# activities

name: Construirea unei mașini
category: creative-stem
content_type: activitate
source_file: 07.Cartea_Mare_a_jocurilor-Salvati_Copiii_Suedia_UNICEF.pdf
source_files: ["07.Cartea_Mare_a_jocurilor-Salvati_Copiii_Suedia_UNICEF.pdf"]
page_reference: page 146
skills_developed: imaginație, cooperare, coordonare
difficulty_level: usor
keywords: mașinărie, mișcare, sunet, creativitate
tags: ["jocuri de cooperare"]
language: ro
normalized_name: construirea unei masini
extraction_confidence: high
source_id: d297a434_07_cartea_mare_a_jocurilor_salvati_copiii_suedia_unicef
source_ids: ["d297a434_07_cartea_mare_a_jocurilor_salvati_copiii_suedia_unicef"]
chunk_key: d297a434_07_cartea_mare_a_jocurilor_salvati_copiii_suedia_unicef.part09
created_at: 2026-05-29 18:59:41
updated_at: 2026-05-29 18:59:41
description:
Activitate creativă de cooperare în care echipa alege o mașinărie de construit (mașina de spălat, de scris, imaginară etc.) și toți pe rând se integrează, adăugând un sunet și o mișcare specifică componentei lor.

rules:
Animatorul propune construirea unei mașini. Echipa alege tipul. Cineva începe, apoi toți pe rând se integrează adăugând sunet și mișcare. Se verifică autenticitatea aparținerii la mașinărie.

source_excerpt:
Fiecare echipă alege ce maşină va face: de spălat, de scris, una imaginară etc. Cineva începe şi apoi, toŃi pe rând se integrează, adăugând un sunet, o mişcare etc.


name: Construirea unei mașini
category: team-building
content_type: activitate
source_file: 07.Cartea_Mare_a_jocurilor-Salvati_Copiii_Suedia_UNICEF.pdf
source_files: ["07.Cartea_Mare_a_jocurilor-Salvati_Copiii_Suedia_UNICEF.pdf"]
page_reference: page 146
skills_developed: coordonarea mișcărilor, imaginație, lucru în comun
difficulty_level: usor
keywords: mașinărie, creativ, imaginație, echipă
tags: ["creativ", "rol", "grup"]
language: ro
normalized_name: construirea unei masini
extraction_confidence: high
source_id: d297a434_07_cartea_mare_a_jocurilor_salvati_copiii_suedia_unicef
source_ids: ["d297a434_07_cartea_mare_a_jocurilor_salvati_copiii_suedia_unicef"]
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created_at: 2026-05-29 18:59:41
updated_at: 2026-05-29 18:59:41
description:
Activitate creativă de grup în care fiecare echipă alege o mașinărie imaginară sau reală și fiecare participant se integrează progresiv adăugând sunete și mișcări pentru a o reprezenta.

rules:
Animatorul propune: "Vom construi o maşină şi toŃi vom face parte din ea". Fiecare echipă alege ce maşină va face: de spălat, de scris, una imaginară etc. Cineva începe şi apoi, toŃi pe rând se integrează, adăugând un sunet, o mişcare etc.

source_excerpt:
Animatorul propune: "Vom construi o maşină şi toŃi vom face parte din ea". Fiecare echipă alege ce maşină va face: de spălat, de scris, una imaginară etc. Cineva începe şi apoi, toŃi pe rând se integrează, adăugând un sunet, o mişcare etc.


name: Podul
category: team-building
content_type: joc
source_file: 07.Cartea_Mare_a_jocurilor-Salvati_Copiii_Suedia_UNICEF.pdf
source_files: ["07.Cartea_Mare_a_jocurilor-Salvati_Copiii_Suedia_UNICEF.pdf"]
page_reference: page 147
materials_category: papetărie
materials_list: fișe de carton (~30x30 cm)
skills_developed: cooperare, strategie, rezolvare de probleme
difficulty_level: mediu
keywords: pod, râu, pietre, traversare
tags: ["jocuri de cooperare"]
language: ro
normalized_name: podul
extraction_confidence: high
source_id: d297a434_07_cartea_mare_a_jocurilor_salvati_copiii_suedia_unicef
source_ids: ["d297a434_07_cartea_mare_a_jocurilor_salvati_copiii_suedia_unicef"]
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created_at: 2026-05-29 18:59:41
updated_at: 2026-05-29 18:59:41
description:
Joc de cooperare în care echipe de 7–9 participanți trebuie să traverseze un râu imaginar folosind pietre de carton (cu una mai puțin decât numărul de participanți), ajungând toți pe celălalt mal cu toate pietrele.

rules:
Echipe de 7–9. Se desenează un râu. Jucătorii primesc pietre din carton (cu una mai puțin decât nr. participanți). Nu se poate păși în afara pietrelor. Toți trebuie să ajungă la celălalt mal cu toate pietrele.

source_excerpt:
Jucătorii trebuie să traverseze râul fără a se uda. Pentru aceasta li se vor da fişele de carton, adică pietrele, cu una mai puŃin decât numărul de participanŃi.


name: Podul
category: team-building
content_type: joc
source_file: 07.Cartea_Mare_a_jocurilor-Salvati_Copiii_Suedia_UNICEF.pdf
source_files: ["07.Cartea_Mare_a_jocurilor-Salvati_Copiii_Suedia_UNICEF.pdf"]
page_reference: page 147
materials_category: papetărie
materials_list: fișe de carton sau hârtie (pietre) – număr egal cu participanții minus 1, aprox. 30x30 cm
skills_developed: cooperare, imaginație, rezolvare colectivă de probleme
difficulty_level: mediu
keywords: pod, râu, pietre, cooperare, strategie
tags: ["echip\u0103", "strategie", "outdoor"]
language: ro
normalized_name: podul
extraction_confidence: high
source_id: d297a434_07_cartea_mare_a_jocurilor_salvati_copiii_suedia_unicef
source_ids: ["d297a434_07_cartea_mare_a_jocurilor_salvati_copiii_suedia_unicef"]
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created_at: 2026-05-29 18:59:41
updated_at: 2026-05-29 18:59:41
description:
Joc de cooperare în echipă în care participanții trebuie să traverseze un râu imaginar folosind fișe de carton (pietre), cu o piatră mai puțin decât numărul de participanți, fără a pune piciorul în afara pietrelor.

rules:
Grupul se împarte pe echipe de 7-9 participanţi. Se desenează un râu, destul de lat pentru numărul participanţilor. Jucătorii trebuie să traverseze râul fără a se uda. Pentru aceasta li se vor da fişele de carton, adică pietrele, cu una mai puŃin decât numărul de participanŃi. Animatorul anunŃă că toŃi trebuie să ajungă la celălalt mal cu toate pietrele.

source_excerpt:
Jucătorii trebuie să traverseze râul fără a se uda. Pentru aceasta li se vor da fişele de carton, adică pietrele, cu una mai puŃin decât numărul de participanŃi. Animatorul anunŃă că toŃi trebuie să ajungă la celălalt mal cu toate pietrele.


name: Vârcolacul
category: team-building
content_type: joc
source_file: 07.Cartea_Mare_a_jocurilor-Salvati_Copiii_Suedia_UNICEF.pdf
source_files: ["07.Cartea_Mare_a_jocurilor-Salvati_Copiii_Suedia_UNICEF.pdf"]
page_reference: page 148
skills_developed: coordonare, cooperare, echilibru
difficulty_level: mediu
keywords: vârcolac, șir, cerc
tags: ["jocuri de cooperare"]
language: ro
normalized_name: varcolacul
extraction_confidence: high
source_id: d297a434_07_cartea_mare_a_jocurilor_salvati_copiii_suedia_unicef
source_ids: ["d297a434_07_cartea_mare_a_jocurilor_salvati_copiii_suedia_unicef"]
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created_at: 2026-05-29 18:59:41
updated_at: 2026-05-29 18:59:41
description:
Joc de coordonare în șir: participanții stau unul în spatele altuia, mâna stângă pe umărul din față, mâna dreaptă ținând piciorul drept al acesteia. Persoana din față încearcă să apuce umărul ultimului din șir, formând un cerc.

rules:
Grupul formează un șir: mâna stângă pe umărul stâng al persoanei din față, mâna dreaptă ținând piciorul drept al acesteia. Când toți sunt în poziție, persoana din față încearcă să apuce umărul ultimului, formând un cerc.

source_excerpt:
Grupul formează un şir, jucătorii stând unul în spatele altuia, cu mâna stângă pe umărul stâng al persoanei din faŃă, iar cu mâna dreaptă Ńinând piciorul drept al acesteia.


name: Vârcolacul
category: team-building
content_type: joc
source_file: 07.Cartea_Mare_a_jocurilor-Salvati_Copiii_Suedia_UNICEF.pdf
source_files: ["07.Cartea_Mare_a_jocurilor-Salvati_Copiii_Suedia_UNICEF.pdf"]
page_reference: page 148
skills_developed: coordonarea mișcărilor, cooperare
difficulty_level: mediu
keywords: vârcolac, șir, cerc, coordonare
tags: ["fizic", "echip\u0103", "indoor/outdoor"]
language: ro
normalized_name: varcolacul
extraction_confidence: high
source_id: d297a434_07_cartea_mare_a_jocurilor_salvati_copiii_suedia_unicef
source_ids: ["d297a434_07_cartea_mare_a_jocurilor_salvati_copiii_suedia_unicef"]
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created_at: 2026-05-29 18:59:41
updated_at: 2026-05-29 18:59:41
description:
Joc de coordonare în care participanții formează un șir, fiecare cu mâna stângă pe umărul persoanei din față și mâna dreaptă ținând piciorul drept al acesteia. Scopul este ca persoana din față să apuce umărul ultimului participant, formând un cerc.

rules:
Grupul formează un şir, jucătorii stând unul în spatele altuia, cu mâna stângă pe umărul stâng al persoanei din faŃă, iar cu mâna dreaptă Ńinând piciorul drept al acesteia. Când toŃi au ocupat această poziŃie, persoana din faŃă va încerca să apuce umărul ultimului participant din şir. Astfel ei vor forma un cerc.

source_excerpt:
Grupul formează un şir, jucătorii stând unul în spatele altuia, cu mâna stângă pe umărul stâng al persoanei din faŃă, iar cu mâna dreaptă Ńinând piciorul drept al acesteia.


name: Poveștile prieteniei
category: creative-stem
content_type: activitate
source_file: 07.Cartea_Mare_a_jocurilor-Salvati_Copiii_Suedia_UNICEF.pdf
source_files: ["07.Cartea_Mare_a_jocurilor-Salvati_Copiii_Suedia_UNICEF.pdf"]
page_reference: page 148
skills_developed: imaginație, creativitate, lucru în grup
difficulty_level: usor
keywords: poveste, cerc, creativitate
tags: ["jocuri de cooperare"]
language: ro
normalized_name: povestile prieteniei
extraction_confidence: high
source_id: d297a434_07_cartea_mare_a_jocurilor_salvati_copiii_suedia_unicef
source_ids: ["d297a434_07_cartea_mare_a_jocurilor_salvati_copiii_suedia_unicef"]
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created_at: 2026-05-29 18:59:41
updated_at: 2026-05-29 18:59:41
description:
Activitate de povestire cooperativă: participanții stau în cerc și construiesc împreună o poveste cuvânt cu cuvânt sau parte cu parte, fiecare contribuind pe rând.

rules:
Toți se așează în cerc. Primul jucător spune un cuvânt. Fiecare continuă povestea cu câte un cuvânt sau expresie. Exemplu: 'eu...am văzut...un monstru...în...farfuria cu borș...a lui Petru...'.

source_excerpt:
Primul jucător spune un cuvânt. În continuare restul participanŃilor dezvoltă (continuă) povestirea.


name: Poveștile prieteniei
category: team-building
content_type: joc
source_file: 07.Cartea_Mare_a_jocurilor-Salvati_Copiii_Suedia_UNICEF.pdf
source_files: ["07.Cartea_Mare_a_jocurilor-Salvati_Copiii_Suedia_UNICEF.pdf"]
page_reference: page 148
skills_developed: imaginație, creativitate, lucru în grup
difficulty_level: usor
keywords: poveste, imaginație, creativitate, cerc
tags: ["verbal", "creativ", "indoor"]
language: ro
normalized_name: povestile prieteniei
extraction_confidence: high
source_id: d297a434_07_cartea_mare_a_jocurilor_salvati_copiii_suedia_unicef
source_ids: ["d297a434_07_cartea_mare_a_jocurilor_salvati_copiii_suedia_unicef"]
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created_at: 2026-05-29 18:59:41
updated_at: 2026-05-29 18:59:41
description:
Joc de imaginație în care participanții stau în cerc și construiesc colectiv o poveste, fiecare adăugând câte un cuvânt sau o propoziție la rând.

rules:
ToŃi se aşează, formând un cerc. Primul jucător spune un cuvânt. În continuare restul participanŃilor dezvoltă (continuă) povestirea. De exemplu: "eu...am văzut...un monstru...în ...farfuria cu borş...a lui Petru...".

source_excerpt:
ToŃi se aşează, formând un cerc. Primul jucător spune un cuvânt. În continuare restul participanŃilor dezvoltă (continuă) povestirea. De exemplu: "eu...am văzut...un monstru...în ...farfuria cu borş...a lui Petru...".


name: Suflă pena!
category: team-building
content_type: joc
source_file: 07.Cartea_Mare_a_jocurilor-Salvati_Copiii_Suedia_UNICEF.pdf
source_files: ["07.Cartea_Mare_a_jocurilor-Salvati_Copiii_Suedia_UNICEF.pdf"]
page_reference: page 149
materials_category: natural
materials_list: o pană
skills_developed: colaborare, coordonare
difficulty_level: usor
keywords: pană, suflat, colaborare, grup
tags: ["amuzament", "grup", "indoor"]
language: ro
normalized_name: sufla pena!
extraction_confidence: high
source_id: d297a434_07_cartea_mare_a_jocurilor_salvati_copiii_suedia_unicef
source_ids: ["d297a434_07_cartea_mare_a_jocurilor_salvati_copiii_suedia_unicef"]
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created_at: 2026-05-29 18:59:41
updated_at: 2026-05-29 18:59:41
description:
Joc de colaborare în care participanții stau strânși cu mâinile la spate și trebuie să sufle o pană pentru a o împiedica să cadă pe jos, fără a folosi mâinile.

rules:
Membrii tuturor grupurilor trebuie să fie plasaŃi foarte aproape unii de alŃii. Mâinile trebuie Ńinute la spate. Se lansează o pană spre ei şi aceştia trebuie să sufle pentru a împiedica căderea ei. Se poate limita timpul sau spaŃiul care, odată ce este depăşit, se termină jocul.

source_excerpt:
Mâinile trebuie Ńinute la spate. Se lansează o pană spre ei şi aceştia trebuie să sufle pentru a împiedica căderea ei.


name: Atenție!
category: team-building
content_type: joc
source_file: 07.Cartea_Mare_a_jocurilor-Salvati_Copiii_Suedia_UNICEF.pdf
source_files: ["07.Cartea_Mare_a_jocurilor-Salvati_Copiii_Suedia_UNICEF.pdf"]
page_reference: page 149
materials_category: rechizite
materials_list: baloane, creioane sau stilouri pentru fiecare participant
skills_developed: cooperare, dexteritate
difficulty_level: mediu
keywords: balon, transmitere, cerc, dexteritate
tags: ["cooperare", "abilitate", "indoor"]
language: ro
normalized_name: atentie!
extraction_confidence: high
source_id: d297a434_07_cartea_mare_a_jocurilor_salvati_copiii_suedia_unicef
source_ids: ["d297a434_07_cartea_mare_a_jocurilor_salvati_copiii_suedia_unicef"]
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created_at: 2026-05-29 18:59:41
updated_at: 2026-05-29 18:59:41
description:
Joc de cooperare în cerc în care participanții transmit un balon fără ca acesta să cadă, progresând prin dificultăți crescânde: cu mâinile, cu o palmă, cu capul, cu degetul și în final cu vârful creionului.

rules:
Se formează un cerc. Balonul trebuie transmis pe cerc, fără ca acesta să cadă sau să se întoarcă de unde a venit. Nu se poate de transmis balonul jucătorului de la care a primit balonul. În prima fază transmiterea se face cu mâinile, apoi cu palma unei mâini, apoi cu capul, cu degetul şi, la sfârşit, cu vârful creionului sau stiloului.

source_excerpt:
Balonul trebuie transmis pe cerc, fără ca acesta să cadă sau să se întoarcă de unde a venit. Nu se poate de transmis balonul jucătorului de la care a primit balonul. În prima fază transmiterea se face cu mâinile, apoi cu palma unei mâini, apoi cu capul, cu degetul şi, la sfârşit, cu vârful creionului sau stiloului.


name: Creionul în sticlă
category: team-building
content_type: joc
source_file: 07.Cartea_Mare_a_jocurilor-Salvati_Copiii_Suedia_UNICEF.pdf
source_files: ["07.Cartea_Mare_a_jocurilor-Salvati_Copiii_Suedia_UNICEF.pdf"]
page_reference: page 150
materials_category: rechizite
materials_list: sfoară, creion sau stilou, o sticlă cu gâtul îngust, bucăți de material sau panglici
skills_developed: coordonarea mișcărilor, cooperare, colaborare
difficulty_level: mediu
keywords: creion, sticlă, sfoară, coordonare, echipă
tags: ["cooperare", "precizie", "indoor"]
language: ro
normalized_name: creionul in sticla
extraction_confidence: high
source_id: d297a434_07_cartea_mare_a_jocurilor_salvati_copiii_suedia_unicef
source_ids: ["d297a434_07_cartea_mare_a_jocurilor_salvati_copiii_suedia_unicef"]
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created_at: 2026-05-29 18:59:41
updated_at: 2026-05-29 18:59:41
description:
Joc de cooperare în care participanții controlează colectiv o sfoară cu un creion atârnat, cu scopul de a introduce creionul în gâtul îngust al unei sticle, fiecare participant ținând câte un laț al sforii.

rules:
Se pregăteşte o sfoară. Mărimea acesteia depinde de numărul de participanŃi (2 metri ajung pentru 15 persoane). Se face un cerc cu sfoara, pe care se atârnă bucăŃi de material (sau panglici), în formă de laŃuri. În centru atârnă o bucată de vreo 20 de cm, la capătul căreia este fixat un creion. Grupul se strânge lângă coardă, fiecare luând un laŃ, cu care se va controla mişcarea corzii, extinzând-o sau eliberând-o, scopul fiind introducerea creionului în sticlă.

source_excerpt:
Grupul se strânge lângă coardă, fiecare luând un laŃ, cu care se va controla mişcarea corzii, extinzând-o sau eliberând-o, scopul fiind introducerea creionului în sticlă.


name: Sardinele
category: sports-active
content_type: joc
source_file: 07.Cartea_Mare_a_jocurilor-Salvati_Copiii_Suedia_UNICEF.pdf
source_files: ["07.Cartea_Mare_a_jocurilor-Salvati_Copiii_Suedia_UNICEF.pdf"]
page_reference: page 150
skills_developed: cooperare, căutare de alternative
difficulty_level: usor
keywords: sardine, ascuns, căutare, cooperare
tags: ["activ", "outdoor", "grup"]
language: ro
normalized_name: sardinele
extraction_confidence: high
source_id: d297a434_07_cartea_mare_a_jocurilor_salvati_copiii_suedia_unicef
source_ids: ["d297a434_07_cartea_mare_a_jocurilor_salvati_copiii_suedia_unicef"]
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created_at: 2026-05-29 18:59:41
updated_at: 2026-05-29 18:59:41
description:
Joc de ascunselea inversat în care un voluntar se ascunde, iar ceilalți îl caută. Cel care îl găsește se ascunde și el cu primul, continuând până toți participanții sunt ascunși împreună.

rules:
Se determină un spaŃiu de acŃiune. Un voluntar se ascunde. După un timp, restul grupului merge să-l caute. Cine-l găseşte, de asemenea se ascunde. Jocul continuă până se ascund toŃi împreună. Jocul continuă cu o altă persoană.

