# activities

name: Brains or Brawn? (Detour)
category: team-building
content_type: joc
source_file: How to Run the Amazing Race at Camp.pdf
source_files: ["How to Run the Amazing Race at Camp.pdf"]
page_reference: page 66
materials_category: mixed
skills_developed: memory, physical strength, teamwork, decision making
difficulty_level: mediu
keywords: memory, sandbags, detour, brains, brawn
tags: ["amazing race", "detour", "memory challenge", "physical challenge"]
language: en
normalized_name: brains or brawn? (detour)
extraction_confidence: high
source_id: fccaa532_how_to_run_the_amazing_race_at_camp
source_ids: ["fccaa532_how_to_run_the_amazing_race_at_camp"]
chunk_key: fccaa532_how_to_run_the_amazing_race_at_camp.part04
created_at: 2026-05-29 18:08:37
updated_at: 2026-05-29 18:08:37
description:
A detour offering two choices: BRAINS — teams enter a room, memorize items, then answer five questions from memory without going back into the room; or BRAWN — teams carry 20 sandbags 100 yards as a team effort.

rules:
BRAINS: Enter the designated room and memorize the items spread out inside. Come back out and request a test. Answer five questions. Cannot go back in the room for answers. If any answer is incorrect, go back and memorize again, then take a different test version. Get all five correct to receive the next clue. BRAWN: Carry 20 sandbags 100 yards as a team. Doesn't matter how many sandbags each player carries — just need to get all bags to the designated area.

variations:
Brains option tests memory with questions like 'What color is the shoe?', 'Where is the teddy bear sitting?', and 'What year was the quarter minted?' Four different test versions are available.

source_excerpt:
BRAINS: Go into the designated room and memorize the items that are spread out inside. Come back out and request the test.

materials_list:
Random items in a room, Four different tests on paper, Pens, Lots of sandbags or other heavy items (2 or 3 per player)


name: Pack It or Stack It? (Detour)
category: team-building
content_type: joc
source_file: How to Run the Amazing Race at Camp.pdf
source_files: ["How to Run the Amazing Race at Camp.pdf"]
page_reference: page 67
materials_category: props
materials_list: Hundreds of nickels, Large suitcases (all the same size), Multiple boxes (different sizes)
skills_developed: spatial reasoning, patience, fine motor skills, problem solving
difficulty_level: mediu
keywords: packing, stacking, nickels, suitcase, detour
tags: ["amazing race", "detour", "puzzle", "physical"]
language: en
normalized_name: pack it or stack it? (detour)
extraction_confidence: high
source_id: fccaa532_how_to_run_the_amazing_race_at_camp
source_ids: ["fccaa532_how_to_run_the_amazing_race_at_camp"]
chunk_key: fccaa532_how_to_run_the_amazing_race_at_camp.part04
created_at: 2026-05-29 18:08:37
updated_at: 2026-05-29 18:08:37
description:
A detour offering two choices: PACK IT — teams must pack different shaped boxes into a suitcase so it can be zipped closed; or STACK IT — teams must stack 50 nickels and keep them stacked unassisted for five seconds.

rules:
PACK IT: Pack one suitcase with all the different shaped boxes provided. Must be able to zip the suitcase closed to receive the next clue. STACK IT: Stack 50 nickels. They must remain stacked unassisted for five seconds to receive the next clue.

source_excerpt:
PACK IT: Pack one suitcase with all the different shaped boxes provided. You must be able to zip the suitcase closed to receive your next clue. STACK IT: Stack 50 nickels.


name: Tie It or Find It? (Detour)
category: jocuri-cercetasesti
content_type: joc
source_file: How to Run the Amazing Race at Camp.pdf
source_files: ["How to Run the Amazing Race at Camp.pdf"]
page_reference: page 68
materials_category: mixed
skills_developed: knot tying, attention to detail, teamwork, searching
difficulty_level: mediu
keywords: knots, rope, pennies, detour, scouting
tags: ["amazing race", "detour", "knot tying", "searching"]
language: en
normalized_name: tie it or find it? (detour)
extraction_confidence: high
source_id: fccaa532_how_to_run_the_amazing_race_at_camp
source_ids: ["fccaa532_how_to_run_the_amazing_race_at_camp"]
chunk_key: fccaa532_how_to_run_the_amazing_race_at_camp.part04
created_at: 2026-05-29 18:08:37
updated_at: 2026-05-29 18:08:37
description:
A detour offering two choices: TIE IT — all team players learn and demonstrate four different knots from provided instruction cards; or FIND IT — search through a bucket of pennies to find a specific penny dated 1982.

rules:
TIE IT: Learn how to tie the four knots on the provided cards. Once each player is confident, take the test. The supervising staff person will ask each player to tie a specific knot. If everyone does their knot correctly, receive the next clue. FIND IT: Choose one of the buckets of pennies. Search for a penny dated 1982. Once found, return all the pennies to the bucket, then receive the next clue.

source_excerpt:
TIE IT: Learn how to tie the four knots on the provided cards. Once each player is confident that they know how to tie all four knots, you may take the test.

materials_list:
Laminated cards with knot tying instructions, Multiple rope pieces, Multiple buckets, Thousands of pennies


name: Brains or Brawn
category: team-building
subcategory: detour
content_type: joc
source_file: How to Run the Amazing Race at Camp.pdf
source_files: ["How to Run the Amazing Race at Camp.pdf"]
page_reference: page 66
materials_category: mixed
materials_list: Random items in a room, Four different tests on paper, Pens, Lots of sandbags (2 or 3 per player)
skills_developed: memory, teamwork, physical strength
difficulty_level: mediu
keywords: detour, memory, sandbags, amazing race, camp
tags: ["detour", "amazing-race", "team-challenge"]
language: en
normalized_name: brains or brawn
extraction_confidence: high
source_id: fccaa532_how_to_run_the_amazing_race_at_camp
source_ids: ["fccaa532_how_to_run_the_amazing_race_at_camp"]
chunk_key: fccaa532_how_to_run_the_amazing_race_at_camp.part05
created_at: 2026-05-29 18:08:37
updated_at: 2026-05-29 18:08:37
description:
A Detour challenge where teams choose between two tasks: BRAINS (memory test — memorize items in a room and answer five questions correctly) or BRAWN (carry 20 sandbags 100 yards as a team).

rules:
BRAINS: Go into the designated room and memorize the items spread out inside. Come back out and request the test. You will be given one of four different test sheets with five questions. You may not go back into the room for the answers. Write down answers and turn in to staff. If any answer is incorrect, re-memorize and take the next test. Get all five correct to receive the next clue. BRAWN: Carry 20 sandbags 100 yards as a team. It doesn't matter how many sandbags each player carries; just get all bags to the designated area.

source_excerpt:
BRAINS
Go into the designated room and memorize the items that are spread out inside.
Come back out and request the test. You will be given one of four different test
sheets with five questions.


