secret un „furnicar”. Cel desemnat la mijloc, „răpitorul de furnici”, trebuie să-l identifice pe furnicar înainte ca furnicile (privindu-se reciproc) să cadă moarte una câte una când îi văd limba scoasă.

rules:
Cercetașii stau în cerc, afară de unul care părăsește camera. Cei din cerc închid ochii iar liderul atinge pe umăr un cercetaș care devine furnicarul; ceilalți sunt furnici. Cercetașul afară este chemat înapoi și pus în mijloc ca răpitor de furnici. El trebuie să-l găsească pe furnicar. Furnicile mor uitându-se la celelalte furnici; dacă văd furnicarul (recunoscut după limba scoasă), trebuie să cadă moarte. Răpitorul are trei încercări să ghicească cine este furnicarul, altfel toate furnicile mor. Apoi furnicarul devine răpitorul și începe o nouă rundă.


name: Arm Knockout
category: sports-active
content_type: joc
source_file: 1000 de jocuri fantastice de cercetași!.pdf
source_files: ["1000 de jocuri fantastice de cerceta\u0219i!.pdf"]
page_reference: pages 14-15
materials_category: fără materiale
skills_developed: forță fizică, echilibru
difficulty_level: dificil
keywords: flotare, luptă, brațe
tags: ["activ"]
language: ro
normalized_name: arm knockout
extraction_confidence: high
source_id: 239b9dac_1000_de_jocuri_fantastice_de_cercetași
source_ids: ["239b9dac_1000_de_jocuri_fantastice_de_cerceta\u0219i"]
chunk_key: 239b9dac_1000_de_jocuri_fantastice_de_cercetași.part01
created_at: 2026-05-29 18:08:36
updated_at: 2026-05-29 18:08:36
description:
Probă fizică în perechi în poziție de flotare. Cercetașii se confruntă în poziția de sus a flotării și încearcă să se facă reciproc să cadă, lovindu-și brațele.

rules:
Perechi de cercetași se confruntă pe sol în poziția superioară de flotare, cu picioarele unite, brațele și corpurile drepte. Trebuie să-și lovească brațele reciproc pentru a-l face pe celălalt să se prăbușească. Nu se pot apuca de brațe. Cercetașul care rămâne în poziție sau cel care cade ultimul câștigă.

source_excerpt:
Perechi de cercetași se confruntă unul cu celălalt pe sol, în partea superioară a presiunii
poziția cu picioarele unite, brațele și corpurile drepte.


name: Arm Wrestling
category: sports-active
content_type: joc
source_file: 1000 de jocuri fantastice de cercetași!.pdf
source_files: ["1000 de jocuri fantastice de cerceta\u0219i!.pdf"]
page_reference: page 14
source_excerpt: Lupta la brațe poate fi jucată întinsă pe podea, dar este mai ușor să stai la o masa.
materials_category: fără materiale
skills_developed: forță, tehnică
difficulty_level: mediu
keywords: skandenberg, forță, duel
tags: ["interior", "lini\u0219tit"]
language: ro
normalized_name: arm wrestling
extraction_confidence: high
source_id: 239b9dac_1000_de_jocuri_fantastice_de_cercetași
source_ids: ["239b9dac_1000_de_jocuri_fantastice_de_cerceta\u0219i"]
chunk_key: 239b9dac_1000_de_jocuri_fantastice_de_cercetași.part01
created_at: 2026-05-29 18:08:36
updated_at: 2026-05-29 18:08:36
description:
Skandenberg clasic. Doi cercetași stau față în față, cu coatele pe masă (sau pe sol), strângând mâna celuilalt; fiecare încearcă să împingă dosul mâinii adversarului pe masă.

rules:
Lupta la brațe poate fi jucată întinsă pe podea, dar este mai ușor la masă. Doi cercetași stau față în față, cu coatele pe masă/sol și prind mâna celuilalt, cu mușchii degetului mare în palma celuilalt. Coatele se ating. La „Du-te!”, fiecare încearcă să împingă dosul mâinii adversarului pe masă/sol pentru a câștiga.


name: Arestare!
category: team-building
content_type: joc
source_file: 1000 de jocuri fantastice de cercetași!.pdf
source_files: ["1000 de jocuri fantastice de cerceta\u0219i!.pdf"]
page_reference: pages 14-15
materials_category: fără materiale
skills_developed: forță, strategie, lucru în echipă
difficulty_level: mediu
keywords: tracțiune, linie, echipă
tags: ["activ", "interior"]
language: ro
normalized_name: arestare!
extraction_confidence: high
source_id: 239b9dac_1000_de_jocuri_fantastice_de_cercetași
source_ids: ["239b9dac_1000_de_jocuri_fantastice_de_cerceta\u0219i"]
chunk_key: 239b9dac_1000_de_jocuri_fantastice_de_cercetași.part01
created_at: 2026-05-29 18:08:36
updated_at: 2026-05-29 18:08:36
description:
Joc de tracțiune între două echipe aliniate de o parte și alta a unei linii. Echipele trag adversarii peste linie pentru a-i „aresta”; cine trece linia este eliminat.

rules:
Puneți cercetașii în două echipe și aliniați-i de fiecare parte a unei linii pe mijlocul holului. Pe „Du-te!” trebuie să facă „arestări” trăgând adversarii peste linie. Oricine pășește peste linie este considerat trecut și iese, mergând să se așeze. Nu trebuie să fie unul la unu — mai mulți pot trage pe unul. Dacă vreun cercetaș se îndepărtează cu mai mult de cincizeci de centimetri de partea lui, este afară.

source_excerpt:
Puneți cercetașii în două echipe și aliniați-i de fiecare parte a liniei
alergând pe mijlocul holului.


name: Consecințele artei
category: creative-stem
content_type: activitate
source_file: 1000 de jocuri fantastice de cercetași!.pdf
source_files: ["1000 de jocuri fantastice de cerceta\u0219i!.pdf"]
page_reference: page 15
source_excerpt: Puneți cercetașii în echipe la un capăt al sălii.
materials_category: rechizite
materials_list: Hârtie, pixuri
skills_developed: creativitate, desen, imaginație, umor
difficulty_level: usor
keywords: desen, consecințe, pliere
tags: ["interior", "lini\u0219tit"]
language: ro
normalized_name: consecintele artei
extraction_confidence: high
source_id: 239b9dac_1000_de_jocuri_fantastice_de_cercetași
source_ids: ["239b9dac_1000_de_jocuri_fantastice_de_cerceta\u0219i"]
chunk_key: 239b9dac_1000_de_jocuri_fantastice_de_cercetași.part01
created_at: 2026-05-29 18:08:36
updated_at: 2026-05-29 18:08:36
description:
Activitate de desen colaborativ. Fiecare cercetaș desenează o parte a unui corp uman pe hârtie, apoi pliază hârtia astfel încât următorul să nu vadă desenul precedent. Rezultatul final este o figură combinată hilară.

rules:
Puneți cercetașii în echipe la un capăt al sălii. La celălalt capăt aveți o foaie de hârtie și creion pe echipă. Pe „Du-te!” primul cercetaș din fiecare echipă vine la masă și desenează un cap, apoi pliază hârtia să arate doar gâtul. Al doilea desenează umerii, al treilea trunchiul, al patrulea talia și șoldurile, al cincilea picioarele, al șaselea labele picioarelor. Lăsați câte puțin din corp vizibil de fiecare dată. La final se desfac toate pliurile. Echipa cu cel mai amuzant om câștigă.


name: Auntie Over
category: wide-games
content_type: joc
source_file: 1000 de jocuri fantastice de cercetași!.pdf
source_files: ["1000 de jocuri fantastice de cerceta\u0219i!.pdf"]
page_reference: pages 15-16
source_excerpt: Puneți cercetașii în două echipe, de fiecare parte a prelatei
materials_category: echipament sportiv
materials_list: 1 mingi de volei, 1 frânghie lungă, 1 prelată mare
skills_developed: aruncare, prindere, strategie
difficulty_level: mediu
keywords: minge, prelată, echipe
tags: ["activ", "exterior"]
language: ro
normalized_name: auntie over
extraction_confidence: high
source_id: 239b9dac_1000_de_jocuri_fantastice_de_cercetași
source_ids: ["239b9dac_1000_de_jocuri_fantastice_de_cerceta\u0219i"]
chunk_key: 239b9dac_1000_de_jocuri_fantastice_de_cercetași.part01
created_at: 2026-05-29 18:08:36
updated_at: 2026-05-29 18:08:36
description:
Joc tradițional cu o prelată suspendată ca paravan între două echipe. O echipă aruncă mingea peste prelată strigând „Auntie over!”; dacă cealaltă echipă o prinde curat, fuge și încearcă să atingă pe cineva cu ea pentru a-l muta în echipa lor.

rules:
Puneți cercetașii în două echipe, de fiecare parte a unei prelate întinse peste înălțimea cercetașului, astfel încât echipele să nu se vadă. Un cercetaș aruncă mingea peste prelată strigând „Auntie over!”. Dacă un cercetaș o prinde curat, aleargă spre cealaltă parte și de la marginea zonei o aruncă pe adversari. Dacă lovește un cercetaș sub talie, acesta trece în cealaltă echipă, care apoi pornește jocul cu „Auntie over!”. Dacă mingea nu e prinsă și atinge solul, e aruncată înapoi cu „Auntie over!”. Jocul continuă până majoritatea cercetașilor sunt pe o parte.