source_excerpt:
Un voluntar se ascunde. După un timp, restul grupului merge să-l caute. Cine-l găseşte, de asemenea se ascunde. Jocul continuă până se ascund toŃi împreună.


name: Cine va ajuta?
category: integrare-incluziune
content_type: activitate
source_file: 07.Cartea_Mare_a_jocurilor-Salvati_Copiii_Suedia_UNICEF.pdf
source_files: ["07.Cartea_Mare_a_jocurilor-Salvati_Copiii_Suedia_UNICEF.pdf"]
page_reference: page 151
materials_category: papetărie
materials_list: fișe-indicatoare, foi A4 și creioane, o foaie mare de hârtie (opțional)
skills_developed: conștientizare interdependență, empatie, joc de rol, brainstorming
difficulty_level: mediu
keywords: ajutor, funcții, școală, interdependență, rol
tags: ["social", "educativ", "indoor"]
language: ro
normalized_name: cine va ajuta?
extraction_confidence: high
source_id: d297a434_07_cartea_mare_a_jocurilor_salvati_copiii_suedia_unicef
source_ids: ["d297a434_07_cartea_mare_a_jocurilor_salvati_copiii_suedia_unicef"]
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created_at: 2026-05-29 18:59:41
updated_at: 2026-05-29 18:59:41
description:
Activitate de conștientizare a interdependenței în care participanții identifică funcțiile din școala lor prin brainstorming, alcătuiesc liste de acțiuni de ajutor pentru fiecare funcție și joacă scenete de rol bazate pe aceste liste.

rules:
Cu ajutorul brainstorming-ului participanŃii alcătuiesc listele funcŃiilor care există în şcoala lor. Ei sunt grupaŃi după posturi. ParticipanŃii formează perechi. Fiecărei perechi i să dă o fişă cu denumirea funcŃiei. Fiecare pereche face lista acŃiunilor. Continuând să lucreze în perechi, elevii compun o scenă mică (joc pe roluri), bazându-se pe lista elaborată.

source_excerpt:
Cu ajutorul brainstorming-ului participanŃii alcătuiesc listele funcŃiilor care există în şcoala lor. După aceasta, ei sunt grupaŃi după posturi: director, profesor, lucrător al cantinei, responsabili pentru terenurile de joc, medic ş.a.m.d.


name: Am o casuta mica
category: cantece-ceremonii
content_type: cantec
source_file: jocuri.doc
source_files: ["jocuri.doc"]
page_reference: page 1
source_excerpt: am o casuta mica asa si asa si fumul se ridica asa si asa eu bat la usa casei asa si asa
skills_developed: ritm, coordonare
difficulty_level: usor
keywords: cantec, actiune, miscari, accelerare
tags: ["cantec-actiune"]
language: ro
normalized_name: am o casuta mica
extraction_confidence: high
source_id: d308b051_jocuri
source_ids: ["d308b051_jocuri"]
chunk_key: d308b051_jocuri.part01
created_at: 2026-05-29 18:59:41
updated_at: 2026-05-29 18:59:41
description:
Cantec de actiune cu miscari imitative: copiii canta versurile despre o casuta mica, fum care se ridica, batut la usa si lustruit pantofii, executand gesturile corespunzatoare. Include o sectiune de accelerare a ritmului.

rules:
Copiii canta versul 'am o casuta mica asa si asa' si executa miscarile indicate. La 'tineti pasul, acceleram / atentiune, acceleram' ritmul creste.


name: Joc de concentrare
category: icebreakers
content_type: joc
source_file: jocuri.doc
source_files: ["jocuri.doc"]
page_reference: page 1
skills_developed: concentrare, atentie
difficulty_level: mediu
keywords: concentrare, numere, cerc, palme
tags: ["joc-cerc", "concentrare"]
language: ro
normalized_name: joc de concentrare
extraction_confidence: high
source_id: d308b051_jocuri
source_ids: ["d308b051_jocuri"]
chunk_key: d308b051_jocuri.part01
created_at: 2026-05-29 18:59:41
updated_at: 2026-05-29 18:59:41
description:
Joc de cerc in care copiii isi striga propriul numar si un alt numar la intamplare, transmitand astfel 'mingea' catre alt jucator. Pe masura ce jocul avanseaza, se adauga reguli noi (batut din palme la unison) pentru a creste dificultatea.

rules:
Asezati copiii intr-un cerc si atribuiti fiecaruia cate un numar. Copilul cu numarul 1 va incepe jocul prin a striga propriul numar, si un alt numar la intamplare. Lasati-i asa cateva runde, apoi modificati jocul prin adaugarea unei noi reguli: acum, copiii trebuie sa bata de doua ori din palme la unison in timp ce unul dintre ei striga numerele.

source_excerpt:
Asezati copiii intr-un cerc si atribuiti fiecaruia cate un numar. Copilul cu numarul 1 va incepe jocul prin a striga propriul numar, si un alt numar la intamplare


name: Buna dimineata, domnule capitan
category: jocuri-cercetasesti
content_type: joc
source_file: jocuri.doc
source_files: ["jocuri.doc"]
page_reference: page 1
materials_list: esarfa pentru ochi
skills_developed: ascultare, discriminare auditiva
difficulty_level: usor
keywords: legat la ochi, voce, ghicit, capitan
tags: ["joc-voce", "legat-la-ochi"]
language: ro
normalized_name: buna dimineata, domnule capitan
extraction_confidence: high
source_id: d308b051_jocuri
source_ids: ["d308b051_jocuri"]
chunk_key: d308b051_jocuri.part01
created_at: 2026-05-29 18:59:41
updated_at: 2026-05-29 18:59:41
description:
Joc de ghicit voci in care un jucator legat la ochi (capitanul) incearca sa identifice cine i-a adresat salutul. Jucatorii incearca sa-si schimbe vocea pentru a-l pacali pe capitan.

rules:
Capitanul va sta discret departe de grup si va fi legat la ochi. Liderul va indica un jucator care va spune: 'Buna dimineata domnule capitan!'. Capitanul incearca sa ghiceasca numele celui care a vorbit. Daca capitanul identifica corect pe cel care a vorbit atunci el isi va pastra pozitia. Daca nu, jucatorul care a vorbit va deveni noul capitan. Jucatorii vor incerca sa-si schimbe vocea.

source_excerpt:
Capitanul va sta discret departe de grup si va fi legat la ochi. Liderul va indica un jucator care va spune: "Buna dimineata domnule capitan!".


name: Ochii inchisi si se numara
variations: Varianta 1: numarat cu ochii inchisi. Varianta 2: estimarea unui minut cu ochii inchisi.
category: jocuri-cercetasesti
content_type: joc
source_file: jocuri.doc
source_files: ["jocuri.doc"]
page_reference: page 1
skills_developed: simtul timpului, concentrare
difficulty_level: usor
keywords: ochi inchisi, timp, estimare, numaratoare
tags: ["joc-timp", "ochi-inchisi"]
language: ro
normalized_name: ochii inchisi si se numara
extraction_confidence: med
source_id: d308b051_jocuri
source_ids: ["d308b051_jocuri"]
chunk_key: d308b051_jocuri.part01
created_at: 2026-05-29 18:59:41
updated_at: 2026-05-29 18:59:41
description:
Doua variante de joc cu ochii inchisi: in prima, jucatorii numara cat mai mult cu ochii inchisi; in a doua, trebuie sa astepte exact 1 minut cu ochii inchisi si sa se ghemuiasca cand cred ca minutul s-a scurs. Castiga cine se aseaza cel mai aproape de 1 minut.

rules:
Varianta 1: Ochii inchisi si se numara pana la numarul cel mai mare. Varianta 2: Ochii inchisi si se asteapta 1 minut, apoi se ghemuieste. Castiga cine se aseaza cel mai aproape de 1 minut.

source_excerpt:
Ochii inchisi si se asteapta 1 minut, apoi se ghemuieste. Castiga cine se aseaza cel mai aproape de 1 minut.


name: Spate in spate
category: icebreakers
content_type: joc
source_file: jocuri.doc
source_files: ["jocuri.doc"]
page_reference: page 1
skills_developed: reactie rapida, socializare
difficulty_level: usor
keywords: perechi, schimbare, comenzi, miscare
tags: ["joc-perechi", "miscare"]
language: ro
normalized_name: spate in spate
extraction_confidence: high
source_id: d308b051_jocuri
source_ids: ["d308b051_jocuri"]
chunk_key: d308b051_jocuri.part01
created_at: 2026-05-29 18:59:41
updated_at: 2026-05-29 18:59:41
description:
Joc dinamic de perechi in care un jucator 'special' striga comenzi ('Spate-n spate!' sau 'Fata in fata') si la fiecare comanda de 'Spate-n spate!' toti jucatorii isi schimba partenerii. Jucatorul special incearca sa ocupe un loc, iar cel ramas fara pereche devine noul jucator special.

rules:
Jucatorii stau in perechi, cu exceptia unui singur jucator 'special'. Cand el striga 'Spate-n spate!' jucatorii trebuie sa se aseze in spatele partenerului. Cand el striga 'Fata in fata' partenerii trebuie sa se intoarca unul spre celalalt si sa-si stranga mainile. La urmatoarea strigare 'Spate-n spate!' si de fiecare data dupa aceea, toti jucatorii trebuie sa-si schimbe partenerii. Jucatorul 'special' incearca sa-si gaseasca un partener in timpul jocului. Jucatorul ramas pe din afara devine noul jucator 'special'.

source_excerpt:
Când el striga "Spate-n spate!" jucatorii trebuie sa se aseze în spatele partenerului (perechii).Când el striga "Fata în fata" partenerii trebuie sa se întoarca unul spre celalalt si sa-si strânga mâinile.


name: Hurley Burley
category: sports-active
content_type: joc
source_file: Outdoor Games.pdf
source_files: ["Outdoor Games.pdf"]
page_reference: page 5
materials_list: ball
skills_developed: teamwork, ball handling
keywords: team game, ball, goal
tags: ["outdoor", "scouts", "team"]
language: en
normalized_name: hurley burley
extraction_confidence: high
source_id: d3959920_outdoor_games
source_ids: ["d3959920_outdoor_games"]
chunk_key: d3959920_outdoor_games.part01
created_at: 2026-05-29 18:59:41
updated_at: 2026-05-29 18:59:41
description:
A team game played on a ground divided into two equal parts with a goal at each end. Players form two even-numbered teams. The object is to get the ball through the opponents' goal. Players may kick and handle the ball, but must pass if touched when holding the ball.

rules:
Ground with goal at each end is divided into two equal parts. Players form two teams, even numbers. Players may kick and handle the ball, but must pass if touched when holding the ball.

source_excerpt:
Ground, with goal at each end, is divided into two equal parts. Players form two teams, even numbers. Object of game is to get ball through opponents' goal.


name: Nuts and Raisins
category: sports-active
content_type: joc
source_file: Outdoor Games.pdf
source_files: ["Outdoor Games.pdf"]
page_reference: page 5
materials_list: football
skills_developed: passing, interception, teamwork
keywords: passing, interception, football
tags: ["outdoor", "scouts", "team"]
language: en
normalized_name: nuts and raisins
extraction_confidence: high
source_id: d3959920_outdoor_games
source_ids: ["d3959920_outdoor_games"]
chunk_key: d3959920_outdoor_games.part01
created_at: 2026-05-29 18:59:41
updated_at: 2026-05-29 18:59:41
description:
A passing game for two teams. One team tries to pass a football among its own members while the others try to intercept. A point is scored for five clear undropped consecutive passes; no tackling, only interception is allowed.

rules:
Two teams; one team tries to pass a football about among its own members, the others trying to intercept. A point is scored for five clear undropped consecutive passes; no tackling, only interception is allowed. The first player to touch a dropped ball may pick it up unmolested. Team with most points in (say) eight minutes, wins.

source_excerpt:
Two teams; one team tries to pass a football about among its own members, the others trying to intercept. A point is scored for five clear undropped consecutive passes; no tackling, only interception is allowed.


name: Pitchball
variations: Use two balls.
category: sports-active
content_type: joc
source_file: Outdoor Games.pdf
source_files: ["Outdoor Games.pdf"]
page_reference: pages 5-6
materials_list: tennis ball, cricket stump or mallet handle, rope or markers
skills_developed: throwing, batting, fielding
keywords: batting, fielding, tennis ball, cricket stump
tags: ["outdoor", "scouts", "team"]
language: en
normalized_name: pitchball
extraction_confidence: high
source_id: d3959920_outdoor_games
source_ids: ["d3959920_outdoor_games"]
chunk_key: d3959920_outdoor_games.part01
created_at: 2026-05-29 18:59:41
updated_at: 2026-05-29 18:59:41
description:
A batting game played on a roped-off square pitch. A fielding team throws a tennis ball at a batsman standing in the square with a cricket stump. The batsman scores points for each miss, for hitting the ball, and for driving it back out. The batsman is out if caught or if the ball hits him.

rules:
Rope or mark off a pitch about 12 to 15 yards square. Teams of eight, each fielding in turn. Fielding side stand two to each side of the square, armed with a tennis ball. Batting side enters square one by one, armed with a cricket stump or mallet handle. Fielders throw the tennis ball at the batsman. Ball enters square without hitting him = one point; he hits it = two; knocks it back out the way it came = three; lusty swipe = four. Batsman is out if caught, as in cricket. Fielders must not enter square. Two, three or four innings each.

source_excerpt:
Fielding side stand two to each side of the square, armed with a tennis ball. Batting side enters square one by one, armed with a cricket stump or mallet handle, or other suitably sized stick.


name: Ring the Peg
variations: Can be played with teams, two opposing players throwing alternately with three shoes each.
category: sports-active
content_type: joc
source_file: Outdoor Games.pdf
source_files: ["Outdoor Games.pdf"]
page_reference: page 6
materials_list: old horseshoes, tent peg
skills_developed: aim, accuracy
keywords: horseshoe, peg, throwing, aim
tags: ["outdoor", "scouts", "individual", "team"]
language: en
normalized_name: ring the peg
extraction_confidence: high
source_id: d3959920_outdoor_games
source_ids: ["d3959920_outdoor_games"]
chunk_key: d3959920_outdoor_games.part01
created_at: 2026-05-29 18:59:41
updated_at: 2026-05-29 18:59:41
description:
A horseshoe-tossing game. A tent peg is placed in the ground about 20 feet away. Each player with three shoes tries to 'ring' the peg. Points are scored based on proximity or landing a clear ring. First to one hundred points wins. Can be played individually or as teams.

rules:
A tent peg is placed in the ground about 20 feet away. Each player with three shoes tries to 'ring' the peg. Single points scored by shoes nearest to the peg. Shoe landing against the peg but not encircling it scores three; a clear 'ring' counts five. First player scoring one hundred points wins. Can also be played with teams.

source_excerpt:
Old horseshoes provide a good outdoor game. Favourite relaxation with cowboys on round-ups. A tent peg is placed in the ground about 20 feet away. Each player with three shoes tries to "ring" the peg.


name: Deck Tennis
category: sports-active
content_type: joc
source_file: Outdoor Games.pdf
source_files: ["Outdoor Games.pdf"]
page_reference: page 6
materials_list: net (5 feet high), rope ring
skills_developed: throwing, catching, coordination
keywords: net, rope ring, throwing
tags: ["outdoor", "scouts", "team"]
language: en
normalized_name: deck tennis
extraction_confidence: high
source_id: d3959920_outdoor_games
source_ids: ["d3959920_outdoor_games"]
chunk_key: d3959920_outdoor_games.part01
created_at: 2026-05-29 18:59:41
updated_at: 2026-05-29 18:59:41
description:
A net game played by throwing a rope ring from side to side over a net about 5 feet high. Players drop out for failing to catch the ring or for throwing it outside a marked base-line. Team lasting longest wins.

rules:
Played over a net about 5 feet high by throwing a rope ring from side to side. One team each side of net; any player dropping the ring falls out. Team lasting longest wins. Thrower of a shot falling outside a marked base-line falls out.

source_excerpt:
Played over a net about 5 feet high by throwing a rope ring from side to side. One team each side of net; any player dropping the ring falls out. Team lasting longest wins.


name: Rounders
category: sports-active
content_type: joc
source_file: Outdoor Games.pdf
source_files: ["Outdoor Games.pdf"]
page_reference: page 6
materials_list: ball, bat, bases
skills_developed: batting, running, fielding
keywords: rounders, batting, bases, team
tags: ["outdoor", "scouts", "classic"]
language: en
normalized_name: rounders
extraction_confidence: high
source_id: d3959920_outdoor_games
source_ids: ["d3959920_outdoor_games"]
chunk_key: d3959920_outdoor_games.part01
created_at: 2026-05-29 18:59:41
updated_at: 2026-05-29 18:59:41
description:
A classic bat-and-ball game for two teams. Batters try to run around four bases arranged at corners of a hexagon without being hit by the ball. A full circuit scores a rounder. Various outs apply.

rules:
Two teams; one batting, others fielding. Batters queue up behind home base. Four other bases at corners of hexagon with sides up to 30 yards. Bowler stands 15 feet from batter. Ball served must be pitched between knee and shoulder. Three are allowed, but batter must run for any he hits. If he can run round all four bases without being hit he scores a rounder; but if hit between bases he is out. He can be brought back by any rounder scored by his team. Only one batter can be at a base at one time. Ball is dead as soon as in bowler's hands.

source_excerpt:
Two teams; one batting, others fielding. Batters queue up behind home base. Four other bases are arranged at corners of hexagon with sides up to 30 yards according to space and numbers.


name: Squaw
category: sports-active
content_type: joc
source_file: Outdoor Games.pdf
source_files: ["Outdoor Games.pdf"]
page_reference: page 6
materials_list: short sticks, squaw (two small balls joined by cord)
skills_developed: coordination, teamwork, stick control
keywords: squaw, stick, goal, leather ball
tags: ["outdoor", "scouts", "fast"]
language: en
normalized_name: squaw
extraction_confidence: high
source_id: d3959920_outdoor_games
source_ids: ["d3959920_outdoor_games"]
chunk_key: d3959920_outdoor_games.part01
created_at: 2026-05-29 18:59:41
updated_at: 2026-05-29 18:59:41
description:
A fast team game played on a small football ground. Each player has a short stick and the 'squaw' (two small balls of tightly rolled leather joined by cord) must be thrown or carried through the goal with the stick. The squaw may not be touched with the hand.

rules:
Two teams of any size, played on a small football ground. Each player has a short stick. A goal is scored by throwing or carrying the 'squaw' (two small balls of tightly rolled leather joined by about 5 inches of cord) with the stick through the goal. No rules but a very sensible referee who is sole judge of fair play. The 'squaw' may not be touched with the hand.

source_excerpt:
A goal is scored by throwing or carrying the "squaw" (two small balls of tightly rolled leather joined by about 5 inches of cord) with the stick through the goal. No rules but a very sensible referee who is sole judge of fair play.


name: Stool-ball
category: sports-active
content_type: joc
source_file: Outdoor Games.pdf
source_files: ["Outdoor Games.pdf"]
page_reference: page 7
materials_list: boards on posts (wickets), ping-pong style bat, ball
skills_developed: batting, bowling, fielding
keywords: stool-ball, cricket, batting, improvised
tags: ["outdoor", "scouts", "cricket-variant"]
language: en
normalized_name: stool-ball
extraction_confidence: high
source_id: d3959920_outdoor_games
source_ids: ["d3959920_outdoor_games"]
chunk_key: d3959920_outdoor_games.part01
created_at: 2026-05-29 18:59:41
updated_at: 2026-05-29 18:59:41
description:
A cricket-like game where wickets are boards fixed on posts. Batting is done by two batsmen. The batsman is out if the ball hits the board, or if caught or run out. Equipment can be improvised.