name: Pack It or Stack It
category: team-building
subcategory: detour
content_type: joc
source_file: How to Run the Amazing Race at Camp.pdf
source_files: ["How to Run the Amazing Race at Camp.pdf"]
page_reference: page 67
materials_category: mixed
materials_list: Hundreds of nickels, Large suitcases (all same size), Multiple boxes (different sizes)
skills_developed: spatial reasoning, patience, dexterity
difficulty_level: mediu
keywords: detour, suitcase, nickels, amazing race, packing
tags: ["detour", "amazing-race", "team-challenge"]
language: en
normalized_name: pack it or stack it
extraction_confidence: high
source_id: fccaa532_how_to_run_the_amazing_race_at_camp
source_ids: ["fccaa532_how_to_run_the_amazing_race_at_camp"]
chunk_key: fccaa532_how_to_run_the_amazing_race_at_camp.part05
created_at: 2026-05-29 18:08:37
updated_at: 2026-05-29 18:08:37
description:
A Detour challenge where teams choose between PACK IT (packing a suitcase with differently shaped boxes so it can be zipped closed) or STACK IT (stacking 50 nickels so they remain standing unassisted for five seconds).

rules:
PACK IT: Pack one suitcase with all the different shaped boxes provided. You must be able to zip the suitcase closed to receive your next clue. STACK IT: Stack 50 nickels. They must remain stacked unassisted for five seconds to receive your next clue.

source_excerpt:
PACK IT
Pack one suitcase with all the different shaped boxes provided. You must be able
to zip the suitcase closed to receive your next clue.


name: Tie It or Find It
category: jocuri-cercetasesti
subcategory: detour
content_type: joc
source_file: How to Run the Amazing Race at Camp.pdf
source_files: ["How to Run the Amazing Race at Camp.pdf"]
page_reference: page 68
materials_category: mixed
skills_developed: knot tying, attention to detail, patience
difficulty_level: mediu
keywords: detour, knots, pennies, amazing race, scouting
tags: ["detour", "amazing-race", "knots", "scouting"]
language: en
normalized_name: tie it or find it
extraction_confidence: high
source_id: fccaa532_how_to_run_the_amazing_race_at_camp
source_ids: ["fccaa532_how_to_run_the_amazing_race_at_camp"]
chunk_key: fccaa532_how_to_run_the_amazing_race_at_camp.part05
created_at: 2026-05-29 18:08:37
updated_at: 2026-05-29 18:08:37
description:
A Detour challenge where teams choose between TIE IT (learning and demonstrating four specific knots) or FIND IT (searching through thousands of pennies to find one dated 1982).

rules:
TIE IT: Learn how to tie the four knots on the provided cards. Once each player is confident, take the test — the supervising staff person will ask each player to tie a specific knot. If everyone does their knot correctly, receive the next clue. FIND IT: Choose one of the buckets of pennies. Search for a penny dated 1982. Once found, return all pennies to the bucket to receive the next clue.

source_excerpt:
TIE IT
Learn how to tie the four knots on the provided cards. Once each player is
confident that they know how to tie all four knots, you may take the test.

materials_list:
Laminated cards with knot-tying instructions, Multiple rope pieces, Multiple buckets, Thousands of pennies


name: Dog or Cat
category: team-building
subcategory: detour
content_type: joc
source_file: How to Run the Amazing Race at Camp.pdf
source_files: ["How to Run the Amazing Race at Camp.pdf"]
page_reference: page 69
materials_category: food
materials_list: Cocoa Puffs (dog food), Dog bowls, White cake with grey food coloring, Litter boxes
skills_developed: courage, teamwork
difficulty_level: usor
keywords: detour, food challenge, disgusting, amazing race, eating
tags: ["detour", "amazing-race", "food-challenge", "gross-food"]
language: en
normalized_name: dog or cat
extraction_confidence: high
source_id: fccaa532_how_to_run_the_amazing_race_at_camp
source_ids: ["fccaa532_how_to_run_the_amazing_race_at_camp"]
chunk_key: fccaa532_how_to_run_the_amazing_race_at_camp.part05
created_at: 2026-05-29 18:08:37
updated_at: 2026-05-29 18:08:37
description:
A Detour challenge where teams choose to eat from a "dog bowl" (Cocoa Puffs) or a "litter box" (crumbled white cake with grey food coloring made to look like cat food). Both options are edible but presented in a disgusting way.

rules:
DOG: Eat the food that is in the dog bowl. Once your team has eaten it all, you'll receive the next clue. CAT: Eat the food that is in the litter box. Once your team has eaten it all, you'll receive the next clue.

source_excerpt:
DOG
Eat the food that is in the dog bowl. Once your team has eaten it all, you'll
receive the next clue.


name: Hack or Hunt
category: camp-outdoor
subcategory: detour
content_type: joc
source_file: How to Run the Amazing Race at Camp.pdf
source_files: ["How to Run the Amazing Race at Camp.pdf"]
page_reference: page 70
materials_category: mixed
materials_list: Multiple hacky sacks, Lists of nature items, Paper bags
skills_developed: coordination, teamwork, nature awareness
difficulty_level: mediu
keywords: detour, hacky sack, nature hunt, amazing race, outdoor
tags: ["detour", "amazing-race", "outdoor", "nature-hunt"]
language: en
normalized_name: hack or hunt
extraction_confidence: high
source_id: fccaa532_how_to_run_the_amazing_race_at_camp
source_ids: ["fccaa532_how_to_run_the_amazing_race_at_camp"]
chunk_key: fccaa532_how_to_run_the_amazing_race_at_camp.part05
created_at: 2026-05-29 18:08:37
updated_at: 2026-05-29 18:08:37
description:
A Detour challenge where teams choose between HACK (juggling a hacky sack as a team so every member touches it without it hitting the ground or using hands) or HUNT (gathering 15 nature items from a provided list).

rules:
HACK: As a team, juggle the hacky sack. Each team member must touch it at least once without it hitting the ground or using hands. Begin by kicking it. Once accomplished, the team receives the next clue. HUNT: Get a list of items from the supervising staff person. Gather all 15 items on the list. Once collected, take the items to the supervising staff person to get the next clue.

source_excerpt:
HACK
As a team, juggle the hacky sack. Each team member must touch it at least once
without it hitting the ground or using hands. Begin by kicking it.


name: Human Alphabet
category: team-building
subcategory: intersection
content_type: joc
source_file: How to Run the Amazing Race at Camp.pdf
source_files: ["How to Run the Amazing Race at Camp.pdf"]
page_reference: page 72
skills_developed: cooperation, creativity, communication
difficulty_level: usor
keywords: intersection, human letters, bodies, spelling, amazing race
tags: ["intersection", "amazing-race", "team-building", "no-materials"]
language: en
normalized_name: human alphabet
extraction_confidence: high
source_id: fccaa532_how_to_run_the_amazing_race_at_camp
source_ids: ["fccaa532_how_to_run_the_amazing_race_at_camp"]
chunk_key: fccaa532_how_to_run_the_amazing_race_at_camp.part05
created_at: 2026-05-29 18:08:37
updated_at: 2026-05-29 18:08:37
description:
An Intersection task (requiring two teams to work together) where players use their bodies to spell out a word, either standing up or lying on the ground. A great photo opportunity. The same word is used for all groups.

rules:
Using just your bodies, spell out WINTER (or another designated word). You may remain standing or you can lie on the ground. Once the task has been verified, you will receive your next clue. Keep in mind that many letters will require two or more people — AMAZING RACE could take 18 or more players.