name: Adresa incomodă
category: creative-stem
content_type: activitate
source_file: 1000 de jocuri fantastice de cercetași!.pdf
source_files: ["1000 de jocuri fantastice de cerceta\u0219i!.pdf"]
page_reference: pages 15-16
source_excerpt: Ochiți la ochi cercetașii și dați-le fiecărei câte o foaie de hârtie și un pix.
materials_category: rechizite
materials_list: 1 ochi la ochi, 1 stilou și hârtie per cercetaș
skills_developed: concentrare, memorie spațială, scriere
difficulty_level: mediu
keywords: ochi legați, adresă, scris
tags: ["interior", "lini\u0219tit"]
language: ro
normalized_name: adresa incomoda
extraction_confidence: med
source_id: 239b9dac_1000_de_jocuri_fantastice_de_cercetași
source_ids: ["239b9dac_1000_de_jocuri_fantastice_de_cerceta\u0219i"]
chunk_key: 239b9dac_1000_de_jocuri_fantastice_de_cercetași.part01
created_at: 2026-05-29 18:08:36
updated_at: 2026-05-29 18:08:36
description:
Activitate de scriere cu ochii legați. Cercetașii primesc pix și hârtie și au la dispoziție trei minute pentru a-și scrie adresa poștală fără să vadă; cea mai îngrijită adresă câștigă.

rules:
Legați la ochi cercetașii și dați-le fiecăruia o foaie de hârtie și un pix. Au trei minute pentru a-și scrie adresa poștală. Cea mai îngrijită adresă câștigă.


name: BEAVERS
variations: Cercetașii trebuie să apuce punga de fasole în primele runde, ușurând judecarea câștigătorului.
category: jocuri-cercetasesti
content_type: joc
source_file: 1000 de jocuri fantastice de cercetași!.pdf
source_files: ["1000 de jocuri fantastice de cerceta\u0219i!.pdf"]
page_reference: page 16
source_excerpt: Cercetașii formează un cerc și se așează. Puneți punga de fasole în mijlocul cercul.
materials_category: echipament special
materials_list: 1 sac de fasole
skills_developed: viteză, atenție, memorie
difficulty_level: usor
keywords: cerc, sac de fasole, litere
tags: ["activ", "interior"]
language: ro
normalized_name: beavers
extraction_confidence: high
source_id: 239b9dac_1000_de_jocuri_fantastice_de_cercetași
source_ids: ["239b9dac_1000_de_jocuri_fantastice_de_cerceta\u0219i"]
chunk_key: 239b9dac_1000_de_jocuri_fantastice_de_cercetași.part01
created_at: 2026-05-29 18:08:36
updated_at: 2026-05-29 18:08:36
description:
Joc în cerc pentru orice secțiune, dar mai ales pentru Castori. Cercetașilor li se atribuie pe rând câte o literă din cuvântul SCOUTS/BEAVERS; la auzul literei lor aleargă o dată în jurul cercului. Cinci câștigători (sau șase pentru Castori) intră în finala pentru sacul de fasole.

rules:
Cercetașii formează un cerc și se așează. Puneți punga de fasole în mijloc. Înconjurați cercul dând o literă fiecăruia: S-C-O-U-T-S, S-C-O etc. Strigați apoi o literă; „S” devine haotic. Cercetașii cu acea literă se ridică, aleargă o dată (sau de două ori) în jurul cercului și se așază la locul lor. Primul care se așază câștigă. După apelarea tuturor literelor ai cinci câștigători (șase pentru Castori). Pentru finala mare, la „Cercetași!” cei cinci se ridică, fug în jurul cercului, traversează spațiul și apucă sacul de fasole. Cel care îl ia primul câștigă.


name: Înapoi Balloon Burst
category: team-building
content_type: joc
source_file: 1000 de jocuri fantastice de cercetași!.pdf
source_files: ["1000 de jocuri fantastice de cerceta\u0219i!.pdf"]
page_reference: page 16
materials_category: echipament special
materials_list: 1 balon per pereche de cercetași
skills_developed: cooperare, coordonare, forță
difficulty_level: usor
keywords: balon, perechi, spate
tags: ["interior", "activ"]
language: ro
normalized_name: inapoi balloon burst
extraction_confidence: high
source_id: 239b9dac_1000_de_jocuri_fantastice_de_cercetași
source_ids: ["239b9dac_1000_de_jocuri_fantastice_de_cerceta\u0219i"]
chunk_key: 239b9dac_1000_de_jocuri_fantastice_de_cercetași.part01
created_at: 2026-05-29 18:08:36
updated_at: 2026-05-29 18:08:36
description:
Joc în perechi cu balon prins între spatele a doi cercetași. Perechile se împing una de cealaltă să spargă balonul; prima pereche care reușește câștigă.

rules:
Puneți cercetașii în perechi spate în spate într-o linie. Puneți un balon umflat între spatele fiecărei perechi. Pe „Du-te!” cercetașii se împing reciproc pentru a sparge balonul. Prima pereche care îl sparge câștigă. Orice pereche care își aruncă balonul este eliminată.

variations:
Cu multe baloane, ultima pereche care își sparge balonul iese în fiecare rundă până rămâne o singură pereche câștigătoare.

source_excerpt:
Puneți cercetașii în perechi înapoi în spate într-o linie. Puneți un balon umflat
între spatele fiecărei perechi.


name: Ridicarea spate
category: team-building
content_type: joc
source_file: 1000 de jocuri fantastice de cercetași!.pdf
source_files: ["1000 de jocuri fantastice de cerceta\u0219i!.pdf"]
page_reference: pages 16-17
source_excerpt: Perechi de cercetași stau spate în spate cu brațele legate.
materials_category: fără materiale
skills_developed: forță, cooperare, echilibru
difficulty_level: mediu
keywords: spate, ridicare, perechi
tags: ["activ", "interior"]
language: ro
normalized_name: ridicarea spate
extraction_confidence: high
source_id: 239b9dac_1000_de_jocuri_fantastice_de_cercetași
source_ids: ["239b9dac_1000_de_jocuri_fantastice_de_cerceta\u0219i"]
chunk_key: 239b9dac_1000_de_jocuri_fantastice_de_cercetași.part01
created_at: 2026-05-29 18:08:36
updated_at: 2026-05-29 18:08:36
description:
Joc în perechi în care doi cercetași stau spate în spate cu brațele legate și încearcă să se ridice reciproc de la sol.

rules:
Perechi de cercetași stau spate în spate cu brațele legate. Pe „Merge!” cercetașii încearcă să se ridice reciproc de pe sol. Câștigătorii joacă cu alți câștigători, continuând până la un câștigător general.


name: Echilibru
variations: Faceți cinci minute. Introduceți o regulă „fără mișcare” pentru că unii pot ajunge să sară.
category: sports-active
content_type: joc
source_file: 1000 de jocuri fantastice de cercetași!.pdf
source_files: ["1000 de jocuri fantastice de cerceta\u0219i!.pdf"]
page_reference: pages 16-17
source_excerpt: Cercetașii se ridică, se așează pe un picior și închid ochii.
materials_category: fără materiale
skills_developed: echilibru, concentrare, control corporal
difficulty_level: mediu
keywords: echilibru, ochi închiși, picior
tags: ["interior", "lini\u0219tit"]
language: ro
normalized_name: echilibru
extraction_confidence: high
source_id: 239b9dac_1000_de_jocuri_fantastice_de_cercetași
source_ids: ["239b9dac_1000_de_jocuri_fantastice_de_cerceta\u0219i"]
chunk_key: 239b9dac_1000_de_jocuri_fantastice_de_cercetași.part01
created_at: 2026-05-29 18:08:36
updated_at: 2026-05-29 18:08:36
description:
Probă de echilibru într-un picior. Cercetașii stau într-un picior cu ochii închiși; cine pune piciorul jos înainte de un minut este eliminat.

rules:
Cercetașii se ridică, stau pe un picior și închid ochii. Nu trebuie să pună piciorul jos timp de un minut, altfel sunt afară.


name: Joc de releu de echilibru
category: jocuri-cercetasesti
subcategory: ștafetă
content_type: joc
source_file: 1000 de jocuri fantastice de cercetași!.pdf
source_files: ["1000 de jocuri fantastice de cerceta\u0219i!.pdf"]
page_reference: page 17
source_excerpt: Puneți cercetașii în echipe și aliniați-i la un capăt al sălii.
materials_category: obiecte uzuale
materials_list: 1 sac de transport cu zece articole, 1 masă per echipă, cretă
skills_developed: echilibru, coordonare, lucru în echipă
difficulty_level: mediu
keywords: ștafetă, echilibru, obiecte
tags: ["interior", "activ"]
language: ro
normalized_name: joc de releu de echilibru
extraction_confidence: high
source_id: 239b9dac_1000_de_jocuri_fantastice_de_cercetași
source_ids: ["239b9dac_1000_de_jocuri_fantastice_de_cerceta\u0219i"]
chunk_key: 239b9dac_1000_de_jocuri_fantastice_de_cercetași.part01
created_at: 2026-05-29 18:08:36
updated_at: 2026-05-29 18:08:36
description:
Cursă de ștafetă cu echilibrarea unor obiecte. Fiecare echipă are un sac cu zece obiecte; cercetașii se schimbă pe rând, echilibrând un obiect pe spatele mâinii și depunându-l pe o masă la celălalt capăt al sălii.