rules:
Two wickets made by fixing board about 1 foot square on a post between 4 and 5 feet high. Bat is like a ping-pong bat. Wickets are 16 yards apart; bowling crease 10 yards in front of each. Batters send in two batsmen. Bowling is by one bowler standing at crease; ten balls to an over. Batsman is out if ball hits board, or if caught or run out. To be run out, ball must hit wicket, or if a fielder with ball in hand touches wicket before batsman.

source_excerpt:
Two wickets are made by fixing board about 1 foot square on a post between 4 and 5 feet high. Bat is like a ping-pong bat, about 8 inches across.


name: Hit the Board
category: sports-active
content_type: joc
source_file: Outdoor Games.pdf
source_files: ["Outdoor Games.pdf"]
page_reference: page 7
materials_list: board (2 feet square), ball
skills_developed: throwing, catching, aiming
keywords: board, batting, hand, fielding
tags: ["outdoor", "scouts", "team"]
language: en
normalized_name: hit the board
extraction_confidence: high
source_id: d3959920_outdoor_games
source_ids: ["d3959920_outdoor_games"]
chunk_key: d3959920_outdoor_games.part01
created_at: 2026-05-29 18:59:41
updated_at: 2026-05-29 18:59:41
description:
A batting game where one side hits a ball with their hand as far as possible while the other side fields. If the ball is fielded on the ground, the fielder stands still and throws at the board; if the board is hit, the striker is out.

rules:
Two sides equal numbers. One in and one fielding. The side in, stand by board about 2 feet square and one at a time hit the ball as far as they can with hand. If caught by fielders, striker is out. If fielded after touching ground, fielder stands still and has a free throw at board which, if hit, gets striker out — fielding side score two. If he misses, other side score one. Innings go on until all side is out. Board can be fixed on pole, or laid flat on ground.

source_excerpt:
The side in, stand by board about 2 feet square and one at a time, as in rounders, hit the ball as far as they can with hand. If caught by fielders, striker is out.


name: Change Hockey
category: sports-active
content_type: joc
source_file: Outdoor Games.pdf
source_files: ["Outdoor Games.pdf"]
page_reference: page 7
materials_list: football, four stumps
skills_developed: teamwork, coordination, stick control
keywords: hockey, stumps, change, ball
tags: ["outdoor", "scouts", "team"]
language: en
normalized_name: change hockey
extraction_confidence: high
source_id: d3959920_outdoor_games
source_ids: ["d3959920_outdoor_games"]
chunk_key: d3959920_outdoor_games.part01
created_at: 2026-05-29 18:59:41
updated_at: 2026-05-29 18:59:41
description:
A hockey-style game where teams line up beside a pitch. Two players from each team run forward to try to knock the ball across the opponents' line using stumps. On the command 'change', they drop their stumps and the next pair takes over.

rules:
Teams line up on either side of the pitch with the ball and stumps at the centre. On the word 'Go' the first two of each team run forward, pick up a stump each and try to knock the ball across the opponents' line. At the command 'change' by the umpire, those playing drop their stumps and the next pair from each team take their place.

source_excerpt:
Teams line up on either side of the pitch with the ball and stumps at the centre. On the word "Go" the first two of each team run forward, pick up a stump each and try to knock the ball across the opponents' line.


name: Wheelbarrow Ground Ball
category: sports-active
content_type: joc
source_file: Outdoor Games.pdf
source_files: ["Outdoor Games.pdf"]
page_reference: page 7
materials_list: football, stumps for goal
skills_developed: balance, coordination, teamwork
keywords: wheelbarrow, football, ground ball
tags: ["outdoor", "scouts", "fun", "physical"]
language: en
normalized_name: wheelbarrow ground ball
extraction_confidence: high
source_id: d3959920_outdoor_games
source_ids: ["d3959920_outdoor_games"]
chunk_key: d3959920_outdoor_games.part01
created_at: 2026-05-29 18:59:41
updated_at: 2026-05-29 18:59:41
description:
A football game played entirely in wheelbarrow pairs. Only the 'barrow man' (the one walking on hands) may hit the ball with one hand. Teams score goals. The ball must be kept on the ground.

rules:
The teams, in pairs, make up wheelbarrows. These wheelbarrows form up in the usual way for football and the game proceeds. Only the barrow man may hit the ball—with one of his hands—and by passing, etc., the teams attempt to score goals. The ball must be kept on the ground. Don't play this for too long and change barrow and wheeler frequently.

source_excerpt:
The teams, in pairs, make up wheelbarrows. These wheelbarrows form up in the usual way for football and the game proceeds. Only the barrow man may hit the ball—with one of his hands.


name: Trap Ball
category: sports-active
content_type: joc
source_file: Outdoor Games.pdf
source_files: ["Outdoor Games.pdf"]
page_reference: page 7
materials_list: flat stone, tennis ball, stick
skills_developed: batting, throwing, accuracy
keywords: trap ball, batting, stone, stick
tags: ["outdoor", "scouts", "team"]
language: en
normalized_name: trap ball
extraction_confidence: high
source_id: d3959920_outdoor_games
source_ids: ["d3959920_outdoor_games"]
chunk_key: d3959920_outdoor_games.part01
created_at: 2026-05-29 18:59:41
updated_at: 2026-05-29 18:59:41
description:
A batting game where batters bounce a ball on a flat stone and try to hit it with a stick. If the ball is hit, a fielder throws it trying to land within a certain number of stick-lengths from the base; if successful, the batter is out.

rules:
Two teams; one fielding, one batting. A flat stone is required for a base, a tennis ball, and a stick of handy size. The batters in turn bounce the ball on the stone and try to hit it with the stick. If hit, batter places stick on stone and gives fielder a number. The fielder throws the ball trying to place it within that many 'stick' lengths from the base. If he does so, batter is out; if not, batter scores that number and continues. The batter may also be out by failing to hit the ball twice in succession. A catch puts out the whole team.

source_excerpt:
The batters in turn bounce the ball on the stone and try to hit it with the stick. If the ball is hit it is fielded by one of the other side, and batter places his stick on the stone and gives a number to the holder of the ball.


name: Two-ball Football
category: sports-active
content_type: joc
source_file: Outdoor Games.pdf
source_files: ["Outdoor Games.pdf"]
page_reference: page 8
materials_list: two footballs
skills_developed: football skills, teamwork, awareness
keywords: football, two-ball, variant
tags: ["outdoor", "scouts", "football-variant"]
language: en
normalized_name: two-ball football
extraction_confidence: high
source_id: d3959920_outdoor_games
source_ids: ["d3959920_outdoor_games"]
chunk_key: d3959920_outdoor_games.part01
created_at: 2026-05-29 18:59:41
updated_at: 2026-05-29 18:59:41
description:
A variant of football played on an ordinary ground but with two balls simultaneously. The off-side rule is entirely ignored. A referee follows the play of each ball. If both balls go through the same goal at the same time, two goals are scored.

rules:
A rag form of football played on an ordinary ground but with two balls. The off-side rule is entirely ignored, both balls are kept in play, and a referee is appointed to follow the play of each ball. If both balls go through the same goal at the same time, two goals are scored.

source_excerpt:
A rag form of football played on an ordinary ground but with two balls. The off-side rule is entirely ignored, both balls are kept in play, and a referee is appointed to follow the play of each ball.


name: Over the Net
category: sports-active
content_type: joc
source_file: Outdoor Games.pdf
source_files: ["Outdoor Games.pdf"]
page_reference: page 8
materials_list: football, net or rope
skills_developed: coordination, ball control, teamwork
keywords: net, volleyball-style, ball, hitting
tags: ["outdoor", "scouts", "camp", "team"]
language: en
normalized_name: over the net
extraction_confidence: high
source_id: d3959920_outdoor_games
source_ids: ["d3959920_outdoor_games"]
chunk_key: d3959920_outdoor_games.part01
created_at: 2026-05-29 18:59:41
updated_at: 2026-05-29 18:59:41
description:
A net game for teams of six. Players hit a football over a 6-7 foot net so the opposing side cannot prevent it from falling on the ground. The ball may be held but not thrown; it is held in one hand and hit with the other. No scoring except by those serving.

rules:
Ground about the size of a tennis-court, net or rope 6 or 7 feet from the ground. Teams of six. Object is to hit the ball over the net so that the opposing side cannot prevent it from falling on the ground. The ball may be held, but not carried; it may not be thrown, but be held in one hand and hit with the other. Players between the net and the ball may hit it on but may not hold it. No one may touch the net. Server hits off from the corner. All fouls, ball on ground, and 'outs' give the opposing side service; no scoring except by those serving.

source_excerpt:
The object of the game is to hit the ball over the net so that the opposing side cannot prevent it from falling on the ground. The ball may be held, but not carried; it may not be thrown, but be held in one hand and hit with the other.


name: A Horse, a Horse
variations: Can be played either in or outdoors.
category: sports-active
content_type: joc
source_file: Outdoor Games.pdf
source_files: ["Outdoor Games.pdf"]
page_reference: page 8
materials_list: short sticks, heavy club or billet of wood
skills_developed: balance, teamwork, physical fitness
keywords: horse, rider, stick, goal, mounted
tags: ["outdoor", "scouts", "physical", "team"]
language: en
normalized_name: a horse, a horse
extraction_confidence: high
source_id: d3959920_outdoor_games
source_ids: ["d3959920_outdoor_games"]
chunk_key: d3959920_outdoor_games.part01
created_at: 2026-05-29 18:59:41
updated_at: 2026-05-29 18:59:41
description:
A mounted team game. Scouts form horse-and-rider pairs; riders are armed with short sticks. The 'ball' is a heavy club that must be struck (not thrown) through the opponent's goal. Unhorsed riders try to grab momentarily riderless horses from the other side.

rules:
Two teams of equal pairs of 'horse and rider.' Remaining Scouts are unhorsed riders. Riders armed with short sticks. The 'ball' is a short heavy club. Goals scored by striking (not throwing) it against a tree or post at the opposite end. Any fair tackle of ball, rider or horse is allowed, but only mounted riders may tackle. Unhorsed riders try to grab any horse who is momentarily riderless. A rider must dismount to pick up ball off ground, and must remount before proceeding. Horses may not touch the ball.

source_excerpt:
Form two teams, each with an equal number of pairs of "horse and rider." Remaining Scouts on each side are unhorsed riders. Riders armed with short sticks.


name: American Cricket
category: sports-active
content_type: joc
source_file: Outdoor Games.pdf
source_files: ["Outdoor Games.pdf"]
page_reference: page 8
materials_list: tennis ball, bat (any piece of wood), wickets
skills_developed: batting, bowling, fielding
keywords: cricket, american, tennis ball, underarm
tags: ["outdoor", "scouts", "cricket-variant"]
language: en
normalized_name: american 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 18:59:41
updated_at: 2026-05-29 18:59:41
description:
A simplified version of cricket using a tennis ball bowled underarm at full pitch. Wickets need not be the full 22 yards apart. There is one bowler at each end of the pitch and the ball is bowled from whichever end it happens to be. Can be played on any open ground.

rules:
Rules as for ordinary cricket with exceptions: (1) wickets need not be full 22 yards apart; (2) bowling must be with tennis ball, under-arm, full pitch — anything bouncing between wickets is a no-ball; (3) there is one bowler at each end of pitch and the ball is bowled from whichever end the ball happens to be, i.e. there are no set overs. Can be played with any numbers and any old piece of wood for a bat.

source_excerpt:
Bowling must be with tennis ball, under-arm, FULL PITCH. Anything that bounces between the wickets is a no-ball. This means that game can be played on any open ground, without prepared surface.


name: Balloon and Ball Football
category: sports-active
content_type: joc
source_file: Outdoor Games.pdf
source_files: ["Outdoor Games.pdf"]
page_reference: page 9
materials_list: balloon or football bladder, tennis balls
skills_developed: throwing, aim, teamwork
keywords: balloon, football, tennis balls, goal
tags: ["outdoor", "scouts", "fun"]
language: en
normalized_name: balloon and ball football
extraction_confidence: high
source_id: d3959920_outdoor_games
source_ids: ["d3959920_outdoor_games"]
chunk_key: d3959920_outdoor_games.part01
created_at: 2026-05-29 18:59:41
updated_at: 2026-05-29 18:59:41
description:
Teams line up on their goal lines and try to drive a balloon over the opponent's goal line by throwing tennis balls at it. The balloon may only be propelled by a thrown ball, never by direct contact with the person.

rules:
Each team lines up on its own goal line, a balloon or football bladder is put in the centre. Each team tries, by throwing tennis balls, to drive the balloon over the other goal-line. The balloon may only be propelled by a thrown ball, not a ball held in the hand, and never by any part of the person. Each time the balloon goes over the line a goal is scored.

variations:
Players may stretch out or leave their places to obtain tennis balls but may only throw when kneeling on both knees behind their own goal-line.

source_excerpt:
Each team tries, by throwing tennis balls, to drive the balloon over the other goal-line. The balloon may only be propelled by a thrown ball, not a ball held in the hand, and never by any part of the person.


name: Attack and Defence
category: wide-games
content_type: joc
source_file: Outdoor Games.pdf
source_files: ["Outdoor Games.pdf"]
page_reference: page 9
materials_list: objects to guard as treasure
skills_developed: strategy, teamwork, running
keywords: attack, defence, capture, treasure
tags: ["outdoor", "scouts", "wide-game"]
language: en
normalized_name: attack and defence
extraction_confidence: high
source_id: d3959920_outdoor_games
source_ids: ["d3959920_outdoor_games"]
chunk_key: d3959920_outdoor_games.part01
created_at: 2026-05-29 18:59:41
updated_at: 2026-05-29 18:59:41
description:
A territorial team game on a 60-yard ground. Each team guards a set of objects at their end and tries to capture the opposing team's treasure. Players can only be captured outside their own half, and prisoners can be released.

rules:
A ground about 60 yards long with a half-way line. One team at each end guarding a number of objects (one for each member of the team). Each team tries to capture its opponents' treasure and defend its own. A player can only be caught when out of his own half and not when he is returning with a capture. Prisoners are put behind their captors' base and must be released before any more objects can be taken. Only one prisoner or object can be released or taken at a time. Team with most objects and fewest men prisoners wins.

source_excerpt:
Each team tries to capture its opponents' treasure and defend its own. A player can only be caught when out of his own half and not when he is returning with a capture.


name: Attack and Defence
category: wide-games
subcategory: capture game
content_type: joc
source_file: Outdoor Games.pdf
source_files: ["Outdoor Games.pdf"]
page_reference: page 58
materials_category: props
materials_list: objects/treasure (one per player)
skills_developed: strategy, speed, teamwork
difficulty_level: mediu
keywords: attack, defence, capture, treasure, wide game
tags: ["wide game", "outdoor", "team game"]
language: en
normalized_name: attack and defence
extraction_confidence: high
source_id: d3959920_outdoor_games
source_ids: ["d3959920_outdoor_games"]
chunk_key: d3959920_outdoor_games.part04
created_at: 2026-05-29 18:59:41
updated_at: 2026-05-29 18:59:41
description:
A ground of about 600 yards long with a halfway line. One team at each end guards objects (one per team member). Teams try to capture opponents' treasure and defend their own. A player can only be caught when out of their own half and not when returning with a capture. Prisoners go behind the captor's base and must be released before more objects can be taken. Only one prisoner or object can be released/taken at a time. Team with most objects and fewest prisoners wins.

rules:
600-yard ground with halfway line. Each team guards objects (one per member) at their end. Players safe in own half. Tagged in enemy half = prisoner behind captor's base. Prisoners must be released before taking more objects (one at a time). Only one prisoner or object per trip. Team with most objects + fewest prisoners wins.

source_excerpt:
A ground about 600 yards long with a half-way line. One team at each end guarding a number of objects (one for each member of the team). Each team tries to capture its opponents' treasure and defend its own.


name: Aunt Sally
variations: If numbers allow, two balls and two guards add to the fun.
category: sports-active
content_type: joc
source_file: Outdoor Games.pdf
source_files: ["Outdoor Games.pdf"]
page_reference: page 9
materials_list: two skittles or clubs, ball
skills_developed: throwing, passing, strategy
keywords: skittle, guard, ball, throwing
tags: ["outdoor", "scouts", "team"]
language: en
normalized_name: aunt sally
extraction_confidence: high
source_id: d3959920_outdoor_games
source_ids: ["d3959920_outdoor_games"]
chunk_key: d3959920_outdoor_games.part01
created_at: 2026-05-29 18:59:41
updated_at: 2026-05-29 18:59:41
description:
A team passing game where each team tries to knock over the opposing team's skittle with a ball. Guards protect their skittle. The ball must be thrown, not hit, except by the guard who can hit but not kick it away.

rules:
Two skittles or clubs stood up one at each end of a line about 40 feet long. Troop divided into two teams, A and B. One Scout from A guards that team's skittle, one from B the other. Scouts are paired off and take up any convenient position. Object is to knock over the other team's skittle with a ball. Scouter starts game by bouncing ball in middle. Ball must be thrown, not hit, except by guard who can hit the ball away, but not kick it. No pairs should be within 5 or 6 feet of skittle.

source_excerpt:
Two skittles or clubs are stood up one at each end of a line about 40 feet long. Troop divided into two teams, A and B. One Scout from A guards that team's skittle, and one from B the other.


name: Ankle Football
variations: Try playing it with a balloon on a windy day!
category: sports-active
content_type: joc
source_file: Outdoor Games.pdf
source_files: ["Outdoor Games.pdf"]
page_reference: page 9
materials_list: football or balloon
skills_developed: balance, coordination, fun
keywords: ankle, football, handicap, fun
tags: ["outdoor", "scouts", "fun", "variant"]
language: en
normalized_name: ankle football
extraction_confidence: high
source_id: d3959920_outdoor_games
source_ids: ["d3959920_outdoor_games"]
chunk_key: d3959920_outdoor_games.part01
created_at: 2026-05-29 18:59:41
updated_at: 2026-05-29 18:59:41
description:
Football played with the same rules as Association football, except that all players must keep hold of their own ankles with their hands throughout the game. Goals should be set close together.

rules:
Rules are the same as in ordinary Association football except that players must keep hold of their ankles with their hands. Goals should be close together.

source_excerpt:
Rules are the same as in ordinary Association football except that players must keep hold of their ankles with their hands. Try playing it with a balloon on a windy day!


name: Handball
category: sports-active
content_type: joc
source_file: Outdoor Games.pdf
source_files: ["Outdoor Games.pdf"]
page_reference: pages 9-10
materials_list: ball, goals
skills_developed: hand-eye coordination, teamwork, agility
keywords: handball, one hand, goal, football-variant
tags: ["outdoor", "scouts", "team", "strenuous"]
language: en
normalized_name: handball
extraction_confidence: high
source_id: d3959920_outdoor_games
source_ids: ["d3959920_outdoor_games"]
chunk_key: d3959920_outdoor_games.part01
created_at: 2026-05-29 18:59:41
updated_at: 2026-05-29 18:59:41
description:
A football-like game played with hands. Goals are about 8 feet wide. The ball may only be played with one hand at a time; feet and body contact forbidden. There are no corners or off-side. The game starts with teams racing from goal-lines to the ball in the centre.

rules:
Goals about 8 feet wide. Sides to suit occasion; six (goalie, two backs, and three forwards) recommended. No corners or off-side. Ball may only be played with one hand at a time, except by goalie who can stop or fist out with two but must not hold. No obstructing opponents or holding the ball. Ball placed in centre; teams line up on own goal-lines and race to it when whistle blows. Five minutes each way is generally long enough.

source_excerpt:
Rather like football—played, as its name implies, with the hands. Goals about 8 feet wide. Sides to suit occasion, but six—goalie, two backs, and three forwards—has been found most successful.


name: End Ball
category: sports-active
content_type: joc
source_file: Outdoor Games.pdf
source_files: ["Outdoor Games.pdf"]
page_reference: page 10
materials_list: football
skills_developed: throwing, catching, positioning
keywords: end ball, catchers, throwing, football
tags: ["outdoor", "scouts", "team"]
language: en
normalized_name: end ball
extraction_confidence: high
source_id: d3959920_outdoor_games
source_ids: ["d3959920_outdoor_games"]
chunk_key: d3959920_outdoor_games.part01
created_at: 2026-05-29 18:59:41
updated_at: 2026-05-29 18:59:41
description:
A throwing game where half of each team stand at each end as catchers, and the other half try to throw a football to their own catchers without it being touched by opposing players. The team making the most catches wins.