source_excerpt:
Players must work together to create a word with their bodies. This can be done
standing up or laying on the ground. This is a great photo opportunity.


name: Telephone Face Time
category: team-building
subcategory: intersection
content_type: joc
source_file: How to Run the Amazing Race at Camp.pdf
source_files: ["How to Run the Amazing Race at Camp.pdf"]
page_reference: page 73
source_excerpt: Most of us have played telephone as a kid. In this version motions and gestures will replace words.
skills_developed: memory, communication, body language
difficulty_level: mediu
keywords: intersection, telephone game, gestures, motions, amazing race
tags: ["intersection", "amazing-race", "team-building", "no-materials"]
language: en
normalized_name: telephone face time
extraction_confidence: high
source_id: fccaa532_how_to_run_the_amazing_race_at_camp
source_ids: ["fccaa532_how_to_run_the_amazing_race_at_camp"]
chunk_key: fccaa532_how_to_run_the_amazing_race_at_camp.part05
created_at: 2026-05-29 18:08:37
updated_at: 2026-05-29 18:08:37
description:
An Intersection task based on the telephone game, but using motions and gestures instead of words. All players line up and a series of movements is passed from the back to the front. The first person must perform it correctly for the adult judge.

rules:
Line up one behind another. The task supervisor gives the last player in line a series of movements to memorize. That player taps the shoulder of the person in front of them and performs the motions and gestures. This continues to the front of the line. The first person in line must perform it correctly for the task master for the teams to receive their next clue. If not correct, both teams wait out a two-minute penalty.


name: Team Jigsaw
category: team-building
subcategory: intersection
content_type: joc
source_file: How to Run the Amazing Race at Camp.pdf
source_files: ["How to Run the Amazing Race at Camp.pdf"]
page_reference: page 74
materials_category: jocuri-educative
skills_developed: problem solving, cooperation, patience
difficulty_level: mediu
keywords: intersection, jigsaw puzzle, teamwork, amazing race
tags: ["intersection", "amazing-race", "puzzle", "cooperative"]
language: en
normalized_name: team jigsaw
extraction_confidence: high
source_id: fccaa532_how_to_run_the_amazing_race_at_camp
source_ids: ["fccaa532_how_to_run_the_amazing_race_at_camp"]
chunk_key: fccaa532_how_to_run_the_amazing_race_at_camp.part05
created_at: 2026-05-29 18:08:37
updated_at: 2026-05-29 18:08:37
description:
An Intersection task where two teams each receive pieces from two different mixed-up puzzles. Each team works to complete their own puzzle, but members from the other team may help once their own puzzle is done. Neither team can move on until both puzzles are completed.

rules:
In the bag you will find puzzle pieces of two puzzles. Each team must work together to complete their own puzzle, but members from the other team may help once their own puzzle is complete. When both puzzles are put together completely, your teams will receive the next clue.

source_excerpt:
A bag of jigsaw puzzle pieces from two different puzzles are given to the group.
Each team must put together their own puzzle. They can help each other, but
neither team can move on until both puzzles are completed.

materials_list:
Tables or hard floor spaces, One puzzle per team (30-50 pieces recommended), Bags to mix puzzle pieces


name: Around the World
category: wide-games
subcategory: variation
content_type: activitate
source_file: How to Run the Amazing Race at Camp.pdf
source_files: ["How to Run the Amazing Race at Camp.pdf"]
page_reference: pages 76-78
materials_category: mixed
materials_list: Country flags, Country-themed decorations, Various challenge-specific supplies
skills_developed: cultural awareness, teamwork, geography knowledge
difficulty_level: mediu
keywords: variation, around the world, countries, cultural, amazing race
tags: ["variation", "amazing-race", "cultural", "international", "wide-game"]
language: en
normalized_name: around the world
extraction_confidence: high
source_id: fccaa532_how_to_run_the_amazing_race_at_camp
source_ids: ["fccaa532_how_to_run_the_amazing_race_at_camp"]
chunk_key: fccaa532_how_to_run_the_amazing_race_at_camp.part05
created_at: 2026-05-29 18:08:37
updated_at: 2026-05-29 18:08:37
description:
A variation of the Amazing Race where teams visit stations representing different countries and complete culturally-themed challenges. Each station is decorated with that country's flag and themed challenges. Suggested countries include UK, Ireland, Greece, Italy, Australia, New Zealand, Japan, China, USA, Mexico.

rules:
Teams travel to stations representing different countries and complete challenges linked to each country. Example challenges include: solving a Harry Potter potions riddle (UK), performing Irish Step Dance (Ireland), testing Greek mythology knowledge (Greece), building with spaghetti and marshmallows (Italy), throwing a boomerang (Australia), learning the Maori Haka (New Zealand), making sushi rolls (Japan), moving jelly beans with chopsticks (China), re-enacting a Hollywood film scene (USA), eating chili grasshoppers (Mexico). General challenges: match countries to flags, say hello in 10 languages, match currency to country.

source_excerpt:
In this variation, teams "visit" a variety of countries and complete challenges that
correlate to those countries.


name: Off-Site Amazing Race
category: wide-games
subcategory: variation
content_type: activitate
source_file: How to Run the Amazing Race at Camp.pdf
source_files: ["How to Run the Amazing Race at Camp.pdf"]
page_reference: pages 79-81
materials_category: mixed
materials_list: Clue cards, Transportation funds, Route markers and envelopes, Challenge-specific supplies
skills_developed: navigation, teamwork, problem solving, social skills
difficulty_level: dificil
keywords: variation, off-site, city, amazing race, full-day, businesses
tags: ["variation", "amazing-race", "off-site", "city-wide", "community"]
language: en
normalized_name: off-site amazing race
extraction_confidence: high
source_id: fccaa532_how_to_run_the_amazing_race_at_camp
source_ids: ["fccaa532_how_to_run_the_amazing_race_at_camp"]
chunk_key: fccaa532_how_to_run_the_amazing_race_at_camp.part05
created_at: 2026-05-29 18:08:37
updated_at: 2026-05-29 18:08:37
description:
A full-day variation of the Amazing Race held away from camp, using actual businesses, parks, and public spaces as challenge locations. Teams travel between locations using various transportation modes. Requires extensive pre-planning including contacting businesses and arranging adult supervision per team.

rules:
Plan the race by: writing down all possible challenges; contacting businesses for cooperation; planning transportation (walking, buses, trains, bicycles); assigning at least one adult per team; preparing clue cards with any needed funds; doing a run-through before race day; setting out route markers and envelopes on race day. Sample challenges include: watching magic tricks and guessing the method; convincing a hotel clerk to give a guest cookie; winning 100 arcade tickets; making jewelry at a craft shop; singing a song outside an Italian restaurant; delivering a toy to a child in hospital; hitting balls at batting cages; bowling three strikes; finding a library book page word; breaking a board at a martial arts studio; collecting and donating 10 food cans; busking for a dollar; drinking wheat grass; climbing to a rooftop; beach clean-up; factory tour; finding a combination lock; locating a statue; flattening a penny; recreating a mosaic.

source_excerpt:
Plan on a whole day event. Being off-site means you can go just about anywhere.
Therefore, you need more time to travel from one place to the next.