rules:
Puneți cercetașii în echipe și aliniați-i la un capăt al sălii. La celălalt capăt aveți mese. Pe „Du-te!” primul cercetaș din fiecare echipă scoate un obiect din geantă, dă geanta următorului, echilibrează obiectul pe spatele mâinii și pleacă să depună obiectul pe masă, apoi se întoarce și etichetează al doilea cercetaș. Dacă obiectul cade, cercetașul fie se întoarce la început, fie reia de unde a căzut. Câștigă echipa care primul transportă tot conținutul sacului pe masă. Obiecte sugerate: stilou, creion, riglă, woggle, pahar de plastic, ascuțitor, cretă, con de pin, pietricică, cauciuc, foaie de hârtie, carte, ou, monedă, cartof, morcov, marmură, balon, vată.

variations:
Dați fiecărei echipe o riglă; orice cercetaș care își transportă obiectul pe riglă poate avea zece secunde eliminate din timpul total al echipei.


name: Echilibrați Consiliul
category: jocuri-cercetasesti
content_type: joc
source_file: 1000 de jocuri fantastice de cercetași!.pdf
source_files: ["1000 de jocuri fantastice de cerceta\u0219i!.pdf"]
page_reference: page 17
source_excerpt: Marcați o linie de pornire cu o lungime de frânghie.
materials_category: obiecte uzuale
materials_list: Mătură, scândură mică de lemn, frânghie
skills_developed: echilibru, control fin, răbdare
difficulty_level: dificil
keywords: echilibru, mătură, scândură
tags: ["interior", "exterior"]
language: ro
normalized_name: echilibrati consiliul
extraction_confidence: med
source_id: 239b9dac_1000_de_jocuri_fantastice_de_cercetași
source_ids: ["239b9dac_1000_de_jocuri_fantastice_de_cerceta\u0219i"]
chunk_key: 239b9dac_1000_de_jocuri_fantastice_de_cercetași.part01
created_at: 2026-05-29 18:08:36
updated_at: 2026-05-29 18:08:36
description:
Probă individuală cu mătură și scândură. Cercetașul ține mătura orizontală și echilibrează o scândură mică pe ea; apoi încearcă să meargă cât mai departe înainte ca scândura să cadă.

rules:
Marcați o linie de pornire cu o lungime de frânghie. Fiecare cercetaș pe rând stă în spatele frânghiei, ținând mătura orizontal în fața lui sau ascunsă într-o parte, în timp ce echilibrează scândura pe băț. Când e gata, încearcă să ducă scândura cât mai departe înainte să cadă de pe băț. Cercetașul care călătorește cel mai departe câștigă.


name: Minge în jurul cercului
category: sports-active
content_type: joc
source_file: 1000 de jocuri fantastice de cercetași!.pdf
source_files: ["1000 de jocuri fantastice de cerceta\u0219i!.pdf"]
page_reference: pages 17-18
source_excerpt: Cercetașii formează un cerc și unul ține mingea.
materials_category: echipament sportiv
materials_list: 1 minge
skills_developed: viteză, coordonare, reflexe
difficulty_level: mediu
keywords: minge, cerc, viteză
tags: ["activ", "interior"]
language: ro
normalized_name: minge in jurul cercului
extraction_confidence: high
source_id: 239b9dac_1000_de_jocuri_fantastice_de_cercetași
source_ids: ["239b9dac_1000_de_jocuri_fantastice_de_cerceta\u0219i"]
chunk_key: 239b9dac_1000_de_jocuri_fantastice_de_cercetași.part01
created_at: 2026-05-29 18:08:36
updated_at: 2026-05-29 18:08:36
description:
Joc în cerc cu pasarea unei mingi. Când un cercetaș pasează mingea vecinului său, trebuie să alerge în jurul cercului și să revină la locul lui înainte ca mingea să facă turul.

rules:
Cercetașii formează un cerc; unul ține mingea. Imediat ce o pasează vecinului, trebuie să alerge în jurul exteriorului cercului și să se întoarcă la locul lui înainte ca mingea să ajungă acolo. Dacă reușește, rămâne în joc și transmite mingea vecinului ca să joace runda următoare. Dacă mingea se învârte înainte de cercetaș, cercetașul este afară. Jocul continuă până rămân trei cercetași — sunt câștigătorii.


name: Balloon Attack
category: team-building
content_type: joc
source_file: 1000 de jocuri fantastice de cercetași!.pdf
source_files: ["1000 de jocuri fantastice de cerceta\u0219i!.pdf"]
page_reference: page 18
source_excerpt: Împărțiți cercetașii în două echipe, atacatori și apărători.
materials_category: echipament special
materials_list: Mai multe baloane, 1 cronometru
skills_developed: strategie, lucru în echipă, agilitate
difficulty_level: mediu
keywords: balon, atac, apărare
tags: ["activ", "interior"]
language: ro
normalized_name: balloon attack
extraction_confidence: high
source_id: 239b9dac_1000_de_jocuri_fantastice_de_cercetași
source_ids: ["239b9dac_1000_de_jocuri_fantastice_de_cerceta\u0219i"]
chunk_key: 239b9dac_1000_de_jocuri_fantastice_de_cercetași.part01
created_at: 2026-05-29 18:08:36
updated_at: 2026-05-29 18:08:36
description:
Joc în echipe cu baloane care trebuie sparte sau apărate. Atacatorii sparg baloanele, apărătorii le protejează bătându-le în aer. Se cronometrează cât durează până se sparg toate cinci.

rules:
Împărțiți cercetașii în două echipe, atacatori și apărători. Aruncați balonul în zona de joc. Apărătorii încearcă să-l țină în aer bătându-l, atacatorii încearcă să-l spargă prinzându-l, sărind pe el sau zgâriindu-l. De îndată ce se sparge, aruncați altul, până la cinci. Cronometrați cât a durat. Repetați cu rolurile inversate. Câștigă echipa care a apărat mai mult timp.


name: Balon de baseball
category: camp-outdoor
content_type: joc
source_file: 1000 de jocuri fantastice de cercetași!.pdf
source_files: ["1000 de jocuri fantastice de cerceta\u0219i!.pdf"]
page_reference: page 18
source_excerpt: Umpleți încărcături de baloane mici cu apă.
materials_category: echipament sportiv
materials_list: 1 bat de baseball, o mulțime de bombe de apă
skills_developed: coordonare, lovire, ochi-mână
difficulty_level: mediu
keywords: baloane apă, baseball, vară
tags: ["exterior", "ud", "activ"]
language: ro
normalized_name: balon de baseball
extraction_confidence: high
source_id: 239b9dac_1000_de_jocuri_fantastice_de_cercetași
source_ids: ["239b9dac_1000_de_jocuri_fantastice_de_cerceta\u0219i"]
chunk_key: 239b9dac_1000_de_jocuri_fantastice_de_cercetași.part01
created_at: 2026-05-29 18:08:36
updated_at: 2026-05-29 18:08:36
description:
Joc estival cu baloane de apă și o bâtă de baseball. Aruncătorul lansează un balon cu apă, iar bătătorul trebuie să-l lovească și să-l spargă cu liliacul. Dacă ratează, balonul îi este spart pe cap.

rules:
Umpleți încărcături de baloane mici cu apă. Fiecare cercetaș primește pe rând bâta și aruncătorul îi lansează un balon de apă pe care trebuie să-l lovească și să-l spargă. Dacă din orice motiv balonul nu se sparge (bătătorul ratează, îl lovește dar nu se sparge, sau cineva îl prinde etc.), aluatul trebuie să sufere ignominia de a-i fi spart balonul cu apă deasupra capului.


name: Baze cu baloane
category: team-building
content_type: joc
source_file: 1000 de jocuri fantastice de cercetași!.pdf
source_files: ["1000 de jocuri fantastice de cerceta\u0219i!.pdf"]
page_reference: page 18
source_excerpt: Puneți cercetașii în echipe și desenați acel număr de pătrate mari / cercuri pe podea.
materials_category: echipament special
materials_list: 1 balon mare, cretă
skills_developed: strategie, coordonare, lucru în echipă
difficulty_level: mediu
keywords: balon, baze, puncte
tags: ["interior", "activ"]
language: ro
normalized_name: baze cu baloane
extraction_confidence: high
source_id: 239b9dac_1000_de_jocuri_fantastice_de_cercetași
source_ids: ["239b9dac_1000_de_jocuri_fantastice_de_cerceta\u0219i"]
chunk_key: 239b9dac_1000_de_jocuri_fantastice_de_cercetași.part01
created_at: 2026-05-29 18:08:36
updated_at: 2026-05-29 18:08:36
description:
Joc în echipe în care un balon trebuie ținut în aer și plasat în spațiul aerian al unei „baze”. Fiecare echipă are o bază pătrată; lovirea balonului în baza unei echipe înscrie un punct pentru echipa atacatoare.

rules:
Puneți cercetașii în echipe și desenați pe podea atâtea pătrate/cercuri câte echipe sunt. Alocați câte un pătrat fiecărei echipe ca bază. Aruncați balonul în aer. Cercetașii trebuie să-l lovească pentru a-l aduce într-o bază pentru a marca un punct. Balonul nu trebuie să atingă pământul; trebuie doar să intre în spațiul aerian al bazei. Echipa cu cele mai multe puncte (sau prima la zece puncte) după un timp stabilit câștigă.