rules:
Half of each team stand at each end of the ground (18 yards by 26 yards); they are the 'catchers.' The other halves stand in half of the ground remote from their own catchers. The object is to throw a football a fair catch to their own catchers without it being touched by the other throwers. Catchers may not move out of a space 1 yard by the width of the ground. No thrower may move with the ball; he may throw it to another of his own throwers if in a bad position. Team making most catches wins.

source_excerpt:
Half of each team stand at each end of the ground (18 yards by 26 yards); they are the "catchers." The other halves stand in half of the ground remote from their own catchers.


name: Four-Goal Football
category: sports-active
content_type: joc
source_file: Outdoor Games.pdf
source_files: ["Outdoor Games.pdf"]
page_reference: page 10
materials_list: footballs, four goals
skills_developed: teamwork, football skills, strategy
keywords: four goals, football, four teams, soccer
tags: ["outdoor", "scouts", "football-variant"]
language: en
normalized_name: four-goal football
extraction_confidence: high
source_id: d3959920_outdoor_games
source_ids: ["d3959920_outdoor_games"]
chunk_key: d3959920_outdoor_games.part01
created_at: 2026-05-29 18:59:41
updated_at: 2026-05-29 18:59:41
description:
A football game with four goals arranged at the points of a cross, with two or more footballs. Four teams play normal soccer rules (except offside), trying to score in any goal except their own. Winners are the team with fewest goals against.

rules:
Four goals arranged at points of cross, two or more footballs. One scorer at each goal. Four teams — object, playing normal soccer rules (except for offside), to score as many goals as possible in any goal except your own. Winners are team with fewest goals against.

source_excerpt:
Four goals arranged at points of cross, two or more footballs. One scorer at each goal. Four teams — object, playing normal soccer rules (except for offside), to score as many goals as possible in any goal except your own.


name: Non-Stop Cricket
category: sports-active
content_type: joc
source_file: Outdoor Games.pdf
source_files: ["Outdoor Games.pdf"]
page_reference: page 10
materials_list: log (wicket), baseball bat or cricket stump, tennis ball
skills_developed: batting, bowling, reaction speed
keywords: non-stop, cricket, circle, log, continuous
tags: ["outdoor", "scouts", "cricket-variant"]
language: en
normalized_name: non-stop 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 18:59:41
updated_at: 2026-05-29 18:59:41
description:
A cricket variant played in two concentric circles with a log as a wicket in the centre. The entire fielding side are bowlers stationed around the outer circle. As soon as a player is out the next man in takes his place immediately.

rules:
Two concentric circles — one 20 feet diameter, one 10 feet diameter. Log in centre as wicket. Baseball bat or cricket stump as bat; tennis ball. Fielding side all outside larger circle — all are bowlers from circle perimeter. Ball must pitch inside inner circle. As soon as a player is out (caught or bowled) next man in; if he is bowled out before he's in, he's out! Runs scored from log to edge of circle and back. Any number on each side.

source_excerpt:
Two concentric circles—one 20 feet diameter, one 10 feet diameter. Log in centre as wicket. Baseball bat or cricket stump as bat; tennis ball. Fielding side all outside larger circle—all are bowlers from circle perimeter.


name: Non-Stop Cricket
category: sports-active
subcategory: cricket variant
content_type: joc
source_file: Outdoor Games.pdf
source_files: ["Outdoor Games.pdf"]
page_reference: pages 58-59
materials_category: sports equipment
materials_list: rounders stick, tennis ball, wickets
skills_developed: batting, bowling, fielding, running
difficulty_level: mediu
keywords: cricket, non-stop, continuous, wickets
tags: ["outdoor", "sports", "team game"]
language: en
normalized_name: non-stop cricket
extraction_confidence: high
source_id: d3959920_outdoor_games
source_ids: ["d3959920_outdoor_games"]
chunk_key: d3959920_outdoor_games.part04
created_at: 2026-05-29 18:59:41
updated_at: 2026-05-29 18:59:41
description:
A continuous cricket variant where the bowler bowls immediately whenever he has the ball, regardless of whether the batsman is in his crease. The batsman must attempt a run to a wicket behind him and back every time he hits the ball. He can only be out caught or bowled (no stumping or running out). As soon as a batsman is out, the next comes in — the bowler need not wait. Best played with a rounders stick and tennis ball.

rules:
Wickets set up in a specific layout. Bowler bowls as soon as he has the ball — no waiting for batsman. Batsman who hits must run to wicket behind and back. Out: caught or bowled only (no stumping/running out). Next batsman comes in immediately; bowler need not wait for them to reach the crease. Rounders stick and tennis ball recommended.

source_excerpt:
The bowler bowls the ball to the batsman. If he hits it he must attempt a run to the wicket behind him and back. Meanwhile the fielders return the ball as quickly as possible to the bowler, who immediately bowls no matter where the batsman happens to be.


name: Unknown Country
category: orientare
content_type: activitate
source_file: Outdoor Games.pdf
source_files: ["Outdoor Games.pdf"]
page_reference: page 12
materials_list: map (1-inch or 2.5-inch), notebook
skills_developed: navigation, observation, report writing, map reading
keywords: navigation, hike, log, patrol, observation
tags: ["outdoor", "scouts", "patrol", "navigation"]
language: en
normalized_name: unknown country
extraction_confidence: high
source_id: d3959920_outdoor_games
source_ids: ["d3959920_outdoor_games"]
chunk_key: d3959920_outdoor_games.part01
created_at: 2026-05-29 18:59:41
updated_at: 2026-05-29 18:59:41
description:
An observation and navigation game where each patrol goes on a hike of 3-5 miles and writes a log without using place names or grid references. Other patrols must later follow the route using only the log. The winning patrol is the one whose log was most easily followed.

rules:
Each Patrol is sent out on a different hike of about 3 to 5 miles and does a log similar to that for the First Class journey; but they must bear in mind that it is unknown country. No names of places can be used; road signs etc. are ignored. The log should give enough information for others to be able to follow the route and know where they can camp. Later each Patrol attempts to follow the logs of the others. Winning Patrol is that whose log was most easily followed and gave most information about the country.

source_excerpt:
EACH Patrol is sent out on a different hike of about 3 to 5 miles and does a log similar to that for the First Class journey; but they must bear in mind that it is unknown country. This means that No NAMES of places, etc. can be used or Nat. Grid references.


name: Long Distance Kim's Game
variations: Sea Scout variant: articles arranged on beach or river-side, Scouts spot from a boat passing by.
category: jocuri-cercetasesti
content_type: joc
source_file: Outdoor Games.pdf
source_files: ["Outdoor Games.pdf"]
page_reference: page 12
materials_list: various objects, natural background
skills_developed: observation, visual memory, camouflage detection
keywords: Kim's game, distance, observation, camouflage
tags: ["outdoor", "scouts", "observation", "kim"]
language: en
normalized_name: long distance kim's game
extraction_confidence: high
source_id: d3959920_outdoor_games
source_ids: ["d3959920_outdoor_games"]
chunk_key: d3959920_outdoor_games.part01
created_at: 2026-05-29 18:59:41
updated_at: 2026-05-29 18:59:41
description:
A Kim's Game variant where articles are arranged against a background 50-60 yards away. Scouts must spot and remember items from a distance. The difficulty can be increased progressively by using camouflage. Sea Scout variant involves spotting from a boat.

rules:
A number of articles should be arranged against a background 50 or 60 yards away. Scouts observe and try to identify and remember the articles from a distance. Degree of difficulty can be made progressively greater — early stages use contrasting colours, later stages use camouflage. For Sea Scouts, the game consists of having articles arranged on a stretch of beach or river-side and Scouts spotting them as they go past in their boat.

source_excerpt:
For this game a number of articles should be arranged against a background 50 or 60 yards away — for example, a stuffed bird perched on a branch, a Cub cap hanging on a bush, an axe masked in a log.


name: Vertical Kim's Game
category: jocuri-cercetasesti
content_type: joc
source_file: Outdoor Games.pdf
source_files: ["Outdoor Games.pdf"]
page_reference: page 12
materials_list: tall tree, two dozen miscellaneous articles
skills_developed: observation, visual memory, tree climbing
keywords: Kim's game, tree, vertical, observation
tags: ["outdoor", "scouts", "observation", "kim"]
language: en
normalized_name: vertical kim's game
extraction_confidence: high
source_id: d3959920_outdoor_games
source_ids: ["d3959920_outdoor_games"]
chunk_key: d3959920_outdoor_games.part01
created_at: 2026-05-29 18:59:41
updated_at: 2026-05-29 18:59:41
description:
A Kim's Game variant using a tall tree. About two dozen articles of varying visibility are suspended from branches of a 50-foot tree. Scouts study the tree for six minutes then compile a list of what they observed.

rules:
Select a suitable tree about 50 feet high with many stout branches. Suspend about two dozen articles ranging from a mallet to a fine pair of antlers; some should blend with the background, others should be more obvious. Scouts study the tree for six minutes either from the tree itself or from the ground. Allow four minutes for descending the tree and compiling the necessary list.

source_excerpt:
Select a suitable tree about 50 feet high with many stout branches. Suspend about two dozen articles ranging from a mallet to a fine pair of antlers; some should blend with the background.


name: Kim on the Run
category: jocuri-cercetasesti
content_type: joc
source_file: Outdoor Games.pdf
source_files: ["Outdoor Games.pdf"]
page_reference: pages 12-13
materials_list: objects whose initials spell a town name, paper, pencil
skills_developed: stalking, observation, memory, deduction
keywords: Kim, stalking, observation, cryptic, town
tags: ["outdoor", "scouts", "observation", "stalking"]
language: en
normalized_name: kim on the run
extraction_confidence: high
source_id: d3959920_outdoor_games
source_ids: ["d3959920_outdoor_games"]
chunk_key: d3959920_outdoor_games.part01
created_at: 2026-05-29 18:59:41
updated_at: 2026-05-29 18:59:41
description:
The Scoutmaster wanders in a defined woodland area holding up objects one by one, each for about one minute. Boys must stalk him without being seen. The objects spell out a town name by their initial letters. Patrols must write the list and solve the town name.

rules:
A number of fair-sized objects (initial letters spell the name of a town) are put into a box. The S.M. wanders about within a defined woodland area, holding up these objects one by one for about one minute each. Boys have to stalk him and remember the objects. Patrols are then given paper and pencil to write the objects down, then take the initial letters and discover the town. Objects need not be held in correct order. Any boy seen by the S.M. has a point deducted and is sent back to base. Patrols receive three points for each object correct, plus a bonus of ten for solving the town.

source_excerpt:
He then tells the Scouts that he is going to wander about within a defined area of woodland, holding up these objects one by one, for (say) one minute each. The boys have to stalk him and remember the objects they see until the end of the game.


name: Camouflage
category: jocuri-cercetasesti
content_type: joc
source_file: Outdoor Games.pdf
source_files: ["Outdoor Games.pdf"]
page_reference: pages 13-13
skills_developed: camouflage, observation, stalking, concealment
keywords: camouflage, observation, hiding, patrol
tags: ["outdoor", "scouts", "observation", "camouflage"]
language: en
normalized_name: camouflage
extraction_confidence: high
source_id: d3959920_outdoor_games
source_ids: ["d3959920_outdoor_games"]
chunk_key: d3959920_outdoor_games.part01
created_at: 2026-05-29 18:59:41
updated_at: 2026-05-29 18:59:41
description:
A Scout patrol is placed in hidden positions using natural camouflage while the rest of the troop tries to spot them. Each hidden Scout is at least partly visible to the Scouter on the baseline, but concealed through natural camouflage from the observers.

rules:
Take one Patrol out of doors and place individual Scouts in positions from which they can see the base-line and in which they are at least partly visible though protected by natural camouflage. The rest of the Troop are led with eyes shut to the base-line, where they must individually and in silence try to see how many of the six they can spot. After a short interval, call out each hidden Scout in turn telling him to move slightly, and note how many observers have spotted him.

source_excerpt:
While you stand on a base-line beyond the limits of which you must not move, place the individual Scouts in positions from which they can see you and in which they are at least partly visible to you, though protected by natural camouflage from being obvious.


name: Camouflage
category: wide-games
content_type: joc
source_file: Wide_Games_Resources_File-lupisori.doc
source_files: ["Wide_Games_Resources_File-lupisori.doc"]
page_reference: page 2
skills_developed: observation, camouflage, stealth
difficulty_level: usor
keywords: camouflage, hide, observation
tags: ["cub scouts", "outdoor", "stealth"]
language: en
normalized_name: camouflage
extraction_confidence: high
source_id: dd168412_wide_games_resources_file_lupisori
source_ids: ["dd168412_wide_games_resources_file_lupisori"]
chunk_key: dd168412_wide_games_resources_file_lupisori.part01
created_at: 2026-05-29 18:59:41
updated_at: 2026-05-29 18:59:41
description:
One Six at a time hides themselves using natural camouflage while staying visible to the Leader. The rest of the Pack then tries to spot the hidden Cubs. After a short interval, the hidden Six stand up and identify themselves.

rules:
Take one Six at a time and let them place themselves where they can see the Leader and are partly visible but protected by natural camouflage. When all are placed, tell them to 'freeze'. Invite the rest of the Pack to spot them. After a short interval, the hidden Six stand up and identify themselves.

source_excerpt:
Take one Six at a time and let them place themselves in positions where they can see you and in which they are partly visible to you, though protected by natural camouflage.


name: Camouflage
variations: Play in multiple areas to force campers to adapt to new habitats.
category: jocuri-cercetasesti
subcategory: animal adaptation game
content_type: joc
source_file: 151 Awesome Summer Camp Nature Activities.pdf
source_files: ["151 Awesome Summer Camp Nature Activities.pdf"]
page_reference: pages 31-32
skills_developed: stealth, observation, critical thinking, nature literacy
difficulty_level: usor
keywords: camouflage, hide, mountain lion, deer, adaptation
tags: ["game", "outdoor", "nature", "ecology", "adaptation"]
language: en
normalized_name: camouflage
extraction_confidence: high
source_id: e8fbd579_151_awesome_summer_camp_nature_activities
source_ids: ["e8fbd579_151_awesome_summer_camp_nature_activities"]
chunk_key: e8fbd579_151_awesome_summer_camp_nature_activities.part02
created_at: 2026-05-29 18:59:41
updated_at: 2026-05-29 18:59:41
description:
An animal-themed hide-and-seek game where the leader is the mountain lion and campers are deer who must hide without being seen. For extra challenge, campers must also remember numbers held up by the leader throughout the round to prove they maintained visual contact.

rules:
Establish boundaries in a wooded area. Leader is mountain lion, campers are deer. Deer must hide and not be seen. If leader can identify them by name they are 'eaten' and come to stand by leader. Close eyes and count to 45. Younger campers: search with eyes and ears only, no feet movement. Advanced: hold up 3 numbers at different points; campers must whisper all 3 at end to survive. Debrief: discuss animal adaptations (behavioral vs. physical).

source_excerpt:
In a wooded area, tell the kids that you will be playing camouflage - an animal version of hide-and-go-seek. Establish appropriate boundaries. You are the mountain lion and they are the deer.


name: Pin Point
category: orientare
content_type: activitate
source_file: Outdoor Games.pdf
source_files: ["Outdoor Games.pdf"]
page_reference: pages 13-14
materials_list: panoramic photograph or postcard, map
skills_developed: map reading, observation, spatial reasoning
keywords: map, photograph, observation, pin-point
tags: ["outdoor", "scouts", "map", "observation"]
language: en
normalized_name: pin point
extraction_confidence: high
source_id: d3959920_outdoor_games
source_ids: ["d3959920_outdoor_games"]
chunk_key: d3959920_outdoor_games.part01
created_at: 2026-05-29 18:59:41
updated_at: 2026-05-29 18:59:41
description:
An observation and map-reading exercise using a panoramic photograph of unfamiliar country near the camp. Scouts must match features in the photograph to the corresponding map or vice versa, requiring close examination and spatial reasoning.

rules:
Select a panoramic photograph or picture postcard of country unfamiliar to the Scouts. Provide them with the requisite map including the scene. Indicate to them the exact position from which the photograph was taken. Ask them either to pin-point on the map two or three features on the photograph, or to point out the exact place on the photograph of selected points on the map.

source_excerpt:
Select a panoramic photograph, or picture postcard, of country unfamiliar to the Scouts, say, of a view near your Camp. Provide them with the requisite map, including the scene.


name: Kim's Rounders
category: jocuri-cercetasesti
content_type: joc
source_file: Outdoor Games.pdf
source_files: ["Outdoor Games.pdf"]
page_reference: page 14
materials_list: 24 articles of various sizes
skills_developed: observation, memory, deduction, running
keywords: Kim, rounders, observation, police, robber
tags: ["outdoor", "scouts", "observation", "kim"]
language: en
normalized_name: kim's rounders
extraction_confidence: high
source_id: d3959920_outdoor_games
source_ids: ["d3959920_outdoor_games"]
chunk_key: d3959920_outdoor_games.part01
created_at: 2026-05-29 18:59:41
updated_at: 2026-05-29 18:59:41
description:
A combination of Kim's Game and Rounders. Policemen observe a set of 24 articles, then one at a time a robber steals an article while the policeman stands with his back turned. When the policeman names the stolen object he can intercept the robber running the rounders circuit.

rules:
Divide into two teams: policemen and robbers. Twenty-four articles set out on the ground. The policemen observe the articles for one or two minutes then sit with backs to them. One policeman and one robber come forward; policeman stands with back to articles and robber steals one. On the word 'Go', robber starts running around a circular course. Policeman turns around and when he can name the correct object stolen, he can intercept and 'tag' the robber. Only completed 'rounders' count. Each man has his turn then sides change over. Side with most 'rounders' wins.

source_excerpt:
The policeman stands with his back to the articles and the robber steals one of them. When the robber says "Go," he starts running around a circular course (as for "Rounders"). On the word "Go" also the policeman turns round and when he can name the correct object stolen he can intercept and "tag" the robber.


name: Players and Spectators
category: jocuri-cercetasesti
content_type: activitate
source_file: Outdoor Games.pdf
source_files: ["Outdoor Games.pdf"]
page_reference: page 14
materials_list: postcards with scenario descriptions
skills_developed: observation, deduction, teamwork, first aid simulation
keywords: observation, deduction, scenario, patrol, role-play
tags: ["outdoor", "scouts", "observation", "scenario"]
language: en
normalized_name: players and spectators
extraction_confidence: high
source_id: d3959920_outdoor_games
source_ids: ["d3959920_outdoor_games"]
chunk_key: d3959920_outdoor_games.part01
created_at: 2026-05-29 18:59:41
updated_at: 2026-05-29 18:59:41
description:
Patrols compete in pairs. One patrol is given a secret incident scenario to enact, while the rival patrol observes from 20 yards away, trying to deduce the nature of the problem. After ten minutes the roles reverse. Each Patrol Leader then writes what they think the other's instructions were.

rules:
Patrols compete in pairs. One Patrol Leader is handed a postcard containing an 'incident' to tackle with his Scouts, while the rival Patrol prowls around at a radius of 20 yards, trying to discover the nature of the problem by observation and deduction. After ten minutes or so, roles are reversed. Each Patrol Leader then writes down on a second postcard his idea of the instructions issued to his rival. The cards are read out and the Scouter-observer awards points.

source_excerpt:
One Patrol Leader is handed a postcard containing an "incident" which he must tackle with his Scouts, while the rival Patrol prowls round at a radius of 20 yards or so, trying by observation and deduction to discover the nature of the problem with which the first Patrol is faced.