name: Off-Site with Photos
category: wide-games
subcategory: variation
content_type: activitate
source_file: How to Run the Amazing Race at Camp.pdf
source_files: ["How to Run the Amazing Race at Camp.pdf"]
page_reference: pages 82-83
materials_category: tech
materials_list: Cell phones with camera, Free pass cards
skills_developed: creativity, courage, teamwork, photography
difficulty_level: mediu
keywords: variation, photos, video, teens, amazing race, off-site, scavenger hunt
tags: ["variation", "amazing-race", "photo-challenge", "teens", "off-site"]
language: en
normalized_name: off-site with photos
extraction_confidence: high
source_id: fccaa532_how_to_run_the_amazing_race_at_camp
source_ids: ["fccaa532_how_to_run_the_amazing_race_at_camp"]
chunk_key: fccaa532_how_to_run_the_amazing_race_at_camp.part05
created_at: 2026-05-29 18:08:37
updated_at: 2026-05-29 18:08:37
description:
A variation of the off-site Amazing Race designed for teens, where teams complete photo and video challenges revealed one at a time. Teams send photos to race officials (via cell phone) who then text the next challenge. Teams can receive "free passes" to skip difficult challenges.

rules:
Teams complete photo/video challenges one at a time. When a team takes the required photo, they send it to race officials who text the next challenge. Teams may also record video. Each team gets a couple of free passes to skip difficult challenges. Sample challenges include photos with firemen by a fire truck, on a city bus, doing muscle poses at a gym, in a movie theater box office, on a swing set, in an Ikea display room, teammate proposing to a stranger, wearing silly hats, wrapped as a mummy, acting like dogs in a pet store, in front of city hall, at a library storytime, doing a human pyramid, with a four-legged animal. Video challenges include singing the Big Mac song at McDonalds, a stranger singing "I'm a Little Teapot", making 10 free throws, doing a skit, playing Rock Paper Scissors with a police officer, and doing the latest YouTube challenge.

source_excerpt:
This variation is best for teens. It's all about getting the right photos. Unlike a photo
scavenger hunt, teams do not get a list of all the photos that need to be taken.


name: Time Travel
category: wide-games
subcategory: variation
content_type: activitate
source_file: How to Run the Amazing Race at Camp.pdf
source_files: ["How to Run the Amazing Race at Camp.pdf"]
page_reference: page 84
materials_category: mixed
materials_list: Time-period themed decorations, Challenge-specific supplies per era
skills_developed: history knowledge, teamwork, creativity
difficulty_level: mediu
keywords: variation, time travel, history, amazing race, time periods
tags: ["variation", "amazing-race", "history", "themed", "immersive"]
language: en
normalized_name: time travel
extraction_confidence: high
source_id: fccaa532_how_to_run_the_amazing_race_at_camp
source_ids: ["fccaa532_how_to_run_the_amazing_race_at_camp"]
chunk_key: fccaa532_how_to_run_the_amazing_race_at_camp.part05
created_at: 2026-05-29 18:08:37
updated_at: 2026-05-29 18:08:37
description:
A variation of the Amazing Race where teams travel through both different parts of the world AND different historical time periods. Different areas of the property are set up to represent different time periods and locations. Time periods can include the Stone Age, Ming Dynasty, American Revolution, Wild West, Viking Age, Renaissance, The Future, The Forties, The Sixties, The Eighties, Baroque, Jazz Age, Egyptian New Kingdom, Victorian Era, Archaic Greece, and Classic Period of Maya.

rules:
Set up different parts of the property as different time periods and locations. Teams complete challenges themed to each time period. Everything else follows the standard Amazing Race format.

source_excerpt:
In this variation, not only do teams "travel" to different parts of the world, they also
"travel" through time. Everything else is the same.


name: Off-Site Amazing Race: Community Challenge Tasks
variations: The hospital visit can also be done at a convalescent home, substituting flowers for a toy.
category: camp-outdoor
subcategory: amazing-race-challenges
content_type: activitate
source_file: How to Run the Amazing Race at Camp.pdf
source_files: ["How to Run the Amazing Race at Camp.pdf"]
page_reference: page 81
materials_category: misc
materials_list: toy, trash bag, coins, jar or hat
skills_developed: teamwork, community service, courage, problem-solving
difficulty_level: mediu
keywords: amazing race, off-site, community, challenges
tags: ["amazing-race", "off-site", "community-service", "teen"]
language: en
normalized_name: off-site amazing race: community challenge tasks
extraction_confidence: high
source_id: fccaa532_how_to_run_the_amazing_race_at_camp
source_ids: ["fccaa532_how_to_run_the_amazing_race_at_camp"]
chunk_key: fccaa532_how_to_run_the_amazing_race_at_camp.part06
created_at: 2026-05-29 18:08:37
updated_at: 2026-05-29 18:08:37
description:
A set of off-site Amazing Race challenge tasks that send teams into the community to complete real-world tasks. Tasks include visiting a children's hospital with a toy and spending time with a patient, hitting balls at batting cages, bowling until three strikes are made, finding a specific word in a library book, breaking a board at a martial arts studio, collecting food cans for a shelter, busking for a dollar, visiting Jamba Juice for wheatgrass shots, climbing to the roof of the tallest building, doing a beach clean-up, touring a factory, finding a combination lock, locating a statue from a photo, using a penny-flattening machine, and recreating a mosaic tile.

rules:
Teams must complete each challenge before receiving the next clue. Challenges are sequential. For busking, teams have 10-15 minutes; if no tips come in, a planted person drops a dollar in their jar. Teams must spend no less than 10 minutes with the hospital patient and find out their favorite movie, cartoon, and food.

source_excerpt:
Busk for a dollar. Put out a jar or hat. Then sing, act, show your talent. Once you've earned a dollar you will get your next clue.


name: Off-Site Amazing Race with Photos
category: camp-outdoor
subcategory: photo-challenge
content_type: activitate
source_file: How to Run the Amazing Race at Camp.pdf
source_files: ["How to Run the Amazing Race at Camp.pdf"]
page_reference: pages 82-83
materials_category: technology
materials_list: cell phones, cameras
skills_developed: creativity, teamwork, courage, problem-solving
difficulty_level: mediu
keywords: amazing race, photos, video, teen, off-site
tags: ["amazing-race", "photo-challenge", "teen", "off-site"]
language: en
normalized_name: off-site amazing race with photos
extraction_confidence: high
source_id: fccaa532_how_to_run_the_amazing_race_at_camp
source_ids: ["fccaa532_how_to_run_the_amazing_race_at_camp"]
chunk_key: fccaa532_how_to_run_the_amazing_race_at_camp.part06
created_at: 2026-05-29 18:08:37
updated_at: 2026-05-29 18:08:37
description:
A variation of the Amazing Race designed for teens where teams must complete photo and video challenges one at a time. Unlike a photo scavenger hunt, teams do not receive the full list upfront — they must complete one photo challenge before being told the next. Challenges can be sent via cell phone text, with teams submitting photos to race officials who then text back the next challenge. Teams can also record video instead of photos. A 'free pass' system allows teams to skip challenges they find too difficult.