name: Balon liliac
category: team-building
subcategory: ștafetă
content_type: joc
source_file: 1000 de jocuri fantastice de cercetași!.pdf
source_files: ["1000 de jocuri fantastice de cerceta\u0219i!.pdf"]
page_reference: pages 18-19
source_excerpt: Puneți cercetașii în echipe cu câte un metru între fiecare cercetaș.
materials_category: echipament special
materials_list: 1 balon per echipă
skills_developed: coordonare, pasare, lucru în echipă
difficulty_level: usor
keywords: balon, ștafetă, pasare
tags: ["interior"]
language: ro
normalized_name: balon liliac
extraction_confidence: high
source_id: 239b9dac_1000_de_jocuri_fantastice_de_cercetași
source_ids: ["239b9dac_1000_de_jocuri_fantastice_de_cerceta\u0219i"]
chunk_key: 239b9dac_1000_de_jocuri_fantastice_de_cercetași.part01
created_at: 2026-05-29 18:08:36
updated_at: 2026-05-29 18:08:36
description:
Cursă de ștafetă cu un balon pasat de-a lungul unei linii de cercetași. Fiecare echipă pasează balonul de la cercetașul de plumb până la capăt și înapoi, fără să-și miște picioarele.

rules:
Puneți cercetașii în echipe cu un metru între fiecare. Cercetașilor de plumb li se dă câte un balon. Pe „Du-te!” îl lovesc cercetașului următor și așa mai departe, până la capăt și înapoi. Prima echipă care aduce balonul înapoi la cercetașul principal câștigă. Cercetașii pot pivota pe loc dar nu-și pot mișca picioarele. Dacă fac asta sau balonul cade, balonul revine la cercetașul principal pentru a porni din nou.


name: Bataie cu baloane
category: team-building
content_type: joc
source_file: 1000 de jocuri fantastice de cercetași!.pdf
source_files: ["1000 de jocuri fantastice de cerceta\u0219i!.pdf"]
page_reference: pages 18-19
source_excerpt: Împărțiți cercetașii și puneți-i la un capăt al holului. Marcați un început și linia de sosire.
materials_category: echipament special
materials_list: cretă, 1 balon per pereche de cercetași
skills_developed: coordonare, cooperare
difficulty_level: mediu
keywords: balon, perechi, cursă
tags: ["interior", "activ"]
language: ro
normalized_name: bataie cu baloane
extraction_confidence: high
source_id: 239b9dac_1000_de_jocuri_fantastice_de_cercetași
source_ids: ["239b9dac_1000_de_jocuri_fantastice_de_cerceta\u0219i"]
chunk_key: 239b9dac_1000_de_jocuri_fantastice_de_cercetași.part01
created_at: 2026-05-29 18:08:36
updated_at: 2026-05-29 18:08:36
description:
Cursă în perechi cu balonul lovit între cei doi parteneri. Perechile, cu brațele interioare legate, parcurg cursul lovind balonul una la alta.

rules:
Împărțiți cercetașii și puneți-i la un capăt al holului. Marcați o linie de start și una de sosire. Perechile leagă brațele interioare la cot, unul drept și altul stâng. Dați-le un balon. Pe „Du-te!” fiecare pereche trebuie să-și lovească balonul una la cealaltă pe măsură ce parcurg cursul. Prima pereche care termină câștigă. Cercetașii nu pot ține balonul; dacă o fac sau dacă balonul cade, trebuie să meargă înapoi la start.


name: Balloon Bounce
category: team-building
subcategory: ștafetă
content_type: joc
source_file: 1000 de jocuri fantastice de cercetași!.pdf
source_files: ["1000 de jocuri fantastice de cerceta\u0219i!.pdf"]
page_reference: page 19
source_excerpt: Puneți cercetașii în echipe în spatele unei linii și dați fiecărui cercetaș principal un balon.
materials_category: echipament special
materials_list: 1 balon per echipă, 1 con de marcaj per echipă, cretă
skills_developed: coordonare, echilibru, viteză
difficulty_level: usor
keywords: balon, ștafetă, săritură
tags: ["interior", "activ"]
language: ro
normalized_name: balloon bounce
extraction_confidence: high
source_id: 239b9dac_1000_de_jocuri_fantastice_de_cercetași
source_ids: ["239b9dac_1000_de_jocuri_fantastice_de_cerceta\u0219i"]
chunk_key: 239b9dac_1000_de_jocuri_fantastice_de_cercetași.part01
created_at: 2026-05-29 18:08:36
updated_at: 2026-05-29 18:08:36
description:
Ștafetă cu un balon ținut în aer. Fiecare cercetaș sare cu balonul în mâini în jurul unui con și înapoi la echipa lui.

rules:
Puneți cercetașii în echipe în spatele unei linii și dați fiecărui cercetaș principal un balon. Pe „Du-te!” cercetașii de plumb trebuie să sară cu balonul în mâini, în jurul unui con marcator și înapoi, urmați pe rând de restul membrilor echipei. Prima echipă care termină câștigă. Există diverse tehnici (sărituri mici, lovire la fiecare pas) — toate sunt permise atâta timp cât balonul lovește pământul de fiecare dată.


name: Cutie cu baloane
category: team-building
content_type: joc
source_file: 1000 de jocuri fantastice de cercetași!.pdf
source_files: ["1000 de jocuri fantastice de cerceta\u0219i!.pdf"]
page_reference: page 19
materials_category: echipament special
materials_list: 1 cutie, 1 balon pe cercetaș
skills_developed: viteză, strategie, lucru în echipă
difficulty_level: usor
keywords: balon, cutie, culori
tags: ["interior", "activ"]
language: ro
normalized_name: cutie cu baloane
extraction_confidence: high
source_id: 239b9dac_1000_de_jocuri_fantastice_de_cercetași
source_ids: ["239b9dac_1000_de_jocuri_fantastice_de_cerceta\u0219i"]
chunk_key: 239b9dac_1000_de_jocuri_fantastice_de_cercetași.part01
created_at: 2026-05-29 18:08:36
updated_at: 2026-05-29 18:08:36
description:
Joc de echipă în care fiecare echipă are baloane colorate diferit pe care trebuie să le introducă într-o cutie comună. Când cutia este plină, echipa cu cele mai multe baloane în ea câștigă.

rules:
Puneți cercetașii în echipe și dați fiecăruia un balon în culoarea echipei sau cu numele echipei scris. Puneți echipele la un capăt al sălii. La celălalt capăt sau în mijloc puneți o cutie suficient de mare pentru a ține mai multe baloane, dar nu pe toate. Pe „Du-te!” cercetașii trebuie să-și bage (nu să țină sau să scoată) balonul în cutie. Odată ce cutia e plină, jocul se oprește. Echipa cu cele mai multe baloane în cutie câștigă.

source_excerpt:
Puneți cercetașii în echipe și dați fiecărui cercetaș un balon în al său
culoarea echipei sau cu numele echipei sale scris.


name: Balon Burst
category: sports-active
content_type: joc
source_file: 1000 de jocuri fantastice de cercetași!.pdf
source_files: ["1000 de jocuri fantastice de cerceta\u0219i!.pdf"]
page_reference: pages 19-20
source_excerpt: Dă fiecărui cercetaș câte un balon neumflat fiecare.
materials_category: echipament special
materials_list: 1 balon mic pe cercetaș
skills_developed: capacitate pulmonară, perseverență
difficulty_level: mediu
keywords: balon, suflare, spargere
tags: ["interior", "activ"]
language: ro
normalized_name: balon burst
extraction_confidence: high
source_id: 239b9dac_1000_de_jocuri_fantastice_de_cercetași
source_ids: ["239b9dac_1000_de_jocuri_fantastice_de_cerceta\u0219i"]
chunk_key: 239b9dac_1000_de_jocuri_fantastice_de_cercetași.part01
created_at: 2026-05-29 18:08:36
updated_at: 2026-05-29 18:08:36
description:
Cursă individuală: fiecare cercetaș primește un balon nesuflat și încearcă să-l umfle până plesnește. Primul care îl sparge prin suflare câștigă.

rules:
Dați fiecărui cercetaș un balon neumflat. Pe „Du-te!” aleargă să vadă al cui balon e primul care se sparge prin suflare. Primul care îl sparge câștigă (cu excepția cazului în care a folosit un ac). Pentru că unii vor încerca să umfle balonul doar puțin, folosiți baloane în formă de cârnați și spuneți-le că trebuie suflat în întregime.


name: Balloon Burst II
category: sports-active
content_type: joc
source_file: 1000 de jocuri fantastice de cercetași!.pdf
source_files: ["1000 de jocuri fantastice de cerceta\u0219i!.pdf"]
page_reference: page 20
materials_category: echipament special
materials_list: Baloane, pix și hârtie
skills_developed: viteză, competiție
difficulty_level: usor
keywords: balon, spargere, așezare
tags: ["interior", "activ"]
language: ro
normalized_name: balloon burst ii
extraction_confidence: high
source_id: 239b9dac_1000_de_jocuri_fantastice_de_cercetași
source_ids: ["239b9dac_1000_de_jocuri_fantastice_de_cerceta\u0219i"]
chunk_key: 239b9dac_1000_de_jocuri_fantastice_de_cercetași.part01
created_at: 2026-05-29 18:08:36
updated_at: 2026-05-29 18:08:36
description:
Cursă de spargere a baloanelor prin așezare pe ele. Cercetașii sparg cât mai multe baloane posibil; fiecare aduce resturile pentru a marca un punct.