name: The Blind Traveller
category: jocuri-cercetasesti
content_type: joc
source_file: Outdoor Games.pdf
source_files: ["Outdoor Games.pdf"]
page_reference: pages 14-15
materials_list: bus ticket / public transport
skills_developed: spatial awareness, sense of direction, self-control
keywords: blind, bus, locality, senses, spatial awareness
tags: ["outdoor", "scouts", "observation", "urban"]
language: en
normalized_name: the blind traveller
extraction_confidence: high
source_id: d3959920_outdoor_games
source_ids: ["d3959920_outdoor_games"]
chunk_key: d3959920_outdoor_games.part01
created_at: 2026-05-29 18:59:41
updated_at: 2026-05-29 18:59:41
description:
Played on a bus, one Scout closes his eyes and tries to give a running commentary on the bus's progress, naming streets and turns based only on sense of motion and sound. His companion checks his remarks. Develops a sense of locality and spatial awareness.

rules:
Two Scouts board a bus; one closes his eyes and keeps them closed. The 'blind' Scout should be able to judge where the bus is at any time and give a running commentary on its progress. His companion checks his remarks. Next time they change round. Best occasions are when Scouts are travelling to or from school or work, or out of town for a hike.

source_excerpt:
The idea is that the "blind" Scout should be able to judge where the bus is at any time, and, if possible, give a running commentary on the progress of the bus, e.g. "We have just turned into Crescent Road."


name: Trilby
category: jocuri-cercetasesti
content_type: joc
source_file: Outdoor Games.pdf
source_files: ["Outdoor Games.pdf"]
page_reference: page 15
materials_list: trilby hat, typewriter for reverse instructions
skills_developed: stalking, observation, team coordination, report writing
keywords: trailing, stalking, trilby, town, observation
tags: ["outdoor", "scouts", "urban", "stalking"]
language: en
normalized_name: trilby
extraction_confidence: high
source_id: d3959920_outdoor_games
source_ids: ["d3959920_outdoor_games"]
chunk_key: d3959920_outdoor_games.part01
created_at: 2026-05-29 18:59:41
updated_at: 2026-05-29 18:59:41
description:
A trailing game where a Scout dressed in a distinctive trilby hat moves around town acting suspiciously. Patrols, given instructions in reverse typewritten text, must trail him without being seen and report his movements and actions.

rules:
Instructions are printed in reverse using a typewriter carbon, given to every Patrol when they arrive for a Troop Meeting. The target wears a Trilby hat and is aware he is being followed. Patrols trail him and keep him in sight, observing his suspicious actions. Do not challenge him or let him see you. Keep together as a Patrol. If you lose him, retrace your steps. Make a report of the route he takes and his suspicious actions. Starting-place given by phoning a number and giving Patrol name.

source_excerpt:
He usually wears a TRILBY HAT and waits until he knows that he is being followed. Your Patrol is to trail him and keep him in sight, observing his actions that are of a suspicious nature.


name: Agitators
category: jocuri-cercetasesti
content_type: joc
source_file: Outdoor Games.pdf
source_files: ["Outdoor Games.pdf"]
page_reference: page 16
materials_list: printed description cards
skills_developed: observation, stalking, report writing
keywords: trailing, agitator, station, urban, observation
tags: ["outdoor", "scouts", "urban", "stalking"]
language: en
normalized_name: agitators
extraction_confidence: high
source_id: d3959920_outdoor_games
source_ids: ["d3959920_outdoor_games"]
chunk_key: d3959920_outdoor_games.part01
created_at: 2026-05-29 18:59:41
updated_at: 2026-05-29 18:59:41
description:
A trailing game where Scouts receive police descriptions of several 'agitators' known to be arriving at the local railway station. Patrols take up positions to watch the exits, follow the agitators to their homes, and file a report.

rules:
Police descriptions of three or four well-known agitators are distributed. They are known to be arriving at the local station between X and X+½ hours. Patrols take up unobtrusive positions to watch exits and follow the agitators till they reach their homes. Reports to be turned in to the local police station.

variations:
Agitator carrying a well-marked suitcase will arrive by train — the suit-case to be followed and a report made of each place where it changes hands.

source_excerpt:
The police descriptions of three or four well-known agitators are distributed. They are known to be arriving at the local station between X and X +½ hours. Patrols will take up unobtrusive positions to watch exits and will follow the agitators till they reach their homes.


name: The Buttonhole Game
category: jocuri-cercetasesti
content_type: activitate
source_file: Outdoor Games.pdf
source_files: ["Outdoor Games.pdf"]
page_reference: page 16
materials_list: notebook, pencil
skills_developed: observation, categorization, reporting
keywords: badges, observation, list, urban, week-long
tags: ["outdoor", "scouts", "urban", "observation", "week-long"]
language: en
normalized_name: the buttonhole game
extraction_confidence: high
source_id: d3959920_outdoor_games
source_ids: ["d3959920_outdoor_games"]
chunk_key: d3959920_outdoor_games.part01
created_at: 2026-05-29 18:59:41
updated_at: 2026-05-29 18:59:41
description:
Scouts make a list during the coming week of all buttonhole badges they can see and identify, organized into categories. Points are awarded for the number listed. Each Scout must also be able to draw one badge selected by the Scoutmaster as a check on genuine observation.

rules:
All Scouts are instructed to make a list during the coming week of all buttonhole badges they can see and identify. The list should be under various headings: Scout badges, other youth organisation badges, adult organisation badges, Service badges, advertising badges. Points are awarded according to the number listed, with rare badges given higher scores. As a check, each Scout may be required to draw as accurately as possible one badge selected by the S.M.

variations:
In more populated areas, could be played while engaged in some other occupation on a Saturday afternoon.

source_excerpt:
All Scouts are instructed to make a list during the coming week of all buttonhole badges which the can see and identify. The list should be under various headings, e.g. (a) Scout badges, (b) other youth organisation badges.


name: Tinker, Tailor, etc.
variations: Could be played in daylight, given suitable cover.
category: jocuri-cercetasesti
content_type: activitate
source_file: Outdoor Games.pdf
source_files: ["Outdoor Games.pdf"]
page_reference: page 17
skills_developed: observation, deduction, reporting
keywords: observation, night, occupation, deduction, urban
tags: ["outdoor", "scouts", "urban", "observation", "night"]
language: en
normalized_name: tinker, tailor, etc.
extraction_confidence: high
source_id: d3959920_outdoor_games
source_ids: ["d3959920_outdoor_games"]
chunk_key: d3959920_outdoor_games.part01
created_at: 2026-05-29 18:59:41
updated_at: 2026-05-29 18:59:41
description:
Observation of passers-by at night on a given section of road. The Scoutmaster signals when an interesting person passes. Patrols observe these people and submit a report including description and deductions about their occupation.

rules:
A given section of road is selected with a reasonable number of passers-by. Game should be played at night, only by ordinary street lamps; brightly lit shops avoided. S.M. takes up position at one end and gives an agreed signal as an interesting person passes. Patrols observe these people and submit a report which must include description and results of their deduction as to occupation. Disposition of Patrol is left entirely to Patrol Leader. Could be played in daylight given suitable cover.

source_excerpt:
Game should be played at night, and road should only be lit by ordinary street lamps, brightly lit shops being avoided. S.M. takes up his position at one end and as an interesting person passes him he gives an agreed signal.


name: Tinker, Tailor, etc.
category: jocuri-cercetasesti
subcategory: observation
content_type: joc
source_file: Outdoor Games.pdf
source_files: ["Outdoor Games.pdf"]
page_reference: page 17
skills_developed: observation, deduction, reporting
keywords: observation, night, reporting, deduction
tags: ["outdoor", "night", "street"]
language: en
normalized_name: tinker, tailor, etc.
extraction_confidence: high
source_id: d3959920_outdoor_games
source_ids: ["d3959920_outdoor_games"]
chunk_key: d3959920_outdoor_games.part02
created_at: 2026-05-29 18:59:41
updated_at: 2026-05-29 18:59:41
description:
An observation game played on a selected road at night. The S.M. signals when an interesting person passes, and Scouts must observe these passers-by and submit a report including description and deduction about the person's occupation.

rules:
S.M. takes up position at one end of a selected road and signals when an interesting person passes. Patrols observe these people and submit a report including description and occupation deduction. Disposition of Patrol left to P.L. Could be played in daylight given suitable cover.

source_excerpt:
Game should be played at night, and road should only be lit by ordinary street lamps, brightly lit shops being avoided. S.M. takes up his position at one end and as an interesting person passes him he gives an agreed signal.


name: The Eccentric Windows
category: jocuri-cercetasesti
content_type: activitate
source_file: Outdoor Games.pdf
source_files: ["Outdoor Games.pdf"]
page_reference: page 17
materials_list: shopkeeper cooperation, notebook, pencil
skills_developed: observation, attention to detail, reporting
keywords: shop window, eccentric, observation, urban
tags: ["outdoor", "scouts", "urban", "observation", "preparation-required"]
language: en
normalized_name: the eccentric windows
extraction_confidence: high
source_id: d3959920_outdoor_games
source_ids: ["d3959920_outdoor_games"]
chunk_key: d3959920_outdoor_games.part01
created_at: 2026-05-29 18:59:41
updated_at: 2026-05-29 18:59:41
description:
Scouts are sent to observe shop windows in a given area where shopkeepers have agreed to display one article that they would not normally sell (e.g. a packet of seeds in a tobacconist). Scouts report back listing the shops and the eccentric articles.

rules:
Arrange with a number of local shopkeepers (twelve to twenty-four if possible) to exhibit in their window one article they normally would not sell. Scouts are given a locality and a time limit, then report back and submit a list of the shops concerned, together with the name of the articles seen. One mark awarded for each correct article, one mark deducted for each incorrect article.

source_excerpt:
Arrange with a number of local shopkeepers to whom you will have explained the game and the training behind it (twelve to twenty-four if possible) to exhibit in their window one article which they normally would not sell.


name: The Eccentric Windows
category: jocuri-cercetasesti
subcategory: observation
content_type: joc
source_file: Outdoor Games.pdf
source_files: ["Outdoor Games.pdf"]
page_reference: page 17
skills_developed: observation, attention to detail, reporting
keywords: observation, shops, windows, reporting
tags: ["outdoor", "street", "observation"]
language: en
normalized_name: the eccentric windows
extraction_confidence: high
source_id: d3959920_outdoor_games
source_ids: ["d3959920_outdoor_games"]
chunk_key: d3959920_outdoor_games.part02
created_at: 2026-05-29 18:59:41
updated_at: 2026-05-29 18:59:41
description:
Scouts observe shop windows in a given area within a time limit. Local shopkeepers have been arranged to display one article they would not normally sell. Scouts report back with a list of the shops and the out-of-place articles.

rules:
Shopkeepers (twelve to twenty-four if possible) exhibit in their window one article they normally would not sell. Scouts are given locality and time limit, then report back with a list of the shops and articles. One mark awarded for each correct article and one mark deducted for each incorrect article.

source_excerpt:
Arrange with a number of local shopkeepers to whom you will have explained the game and the training behind it (twelve to twenty-four if possible) to exhibit in their window one article which they normally would not sell.


name: S-Boats
category: wide-games
content_type: joc
source_file: Outdoor Games.pdf
source_files: ["Outdoor Games.pdf"]
page_reference: pages 18-19
materials_list: lanterns, cord, cannon crackers (or open fire), matches in matchboxes
skills_developed: stalking, stealth, strategy, teamwork
keywords: wide game, night, stealth, boats, woodland
tags: ["outdoor", "scouts", "wide-game", "night", "stealth"]
language: en
normalized_name: s-boats
extraction_confidence: high
source_id: d3959920_outdoor_games
source_ids: ["d3959920_outdoor_games"]
chunk_key: d3959920_outdoor_games.part01
created_at: 2026-05-29 18:59:41
updated_at: 2026-05-29 18:59:41
description:
A night wide game played in woodland. One patrol are 'coastal motor-boats' patrolling a path channel, while two other patrols are 'steam pinnaces' trying to reach the harbour boom silently and explode mines (cannon crackers) using matches. Players caught must surrender their match-boxes.

rules:
The Owls become 'coastal motor-boats' cruising silently up and down the appointed channel (the path). Cuckoos and Peckers become 'steam pinnaces' sailing south to their starting-point. Each pinnace has three matches in a match-box. On signal, pinnaces make for the shore. If touched in the channel they must give up the match-box and matches. Once over the channel they are in shallow water and can make for the harbour boom. They cruise along the boom until they find a mine (cannon cracker) which they explode at the expense of one match. Time limit: half an hour.

variations:
Details of the game and method of scoring can be varied according to different sites. When played by younger boys, an open fire would be preferable to cannon crackers.

source_excerpt:
The Owls become "coastal motor-boats" whose duty it is to cruise silently up and down the appointed "channel" (the path). The Cuckoos and 'Peckers become "steam pinnaces," and sail south out to sea to their starting-point.


name: S-Boats
variations: When played by younger boys, an open fire would be preferable instead of cannon crackers.
category: wide-games
subcategory: stalking
content_type: joc
source_file: Outdoor Games.pdf
source_files: ["Outdoor Games.pdf"]
page_reference: pages 18-19
materials_category: equipment
materials_list: lanterns, cord, cannon crackers, matches, matchboxes
skills_developed: stalking, stealth, teamwork
difficulty_level: mediu
keywords: night, stalking, wide game, woodland
tags: ["night", "wide-game", "stalking", "woodland"]
language: en
normalized_name: s-boats
extraction_confidence: high
source_id: d3959920_outdoor_games
source_ids: ["d3959920_outdoor_games"]
chunk_key: d3959920_outdoor_games.part02
created_at: 2026-05-29 18:59:41
updated_at: 2026-05-29 18:59:41
description:
A wide night game played in woodland involving three patrols acting as coastal motor-boats and steam pinnaces. Pinnaces must silently cross a 'channel' and reach a 'harbour boom' to explode cannon crackers (mines) using matches, while motor-boats attempt to intercept them.

rules:
Owls are coastal motor-boats patrolling the channel (path). Cuckoos and Peckers are steam pinnaces starting south and making for the harbour. Each pinnace has three matches in a matchbox. If touched by a motor-boat, pinnace must surrender matchbox. Once past the channel they reach the boom, find a mine (cannon cracker), and explode it using a match. Time limit: half an hour.

source_excerpt:
The Owls become "coastal motor-boats" whose duty it is to cruise silently up and down the appointed "channel" (the path). The Cuckoos and 'Peckers become "steam pinnaces," and sail south out to sea to their starting-point.


name: Smugglers' Treasure
category: wide-games
content_type: joc
source_file: Outdoor Games.pdf
source_files: ["Outdoor Games.pdf"]
page_reference: page 19
materials_list: coloured counters of different values
skills_developed: strategy, stealth, teamwork
keywords: smugglers, coastguards, wide game, counters, patrol
tags: ["outdoor", "scouts", "wide-game", "three-team"]
language: en
normalized_name: smugglers' treasure
extraction_confidence: high
source_id: d3959920_outdoor_games
source_ids: ["d3959920_outdoor_games"]
chunk_key: d3959920_outdoor_games.part01
created_at: 2026-05-29 18:59:41
updated_at: 2026-05-29 18:59:41
description:
A wide game for three patrols: Smugglers, Pedlars, and Coastguards. Smugglers try to pass coloured counters (goods) to Pedlars while Coastguards attempt to intercept them. If caught with a counter, it is surrendered but the player may continue to create diversions.

rules:
One Patrol are Smugglers trying to dispose of coloured counters (goods) to Pedlars (Patrol 2), whilst Coastguards (Patrol 3) attempt to prevent them. Smugglers and Pedlars start about a quarter-mile apart and work inwards; Coastguards start midway and try to prevent exchange. If caught with a counter, it must be surrendered; the player may remain to sidetrack Coastguards. When a Pedlar receives a counter he must take it back to base before collecting more. Side in possession of greater value of counters wins. Counters in Smugglers' hands do not score.

source_excerpt:
The members of one Patrol are the Smugglers, who are trying to dispose of their goods to the Pedlars (Patrol 2), whilst the Coastguards (Patrol 3) attempt to prevent them. The goods can be in the form of coloured counters, each colour representing a different value.


name: Smugglers' Treasure
category: wide-games
content_type: joc
source_file: Outdoor Games.pdf
source_files: ["Outdoor Games.pdf"]
page_reference: page 19
materials_category: props
materials_list: coloured counters
skills_developed: strategy, teamwork, stealth
difficulty_level: mediu
keywords: wide game, counters, three teams, smuggling
tags: ["wide-game", "outdoor", "three-teams"]
language: en
normalized_name: smugglers' treasure
extraction_confidence: high
source_id: d3959920_outdoor_games
source_ids: ["d3959920_outdoor_games"]
chunk_key: d3959920_outdoor_games.part02
created_at: 2026-05-29 18:59:41
updated_at: 2026-05-29 18:59:41
description:
Three-patrol game where Smugglers try to pass goods (coloured counters) to Pedlars while Coastguards attempt to intercept the exchange. Each colour counter has different value. The side with most valuable counters at game's end wins.

rules:
Smugglers and Pedlars start about a quarter mile apart, working inwards to meet. Coastguards start midway and try to prevent the exchange. If a Smuggler or Pedlar is caught with a counter, they surrender it to their captor. A Pedlar who receives a counter must return it to the S.M. base before collecting more. Counters still with Smugglers at end do not score.

source_excerpt:
The members of one Patrol are the Smugglers, who are trying to dispose of their goods to the Pedlars (Patrol 2), whilst the Coastguards (Patrol 3) attempt to prevent them.


name: XYZ Game
category: wide-games
content_type: joc
source_file: Outdoor Games.pdf
source_files: ["Outdoor Games.pdf"]
page_reference: pages 19-20
materials_list: X objects, Y cards, Z objects (camouflaged), envelopes, umpires
skills_developed: strategy, observation, teamwork, reporting
keywords: wide game, patrol, search, X Y Z, multi-objective
tags: ["outdoor", "scouts", "wide-game", "multi-objective", "complex"]
language: en
normalized_name: xyz game
extraction_confidence: high
source_id: d3959920_outdoor_games
source_ids: ["d3959920_outdoor_games"]
chunk_key: d3959920_outdoor_games.part01
created_at: 2026-05-29 18:59:41
updated_at: 2026-05-29 18:59:41
description:
A multi-objective wide game for several patrols. Each patrol receives an X object (qualifying item), Y cards (collectibles to search from others), and later must find camouflaged Z objects. Scouts also report suspicious characters in a sub-area, bringing patrols together at the end.

rules:
Each Patrol Leader reports to an umpire at zero hour and receives: an X object (qualifies Patrol to play), Y cards (carried by Patrol members and obtained by searching other Scouts who submit to search when touched on the back and given the password). Each Patrol has three objectives: (1) obtain as many Y cards as possible; (2) report on suspicious characters in a sub-area between certain hours; (3) after a given time, obtain as many Z objects as possible from a given hedge/ditch/wall (camouflaged but not hidden). P.L.s then report back to HQ to hand in reports, objects X, Y and Z.

source_excerpt:
Each P.L. is told the area of the game and the time he must report to one of several umpires scattered about the area. This time is reckoned as zero hour for the game to commence.


name: XYZ Game
category: wide-games
content_type: joc
source_file: Outdoor Games.pdf
source_files: ["Outdoor Games.pdf"]
page_reference: pages 19-20
materials_category: props
materials_list: X objects, Y cards, Z objects, envelopes
skills_developed: observation, strategy, teamwork, reporting
difficulty_level: mediu
keywords: wide game, multi-objective, searching, observation
tags: ["wide-game", "outdoor", "multi-objective"]
language: en
normalized_name: xyz game
extraction_confidence: high
source_id: d3959920_outdoor_games
source_ids: ["d3959920_outdoor_games"]
chunk_key: d3959920_outdoor_games.part02
created_at: 2026-05-29 18:59:41
updated_at: 2026-05-29 18:59:41
description:
A wide game with multiple objectives for each patrol: collecting Y cards by searching opponents, observing suspicious characters in a specific area, and collecting camouflaged Z objects. Each patrol starts with an X object that qualifies them to participate.