rules:
Teams complete one photo or video challenge at a time and receive the next challenge only after submitting the current one. Two free passes per team allow skipping difficult challenges. Bonus points can be awarded for the most creative photo or video. All photos can be compiled into a slideshow at the end.

variations:
Teams can submit photos or record video. Challenges can be coordinated via cell phone text messages.

source_excerpt:
Unlike a photo scavenger hunt, teams do not get a list of all the photos that need to be taken. Instead, they must complete one photo challenge before being told what the next challenge is.


name: Time Travel Amazing Race
variations: Teams can also "travel" to the future. The list of time periods is extensive and customizable.
category: wide-games
subcategory: time-travel-theme
content_type: activitate
source_file: How to Run the Amazing Race at Camp.pdf
source_files: ["How to Run the Amazing Race at Camp.pdf"]
page_reference: pages 84-85
materials_category: props and craft
skills_developed: creativity, teamwork, physical activity, problem-solving
difficulty_level: mediu
keywords: amazing race, time travel, themed, history, challenges
tags: ["amazing-race", "time-travel", "themed", "camp"]
language: en
normalized_name: time travel amazing race
extraction_confidence: high
source_id: fccaa532_how_to_run_the_amazing_race_at_camp
source_ids: ["fccaa532_how_to_run_the_amazing_race_at_camp"]
chunk_key: fccaa532_how_to_run_the_amazing_race_at_camp.part06
created_at: 2026-05-29 18:08:37
updated_at: 2026-05-29 18:08:37
description:
A variation of the Amazing Race where teams not only "travel" to different parts of the world but also "travel" through time. Different parts of the property are set up as different time periods and locations, such as the Stone Age, Ming Dynasty, American Revolution, Wild West, Viking Age, Renaissance, The Future, The Forties, The Sixties, The Eighties, Baroque, The Jazz Age, The Egyptian New Kingdom, The Victorian Era, Archaic Greece, and The Classic Period of Maya.

rules:
Set up different areas of the property as distinct time periods. Teams travel from one time period to the next completing themed challenges at each stop. Example challenges include: finding a dino egg (watermelon) in the Jurassic Period; throwing a Nerf javelin until collectively reaching 100 yards in Ancient Greece; building a chariot from supplies in Rome; building a Viking ship from cardboard and duct tape that can cross a pool without sinking; following a treasure map to collect gold coins and gems; and earning Nerf darts by riding a stick horse around the building in the Wild West.

source_excerpt:
In this variation, not only do teams "travel" to different parts of the world, they also "travel" through time. Everything else is the same.

materials_list:
watermelon, Nerf javelin, cardboard boxes, duct tape, Nerf gun, stick horse, treasure map, gold coins, gems


name: Color War Style Amazing Race
category: wide-games
subcategory: color-war
content_type: activitate
source_file: How to Run the Amazing Race at Camp.pdf
source_files: ["How to Run the Amazing Race at Camp.pdf"]
page_reference: pages 86-89
materials_category: varied
materials_list: jigsaw puzzle, canoes, basketball, Lego sets, rock-climbing wall
skills_developed: teamwork, physical activity, strategy, leadership
difficulty_level: mediu
keywords: amazing race, color war, camp olympics, relay, all-day
tags: ["amazing-race", "color-war", "camp", "wide-game"]
language: en
normalized_name: color war style amazing race
extraction_confidence: high
source_id: fccaa532_how_to_run_the_amazing_race_at_camp
source_ids: ["fccaa532_how_to_run_the_amazing_race_at_camp"]
chunk_key: fccaa532_how_to_run_the_amazing_race_at_camp.part06
created_at: 2026-05-29 18:08:37
updated_at: 2026-05-29 18:08:37
description:
A variation combining The Amazing Race with Color War. The entire camp is divided into at least four color teams. Challenges are assigned by age group, and each camper competes in at least one and no more than two or three events. Teams have designated "runners" who race between challenges to trigger the start of the next one. Teams cannot begin a challenge until the runner arrives. An all-day schedule includes multiple legs with break time between legs for campers to gather, snack, and move into position for the next leg.

rules:
Divide the camp into no less than four color teams. Each competition is assigned to a specific age group. All campers must compete in at least one event and no more than two or three events. Each team has one or more runners who race from challenge to challenge. Teams cannot start a challenge until the runner arrives. Campers not competing in a leg can cheer on their team. Teams keep track of time at each Pit Stop. The runner variation can be eliminated by having the completing camper(s) run to the next area themselves.

variations:
Runners can be eliminated — completing campers run to the next challenge area themselves. The race can be done as an all-day program or condensed to a few hours.

source_excerpt:
This variation is a combination of The Amazing Race and Color War. The challenges should be ones you would normally use for a Color War, or even a Camp Olympics.


name: Movie Themed Amazing Race
category: wide-games
subcategory: themed-race
content_type: activitate
source_file: How to Run the Amazing Race at Camp.pdf
source_files: ["How to Run the Amazing Race at Camp.pdf"]
page_reference: page 90
skills_developed: teamwork, creativity, problem-solving
keywords: amazing race, movie themed, Star Wars, Pixar
tags: ["amazing-race", "themed", "movies", "camp"]
language: en
normalized_name: movie themed amazing race
extraction_confidence: med
source_id: fccaa532_how_to_run_the_amazing_race_at_camp
source_ids: ["fccaa532_how_to_run_the_amazing_race_at_camp"]
chunk_key: fccaa532_how_to_run_the_amazing_race_at_camp.part06
created_at: 2026-05-29 18:08:37
updated_at: 2026-05-29 18:08:37
description:
A variation of the Amazing Race with a movie theme. Teams travel from location to location with each leg featuring challenges based on a specific movie franchise or film universe. For example, a Star Wars themed race where teams travel from planet to planet in the Star Wars universe, or a Pixar themed race where each leg features challenges based on different Pixar films.

variations:
Can be Star Wars themed (planet to planet) or Pixar themed (different Pixar movies per leg), or based on any other movie franchise.

source_excerpt:
Add in Star Wars challenges and have teams "travel" from planet to planet from the Star Wars universe. Or, you could hold a Pixar themed race where each leg is full of challenges from different Pixar movies.


name: Education Themed Amazing Race (S.T.E.M.)
category: creative-stem
subcategory: stem-race
content_type: activitate
source_file: How to Run the Amazing Race at Camp.pdf
source_files: ["How to Run the Amazing Race at Camp.pdf"]
page_reference: page 90
materials_category: educational
skills_developed: science, engineering, math, programming, problem-solving
keywords: amazing race, STEM, education, science, engineering
tags: ["amazing-race", "stem", "education", "themed"]
language: en
normalized_name: education themed amazing race (s.t.e.m.)
extraction_confidence: med
source_id: fccaa532_how_to_run_the_amazing_race_at_camp
source_ids: ["fccaa532_how_to_run_the_amazing_race_at_camp"]
chunk_key: fccaa532_how_to_run_the_amazing_race_at_camp.part06
created_at: 2026-05-29 18:08:37
updated_at: 2026-05-29 18:08:37
description:
A variation of the Amazing Race with an education theme where all challenges are S.T.E.M. related. Teams complete science experiments, solve computer programming challenges, take on engineering problems, and complete math equations as they race through the course.