rules:
Puneți baloanele pe podea și pe „Du-te!” fiecare cercetaș sparge cât mai multe stând pe ele. Fiecare cercetaș aduce resturile balonului spart pentru a marca un punct. După ce toate baloanele s-au spart, cercetașul cu cele mai multe puncte câștigă.

source_excerpt:
Puneți baloanele pe pământ în hol și pe „Du-te!” fiecare cercetaș
trebuie să izbucnească cât mai multe așezându-se pe ele.


name: Balloon Catch
variations: Apelați două numere; ultimul care ia balonul devine „El”.
category: icebreakers
content_type: joc
source_file: 1000 de jocuri fantastice de cercetași!.pdf
source_files: ["1000 de jocuri fantastice de cerceta\u0219i!.pdf"]
page_reference: page 20
source_excerpt: Puneți cercetașii într-un cerc mare și numărați-i.
materials_category: echipament special
materials_list: 1 balon
skills_developed: reflexe, viteză, atenție
difficulty_level: usor
keywords: balon, cerc, prindere
tags: ["interior", "activ"]
language: ro
normalized_name: balloon catch
extraction_confidence: high
source_id: 239b9dac_1000_de_jocuri_fantastice_de_cercetași
source_ids: ["239b9dac_1000_de_jocuri_fantastice_de_cerceta\u0219i"]
chunk_key: 239b9dac_1000_de_jocuri_fantastice_de_cercetași.part01
created_at: 2026-05-29 18:08:36
updated_at: 2026-05-29 18:08:36
description:
Joc în cerc cu un balon aruncat în aer. Cercetașul „El” din mijloc strigă un număr; cercetașul cu acel număr trebuie să prindă balonul înainte ca el să atingă pământul.

rules:
Puneți cercetașii într-un cerc mare și numerotați-i. Numărul unu merge în mijlocul cercului și este „El”. Ține balonul cât mai sus, apoi îi dă drumul și strigă un număr. Cercetașul cu acel număr trebuie să prindă balonul înainte să cadă. Dacă reușește, se întoarce la cerc; dacă nu, devine „El” și acesta se întoarce la cerc.


name: Salt cu balonul
variations: Poate fi jucat ca ștafetă sau individual în tabără.
category: jocuri-cercetasesti
content_type: joc
source_file: 1000 de jocuri fantastice de cercetași!.pdf
source_files: ["1000 de jocuri fantastice de cerceta\u0219i!.pdf"]
page_reference: page 17
materials_list: 4 conuri de marcare, 1 balon pe cercetaș
difficulty_level: usor
keywords: balon, sărituri, ștafetă
tags: ["balon", "interior"]
language: ro
normalized_name: salt cu balonul
extraction_confidence: high
source_id: 239b9dac_1000_de_jocuri_fantastice_de_cercetași
source_ids: ["239b9dac_1000_de_jocuri_fantastice_de_cerceta\u0219i"]
chunk_key: 239b9dac_1000_de_jocuri_fantastice_de_cercetași.part02
created_at: 2026-05-29 18:08:36
updated_at: 2026-05-29 18:08:36
description:
Cercetașii se aliniază între două conuri de marcare, fiecare cu un balon prins între genunchi. La semnal trebuie să sară până la linia de sosire fără a scăpa balonul. Baloanele care se sparg pot fi înlocuite sau pot însemna eliminarea. Un balon scăpat poate fi ridicat sau poate însemna ieșire; uneori cercetașul este trimis înapoi la linia de start. Primul care ajunge la linia de sosire câștigă.

rules:
Sare cu balonul între genunchi de la o linie la alta; cine îl scapă se întoarce la start (sau iese).

source_excerpt:
Puneți cercetașii într-o linie lungă între două conuri de marcare, fiecare cu un balon între genunchi.


name: Balloon Pass
rules: Lovirea balonului de-a lungul liniei până trece linia de sosire; echipa primită câștigă.
category: jocuri-cercetasesti
content_type: joc
source_file: 1000 de jocuri fantastice de cercetași!.pdf
source_files: ["1000 de jocuri fantastice de cerceta\u0219i!.pdf"]
page_reference: page 17
source_excerpt: Puneți cercetașii în echipe și aliniați fiecare echipă între început și linie de sfârșit.
materials_list: 1 balon per echipă, cretă
difficulty_level: usor
keywords: balon, echipă
tags: ["balon", "interior"]
language: ro
normalized_name: balloon pass
extraction_confidence: high
source_id: 239b9dac_1000_de_jocuri_fantastice_de_cercetași
source_ids: ["239b9dac_1000_de_jocuri_fantastice_de_cerceta\u0219i"]
chunk_key: 239b9dac_1000_de_jocuri_fantastice_de_cercetași.part02
created_at: 2026-05-29 18:08:36
updated_at: 2026-05-29 18:08:36
description:
Cercetașii sunt aliniați în echipe între o linie de start și una de sfârșit. Fiecare cercetaș principal primește un balon. La semnal, lovește balonul cu următorul cercetaș din linie, și așa mai departe, până balonul trece peste linia de sosire. Cercetașii nu trebuie să iasă din linie decât pentru a recupera balonul, după care revin pe poziție.


name: Trecerea balonului (bărbie la bărbie)
rules: Transfer bărbie la bărbie, fără mâini; baloane căzute se reiau de la cădere.
category: jocuri-cercetasesti
content_type: joc
source_file: 1000 de jocuri fantastice de cercetași!.pdf
source_files: ["1000 de jocuri fantastice de cerceta\u0219i!.pdf"]
page_reference: pages 17-18
source_excerpt: balonul trebuie să treacă de-a lungul liniei, bărbie la bărbie, cu nr mâini.
materials_list: 1 balon per echipă
difficulty_level: usor
keywords: balon, bărbie, echipă
tags: ["balon", "cooperare"]
language: ro
normalized_name: trecerea balonului (barbie la barbie)
extraction_confidence: high
source_id: 239b9dac_1000_de_jocuri_fantastice_de_cercetași
source_ids: ["239b9dac_1000_de_jocuri_fantastice_de_cerceta\u0219i"]
chunk_key: 239b9dac_1000_de_jocuri_fantastice_de_cercetași.part02
created_at: 2026-05-29 18:08:36
updated_at: 2026-05-29 18:08:36
description:
Cercetașii formează linii în echipe; primul cercetaș își pune balonul sub bărbie. La semnal, balonul trece de-a lungul liniei, bărbie la bărbie, fără mâini. Sunt recomandate baloane în formă de cârnați. Baloanele căzute se ridică și se pun din nou sub bărbie. Prima echipă care își duce balonul până la capăt câștigă.


name: Balloon Pop
rules: Umflă, leagă și sparge așezându-te pe balon; primul care face asta câștigă.
variations: Poate fi jucat și ca ștafetă.
category: jocuri-cercetasesti
content_type: joc
source_file: 1000 de jocuri fantastice de cercetași!.pdf
source_files: ["1000 de jocuri fantastice de cerceta\u0219i!.pdf"]
page_reference: page 18
source_excerpt: Pe „Du-te!” trebuie să-și sufle balonul sus, legați-l și așezați-l pe el pentru a-l deschide.
materials_list: 1 balon pe cercetaș
difficulty_level: usor
keywords: balon, explozie
tags: ["balon", "rapid"]
language: ro
normalized_name: balloon pop
extraction_confidence: high
source_id: 239b9dac_1000_de_jocuri_fantastice_de_cercetași
source_ids: ["239b9dac_1000_de_jocuri_fantastice_de_cerceta\u0219i"]
chunk_key: 239b9dac_1000_de_jocuri_fantastice_de_cercetași.part02
created_at: 2026-05-29 18:08:36
updated_at: 2026-05-29 18:08:36
description:
Fiecare cercetaș primește un balon. La semnal trebuie să-l umfle, să-l lege și să se așeze pe el pentru a-l sparge. Primul cercetaș care a făcut explozia câștigă. Se recomandă baloane în formă de cârnați și obligația ca balonul să fie umflat complet.


name: Releu cu baloane
rules: Ștafetă: balonul lovit până la perete și înapoi, fiecare cercetaș pe rând.
variations: Cercetașii pot lovi baloanele și cu piciorul (deși duce de obicei la baloane sparte).
category: jocuri-cercetasesti
content_type: joc
source_file: 1000 de jocuri fantastice de cercetași!.pdf
source_files: ["1000 de jocuri fantastice de cerceta\u0219i!.pdf"]
page_reference: page 18
source_excerpt: cercetașii trebuie bate balonul la celălalt capăt al colibei, atinge peretele și bate-l înapoi.
materials_list: 1 balon per echipă, cretă
difficulty_level: usor
keywords: balon, ștafetă
tags: ["balon", "\u0219tafet\u0103"]
language: ro
normalized_name: releu cu baloane
extraction_confidence: high
source_id: 239b9dac_1000_de_jocuri_fantastice_de_cercetași
source_ids: ["239b9dac_1000_de_jocuri_fantastice_de_cerceta\u0219i"]
chunk_key: 239b9dac_1000_de_jocuri_fantastice_de_cercetași.part02
created_at: 2026-05-29 18:08:36
updated_at: 2026-05-29 18:08:36
description:
Echipele se aliniază la un capăt al sălii. Primul cercetaș primește un balon. La semnal trebuie să bată balonul până la celălalt capăt al colibei, să atingă peretele și să-l bată înapoi. Al doilea cercetaș repetă, și așa mai departe. Prima echipă care termină ștafeta câștigă. Țineți baloane de rezervă în caz de spargere.