rules:
Each P.L. reports to an umpire at a time reckoned as zero hour. P.L. receives envelope with object X and cards Y. Three objectives: (1) obtain Y cards by searching opponents who must submit to search when touched on back and given password; (2) report on suspicious characters in a specific area; (3) after given time, collect as many Z objects as possible from a hedge/ditch/wall. P.L.s then report back to HQ with all items.

source_excerpt:
Each Patrol has three objectives (1) To obtain as many Y cards as possible by searching Scouts from other Patrols in the area.


name: The Query Hunt
category: wide-games
content_type: activitate
source_file: Outdoor Games.pdf
source_files: ["Outdoor Games.pdf"]
page_reference: page 20
materials_list: rough sketch map, pencil, notebook, plaster cast materials or damper-cooking equipment
skills_developed: observation, map reading, reporting, problem solving, navigation
keywords: query hunt, wide game, patrol, tasks, observation
tags: ["outdoor", "scouts", "wide-game", "patrol", "multi-task"]
language: en
normalized_name: the query hunt
extraction_confidence: high
source_id: d3959920_outdoor_games
source_ids: ["d3959920_outdoor_games"]
chunk_key: d3959920_outdoor_games.part01
created_at: 2026-05-29 18:59:41
updated_at: 2026-05-29 18:59:41
description:
A patrol-based wide game where each patrol follows a roughly circular route with about twenty observation, estimation, or information-gathering tasks along the way. Tasks are tied to local geography and may include finding a headmasters's autograph, identifying map sketches, cooking, and sketching leaves.

rules:
Each Patrol Leader reports to an umpire on an arranged roughly circular route. One umpire for every three Patrols; five-minute intervals between patrol starts. The P.L. receives instructions with a rough sketch map of the route. Along the route there are about twenty tasks: look for, estimate, sketch something, discover information, or overcome a slight obstacle. Examples: What is the time on the Town Hall clock? Find a headmaster and get his autograph. Get the fire engine driver's and police sergeant's signature. What is the score at half-time? Make a plaster cast or cook a damper. Note water hydrants. Find a bus ticket with number adding up to 21.

source_excerpt:
Along the route there are about twenty occasions when he must look for, or estimate, or sketch something, or discover some information, or overcome some slight obstacle.


name: The Query Hunt
category: wide-games
subcategory: pathfinding
content_type: joc
source_file: Outdoor Games.pdf
source_files: ["Outdoor Games.pdf"]
page_reference: pages 20-21
materials_category: maps and tools
materials_list: sketch maps, pencils, plaster cast materials
skills_developed: observation, navigation, map reading, communication
difficulty_level: mediu
keywords: query hunt, route, observation, wide game
tags: ["wide-game", "outdoor", "pathfinding", "observation"]
language: en
normalized_name: the query hunt
extraction_confidence: high
source_id: d3959920_outdoor_games
source_ids: ["d3959920_outdoor_games"]
chunk_key: d3959920_outdoor_games.part02
created_at: 2026-05-29 18:59:41
updated_at: 2026-05-29 18:59:41
description:
Patrols follow a roughly circular route with multiple observation and enquiry tasks along the way—answering questions, getting autographs, estimating distances, deciphering sketch maps, cooking, and following compass directions. Needs several umpires stationed along the route.

rules:
Each P.L. reports to an umpire and receives sketch map of the route and about twenty tasks to complete along it (finding information, getting autographs, cooking damper, identifying map features, following compass directions). One umpire per three patrols, five-minute intervals between patrol starts. Game finishes at HQ.

source_excerpt:
Along the route there are about twenty occasions when he must look for, or estimate, or sketch something, or discover some information, or overcome some slight obstacle.


name: Treasure Seekers
category: wide-games
subcategory: stalking
content_type: joc
source_file: Outdoor Games.pdf
source_files: ["Outdoor Games.pdf"]
page_reference: page 21
materials_category: props
materials_list: map, handkerchiefs, food caches, signalling equipment
skills_developed: stalking, signalling, navigation, strategy
difficulty_level: dificil
keywords: treasure, stalking, signalling, wide game
tags: ["wide-game", "outdoor", "stalking", "signalling"]
language: en
normalized_name: treasure seekers
extraction_confidence: high
source_id: d3959920_outdoor_games
source_ids: ["d3959920_outdoor_games"]
chunk_key: d3959920_outdoor_games.part02
created_at: 2026-05-29 18:59:41
updated_at: 2026-05-29 18:59:41
description:
Two rival parties each have a copy of a map and set out to find treasure left by explorers. The game emphasises stalking and signalling. Each member carries a handkerchief as a 'life.' Players can be hospitalised, signal their code name, and continue with a new life.

rules:
Two rival parties with a copy of the map set out. Each member carries a handkerchief as life. Losing life sends player to hospital (neutral ground) to signal code name. Code is signalled back. Player signs with code name to get new life. Losing life a second time makes player a prisoner. Must visit two of three food caches. Scoring: 1 per name at cache, 2 per captured handkerchief, 5 per prisoner, 20 for treasure, -10 for wrongly read code name.

source_excerpt:
This is primarily a stalking game and stalking should begin at once. Each member of the game carries a handkerchief as his life, and this may be taken by the opposite side.


name: Interception
category: wide-games
content_type: joc
source_file: Outdoor Games.pdf
source_files: ["Outdoor Games.pdf"]
page_reference: pages 21-22
skills_developed: strategy, teamwork, signalling, stealth
difficulty_level: dificil
keywords: wide game, interception, dispatch runners, codes
tags: ["wide-game", "outdoor", "strategy"]
language: en
normalized_name: interception
extraction_confidence: high
source_id: d3959920_outdoor_games
source_ids: ["d3959920_outdoor_games"]
chunk_key: d3959920_outdoor_games.part02
created_at: 2026-05-29 18:59:41
updated_at: 2026-05-29 18:59:41
description:
Three parties: raiders (the largest group) versus two smaller bases that plan to join forces. The two bases must meet using despatch runners, while raiders try to intercept and capture runners to discover their plans.

rules:
Three parties formed: raiders larger than either other but smaller than both combined. Two smaller parties sent to bases known to each other but unknown to raiders. Plans made by duplicate despatch runners; false messages and codes allowed. After ~45 minutes the bases set out to join. Raiders send scouts for information. Despatch runner killed is searched while counting 60 slowly. Raider killed by runner must count 60 before resuming. No mobbing (one may only attack one at a time).

source_excerpt:
The two plan to join forces, all plans to be made by means of despatch-runners, and each despatch to be sent by duplicate runners. False messages and codes allowed.


name: Prisoners' Base
category: wide-games
content_type: joc
source_file: Outdoor Games.pdf
source_files: ["Outdoor Games.pdf"]
page_reference: page 22
materials_category: props
materials_list: small cards
skills_developed: strategy, teamwork, speed
difficulty_level: usor
keywords: prisoners' base, capture, cards, wide game
tags: ["wide-game", "outdoor", "capture"]
language: en
normalized_name: prisoners' base
extraction_confidence: high
source_id: d3959920_outdoor_games
source_ids: ["d3959920_outdoor_games"]
chunk_key: d3959920_outdoor_games.part02
created_at: 2026-05-29 18:59:41
updated_at: 2026-05-29 18:59:41
description:
Two teams in diagonally opposite bases of a 40-yard square try to capture each other's players. Each player has three small cards; captured players go to the captor's neighbouring base and can be released. Team with most cards wins.

rules:
Four bases at points of a 40-yard square; two teams in diagonally opposite bases. Each player has three small cards. Team tries to get as many cards as possible; captured players go to the base to the right of their captors and can be released. Player safe in own base. Team with most cards at end wins; unreleased prisoners' cards count to their captors.

source_excerpt:
Four bases at points of a 40-yard square; two teams in diagonally opposite bases. Each player has three small cards, one of which is given up to a captor.


name: Secret Camps
category: wide-games
subcategory: camp
content_type: joc
source_file: Outdoor Games.pdf
source_files: ["Outdoor Games.pdf"]
page_reference: page 22
materials_category: camping equipment
skills_developed: stealth, camping, strategy, reconnaissance
difficulty_level: dificil
keywords: overnight camp, stealth, wide game, lives
tags: ["wide-game", "camp", "night", "stealth"]
language: en
normalized_name: secret camps
extraction_confidence: high
source_id: d3959920_outdoor_games
source_ids: ["d3959920_outdoor_games"]
chunk_key: d3959920_outdoor_games.part02
created_at: 2026-05-29 18:59:41
updated_at: 2026-05-29 18:59:41
description:
Patrols set up overnight camps within a half-mile radius and then try to discover opponents' sites, eliminate opponents using a 'lives' system, and capture agreed articles of equipment by stealth and cunning.

rules:
Patrols go out for a one-night camp within a half-mile radius (or a little more) from an agreed spot. Time limits fixed. Main ideas: (a) discover opponents' sites, (b) kill off members using agreed lives system (agreed reserve lives necessary), (c) capture agreed articles of equipment by stealth and cunning.

source_excerpt:
The main ideas are (a) to discover opponents' sites, (b) kill off (by an agreed "lives" system) any of the members (an agreed number of reserve lives are necessary), (c) capture any agreed articles of equipment, etc., by stealth and cunning.


name: Cycle Treasure Hunt
category: jocuri-cercetasesti
subcategory: cycling
content_type: joc
source_file: Outdoor Games.pdf
source_files: ["Outdoor Games.pdf"]
page_reference: page 22
materials_category: bicycles and nature
materials_list: bicycles, instruction sheets
skills_developed: road safety, observation, nature knowledge
difficulty_level: usor
keywords: cycling, treasure hunt, nature, road safety
tags: ["outdoor", "cycling", "nature", "road-safety"]
language: en
normalized_name: cycle treasure hunt
extraction_confidence: high
source_id: d3959920_outdoor_games
source_ids: ["d3959920_outdoor_games"]
chunk_key: d3959920_outdoor_games.part02
created_at: 2026-05-29 18:59:41
updated_at: 2026-05-29 18:59:41
description:
Scouts follow a marked cycle route of three to four miles, observing road rules, while collecting natural and other items listed on an instruction sheet. Umpires award bonus points for road behaviour.

rules:
Course of three to four miles marked with arrows or Scout signs, including field paths, rough country, cross-roads and T-junctions. Units collect listed treasure items (natural objects worth 2 pts each, tadpoles 1 pt each). Umpires award additional points: correct approach to cross-roads (5 pts), correct approach to T-junction (5 pts), offering help to mender of puncture (5 pts), road worthiness of cycle (10 pts). Winner is the unit with most points.

source_excerpt:
Object.—To follow route, observing the rules of the road; to collect treasure named on instruction sheet.


name: Trails
variations: Red ochre, Natural, Wool, Whiffle-poof variants described.
category: jocuri-cercetasesti
subcategory: tracking
content_type: activitate
source_file: Outdoor Games.pdf
source_files: ["Outdoor Games.pdf"]
page_reference: page 23
materials_category: tracking materials
materials_list: red ochre, wool, nails, log
skills_developed: tracking, observation, navigation
keywords: trail, tracking, paper-chase, nature signs
tags: ["outdoor", "tracking", "nature"]
language: en
normalized_name: trails
extraction_confidence: high
source_id: d3959920_outdoor_games
source_ids: ["d3959920_outdoor_games"]
chunk_key: d3959920_outdoor_games.part02
created_at: 2026-05-29 18:59:41
updated_at: 2026-05-29 18:59:41
description:
Various methods for laying trails for Scouts to follow: using red ochre (like a paper-chase), natural signs (oak leaf on thorn, etc.), wool of different colours, or a whiffle-poof (a spiked log dragged to leave a trail).

rules:
Red ochre trail: as for paper-chase but less messy, red ochre representing blood of fugitive. Natural trail: track aided by signs from natural means e.g. oak leaf on thorn. Wool trail: using different colours. Whiffle-poof: light log spiked with 4-inch nails, dragged to leave a trail.

source_excerpt:
Red ochre.—As for paper-chase but less messy. Red ochre = blood of fugitive. Natural—Normal track aided by signs made from natural means, e.g. oak leaf on thorn, etc.


name: Martian Flag-raiding
category: wide-games
subcategory: flag-raiding
content_type: joc
source_file: Outdoor Games.pdf
source_files: ["Outdoor Games.pdf"]
page_reference: page 23
materials_category: props
materials_list: life-lines, flags
skills_developed: teamwork, strategy
keywords: flag-raiding, Martian, humour, variation
tags: ["wide-game", "outdoor", "flag-raiding", "humour"]
language: en
normalized_name: martian flag-raiding
extraction_confidence: high
source_id: d3959920_outdoor_games
source_ids: ["d3959920_outdoor_games"]
chunk_key: d3959920_outdoor_games.part02
created_at: 2026-05-29 18:59:41
updated_at: 2026-05-29 18:59:41
description:
A humorous variation of flag-raiding where Scouts play as three-legged Martian monsters with four arms. They have two life-lines on their outside arms and bases about 100 yards apart, otherwise using standard flag-raiding rules.

rules:
Martian Scouts play flag-raiding just like humans, but Martians are three-legged monsters with four arms. They usually have two life-lines (on their outside arms) and bases about 100 yards apart, otherwise use the same rules as normal flag-raiding.

source_excerpt:
Martian Scouts play flag-raiding just like humans, but Martians are three-legged monsters with four arms. They usually have two life-lines (on their outside arms) and bases about 100 yards apart.


name: The Black Death
category: wide-games
content_type: joc
source_file: Outdoor Games.pdf
source_files: ["Outdoor Games.pdf"]
page_reference: page 23
materials_category: props
materials_list: paper slips with illness names
skills_developed: stealth, strategy, teamwork
difficulty_level: mediu
keywords: disease, antidote, pursuit, woodland
tags: ["wide-game", "outdoor", "woodland", "two-teams"]
language: en
normalized_name: the black death
extraction_confidence: high
source_id: d3959920_outdoor_games
source_ids: ["d3959920_outdoor_games"]
chunk_key: d3959920_outdoor_games.part02
created_at: 2026-05-29 18:59:41
updated_at: 2026-05-29 18:59:41
description:
Two teams—Diseases and Antidotes—play a pursuit game in wooded country. Diseases try to reach the S.M. with illness slips of paper while Antidotes try to stop them. The special Black Death slip converts any Antidote who captures it into a Disease, while the Penicillin Antidote can convert Diseases back.

rules:
Diseases start after a few minutes delay, trying to reach the S.M. (accompanied by Antidotes). Disease complaints printed on paper slips, issued one at a time. Antidotes protect S.M. and catch Diseases outside S.M.'s sight. Captured Disease surrenders slip and tries again. One slip is 'Black Death': if an Antidote catches the Black Death bearer, he becomes a Disease. One Antidote is 'Penicillin': any Disease caught by Penicillin becomes an Antidote. Black Death tries to lure Antidotes into catching him.

source_excerpt:
The Troop is divided into two sides, "Diseases" and "Antidotes." The S.M. (or, if the S.M. is a little rheumaticky, a Senior Scout!) starts off in well-wooded country, accompanied by the Antidotes.


name: The Mysterious Colonel
category: wide-games
subcategory: spy-narrative
content_type: joc
source_file: Outdoor Games.pdf
source_files: ["Outdoor Games.pdf"]
page_reference: pages 23-24
materials_category: props
materials_list: coded packets A and B, dummy figure (Colonel), life-lines
skills_developed: code-breaking, strategy, teamwork
difficulty_level: dificil
keywords: spy, code, wide game, narrative, lives
tags: ["wide-game", "outdoor", "spy", "code-breaking"]
language: en
normalized_name: the mysterious colonel
extraction_confidence: high
source_id: d3959920_outdoor_games
source_ids: ["d3959920_outdoor_games"]
chunk_key: d3959920_outdoor_games.part02
created_at: 2026-05-29 18:59:41
updated_at: 2026-05-29 18:59:41
description:
A wide game with an elaborate spy-thriller narrative. Two competing teams must decode clues in packets A and B to locate the mysterious Colonel and transport him to the yacht California. A lives system is in play, and the Colonel is represented by a dummy figure.

rules:
Two sides (Radicals: Owls and Wolves; Democrats: Rams and Stags) each have copies of packets A (code) and B (sailing directions to the yacht California). Each person has one life worn when they like. When life is broken, new life must come from Baron Milhaud (the S.M.). No fighting without a life. The Colonel (a dummy figure) must be surrendered if carrier's life is broken. Winner is the party that gets the Colonel to the California.

source_excerpt:
The game is competitive in the strictest sense of the word and lives will be won. At the beginning each person is given one life which he may put on when he likes; when this is broken he can only get a new life from Baron Milhaud.


name: The Air Raid
category: wide-games
content_type: joc
source_file: Outdoor Games.pdf
source_files: ["Outdoor Games.pdf"]
page_reference: pages 24-25
materials_category: equipment
materials_list: cycles, pennant, armlets, paper bombs (chalked balls), life-lines, secret code slips
skills_developed: strategy, observation, teamwork, stealth
difficulty_level: dificil
keywords: air raid, wide game, cycles, bombing, parachutists
tags: ["wide-game", "outdoor", "large-group", "cycles"]
language: en
normalized_name: the air raid
extraction_confidence: high
source_id: d3959920_outdoor_games
source_ids: ["d3959920_outdoor_games"]
chunk_key: d3959920_outdoor_games.part02
created_at: 2026-05-29 18:59:41
updated_at: 2026-05-29 18:59:41
description:
A large-scale wide game for about five patrols of Air Scouts and five patrols of Scouts. Air Scouts on cycles take reconnaissance photos, establish underground HQ with a pennant, and then attack anti-aircraft ambushes with 'bombers.' Scouts try to capture parachutists and destroy bombers with paper balls.

rules:
Air Scouts fly reconnaissance (30 min, on cycles). A parachutist patrol establishes underground HQ by placing a pennant inconspicuously. Parachutists disguise and wear life-lines on left arm. P.L.s have distinguishing marks. After 30 min, air-raid warning given; Scouts establish A.A. posts. After 10 more min, Air Scouts attack on cycles; one per crew is the bomb (wearing armlet). If air crew hit by paper bomb, they must bail out and be searched for RAF secret code. If not found in 1 minute, they get a life and 30-second start to reach the cross-road. Scoring detailed for both sides.

source_excerpt:
A Patrol of five parachutists is dropped and establishes an underground H.Q.; this is done by placing a small pennant on some building in the area as inconspicuously as possible but so that it can be seen on careful inspection.


name: Light that Lamp
category: camp-outdoor
subcategory: fire-lighting
content_type: joc
source_file: Outdoor Games.pdf
source_files: ["Outdoor Games.pdf"]
page_reference: page 25
materials_category: equipment
materials_list: rope, buckets, sisal cord, wood fuel, paper, matches
skills_developed: fire-lighting, teamwork, problem-solving
difficulty_level: mediu
keywords: fire lighting, aerial railway, lighthouse, race
tags: ["camp", "outdoor", "fire-lighting", "teamwork"]
language: en
normalized_name: light that lamp
extraction_confidence: high
source_id: d3959920_outdoor_games
source_ids: ["d3959920_outdoor_games"]
chunk_key: d3959920_outdoor_games.part02
created_at: 2026-05-29 18:59:41
updated_at: 2026-05-29 18:59:41
description:
Patrols race to light a fire (the lighthouse lamp) using fuel sent across an aerial railway. One end of the rope is the lighthouse, the other the cliffs, and the sea between cannot be crossed. P.L.s are the lighthouse-keepers; the rest are the coastguards who send fuel across in a bucket.

rules:
Before the game, aerial railways are erected—one per patrol—by stretching rope between trees (ideally slope to slope). A bucket is slung on each rope with sisal cord for hauling. P.L. must light a fire using only fuel, paper and matches sent across in the bucket. Race to get the lamp burning within a given time (15 minutes). S.M. (the ship) arrives at the end and awards 10 points for each lit lamp.

source_excerpt:
One end of the rope is the lighthouse and the other is the top of the cliffs. The space between is the sea and must not be crossed. The P.L.s are the lighthouse keepers, and the rest the coastguards.