source_excerpt:
With an education themed race all the challenges can be S.T.E.M. related. Teams must complete science experiments, solve computer programming challenges, take on engineering problems and complete math equations.


name: Family Camp Amazing Race
category: camp-outdoor
subcategory: family-race
content_type: activitate
source_file: How to Run the Amazing Race at Camp.pdf
source_files: ["How to Run the Amazing Race at Camp.pdf"]
page_reference: page 90
skills_developed: teamwork, family bonding
keywords: amazing race, family camp, families
tags: ["amazing-race", "family", "camp"]
language: en
normalized_name: family camp amazing race
extraction_confidence: low
source_id: fccaa532_how_to_run_the_amazing_race_at_camp
source_ids: ["fccaa532_how_to_run_the_amazing_race_at_camp"]
chunk_key: fccaa532_how_to_run_the_amazing_race_at_camp.part06
created_at: 2026-05-29 18:08:37
updated_at: 2026-05-29 18:08:37
description:
A variation of the Amazing Race designed for family camps, where families race against each other instead of teams of campers. Families compete as units through the Amazing Race course.

source_excerpt:
Instead of teams of campers, how about families racing against each other. Sounds like a perfect addition to your next family camp.


name: Transportation Hubs and Tokens
variations: Teams can also use tokens to purchase food, admission, maps, gear, etc.
category: altele
subcategory: game-mechanic
content_type: activitate
source_file: How to Run the Amazing Race at Camp.pdf
source_files: ["How to Run the Amazing Race at Camp.pdf"]
page_reference: page 92
materials_category: tokens/currency
materials_list: tokens or race dollars, Route Info cards
skills_developed: strategy, decision-making, resource management
keywords: amazing race, tokens, transportation hubs, game mechanic
tags: ["amazing-race", "game-mechanic", "tokens", "camp"]
language: en
normalized_name: transportation hubs and tokens
extraction_confidence: high
source_id: fccaa532_how_to_run_the_amazing_race_at_camp
source_ids: ["fccaa532_how_to_run_the_amazing_race_at_camp"]
chunk_key: fccaa532_how_to_run_the_amazing_race_at_camp.part06
created_at: 2026-05-29 18:08:37
updated_at: 2026-05-29 18:08:37
description:
A game mechanic addition for the Amazing Race where teams are given tokens (or race dollars) at the start of the race or leg and can spend them at transportation hubs to choose their mode of travel. Faster transportation costs more tokens but provides clearer route info, while traveling by foot is free but requires waiting longer and solving harder riddles to find the next destination. Tokens can also be spent on food, admission, maps, gear, and other items.

rules:
Each team receives a set of tokens at the start. At transportation hubs, teams choose: (1) Train ride — pay 4 tokens, receive a Route Info card with clear destination info; (2) Taxi ride — pay 2 tokens, wait 60 seconds, receive Route Info card with an easy riddle; (3) Travel by foot — free, wait 2 minutes, receive a Route Info card with a more difficult riddle. Token fees and wait times can be adjusted by organizers.

source_excerpt:
At the beginning of the race, or leg, you can give each team a set of tokens (or race dollars) to spend on transportation.


name: Using Dice for Race Delays
category: altele
subcategory: game-mechanic
content_type: activitate
source_file: How to Run the Amazing Race at Camp.pdf
source_files: ["How to Run the Amazing Race at Camp.pdf"]
page_reference: page 93
materials_category: dice
materials_list: dice, tokens
skills_developed: adaptability, resilience
keywords: amazing race, dice, luck, game mechanic, delays
tags: ["amazing-race", "game-mechanic", "dice", "luck"]
language: en
normalized_name: using dice for race delays
extraction_confidence: high
source_id: fccaa532_how_to_run_the_amazing_race_at_camp
source_ids: ["fccaa532_how_to_run_the_amazing_race_at_camp"]
chunk_key: fccaa532_how_to_run_the_amazing_race_at_camp.part06
created_at: 2026-05-29 18:08:37
updated_at: 2026-05-29 18:08:37
description:
A game mechanic addition for the Amazing Race that uses dice to introduce luck and unexpected circumstances, simulating real race situations like cab drivers getting lost, flights being delayed, or gates being closed. As each team arrives at a challenge or transportation hub, they roll the dice to determine if they face a penalty or gain an advantage.

rules:
As each team arrives at a challenge or transportation hub, they must roll the dice. Example outcomes: Roll 1 = Found money on the ground (gain two tokens); Roll 2 = Taxi driver needs gas (wait one minute); Roll 3 = Best taxi driver (gain a one-minute coupon); Roll 4 = Everything ran smooth (no effect); Roll 5 = Train delayed (wait 2 minutes); Roll 6 = Everything ran smooth (no effect). Outcomes can be customized.

source_excerpt:
You can add that chance of getting unfortunate circumstances with dice. As each team arrives at a challenge or transportation hub, they must roll the dice to see if their driver got lost, their taxi got a flat or needed gas, a flight got delayed or a team didn't make its connection.


name: Switch Passes
category: altele
subcategory: game-mechanic
content_type: activitate
source_file: How to Run the Amazing Race at Camp.pdf
source_files: ["How to Run the Amazing Race at Camp.pdf"]
page_reference: page 94
materials_category: cards/passes
materials_list: Switch Pass cards
skills_developed: teamwork, adaptability
keywords: amazing race, switch pass, road block, game mechanic
tags: ["amazing-race", "game-mechanic", "switch-pass"]
language: en
normalized_name: switch passes
extraction_confidence: high
source_id: fccaa532_how_to_run_the_amazing_race_at_camp
source_ids: ["fccaa532_how_to_run_the_amazing_race_at_camp"]
chunk_key: fccaa532_how_to_run_the_amazing_race_at_camp.part06
created_at: 2026-05-29 18:08:37
updated_at: 2026-05-29 18:08:37
description:
A game mechanic addition for the Amazing Race that allows teams to switch out a team member who is struggling with a Road Block challenge. Switch Passes can be earned, purchased with tokens, or included in the team's first envelope at the start of the race. Each pass can only be used once.

rules:
Road Blocks are tasks that only one or two team members can perform; once chosen, they cannot normally be switched. A Switch Pass overrides this rule, allowing a team member to be swapped out when they are having difficulty. Each Switch Pass can only be used once. Teams can earn passes, buy them with tokens, or receive one in their starting envelope.

source_excerpt:
A Switch Pass allows teams to switch out a team member that is having a difficult time with a Road Block. Each pass can only be used once.


name: Hidden Express Pass with Roaming Gnome
category: altele
subcategory: game-mechanic
content_type: activitate
source_file: How to Run the Amazing Race at Camp.pdf
source_files: ["How to Run the Amazing Race at Camp.pdf"]
page_reference: page 95
materials_category: props
materials_list: Roaming Gnome or garden gnome, Express Pass card
skills_developed: observation, strategy
keywords: amazing race, express pass, roaming gnome, hidden, game mechanic
tags: ["amazing-race", "game-mechanic", "express-pass", "gnome"]
language: en
normalized_name: hidden express pass with roaming gnome
extraction_confidence: high
source_id: fccaa532_how_to_run_the_amazing_race_at_camp
source_ids: ["fccaa532_how_to_run_the_amazing_race_at_camp"]
chunk_key: fccaa532_how_to_run_the_amazing_race_at_camp.part06
created_at: 2026-05-29 18:08:37
updated_at: 2026-05-29 18:08:37
description:
A game mechanic addition for the Amazing Race where a Roaming Gnome is hidden somewhere along the race path — visible but not immediately obvious. If a team spots and collects the gnome, they must turn it in at the next challenge to receive an Express Pass. The Express Pass allows the team to skip a task or gain a big advantage on one of the tasks.