name: Aruncarea cu balonul (balon cu apă)
rules: Aruncă balonul cu apă cât mai departe; măsurați distanța.
category: jocuri-cercetasesti
content_type: joc
source_file: 1000 de jocuri fantastice de cercetași!.pdf
source_files: ["1000 de jocuri fantastice de cerceta\u0219i!.pdf"]
page_reference: page 18
materials_list: 1 balon și 1 x 2 metri lungime de sfoară per cercetaș, 2 conuri de marcare, apă
difficulty_level: usor
keywords: balon cu apă, aruncare
tags: ["exterior", "ap\u0103"]
language: ro
normalized_name: aruncarea cu balonul (balon cu apa)
extraction_confidence: high
source_id: 239b9dac_1000_de_jocuri_fantastice_de_cercetași
source_ids: ["239b9dac_1000_de_jocuri_fantastice_de_cerceta\u0219i"]
chunk_key: 239b9dac_1000_de_jocuri_fantastice_de_cercetași.part02
created_at: 2026-05-29 18:08:36
updated_at: 2026-05-29 18:08:36
description:
Fiecare cercetaș primește un balon și o bucată de sfoară. Introduc câtă apă vor, leagă gâtul cu sfoară și aruncă balonul cât mai departe. Cel mai bun procedeu: puțină apă în balon, învârtit deasupra capului înainte de aruncare. Cea mai îndepărtată aruncare câștigă.

source_excerpt:
Dă fiecărui cercetaș un balon și o bucată de sfoară. Permiteți-le să introducă câtă apă doresc în ea


name: Balloon Volley Ball
rules: Pasează balonul cu apă peste plasă încercând să-l spargi în terenul advers.
category: sports-active
content_type: joc
source_file: 1000 de jocuri fantastice de cercetași!.pdf
source_files: ["1000 de jocuri fantastice de cerceta\u0219i!.pdf"]
page_reference: pages 18-19
source_excerpt: Puneți cercetașii în echipe și puneți o echipă de fiecare parte a fileului sau frânghie ridicată.
materials_list: plasă de volei sau frânghie, baloane, apă
difficulty_level: mediu
keywords: volei, balon, apă
tags: ["exterior", "echip\u0103"]
language: ro
normalized_name: balloon volley ball
extraction_confidence: high
source_id: 239b9dac_1000_de_jocuri_fantastice_de_cercetași
source_ids: ["239b9dac_1000_de_jocuri_fantastice_de_cerceta\u0219i"]
chunk_key: 239b9dac_1000_de_jocuri_fantastice_de_cercetași.part02
created_at: 2026-05-29 18:08:36
updated_at: 2026-05-29 18:08:36
description:
Două sau mai multe echipe pe părți opuse ale unei plase de volei sau ale unei frânghii. Echipele aruncă pe rând un balon cu puțină apă peste plasă; obiectivul este ca balonul să se spargă în zona adversă, ceea ce aduce un punct. Baloanele care nu se sparg pot fi aruncate înapoi. Jocul continuă cu un balon până se sparge. Echipa cu cele mai multe puncte după timpul stabilit câștigă; se poate organiza turneu eliminatoriu.

variations:
Diferite forme/dimensiuni de baloane, tehnici diferite (de jos, peste cap, lobat). În loc de baloane folosiți ouă (de pui, nu de struț).


name: Balloon Whack I
rules: Lovește balonul cu palmele pentru a-l împinge spre peretele opus.
category: jocuri-cercetasesti
content_type: joc
source_file: 1000 de jocuri fantastice de cercetași!.pdf
source_files: ["1000 de jocuri fantastice de cerceta\u0219i!.pdf"]
page_reference: page 19
source_excerpt: loveste-l cu palmele, astfel încât să lovească peretele de la capăt opus al sălii pentru un punct.
materials_list: 1 balon
difficulty_level: usor
keywords: balon, palmă
tags: ["interior"]
language: ro
normalized_name: balloon whack i
extraction_confidence: high
source_id: 239b9dac_1000_de_jocuri_fantastice_de_cercetași
source_ids: ["239b9dac_1000_de_jocuri_fantastice_de_cerceta\u0219i"]
chunk_key: 239b9dac_1000_de_jocuri_fantastice_de_cercetași.part02
created_at: 2026-05-29 18:08:36
updated_at: 2026-05-29 18:08:36
description:
Două echipe stau pe părți opuse ale sălii. La semnal, un balon este aruncat în centru. Cercetașii îl lovesc cu palmele pentru a face balonul să atingă peretele opus, aducând un punct echipei. Echipa care ajunge prima la un număr de puncte fixat sau care are cele mai multe puncte după timpul stabilit câștigă.


name: Balloon Whack II
rules: Lovești balonul cu palmele pentru a-l aduce în raza acului propriu.
category: jocuri-cercetasesti
content_type: joc
source_file: 1000 de jocuri fantastice de cercetași!.pdf
source_files: ["1000 de jocuri fantastice de cerceta\u0219i!.pdf"]
page_reference: page 19
materials_list: mai multe baloane, 2 scaune, 2 ace
difficulty_level: usor
keywords: balon, ac
tags: ["interior"]
language: ro
normalized_name: balloon whack ii
extraction_confidence: high
source_id: 239b9dac_1000_de_jocuri_fantastice_de_cercetași
source_ids: ["239b9dac_1000_de_jocuri_fantastice_de_cerceta\u0219i"]
chunk_key: 239b9dac_1000_de_jocuri_fantastice_de_cercetași.part02
created_at: 2026-05-29 18:08:36
updated_at: 2026-05-29 18:08:36
description:
Două echipe stau pe părți opuse ale sălii, cu un cercetaș al fiecărei echipe așezat pe un scaun la capătul opus, ținând un ac. La semnal se aruncă balonul în centru; echipele lovesc balonul cu palmele spre echipa adversă, încercând ca acel cercetaș de pe scaun să-l spargă cu acul pentru un punct.

source_excerpt:
Stai unul cercetați din fiecare echipă pe un scaun de la fiecare capăt al sălii cu un știft înăuntru mana lui.


name: Tâlharii de bănci
category: wide-games
content_type: joc
source_file: 1000 de jocuri fantastice de cercetași!.pdf
source_files: ["1000 de jocuri fantastice de cerceta\u0219i!.pdf"]
page_reference: pages 19-20
materials_list: 12 bare de folie, hârtie în 2 culori tăiată în benzi, ace de siguranță, frânghie
skills_developed: strategie, lucru în echipă
difficulty_level: mediu
keywords: furt, echipă, închisoare
tags: ["wide-game", "exterior"]
language: ro
normalized_name: talharii de banci
extraction_confidence: high
source_id: 239b9dac_1000_de_jocuri_fantastice_de_cercetași
source_ids: ["239b9dac_1000_de_jocuri_fantastice_de_cerceta\u0219i"]
chunk_key: 239b9dac_1000_de_jocuri_fantastice_de_cercetași.part02
created_at: 2026-05-29 18:08:36
updated_at: 2026-05-29 18:08:36
description:
Cercetașii sunt împărțiți în două echipe, fiecare cu o culoare diferită prinsă pe umăr (vieți de hârtie). Zona de joc este împărțită în două, fiecare echipă apărând o jumătate. În fiecare jumătate, pe podea sunt așezate șase „bare” (folie argintie) și o închisoare marcată cu frânghie. Cercetașii intră în zona adversă pentru a fura bare, fără a-și pierde viața. Dacă li se ia viața, sunt duși la închisoarea apărătorului. Se poate ține o singură bară odată. În închisoare li se poate da o viață nouă, dar pot ieși doar dacă sunt etichetați de un coleg care intră cu viața intactă. Echipa câștigătoare adună toate barele la banca proprie sau are cele mai multe după timpul stabilit.

rules:
Fură bare din terenul advers fără a pierde 'viața' de pe umăr; cei prinși merg la închisoare și pot fi eliberați doar de un coleg cu viața intactă.

variations:
Afară: închisorile marcate cu frânghie între copaci; toată zona poate fi considerată 'live' (viața se poate pierde oriunde, în afară de închisoare).

source_excerpt:
cercetașii trebuie să intre în zona echipei adverse și să le fure barele fără a fi capturați având viața smulsă de pe umăr.