name: Sabotage
variations: A crook can be made a 'tapper' who eavesdrops on the line with headphones for extra points.
category: wide-games
subcategory: signalling
content_type: joc
source_file: Outdoor Games.pdf
source_files: ["Outdoor Games.pdf"]
page_reference: pages 25-26
materials_category: electronics and wire
skills_developed: signalling, teamwork, stealth, communication
difficulty_level: dificil
keywords: sabotage, telephone, code words, wide game
tags: ["wide-game", "outdoor", "signalling", "technology"]
language: en
normalized_name: sabotage
extraction_confidence: high
source_id: d3959920_outdoor_games
source_ids: ["d3959920_outdoor_games"]
chunk_key: d3959920_outdoor_games.part02
created_at: 2026-05-29 18:59:41
updated_at: 2026-05-29 18:59:41
description:
A wire-telephone game where a Prime Minister transmits secret code words to a President along a 300-yard phone line through woods, while international crooks try to earth (short-circuit) the line, and the English and Americans guard it. Optional 'tapper' crook can eavesdrop.

rules:
300 yards of uninsulated wire erected through woods with telephone at each end using earth return. One boy (Prime Minister) transmits 30 code words at 2-minute intervals. Crooks try to earth the line using a wire with paper-clip (clipped to line) and metal skewer (in ground). Guards protect line; caught crooks are taken to base (captor earns a point) then given 'twenty' to try again. For each code word silenced, crooks earn 2 points. Optional tapper crook: uses headphones to eavesdrop, earns 5 points per overheard code word.

source_excerpt:
First of all a line, consisting of about 300 yards of uninsulated wire, is erected through some woods. The height of this line should vary, at times suspended high in the tree tops, but for the most part worming its way through the undergrowth.

materials_list:
300 yards uninsulated wire, telephone headphones, 9-volt battery, earthing apparatus (wire, paper-clip, skewer)


name: Sabotage
category: wide-games
content_type: joc
source_file: Outdoor Games.pdf
source_files: ["Outdoor Games.pdf"]
page_reference: pages 43-44
skills_developed: strategy, teamwork, survival skills, navigation, problem solving
difficulty_level: dificil
keywords: sabotage, patrol, night game, wide game
tags: ["night game", "wide game", "patrol competition"]
language: en
normalized_name: sabotage
extraction_confidence: high
source_id: d3959920_outdoor_games
source_ids: ["d3959920_outdoor_games"]
chunk_key: d3959920_outdoor_games.part03
created_at: 2026-05-29 18:59:41
updated_at: 2026-05-29 18:59:41
description:
A complex night game where four Patrols each receive a map of a defined area and sealed instructions. Three Patrols have different constructive tasks to complete (build a shelter, make a sundial, light a fire and send Morse, etc.). The fourth Patrol (Drake) has copies of all others' instructions and must subtly sabotage the other three Patrols without letting them know.

rules:
Four Patrols each given map and sealed instructions. Three Patrols have different constructive and destructive tasks (each also instructed to destroy a specific other Patrol's work). Drake Patrol has all three sets of instructions and must subtly sabotage each without direct assault. Each Patrol makes verbal report at 9 p.m. Ideal game duration: 1.5 hours excluding briefing.

source_excerpt:
Each of four Patrols was given a duplicated copy of the same map of an area of broken country roughly 400 yards each way, containing two very small copses, with a stream running through it and a railway viaduct on one boundary; also an envelope containing sealed instructions.

materials_list:
maps (duplicated), sealed instruction envelopes, gear store, sextant (optional), fire materials, natural building materials


name: Spies among Us
category: wide-games
subcategory: spy
content_type: joc
source_file: Outdoor Games.pdf
source_files: ["Outdoor Games.pdf"]
page_reference: page 26
materials_category: props
materials_list: paper slips with message halves
skills_developed: stealth, strategy, deduction
difficulty_level: mediu
keywords: spy, message, wide game, deduction
tags: ["wide-game", "outdoor", "spy", "messages"]
language: en
normalized_name: spies among us
extraction_confidence: high
source_id: d3959920_outdoor_games
source_ids: ["d3959920_outdoor_games"]
chunk_key: d3959920_outdoor_games.part02
created_at: 2026-05-29 18:59:41
updated_at: 2026-05-29 18:59:41
description:
Two sides start 500 yards apart; each boy has half of a message on a slip of paper. They must find someone from the other side with the matching half of their message. A spy on each side has only the word 'Spy' instead of a half message and can steal message halves.

rules:
Two sides start ~500 yards apart. Each boy has half a message. Must find matching half from opposite side, but must first exchange a sign proving willingness to risk the exchange. On each side, one spy has the word 'Spy' instead of a half-message. If a boy agrees to compare notes and is caught by a spy, he surrenders his slip without naming the spy. First pair to reach base with a sense-making message wins.

source_excerpt:
Two sides start from points about 500 yards apart. Each boy is given half of a message written on a slip of paper. The object of the game is for the members of one side to meet those of the other and find somebody with the missing half of their particular message.


name: Monopoly for Pathfinders
category: wide-games
subcategory: street
content_type: joc
source_file: Outdoor Games.pdf
source_files: ["Outdoor Games.pdf"]
page_reference: pages 27-28
materials_category: props
materials_list: chalk, blackboard (for S.M. tally), price list
skills_developed: navigation, teamwork, local knowledge
difficulty_level: usor
keywords: monopoly, street game, pathfinder, sites
tags: ["street", "outdoor", "city", "race"]
language: en
normalized_name: monopoly for pathfinders
extraction_confidence: high
source_id: d3959920_outdoor_games
source_ids: ["d3959920_outdoor_games"]
chunk_key: d3959920_outdoor_games.part02
created_at: 2026-05-29 18:59:41
updated_at: 2026-05-29 18:59:41
description:
Patrols race to claim sites (listed with values corresponding to real local landmarks and buildings) by finding unclaimed sites, registering the claim with the S.M., and marking them with patrol chalk sign. The patrol with greatest capital assets wins.

rules:
Troop assembled; at 'Go' pairs of Scouts from same patrol run to any advertised site. If not yet claimed, one Scout stays on guard, other returns to S.M. to register and get chalk. Returns to site, draws patrol sign on pavement, then pair moves on. If patrol gains all sites in a 'trick', value is doubled. Patrol with greatest capital assets at the end wins.

source_excerpt:
At the word "Go" pairs of Scouts of the same Patrol run to any of the sites advertised for sale, and when they find a site not already seized they claim it.


name: A Bomb on the Town Hall Steps
category: jocuri-cercetasesti
subcategory: stealth
content_type: joc
source_file: Outdoor Games.pdf
source_files: ["Outdoor Games.pdf"]
page_reference: page 28
materials_category: props
materials_list: attaché case
skills_developed: stealth, cunning
keywords: stealth, challenge, street, bomb
tags: ["street", "outdoor", "stealth", "challenge"]
language: en
normalized_name: a bomb on the town hall steps
extraction_confidence: high
source_id: d3959920_outdoor_games
source_ids: ["d3959920_outdoor_games"]
chunk_key: d3959920_outdoor_games.part02
created_at: 2026-05-29 18:59:41
updated_at: 2026-05-29 18:59:41
description:
A stealth challenge where Scouts must place an attaché case on the Town Hall steps without the S.M. noticing.

rules:
Challenge the Troop that they would not be able to put an attaché case on the Town Hall steps without S.M. noticing it.

source_excerpt:
Challenge the Troop that they would not be able to put an attaché case on the Town Hall steps without S.M. noticing it.


name: Blindfolded Prisoners
category: jocuri-cercetasesti
subcategory: observation
content_type: joc
source_file: Outdoor Games.pdf
source_files: ["Outdoor Games.pdf"]
page_reference: page 28
materials_list: blindfolds, paper, pencils
skills_developed: memory, spatial awareness, sketching
keywords: blindfold, memory, sketch map, observation
tags: ["street", "outdoor", "memory", "observation"]
language: en
normalized_name: blindfolded prisoners
extraction_confidence: high
source_id: d3959920_outdoor_games
source_ids: ["d3959920_outdoor_games"]
chunk_key: d3959920_outdoor_games.part02
created_at: 2026-05-29 18:59:41
updated_at: 2026-05-29 18:59:41
description:
Patrols are guided blindfolded around a short route, then on returning to Headquarters each Scout draws a rough sketch map of the journey from memory.

rules:
Patrols are guided round a short route blindfolded. On return to Headquarters each Scout draws a rough sketch of the journey.

source_excerpt:
Patrols are guided round a short route, and on return to Headquarters each Scout draws a rough sketch of the journey.


name: Express Delivery
category: jocuri-cercetasesti
subcategory: signalling
content_type: joc
source_file: Outdoor Games.pdf
source_files: ["Outdoor Games.pdf"]
page_reference: page 28
materials_category: props
materials_list: encoded envelopes
skills_developed: morse code, semaphore, navigation, speed
difficulty_level: mediu
keywords: delivery, morse, semaphore, street, encoding
tags: ["street", "outdoor", "signalling", "race"]
language: en
normalized_name: express delivery
extraction_confidence: high
source_id: d3959920_outdoor_games
source_ids: ["d3959920_outdoor_games"]
chunk_key: d3959920_outdoor_games.part02
created_at: 2026-05-29 18:59:41
updated_at: 2026-05-29 18:59:41
description:
Patrols receive envelopes each with an address encoded in morse, semaphore, or picture symbols. Each Scout must decipher their address, deliver the envelope, and mark the time of delivery. Patrol with fastest delivery time wins.

rules:
Patrols supplied with identical-looking envelopes, each with a different encoded address (morse, semaphore, or picture symbols). Scout deciphers address, marks envelope with patrol sign, delivers as quickly as possible, and marks delivery time. Envelopes are collected and winning patrol is the one with quickest delivery time.

source_excerpt:
The name of the recipient, house, street, etc., should be represented by morse, semaphore, or better still, by picture symbols. The object of the game is for each Scout on receiving his envelope to decipher the address.


name: Secret Message
category: jocuri-cercetasesti
subcategory: signalling
content_type: joc
source_file: Outdoor Games.pdf
source_files: ["Outdoor Games.pdf"]
page_reference: page 28
skills_developed: memory, deduction, communication
difficulty_level: mediu
keywords: secret message, memory, spy, street
tags: ["street", "outdoor", "memory", "spy"]
language: en
normalized_name: secret message
extraction_confidence: high
source_id: d3959920_outdoor_games
source_ids: ["d3959920_outdoor_games"]
chunk_key: d3959920_outdoor_games.part02
created_at: 2026-05-29 18:59:41
updated_at: 2026-05-29 18:59:41
description:
Patrols collect parts of a secret message from different addresses, with each Scout memorising only their specific words. Possible traitor in each patrol has false words. Patrol must reassemble and decipher the complete message on return to HQ.

rules:
Patrols sent to different addresses to collect secret message words. Each Scout memorises only certain words (mixed up). Words memorised until return to HQ. Suspected traitor given false words. Optional: code words given at departure must be spoken at address to receive message words. Winning patrol is first to correctly deliver deciphered message to S.M.

source_excerpt:
individual Scouts are only given certain words of the message which are mixed as far as possible. The words must be memorised until the Scouts return to Headquarters, the winners being the Patrol first to decipher their message.


name: Convoy
category: jocuri-cercetasesti
subcategory: observation
content_type: joc
source_file: Outdoor Games.pdf
source_files: ["Outdoor Games.pdf"]
page_reference: page 29
materials_category: props
materials_list: cotton reels or similar small articles
skills_developed: observation, reporting, attention to detail
difficulty_level: usor
keywords: convoy, observation, mines, submarines, street
tags: ["street", "outdoor", "observation"]
language: en
normalized_name: convoy
extraction_confidence: high
source_id: d3959920_outdoor_games
source_ids: ["d3959920_outdoor_games"]
chunk_key: d3959920_outdoor_games.part02
created_at: 2026-05-29 18:59:41
updated_at: 2026-05-29 18:59:41
description:
Patrols follow a circular journey spotting small articles representing mines and submarines placed at intervals along the route. On completing the journey, patrol leaders submit a report of the dangers spotted and their positions.

rules:
Convoys (Patrols) follow circular journey. Small articles representing mines and submarines placed at observable (not hidden) positions along route. On completing journey, leaders submit a report of mines and submarines seen with approximate position. Every mine missed = half mark deducted (damaged ship); every submarine missed = one mark deducted (ship sunk). Articles can be represented by cotton reels or similar.

source_excerpt:
Convoys represented by Patrols are sent to follow a circular journey along which at intervals are small articles representing mines and submarines which have to be spotted.


name: Post Cards
variations: Variation: attacking patrol phones a prearranged number from any call-box in the area.
category: jocuri-cercetasesti
subcategory: street
content_type: joc
source_file: Outdoor Games.pdf
source_files: ["Outdoor Games.pdf"]
page_reference: page 29
materials_category: props
materials_list: postcards
skills_developed: stealth, strategy, teamwork
difficulty_level: mediu
keywords: postcards, street game, disguise, attack-defence
tags: ["street", "outdoor", "attack-defence", "stealth"]
language: en
normalized_name: post cards
extraction_confidence: high
source_id: d3959920_outdoor_games
source_ids: ["d3959920_outdoor_games"]
chunk_key: d3959920_outdoor_games.part02
created_at: 2026-05-29 18:59:41
updated_at: 2026-05-29 18:59:41
description:
An attacking patrol must deliver (post) three postcards in a defined area, while defending patrols try to stop them. Attacker may use disguise and any method of transport.

rules:
One patrol is sent ~1 mile from HQ with three postcards addressed to three remaining Patrol Leaders. Attacking patrol must post cards in any post box in a defined area around HQ. Defending patrols must stop them. P.L. distributes cards as he thinks fit; any disguise and transport method allowed. As variation, attacking patrol can phone a prearranged number from a call-box in the area.

source_excerpt:
One Patrol is despatched to a point approximately one mile away from the Headquarters with three post cards, each addressed to one of the three remaining Patrol Leaders.


name: Challenge from another Scout Troop
category: jocuri-cercetasesti
subcategory: attack-defence
content_type: joc
source_file: Outdoor Games.pdf
source_files: ["Outdoor Games.pdf"]
page_reference: page 29
materials_category: props
materials_list: bags of white powder
skills_developed: stealth, strategy, teamwork
keywords: challenge, attack, headquarters, powder bombs
tags: ["street", "outdoor", "attack-defence", "inter-troop"]
language: en
normalized_name: challenge from another scout troop
extraction_confidence: high
source_id: d3959920_outdoor_games
source_ids: ["d3959920_outdoor_games"]
chunk_key: d3959920_outdoor_games.part02
created_at: 2026-05-29 18:59:41
updated_at: 2026-05-29 18:59:41
description:
Three bags of white powder are given to a neighbouring Scout troop, who must get close enough to throw the 'bombs' on to the walls of the home Headquarters.

rules:
Give three bags of white powder to the neighbouring S.M., whose Troop would win if they could get near enough to throw the bombs on to the walls of own Headquarters.

source_excerpt:
Give three bags of white powder to the neighbouring S.M., whose Troop would win if they could get near enough to throw the bombs on to the walls of own Headquarters.


name: Challenge (Cordon-Breaking)
category: jocuri-cercetasesti
subcategory: cordon-breaking
content_type: joc
source_file: Outdoor Games.pdf
source_files: ["Outdoor Games.pdf"]
page_reference: page 29
skills_developed: stealth, cunning, initiative
keywords: challenge, cordon-breaking, street, A to B
tags: ["street", "outdoor", "stealth", "challenge"]
language: en
normalized_name: challenge (cordon-breaking)
extraction_confidence: high
source_id: d3959920_outdoor_games
source_ids: ["d3959920_outdoor_games"]
chunk_key: d3959920_outdoor_games.part02
created_at: 2026-05-29 18:59:41
updated_at: 2026-05-29 18:59:41
description:
A cordon-breaking game where a P.L. challenges himself to get from point A to point B without being stopped. Can be introduced as a challenge pinned on the notice board in advance.

rules:
Can be run as a straight game or introduced as a P.L.'s challenge pinned on notice board a week in advance stating he will try to get from A to B without being stopped, or delivered as a note wrapped around a stone through a skylight. An area of operations (limited by streets/landmarks) and a time limit are defined; game ends at a rocket signal.

source_excerpt:
The cordon-breaking type of game is always popular. This can be in the form of a straight game, but it is usually better to introduce it in some special way, e.g. as a challenge from a P.L. to the Troop.


name: Highway Robbery
category: jocuri-cercetasesti
subcategory: street
content_type: joc
source_file: Outdoor Games.pdf
source_files: ["Outdoor Games.pdf"]
page_reference: page 30
materials_category: props
materials_list: metal discs (representing gold), number cards
skills_developed: strategy, deduction, information gathering
difficulty_level: mediu
keywords: highway robbery, numbers, gold, street game
tags: ["street", "outdoor", "strategy", "challenge"]
language: en
normalized_name: highway robbery
extraction_confidence: high
source_id: d3959920_outdoor_games
source_ids: ["d3959920_outdoor_games"]
chunk_key: d3959920_outdoor_games.part02
created_at: 2026-05-29 18:59:41
updated_at: 2026-05-29 18:59:41
description:
Each patrol carries £20 in metal discs distributed among members. On meeting Scouts from another patrol, they challenge each other and the lowest numbered Scout forfeits his gold. The game rewards information-gathering about which Scouts carry which numbers.

rules:
Each patrol has £20 in metal discs. P.L. distributes money among Patrol. Each Scout wears a number (covered by coat). Last used number must be 8, first must be 1. On meeting a Scout from another patrol, numbers are shown; lowest number forfeits gold to the other. If carrying won gold plus own and you lose, forfeit all gold. Number 1 can only be beaten by number 8; number 8 can be beaten only by number 1. Scouts try to discover opponents' numbers.

source_excerpt:
On meeting a Scout from another Patrol, the Scout challenges him and numbers are shown. The lowest number forfeits the gold he is carrying to the other fellow.


name: A Bomb to Blow the Cobwebs Away
category: jocuri-cercetasesti
subcategory: street
content_type: joc
source_file: Outdoor Games.pdf
source_files: ["Outdoor Games.pdf"]
page_reference: page 30
materials_category: props
materials_list: alarm clock, paper, pencils
skills_developed: social skills, strategy, navigation
difficulty_level: usor
keywords: autograph, bomb, alarm clock, street game
tags: ["street", "outdoor", "social", "race"]
language: en
normalized_name: a bomb to blow the cobwebs away
extraction_confidence: high
source_id: d3959920_outdoor_games
source_ids: ["d3959920_outdoor_games"]
chunk_key: d3959920_outdoor_games.part02
created_at: 2026-05-29 18:59:41
updated_at: 2026-05-29 18:59:41
description:
Scouts collect autographs from other Scouts they meet. One Scout carries a bomb (alarm clock set to go off at a certain time) which can be passed in exchange for an autograph list. Scouts must report to one of four places every five minutes without repeating.

rules:
Each Scout has paper and pencil to collect autographs. One Scout carries an alarm clock set to go off. The bomb carrier may present it to any Scout who gives him their autograph sheet in exchange. If hailed by bomb carrier, Scout must take the bomb and hand over his autograph list. Must report to one of four places every five minutes, never twice to the same place. Marks: total autographs in patrol divided by boys operating. Scout holding bomb when it explodes must return to HQ immediately.

source_excerpt:
One Scout is carrying a bomb (an alarm clock set to go off at a certain time) which is liable to go off at any moment. The Scout who is carrying the bomb may present it to any other Scout who gives him in exchange his sheet of autographs.