rules:
Hide a Roaming Gnome (Travelocity style or a regular garden gnome) somewhere visible but not easy to spot along the race route. If a team finds the gnome, they turn it in at the next challenge to receive an Express Pass. The Express Pass allows them to skip a task or gain a big advantage. It is recommended to have the skippable task be an easy one so that the advantage is not too large.

variations:
Use a Travelocity-style Roaming Gnome (available on eBay or Amazon) or a regular garden gnome from a garden center.

source_excerpt:
If a team finds the gnome, they must turn it in at the next challenge to receive an Express Pass. The Express Pass will allow them to skip a task or will give them a big advantage on one of the tasks.


name: Traveling Gnomes Prize Mechanic
category: altele
subcategory: game-mechanic
content_type: activitate
source_file: How to Run the Amazing Race at Camp.pdf
source_files: ["How to Run the Amazing Race at Camp.pdf"]
page_reference: page 96
materials_category: props
materials_list: gnome figurines with numbers, bag, numbered slips, dice, prizes
skills_developed: excitement, engagement
keywords: amazing race, gnome, prize, game mechanic, luck
tags: ["amazing-race", "game-mechanic", "gnome", "prize"]
language: en
normalized_name: traveling gnomes prize mechanic
extraction_confidence: high
source_id: fccaa532_how_to_run_the_amazing_race_at_camp
source_ids: ["fccaa532_how_to_run_the_amazing_race_at_camp"]
chunk_key: fccaa532_how_to_run_the_amazing_race_at_camp.part06
created_at: 2026-05-29 18:08:37
updated_at: 2026-05-29 18:08:37
description:
A game mechanic addition for the Amazing Race where teams select a Traveling Gnome after completing a challenge. Each gnome has a number written underneath. At the end of the race, a person draws a number from a bag, and the team holding the gnome with that number wins a prize. Alternatively, during the race teams can roll a dice, and if the result matches their gnome's number they receive a prize or advantage.

rules:
After completing a challenge, teams choose a Traveling Gnome. Each gnome has a number written underneath. End-of-race prize: a person draws a number from a bag; whichever team has the matching gnome wins a prize. During-race variant: teams roll a dice after getting their gnome; if the dice matches their gnome's number, they win a prize or advantage in the game.

variations:
Prize can be awarded at the end of the race via number draw, or during the race via dice roll matching the gnome's number.

source_excerpt:
Speaking of gnomes, consider having teams choose a Traveling Gnome after they complete a challenge. Under the gnomes are written numbers.


name: Penalty for Negative Behavior or Cheating
category: altele
subcategory: game-mechanic
content_type: activitate
source_file: How to Run the Amazing Race at Camp.pdf
source_files: ["How to Run the Amazing Race at Camp.pdf"]
page_reference: page 97
skills_developed: sportsmanship, fair play, self-control
keywords: amazing race, penalty, sportsmanship, behavior, game mechanic
tags: ["amazing-race", "game-mechanic", "behavior", "sportsmanship"]
language: en
normalized_name: penalty for negative behavior or cheating
extraction_confidence: high
source_id: fccaa532_how_to_run_the_amazing_race_at_camp
source_ids: ["fccaa532_how_to_run_the_amazing_race_at_camp"]
chunk_key: fccaa532_how_to_run_the_amazing_race_at_camp.part06
created_at: 2026-05-29 18:08:37
updated_at: 2026-05-29 18:08:37
description:
A behavior management mechanic for the Amazing Race that penalizes teams for cheating, bad sportsmanship, or negative behavior with a five-minute time penalty. The penalty time is also used constructively for a counselor or staff member to speak with the group about good sportsmanship, fair play, and keeping the race fun rather than overly competitive.

rules:
Any team that cheats, shows bad sportsmanship, or displays negative behavior receives a five-minute penalty. During those five minutes, a counselor or staff member talks to the group about good sportsmanship, fair play, and having fun. The penalty serves as both a time setback and a teachable moment.

source_excerpt:
We don't want any of the teams or campers to cheat, show bad sportsmanship, or show negative behavior in any way. As a deterrent, penalize teams for showing undesired behavior with a five-minute penalty.


# categories

type: materials
value:
three trees, two deserted camp fires, two cigarette tins, red wool or paper, four messages, one larg...

display_name:
three trees, two deserted camp fires, two cigarette tins, red wool or paper, four messages, one larg...


type: materials
value:
foaie de plastic, stilou, hârtie, blocuri de gheață, ghivece cu iaurt, coloranți alimentari, cutie r...

display_name:
foaie de plastic, stilou, hârtie, blocuri de gheață, ghivece cu iaurt, coloranți alimentari, cutie r...


type: materials
value:
1 lungime de coardă pe cercetaș, 1 bomboană Barratt Refresher pe cercetaș, 1 sticlă de spălat pe cer...

display_name:
1 lungime de coardă pe cercetaș, 1 bomboană Barratt Refresher pe cercetaș, 1 sticlă de spălat pe cer...


type: materials
value:
ciot de copac sau cutie billy răsturnată, piatră mare ('rața'), 1 piatră pe cercetaș sau 1 cutie de ...

display_name:
ciot de copac sau cutie billy răsturnată, piatră mare ('rața'), 1 piatră pe cercetaș sau 1 cutie de ...


type: materials
value:
1 sticlă de spălat per cercetaș, 1 coală de ziar per cercetaș, pix și hârtie, sursă de apă, boluri d...

display_name:
1 sticlă de spălat per cercetaș, 1 coală de ziar per cercetaș, pix și hârtie, sursă de apă, boluri d...


type: materials
value:
3 bucăți de hârtie, 1 pungă de plastic pentru monede per cercetaș, 3 pungi de hârtie, 1 coală de hâr...

display_name:
3 bucăți de hârtie, 1 pungă de plastic pentru monede per cercetaș, 3 pungi de hârtie, 1 coală de hâr...


type: materials
value:
bambus 1.8m, sfoară 2m, capcană pentru șoareci, burghiu, cretă, obiecte (eșarfe, capace, pahare, och...

display_name:
bambus 1.8m, sfoară 2m, capcană pentru șoareci, burghiu, cretă, obiecte (eșarfe, capace, pahare, och...


type: materials
value:
tablă de schițe sau grilă 10x10, 5 markere albe și 5 negre per cercetaș, prosop de ceai per pereche,...

display_name:
tablă de schițe sau grilă 10x10, 5 markere albe și 5 negre per cercetaș, prosop de ceai per pereche,...


type: materials
value:
bile de ping pong, coș de gunoi sau umbrelă, cutie de tablă goală, cretă, lungime de lemn, stilou, h...