name: Balon coș
rules: O singură mână pentru a lovi balonul în cutie; orice altă atingere = înapoi la start.
variations: Joacă ca ștafetă. Cercetașii pot lovi mai mult de un balon cu limită de timp/număr.
category: jocuri-cercetasesti
content_type: joc
source_file: 1000 de jocuri fantastice de cercetași!.pdf
source_files: ["1000 de jocuri fantastice de cerceta\u0219i!.pdf"]
page_reference: page 20
source_excerpt: cercetașii trebuie să-și bată balonul cu o mână cutia și apoi lăsați-o să cadă.
materials_list: baloane (diferite culori per echipă), o cutie mare
difficulty_level: usor
keywords: balon, coș
tags: ["interior"]
language: ro
normalized_name: balon cos
extraction_confidence: high
source_id: 239b9dac_1000_de_jocuri_fantastice_de_cercetași
source_ids: ["239b9dac_1000_de_jocuri_fantastice_de_cerceta\u0219i"]
chunk_key: 239b9dac_1000_de_jocuri_fantastice_de_cercetași.part02
created_at: 2026-05-29 18:08:36
updated_at: 2026-05-29 18:08:36
description:
Cercetașii sunt în echipe la un capăt al camerei, cu câte un balon de culoarea echipei. La celălalt capăt este o cutie mare. La semnal, cercetașii lovesc balonul cu o singură mână spre cutie și îl lasă să cadă în ea. Dacă atinge balonul cu cealaltă mână, îl ține sau cade pe podea, se întorc la start. Prima echipă care își bagă toate baloanele câștigă.


name: Etichetă de baschet
rules: Pasează mingea în cerc; nu o ține peste 5 secunde; cine e prins cu mingea devine It.
category: jocuri-cercetasesti
content_type: joc
source_file: 1000 de jocuri fantastice de cercetași!.pdf
source_files: ["1000 de jocuri fantastice de cerceta\u0219i!.pdf"]
page_reference: page 20
materials_list: minge de burete mare
difficulty_level: usor
keywords: minge, cerc
tags: ["interior"]
language: ro
normalized_name: eticheta de baschet
extraction_confidence: high
source_id: 239b9dac_1000_de_jocuri_fantastice_de_cercetași
source_ids: ["239b9dac_1000_de_jocuri_fantastice_de_cerceta\u0219i"]
chunk_key: 239b9dac_1000_de_jocuri_fantastice_de_cercetași.part02
created_at: 2026-05-29 18:08:36
updated_at: 2026-05-29 18:08:36
description:
Cercetașii formează un cerc orientat cu „It” în exterior. Cei din cerc pasează mingea de burete în ambele direcții, evitând ca aceasta să fie etichetată. Dacă mingea e etichetată, ultimul cercetaș care a atins-o devine It și se schimbă locurile. Mingea trebuie să se miște continuu; reținerea ei mai mult de cinci secunde face cercetașul It.

source_excerpt:
Cercetașii formează un cerc orientat cu „It” în exterior. Cercetași în cercul trece mingea rotund în ambele direcții


name: Lilieci și molii
rules: Liliecii legați la ochi îi prind pe moliile cu picioarele legate prin atingere.
category: jocuri-cercetasesti
content_type: joc
source_file: 1000 de jocuri fantastice de cercetași!.pdf
source_files: ["1000 de jocuri fantastice de cerceta\u0219i!.pdf"]
page_reference: page 20
materials_list: 1 eșarfă pe cercetaș
skills_developed: cooperare, auz
difficulty_level: mediu
keywords: liliac, molie, legat la ochi
tags: ["top fifty", "echip\u0103"]
language: ro
normalized_name: lilieci si molii
extraction_confidence: high
source_id: 239b9dac_1000_de_jocuri_fantastice_de_cercetași
source_ids: ["239b9dac_1000_de_jocuri_fantastice_de_cerceta\u0219i"]
chunk_key: 239b9dac_1000_de_jocuri_fantastice_de_cercetași.part02
created_at: 2026-05-29 18:08:36
updated_at: 2026-05-29 18:08:36
description:
Cercetașii sunt împărțiți în patru echipe. O echipă este liliecii (legați la ochi cu eșarfe). Celelalte trei sunt molii, cu picioarele legate cu eșarfe — deci sar. Liliecii caută moliile; cele atinse ies din zona de joc. Liliecii au cinci minute sau timp până prind toate moliile. Se schimbă rolurile de patru ori. Echipa câștigătoare este cea care a prins cele mai multe molii sau le-a prins în cel mai scurt timp. Se poate ține scor individual al fiecărui liliac.

source_excerpt:
O echipă este liliecii și sunt legat la ochi cu eșarfele, celelalte trei echipe sunt molii și au picioarele legate împreună cu eșarfele


name: Minge de luptă
rules: Prinde mingea sau ieși; aruncarea între doi cercetași poate elimina ambii.
category: sports-active
content_type: joc
source_file: 1000 de jocuri fantastice de cercetași!.pdf
source_files: ["1000 de jocuri fantastice de cerceta\u0219i!.pdf"]
page_reference: pages 20-21
materials_list: minge medicinală grea
difficulty_level: mediu
keywords: minge, prindere
tags: ["interior"]
language: ro
normalized_name: minge de lupta
extraction_confidence: high
source_id: 239b9dac_1000_de_jocuri_fantastice_de_cercetași
source_ids: ["239b9dac_1000_de_jocuri_fantastice_de_cerceta\u0219i"]
chunk_key: 239b9dac_1000_de_jocuri_fantastice_de_cercetași.part02
created_at: 2026-05-29 18:08:36
updated_at: 2026-05-29 18:08:36
description:
Două echipe stau față în față, la doi metri distanță. Începând de la un capăt, cercetașii aruncă mingea de medicinal grea înainte și înapoi între echipe. Mingea trebuie aruncată la înălțimea prinderii. Cine n-o prinde iese. Echipa rămasă cu cercetași când cealaltă e eliminată câștigă. Mingea poate fi aruncată între doi cercetași — dacă cad ambii sunt eliminați.

source_excerpt:
Cercetașii formează două echipe și se aliniază unul față de celălalt, aproximativ la doi metri distanță.


name: Cursa de fasole și lingură
rules: Transferă fasole pe lingură; vărsările impun reluare de la cana plină.
variations: În loc de cinci, transferă câte un bob; folosește un pai și suge fasolea.
category: jocuri-cercetasesti
content_type: joc
source_file: 1000 de jocuri fantastice de cercetași!.pdf
source_files: ["1000 de jocuri fantastice de cerceta\u0219i!.pdf"]
page_reference: page 21
source_excerpt: Echipament: 1 lingură și 2 căni pe echipă, 5 fasole pe cercetaș, cretă, 2 mese
materials_list: 1 lingură și 2 căni pe echipă, 5 fasole pe cercetaș, cretă, 2 mese
skills_developed: coordonare
difficulty_level: usor
keywords: fasole, lingură, ștafetă
tags: ["\u0219tafet\u0103"]
language: ro
normalized_name: cursa de fasole si lingura
extraction_confidence: high
source_id: 239b9dac_1000_de_jocuri_fantastice_de_cercetași
source_ids: ["239b9dac_1000_de_jocuri_fantastice_de_cerceta\u0219i"]
chunk_key: 239b9dac_1000_de_jocuri_fantastice_de_cercetași.part02
created_at: 2026-05-29 18:08:36
updated_at: 2026-05-29 18:08:36
description:
Cercetașii sunt în echipe în spatele unei linii, cu o ceașcă goală pe o masă lângă. Pe o masă de la celălalt capăt al sălii, o ceașcă cu fasole pentru fiecare echipă. Cercetașii principali au câte o lingură. La semnal aleargă la cana lor, scot până la 5 boabe pe lingură, aleargă la cana din spate și le depun. Apoi pasează lingura următorului. Cine varsă fasolea trebuie să o ridice și să se întoarcă la cana de start. Câștigă echipa care transferă întâi toate boabele.


name: Bean Bag Grab
rules: La comandă, ocoliți cercul interior, treceți prin picioarele partenerului și luați sacul.
variations: Cercetașii cercului exterior trebuie să sară-broască peste partener.
category: jocuri-cercetasesti
content_type: joc
source_file: 1000 de jocuri fantastice de cercetași!.pdf
source_files: ["1000 de jocuri fantastice de cerceta\u0219i!.pdf"]
page_reference: page 21
materials_list: 1 sac de fasole
difficulty_level: usor
keywords: sac de fasole, cerc
tags: ["top fifty"]
language: ro
normalized_name: bean bag grab
extraction_confidence: high
source_id: 239b9dac_1000_de_jocuri_fantastice_de_cercetași
source_ids: ["239b9dac_1000_de_jocuri_fantastice_de_cerceta\u0219i"]
chunk_key: 239b9dac_1000_de_jocuri_fantastice_de_cercetași.part02
created_at: 2026-05-29 18:08:36
updated_at: 2026-05-29 18:08:36
description:
Cercetașii formează două cercuri, unul în interiorul celuilalt, perechi între ele. Un sac de fasole în mijloc. Cercul interior stă nemișcat; cel exterior se rotește. După câteva rotiri, când perechile sunt opuse, se strigă „Geanta de fasole!”. Cercetașii aleargă în jurul cercului interior, la partenerul lor, trec prin picioarele lui și apucă sacul. Primul care îl apucă câștigă. Se fac mai multe runde, apoi play-off doar cu câștigătorii. La final se schimbă cercurile.

source_excerpt:
Cercetașii formează două cercuri, unul în interiorul celuilalt și se împerechează. Pune sac de fasole în mijloc.


name: Capul sacului de fasole
rules: Sac de fasole pe cap; căderea = reluare; modurile de deplasare variază (alergare, săritură).
category: jocuri-cercetasesti
content_type: joc
source_file: 1000 de jocuri fantastice de cercetași!.pdf
source_files: ["1000 de jocuri fantastice de cerceta\u0219i!.pdf"]
page_reference: page 22
materials_list: 1 sac de fasole și 1 con per echipă, cretă
skills_developed: echilibru
difficulty_level: usor
keywords: sac de fasole, echilibru
tags: ["\u0219tafet\u0103"]
language: ro
normalized_name: capul sacului de fasole
extraction_confidence: high
source_id: 239b9dac_1000_de_jocuri_fantastice_de_cercetași
source_ids: ["239b9dac_1000_de_jocuri_fantastice_de_cerceta\u0219i"]
chunk_key: 239b9dac_1000_de_jocuri_fantastice_de_cercetași.part02
created_at: 2026-05-29 18:08:36
updated_at: 2026-05-29 18:08:36
description:
Echipele sunt în spatele unei linii, fiecare cu un con la celălalt capăt al sălii. La semnal, primul cercetaș pune sacul de fasole pe cap, merge la con, îl ocolește și se întoarce la următorul. Cercetașii următori își pun sacul pe cap, dar trebuie să alerge, apoi să sară, apoi să sară, etc. Dacă sacul cade, cercetașul se întoarce la start.

source_excerpt:
fiecare cercetaș de plumb pune punga cu fasole capul și merge în sus și-și rotunde conul și înapoi la următorul cercetaș


name: Releu sac de fasole
rules: Aruncare și prindere alternantă peste sală; sac scăpat se reia.
category: jocuri-cercetasesti
content_type: joc
source_file: 1000 de jocuri fantastice de cercetași!.pdf
source_files: ["1000 de jocuri fantastice de cerceta\u0219i!.pdf"]
page_reference: page 22
materials_list: 1 sac de fasole per echipă, cretă
skills_developed: aruncare, prindere
difficulty_level: usor
keywords: ștafetă, sac de fasole
tags: ["\u0219tafet\u0103"]
language: ro
normalized_name: releu sac de fasole
extraction_confidence: high
source_id: 239b9dac_1000_de_jocuri_fantastice_de_cercetași
source_ids: ["239b9dac_1000_de_jocuri_fantastice_de_cerceta\u0219i"]
chunk_key: 239b9dac_1000_de_jocuri_fantastice_de_cercetași.part02
created_at: 2026-05-29 18:08:36
updated_at: 2026-05-29 18:08:36
description:
Echipele se împart în două jumătăți, una la fiecare capăt al sălii. La semnal, primul cercetaș aruncă sacul unui coechipier din cealaltă parte. Dacă acesta îl prinde curat, primul aleargă, îl etichetează pe coechipier și trece în spatele liniei. Coechipierul cu sacul repetă acțiunea. Prima echipă care schimbă complet locurile câștigă. Sac scăpat = aruncătorul îl recuperează și reia.

source_excerpt:
Pe „Du-te!” cercetașul principal din fiecare echipă aruncă sacul de fasole unui coechipier din cealaltă parte a sălii.


name: Aruncarea sacului de fasole
rules: Aruncare în cercul țintă; ratare = recuperare și reîncercare.
category: jocuri-cercetasesti
content_type: joc
source_file: 1000 de jocuri fantastice de cercetași!.pdf
source_files: ["1000 de jocuri fantastice de cerceta\u0219i!.pdf"]
page_reference: page 22
materials_list: 1 sac de fasole per echipă, cretă
skills_developed: precizie
difficulty_level: usor
keywords: aruncare, țintă
tags: ["\u0219tafet\u0103"]
language: ro
normalized_name: aruncarea sacului de fasole
extraction_confidence: high
source_id: 239b9dac_1000_de_jocuri_fantastice_de_cercetași
source_ids: ["239b9dac_1000_de_jocuri_fantastice_de_cerceta\u0219i"]
chunk_key: 239b9dac_1000_de_jocuri_fantastice_de_cercetași.part02
created_at: 2026-05-29 18:08:36
updated_at: 2026-05-29 18:08:36
description:
Echipele aliniate în spatele unei linii, cu un cerc desenat la trei metri în față. La semnal, cercetașii principali aruncă sacii în cerc; dacă ratează, îi recuperează și încearcă din nou. Când reușesc, dau sacul următorului. Prima echipă care reușește cu toți membrii câștigă.

source_excerpt:
cercetașii de plumb trebuie aruncă pungile de fasole în cerc, recuperându-le de fiecare dată când ratează și încearcă din nou


name: Releu de fasole (cu chibrituri)
rules: Apucă fasole cu două chibrituri; căderea = reluare de la masa de start.
category: jocuri-cercetasesti
content_type: joc
source_file: 1000 de jocuri fantastice de cercetași!.pdf
source_files: ["1000 de jocuri fantastice de cerceta\u0219i!.pdf"]
page_reference: pages 22-23
source_excerpt: Echipament: 1 bob, 2 chibrituri și 1 borcan pe echipă, 2 mese, cretă
materials_list: fasole, 2 chibrituri și 1 borcan pe echipă, 2 mese, cretă
skills_developed: dexteritate
difficulty_level: mediu
keywords: fasole, chibrituri
tags: ["\u0219tafet\u0103"]
language: ro
normalized_name: releu de fasole (cu chibrituri)
extraction_confidence: high
source_id: 239b9dac_1000_de_jocuri_fantastice_de_cercetași
source_ids: ["239b9dac_1000_de_jocuri_fantastice_de_cerceta\u0219i"]
chunk_key: 239b9dac_1000_de_jocuri_fantastice_de_cercetași.part02
created_at: 2026-05-29 18:08:36
updated_at: 2026-05-29 18:08:36
description:
Echipele în spatele unei linii. La celălalt capăt al sălii, o masă cu borcane goale; în spatele lor, o masă cu o grămadă de fasole. Cercetașii principali primesc câte două chibrituri. La semnal, prind câte o fasole între chibrituri și o duc în borcan. Boabele căzute trebuie ridicate și revenite la masa de start. După cinci minute, echipa cu cele mai multe boabe depuse câștigă.

variations:
Echilibrează fasolea pe un cuțit; poți purta maxim 3 boabe, dar dacă una cade, toate revin la start.


name: Aruncarea de fasole (billys aliniate)
rules: Aruncă fasolea în cutia cea mai apropiată; după reușită treci la următoarea.
category: jocuri-cercetasesti
content_type: joc
source_file: 1000 de jocuri fantastice de cercetași!.pdf
source_files: ["1000 de jocuri fantastice de cerceta\u0219i!.pdf"]
page_reference: pages 22-23
materials_list: 10 cutii (billy/boluri), 10 fasole uscate pe cercetaș, cretă
skills_developed: precizie
difficulty_level: mediu
keywords: aruncare, fasole
tags: ["concurs"]
language: ro
normalized_name: aruncarea de fasole (billys aliniate)
extraction_confidence: high
source_id: 239b9dac_1000_de_jocuri_fantastice_de_cercetași
source_ids: ["239b9dac_1000_de_jocuri_fantastice_de_cerceta\u0219i"]
chunk_key: 239b9dac_1000_de_jocuri_fantastice_de_cercetași.part02
created_at: 2026-05-29 18:08:36
updated_at: 2026-05-29 18:08:36
description:
Se marchează o linie. Pe partea opusă, la un metru, o cutie billy; alte cutii în linie, tot mai îndepărtate. Fiecare cercetaș are 10 fasole uscate. Aruncă o fasole în cea mai apropiată cutie; după reușită încearcă următoarea, ș.a.m.d. până epuizează cele zece. Fiecare cercetaș are o tură. Câștigă cel care ajunge cel mai departe.

source_excerpt:
Marcați o linie pe care cercetătorii trebuie să o aibă în spate cu cele 10 fasole. Puneți o cutie de billy la un metru distanță


name: Bear Grylls Chase
rules: Atingere și alergare în jurul cercului; cel atins urmărește să marcheze înainte de spațiul liber.
variations: It și Bear Grylls trebuie să alerge de două ori în jurul cercului înainte de a intra în spațiu.
category: jocuri-cercetasesti
content_type: joc
source_file: 1000 de jocuri fantastice de cercetași!.pdf
source_files: ["1000 de jocuri fantastice de cerceta\u0219i!.pdf"]
page_reference: page 23
source_excerpt: Când spune: „Bear Grylls”, cercetașul trebuie să-l urmărească în jurul în afara cercului.
difficulty_level: usor
keywords: alergare, cerc
tags: ["duck duck goose"]
language: ro
normalized_name: bear grylls chase
extraction_confidence: high
source_id: 239b9dac_1000_de_jocuri_fantastice_de_cercetași
source_ids: ["239b9dac_1000_de_jocuri_fantastice_de_cerceta\u0219i"]
chunk_key: 239b9dac_1000_de_jocuri_fantastice_de_cercetași.part02
created_at: 2026-05-29 18:08:36
updated_at: 2026-05-29 18:08:36
description:
Un cercetaș este „It”. Ceilalți stau cu picioarele încrucișate într-un cerc. Acesta merge în jurul cercului, atingând fiecare pe cap sau umăr și spunând „Urs”. Când spune „Bear Grylls”, cercetașul atins trebuie să-l alerge pe „It” în jurul cercului. Dacă „It” ajunge în spațiul liber al lui Bear înainte de a fi etichetat, „Bear Grylls” devine It. Dacă eșuează, continuă.