display_name:
bile de ping pong, coș de gunoi sau umbrelă, cutie de tablă goală, cretă, lungime de lemn, stilou, h...


type: materials
value:
cutie de carton, cărți poștale, etichete adezive de adresă, etichete adezive de retur, stilou, ștamp...

display_name:
cutie de carton, cărți poștale, etichete adezive de adresă, etichete adezive de retur, stilou, ștamp...


type: materials
value:
1 cutie de carton pentru cutia poștală, cărți poștale, etichete adezive de adresă, etichete adezive ...

display_name:
1 cutie de carton pentru cutia poștală, cărți poștale, etichete adezive de adresă, etichete adezive ...


type: materials
value:
1 cartof fiecare, bucăți de legume (broccoli, mazăre, ridiche, morcov, piper), obiecte de artizanat ...

display_name:
1 cartof fiecare, bucăți de legume (broccoli, mazăre, ridiche, morcov, piper), obiecte de artizanat ...


type: materials
value:
2 cioturi de copaci ~30 cm diametru și înălțime (alternativ 2 bucăți pătrate de lemn pe 4 cărămizi),...

display_name:
2 cioturi de copaci ~30 cm diametru și înălțime (alternativ 2 bucăți pătrate de lemn pe 4 cărămizi),...


type: materials
value:
cutie parțial umplută cu mazăre sau fasole uscată, șosetă lungă umplută cu hârtie, 2 legături la och...

display_name:
cutie parțial umplută cu mazăre sau fasole uscată, șosetă lungă umplută cu hârtie, 2 legături la och...


type: materials
value:
2 bastoane de bambus de 1,5 m, 3 x 0,5 m lungimi de șnur, 2 cârlige de îmbrăcăminte, 1 capcană pentr...

display_name:
2 bastoane de bambus de 1,5 m, 3 x 0,5 m lungimi de șnur, 2 cârlige de îmbrăcăminte, 1 capcană pentr...


type: materials
value:
sticle de plastic, 1 trestie de bambus per cercetaș, lungime de sfoară per cercetaș, inel cortină de...

display_name:
sticle de plastic, 1 trestie de bambus per cercetaș, lungime de sfoară per cercetaș, inel cortină de...


type: materials
value:
20 cârlige de cort, 5 inele de etanșare a borcanelor per cercetaș, 2 markere conuri, stilou permanen...

display_name:
20 cârlige de cort, 5 inele de etanșare a borcanelor per cercetaș, 2 markere conuri, stilou permanen...


type: materials
value:
pungi de hârtie, obiecte mirositoare (coajă de portocală, lămâie, ace de pin, parfum, ceapă, usturoi...

display_name:
pungi de hârtie, obiecte mirositoare (coajă de portocală, lămâie, ace de pin, parfum, ceapă, usturoi...


type: materials
value:
degetar metalic, bucată de 50p sau monedă mare, cutie de chibrituri, pliculeț de ceai, lapte liofili...

display_name:
degetar metalic, bucată de 50p sau monedă mare, cutie de chibrituri, pliculeț de ceai, lapte liofili...


type: materials
value:
cărți mici numerotate 1-10 pentru contrabandiști, cărți de identitate pentru poliție, chitanțe pentr...

display_name:
cărți mici numerotate 1-10 pentru contrabandiști, cărți de identitate pentru poliție, chitanțe pentr...


type: materials
value:
cart, soap suds, bucket, hay, tea kit, whippy brushwood, stakes, bill hooks, mallet, old box and whe...

display_name:
cart, soap suds, bucket, hay, tea kit, whippy brushwood, stakes, bill hooks, mallet, old box and whe...


type: materials
value:
tablecloth, marbles, double-sided tape, rectangular table, bins to catch marbles (optional), 2 plast...

display_name:
tablecloth, marbles, double-sided tape, rectangular table, bins to catch marbles (optional), 2 plast...


type: materials
value:
billycan half filled with water per team, aluminium foil cake container per team, Alka-Seltzer table...

display_name:
billycan half filled with water per team, aluminium foil cake container per team, Alka-Seltzer table...


type: materials
value:
several light/soft footballs, 6 plastic skittles, chalk or string, sturdy chairs (optional for Scout...

display_name:
several light/soft footballs, 6 plastic skittles, chalk or string, sturdy chairs (optional for Scout...


type: materials
value:
Book, Stuffed Animal, Cup, Piece of Fruit, Block, Plastic Animal, Costume Item, Crayon, Lego Piece, ...

display_name:
Book, Stuffed Animal, Cup, Piece of Fruit, Block, Plastic Animal, Costume Item, Crayon, Lego Piece, ...


type: materials
value:
flat rocks, paper cups, paper bags, sticks, orange peels, hamburger, pork chops, soup, bacon, egg, c...

display_name:
flat rocks, paper cups, paper bags, sticks, orange peels, hamburger, pork chops, soup, bacon, egg, c...


type: materials
value:
large garbage bags, newspapers, secret coded messages on white paper, tape, string or cord, pencils,...

display_name:
large garbage bags, newspapers, secret coded messages on white paper, tape, string or cord, pencils,...


type: materials
value:
10 baggies, wet sponges, vinegar, maple syrup, coffee, orange pop, water, ketchup, mustard, toothpic...

display_name:
10 baggies, wet sponges, vinegar, maple syrup, coffee, orange pop, water, ketchup, mustard, toothpic...


type: materials
value:
food colouring, water, ice cube trays, flashlights (for night variant), reflecting tape (for night v...

display_name:
food colouring, water, ice cube trays, flashlights (for night variant), reflecting tape (for night v...


type: materials
value:
Canada's Food Guide copy, $25 store gift card, coin for shopping cart, weekly store flyer, calculato...

display_name:
Canada's Food Guide copy, $25 store gift card, coin for shopping cart, weekly store flyer, calculato...


type: materials
value:
orange and black crepe paper, paper bag luminaries, Jack-o-lantern, candle, 4 paper bags, cards with...

display_name:
orange and black crepe paper, paper bag luminaries, Jack-o-lantern, candle, 4 paper bags, cards with...


type: materials
value:
golden spray-painted tree, pictures of girls and leaders, pipe cleaners, Belonging Book, enrolment p...

display_name:
golden spray-painted tree, pictures of girls and leaders, pipe cleaners, Belonging Book, enrolment p...


type: materials
value:
Role cards (Trial role cards for Pharma Inc., South African Government, TAC, Judges), Colour cards (...

display_name:
Role cards (Trial role cards for Pharma Inc., South African Government, TAC, Judges), Colour cards (...


type: materials
value:
magazine and newspaper pictures of young people (brought by participants), digital camera or camera ...

display_name:
magazine and newspaper pictures of young people (brought by participants), digital camera or camera ...


type: materials
value:
maps (duplicated), sealed instruction envelopes, gear store, sextant (optional), fire materials, nat...

display_name:
maps (duplicated), sealed instruction envelopes, gear store, sextant (optional), fire materials, nat...


type: materials
value:
large boots, blanket/sheet, basin of water, washcloth, shaving cream, safety razor (no blade), tooth...

display_name:
large boots, blanket/sheet, basin of water, washcloth, shaving cream, safety razor (no blade), tooth...