name: Besieged
variations: As a variation, message can be written down—if captured, the captor searches for it.
category: jocuri-cercetasesti
subcategory: street
content_type: joc
source_file: Outdoor Games.pdf
source_files: ["Outdoor Games.pdf"]
page_reference: pages 30-31
materials_list: telephone
skills_developed: stealth, memory, strategy, telephone use
difficulty_level: mediu
keywords: siege, telephone, message, street
tags: ["street", "outdoor", "message-carrying", "shadowing"]
language: en
normalized_name: besieged
extraction_confidence: high
source_id: d3959920_outdoor_games
source_ids: ["d3959920_outdoor_games"]
chunk_key: d3959920_outdoor_games.part02
created_at: 2026-05-29 18:59:41
updated_at: 2026-05-29 18:59:41
description:
Troop HQ is a besieged camp. The besieged must each go out, pass enemy lines, reach a telephone box to collect a message from an ally, and return it to HQ. Each besieged Scout is secretly shadowed by a besieger who attacks only on the return journey.

rules:
Troop divided equally into besiegers and besieged. Each besieged has a task: go out, pass through enemy lines, phone a distant ally for a message, and bring it back. Besiegers each get a slip naming who to shadow. Besiegers not to attack until return journey; message carriers give a sign (remove neckerchief) when returning. If message carrier captured, must give up message; captor must get it to their HQ. Carrier can get first aid by touching nearest doorknob and then attack opponent again. No attacks within 100 yards of HQ. Time limit set; points for messages delivered correctly.

source_excerpt:
Each of the besieged is given a task: he must go out, pass through the enemy lines, go to a distant telephone box, obtain by telephone a message from a still more distant ally, and bring the message back to Headquarters.


name: Artist's Pathfinder
category: jocuri-cercetasesti
subcategory: observation
content_type: joc
source_file: Outdoor Games.pdf
source_files: ["Outdoor Games.pdf"]
page_reference: page 31
materials_list: drawings of local objects
skills_developed: observation, art, local knowledge
difficulty_level: usor
keywords: observation, drawing, pathfinder, street
tags: ["street", "outdoor", "observation", "art"]
language: en
normalized_name: artist's pathfinder
extraction_confidence: high
source_id: d3959920_outdoor_games
source_ids: ["d3959920_outdoor_games"]
chunk_key: d3959920_outdoor_games.part02
created_at: 2026-05-29 18:59:41
updated_at: 2026-05-29 18:59:41
description:
Drawings are made of things in the neighbourhood of HQ—trade signs, gargoyles, hydrants, quotations from notices, unusual trees, bench marks, etc. Patrols are sent out with a time limit to identify all the items from the drawings.

rules:
A number of drawings are made of things to be observed in the immediate neighbourhood of HQ. Patrols sent out to identify them within a given time limit. Things must not be too obvious—quotations from notices, trade signs, gargoyles, decorations of houses, hydrants, motor signs, names of houses, unusual trees, bench marks.

source_excerpt:
A number of drawings are made of things to be observed in the immediate neighbourhood of H.Q., and Patrols are sent out to identify them with a given time limit.


name: Pathfinder Enquiry
category: jocuri-cercetasesti
subcategory: observation
content_type: joc
source_file: Outdoor Games.pdf
source_files: ["Outdoor Games.pdf"]
page_reference: page 31
materials_list: question sheets, telephone
skills_developed: local knowledge, observation, research
difficulty_level: usor
keywords: pathfinder, enquiry, local knowledge, street
tags: ["street", "outdoor", "observation", "local-knowledge"]
language: en
normalized_name: pathfinder enquiry
extraction_confidence: high
source_id: d3959920_outdoor_games
source_ids: ["d3959920_outdoor_games"]
chunk_key: d3959920_outdoor_games.part02
created_at: 2026-05-29 18:59:41
updated_at: 2026-05-29 18:59:41
description:
Patrols collect answers to various questions about the neighbourhood—historical interest, tower heights, dated buildings, bus routes, distances to towns, telephone enquiries—within a time limit. Points graduated by difficulty.

rules:
Patrols given a time limit to collect answers to various questions about the neighbourhood (buildings of historical interest, heights of towers, dates of dated buildings, bus route numbers, distances to neighbouring towns). A rough sketch may be asked for. Use of telephone box included if a friend is available to answer calls. Points set opposite questions graduated by difficulty.

source_excerpt:
Patrols are given a time limit in which to collect answers to various questions about the neighbourhood, buildings of historical interest, heights of towers, dates of dated buildings, numbers of bus routes, distances to neighbouring towns.


name: The Kidnapped Scouter
variations: Lives may be introduced, though any system of killing is liable to abuse by over-zealous players.
category: wide-games
subcategory: pursuit
content_type: joc
source_file: Outdoor Games.pdf
source_files: ["Outdoor Games.pdf"]
page_reference: page 32
skills_developed: stealth, strategy, teamwork
difficulty_level: mediu
keywords: kidnap, pursuit, hiding, park
tags: ["street", "outdoor", "pursuit", "two-teams"]
language: en
normalized_name: the kidnapped scouter
extraction_confidence: high
source_id: d3959920_outdoor_games
source_ids: ["d3959920_outdoor_games"]
chunk_key: d3959920_outdoor_games.part02
created_at: 2026-05-29 18:59:41
updated_at: 2026-05-29 18:59:41
description:
Half the Scouts hide the Scouter while the other half try to recapture him. The Scouter stays hidden until found, then moves as directed by the finder. The side in possession of the Scouter at the time limit wins.

rules:
Half the Scouts take the Scouter away and hide him. They prevent the other half from recapturing him but must not remain within a certain distance. The Scouter stays hidden until discovered, then moves as directed by the Scout who found him. He can be captured and recaptured during the game. Side in possession at the time limit wins. Lives may be introduced. Best played in park with winding paths and shrubberies.

source_excerpt:
The Scouter is taken away by half the Scouts and hidden. They then proceed to prevent the other half from recapturing him, but must not remain within a certain distance.


name: Secret Ops
category: wide-games
subcategory: pursuit
content_type: joc
source_file: Outdoor Games.pdf
source_files: ["Outdoor Games.pdf"]
page_reference: page 32
materials_category: props
materials_list: envelope, lives, flag
skills_developed: strategy, stealth, teamwork
difficulty_level: dificil
keywords: pursuit, secret destination, wide game, rendezvous
tags: ["wide-game", "outdoor", "pursuit", "strategy"]
language: en
normalized_name: secret ops
extraction_confidence: high
source_id: d3959920_outdoor_games
source_ids: ["d3959920_outdoor_games"]
chunk_key: d3959920_outdoor_games.part02
created_at: 2026-05-29 18:59:41
updated_at: 2026-05-29 18:59:41
description:
A pursuit game with twice as many pursuers as runners. Runners choose a secret destination more than a mile from HQ, seal it in an envelope, and must all reach it within 30 minutes. Pursuers try to follow them and identify the rendezvous, opening the sealed envelope at H+28 minutes.

rules:
Twice as many pursuers as runners. At start all at HQ; pursuers have lives, runners decide on secret destination (>1 mile). Destination written and sealed in envelope handed to chief pursuer. At H-hour runners emerge and move 5 lamp-posts away. Umpire then releases pursuers. Runners must all reach destination by H+30 minutes. Pursuers open envelope at H+28 minutes and must identify the rendezvous between H+30 and H+32 minutes. Runners win if all get in followed by fewer than half the pursuers. Pursuers win if runners don't all arrive in time, or pursuers follow in with more than half their number.

source_excerpt:
The object of the runners is to get all their party to the secret destination by H hour plus thirty minutes, without the pursuers following them in.


name: Quest
category: jocuri-cercetasesti
subcategory: scavenger hunt
content_type: joc
source_file: Outdoor Games.pdf
source_files: ["Outdoor Games.pdf"]
page_reference: page 33
skills_developed: observation, social skills, local knowledge, initiative
difficulty_level: mediu
keywords: quest, scavenger hunt, street, collection
tags: ["street", "outdoor", "scavenger-hunt", "observation"]
language: en
normalized_name: quest
extraction_confidence: high
source_id: d3959920_outdoor_games
source_ids: ["d3959920_outdoor_games"]
chunk_key: d3959920_outdoor_games.part02
created_at: 2026-05-29 18:59:41
updated_at: 2026-05-29 18:59:41
description:
Patrols must obtain as many as possible of a list of specific items and information within a time limit—including the D.C.'s birthday, a policeman's autograph, a holly leaf, an exact pint of rain water, bus fares, specific coins, and more.

rules:
Each patrol must collect as many of the listed items as possible (20 items listed, to be varied by locality). Examples: D.C.'s birthday, policeman's autograph, holly leaf, exact pint of rain water, ginger hair, cancelled tram ticket with two sevens, 1945 penny, next high tide time, doctor's nameplate inscription, etc.

source_excerpt:
Each Patrol is required to obtain as many as possible of the following: 1. The D.C.'s birthday. Day and month only!


name: Quest
category: jocuri-cercetasesti
content_type: joc
source_file: Outdoor Games.pdf
source_files: ["Outdoor Games.pdf"]
page_reference: page 33
skills_developed: observation, resourcefulness, local knowledge
keywords: quest, scavenger, patrol, information gathering
tags: ["patrol game", "outdoor", "observation"]
language: en
normalized_name: quest
extraction_confidence: high
source_id: d3959920_outdoor_games
source_ids: ["d3959920_outdoor_games"]
chunk_key: d3959920_outdoor_games.part03
created_at: 2026-05-29 18:59:41
updated_at: 2026-05-29 18:59:41
description:
Each Patrol tries to obtain as many items from a list as possible. Items include finding specific information (e.g. the D.C.'s birthday, next high tide time), collecting physical objects (e.g. a holly leaf, a safety match, a ginger hair), and completing tasks (e.g. getting a policeman's autograph). Instructions should be varied according to locality.

rules:
Each Patrol is required to obtain as many as possible of the listed items. Instructions should be varied according to your locality.

source_excerpt:
Each Patrol is required to obtain as many as possible of the following: 1. The D.C.'s birthday. Day and month only!


name: Street Attack
variations: As local knowledge increases, give free choice of route.
category: jocuri-cercetasesti
subcategory: street
content_type: joc
source_file: Outdoor Games.pdf
source_files: ["Outdoor Games.pdf"]
page_reference: page 33
materials_category: props
materials_list: paper armbands, message
skills_developed: strategy, stealth, local knowledge
difficulty_level: mediu
keywords: street attack, odds and evens, message, attack-defence
tags: ["street", "outdoor", "attack-defence", "two-teams"]
language: en
normalized_name: street attack
extraction_confidence: high
source_id: d3959920_outdoor_games
source_ids: ["d3959920_outdoor_games"]
chunk_key: d3959920_outdoor_games.part02
created_at: 2026-05-29 18:59:41
updated_at: 2026-05-29 18:59:41
description:
Troop divided into 'odds' and 'evens'. The odd team must deliver a message to a specific odd-numbered house on the odd side of a street, prevented by the evens who can only attack when odds are on the even side or in the road.

rules:
Divide Troop into two sides, odds and evens. Odd team must get to the odd side of a street some distance away with a message for a certain odd-numbered house. Prevented by evens who can only attack when the odds are on the even side or in the road. Route can be restricted at first. Arrange method of killing (paper armband) and renewal of life. Fix time limit.

source_excerpt:
Divide Troop into two sides, odds and evens. Odd team to get to the odd side of a street some distance away with a message for a certain odd-numbered house. Prevented by evens who can only attack when the odds are on the even side of a street or in the road.


name: Street Attack
category: wide-games
content_type: joc
source_file: Outdoor Games.pdf
source_files: ["Outdoor Games.pdf"]
page_reference: page 33
materials_list: paper armbands
skills_developed: strategy, navigation, teamwork
keywords: night game, street, attack, patrol
tags: ["night game", "wide game", "outdoor"]
language: en
normalized_name: street attack
extraction_confidence: high
source_id: d3959920_outdoor_games
source_ids: ["d3959920_outdoor_games"]
chunk_key: d3959920_outdoor_games.part03
created_at: 2026-05-29 18:59:41
updated_at: 2026-05-29 18:59:41
description:
A night game suitable for a district where houses are grouped with even numbers on one side of the road and odd numbers on the opposite side. The Troop is divided into two teams — odds and evens. The odd team must deliver a message to a specific odd-numbered house, while the even team tries to intercept them. The even team can only attack when the odds are on the even side or in the road.

rules:
Divide Troop into two sides, odds and evens. Odd team to get to the odd side of a street some distance away with a message for a certain odd-numbered house. Prevented by evens who can only attack when the odds are on the even side of a street or in the road. Route can be restricted at first. Arrange method of killing (paper armband) and for renewal of life. Fix time limit. Weave a yarn round the game.

source_excerpt:
Suitable for district where houses are grouped with evens one side of the road and odds on opposite side. Dark evenings preferable.


name: Cycle Kim's Game
category: jocuri-cercetasesti
subcategory: observation
content_type: joc
source_file: Outdoor Games.pdf
source_files: ["Outdoor Games.pdf"]
page_reference: page 33
materials_list: bicycles, paper, pencils
skills_developed: observation, memory, cycling
difficulty_level: usor
keywords: Kim's game, cycling, observation, memory, streets
tags: ["street", "outdoor", "cycling", "memory", "observation"]
language: en
normalized_name: cycle kim's game
extraction_confidence: high
source_id: d3959920_outdoor_games
source_ids: ["d3959920_outdoor_games"]
chunk_key: d3959920_outdoor_games.part02
created_at: 2026-05-29 18:59:41
updated_at: 2026-05-29 18:59:41
description:
A small group cycles with a Scouter around side streets for five to ten minutes, then returns to write down the names of streets visited in correct order. Later, description of people, shops, and signs seen in various streets can be added.

rules:
Scouter takes small party (three or four), ride for five to ten minutes round side streets. Return and write down names of streets in correct order. Later give description of people, shops, signs, etc. in various streets.

source_excerpt:
Scouter takes small party (three or four), ride for five or ten minutes round side streets. Return and write down names of streets in correct order.


name: Cycle Kim's Game
category: jocuri-cercetasesti
content_type: joc
source_file: Outdoor Games.pdf
source_files: ["Outdoor Games.pdf"]
page_reference: page 33
materials_list: bicycles
skills_developed: memory, observation, navigation
keywords: Kim's game, cycling, observation, memory
tags: ["observation game", "cycling", "memory"]
language: en
normalized_name: cycle kim's game
extraction_confidence: high
source_id: d3959920_outdoor_games
source_ids: ["d3959920_outdoor_games"]
chunk_key: d3959920_outdoor_games.part03
created_at: 2026-05-29 18:59:41
updated_at: 2026-05-29 18:59:41
description:
A scouter takes a small party of three or four scouts on a cycle ride for five to ten minutes through side streets. On returning, each scout writes down the names of the streets in correct order. A more advanced version involves giving descriptions of people, shops, and signs seen in various streets.

rules:
Scouter takes small party (three or four), ride for five or ten minutes round side streets. Return and write down names of streets in correct order. Later give description of people, shops, signs, etc., in various streets.

source_excerpt:
Scouter takes small party (three or four), ride for five or ten minutes round side streets. Return and write down names of streets in correct order.


name: Secret Service
category: jocuri-cercetasesti
subcategory: observation
content_type: joc
source_file: Outdoor Games.pdf
source_files: ["Outdoor Games.pdf"]
page_reference: page 33
materials_category: props
materials_list: disguise items
skills_developed: observation, disguise, recognition
difficulty_level: usor
keywords: disguise, observation, secret service, recognition
tags: ["street", "outdoor", "observation", "disguise"]
language: en
normalized_name: secret service
extraction_confidence: high
source_id: d3959920_outdoor_games
source_ids: ["d3959920_outdoor_games"]
chunk_key: d3959920_outdoor_games.part02
created_at: 2026-05-29 18:59:41
updated_at: 2026-05-29 18:59:41
description:
Most Scouts come to the Troop Meeting in disguise. Two Scouts from each Patrol are stationed outside HQ (not within 50 yards) and must try to recognise the disguised Scouts and later give details of their disguises.

rules:
Everyone comes to Troop Meeting in disguise except a couple from each Patrol. Those excepted station themselves where they will not be seen, not within 50 yards of HQ. They try to recognise the other Scouts and later give details of disguises.

source_excerpt:
Everyone to come to Troop Meeting in some disguise except for a couple from each Patrol, who are to station themselves where they will not be seen, and not within fifty yards of Headquarters.


name: Secret Service
category: jocuri-cercetasesti
content_type: joc
source_file: Outdoor Games.pdf
source_files: ["Outdoor Games.pdf"]
page_reference: page 33
materials_list: disguises
skills_developed: observation, recognition, camouflage
keywords: disguise, recognition, secret service
tags: ["observation game", "disguise", "indoor/outdoor"]
language: en
normalized_name: secret service
extraction_confidence: high
source_id: d3959920_outdoor_games
source_ids: ["d3959920_outdoor_games"]
chunk_key: d3959920_outdoor_games.part03
created_at: 2026-05-29 18:59:41
updated_at: 2026-05-29 18:59:41
description:
Scouts come to a Troop meeting in disguise, except for a couple from each Patrol who station themselves in hidden spots not within fifty yards of Headquarters. These hidden scouts try to recognise the other Scouts who are in disguise and later give details of the disguises they spotted.

rules:
Everyone to come to Troop Meeting in some disguise except for a couple from each Patrol, who are to station themselves where they will not be seen, and not within fifty yards of Headquarters. They are to try and recognise the other Scouts and later give details of disguises.

source_excerpt:
Everyone to come to Troop Meeting in some disguise except for a couple from each Patrol, who are to station themselves where they will not be seen, and not within fifty yards of Headquarters.


name: Moving Jewels
variations: Four patrols variation with different starts and destinations, each against the others.
category: jocuri-cercetasesti
subcategory: street
content_type: joc
source_file: Outdoor Games.pdf
source_files: ["Outdoor Games.pdf"]
page_reference: page 34
materials_category: props
materials_list: beans (jewels)
skills_developed: strategy, stealth, teamwork
difficulty_level: usor
keywords: jewels, beans, smuggling, street
tags: ["street", "outdoor", "strategy", "smuggling"]
language: en
normalized_name: moving jewels
extraction_confidence: high
source_id: d3959920_outdoor_games
source_ids: ["d3959920_outdoor_games"]
chunk_key: d3959920_outdoor_games.part02
created_at: 2026-05-29 18:59:41
updated_at: 2026-05-29 18:59:41
description:
One team moves a number of jewels (beans) from one place to another while the other team tries to prevent them. Any team member caught with a jewel must yield to a search. Can be played with four patrols with different starts and destinations.

rules:
One team moves jewels (beans) from one place to another; other team prevents them. Must yield to search if caught. Or four patrols with different starts and destinations, each against the others. Opportunity for patrol planning, ingenuity, and 'selling the dummy.'

source_excerpt:
One team to have number of jewels (beans) to move from one place to another. Other team to prevent them. Must yield to search if caught.


name: Moving Jewels
variations: Four Patrols having different starts and destinations, each against other.
category: wide-games
content_type: joc
source_file: Outdoor Games.pdf
source_files: ["Outdoor Games.pdf"]
page_reference: page 34
materials_list: beans (as jewels)
skills_developed: strategy, teamwork, deception
keywords: smuggling, patrol, wide game
tags: ["wide game", "outdoor", "patrol"]
language: en
normalized_name: moving jewels
extraction_confidence: high
source_id: d3959920_outdoor_games
source_ids: ["d3959920_outdoor_games"]
chunk_key: d3959920_outdoor_games.part03
created_at: 2026-05-29 18:59:41
updated_at: 2026-05-29 18:59:41
description:
One team must move a number of jewels (represented by beans) from one place to another. The other team tries to prevent them. A caught player must yield to search. Can also be played with four Patrols, each with different starts and destinations, all competing against each other.

rules:
One team to have number of jewels (beans) to move from one place to another. Other team to prevent them. Must yield to search if caught. Or four Patrols having different starts and destinations, each against other.

source_excerpt:
One team to have number of jewels (beans) to move from one place to another. Other team to prevent them. Must yield to search if caught.


name: Running the Gauntlet
category: wide-games
subcategory: observation
content_type: joc
source_file: Outdoor Games.pdf
source_files: ["Outdoor Games.pdf"]
page_reference: pages 34-35
materials_category: props
materials_list: red counters, written descriptions, password, map
skills_developed: observation, recognition, local knowledge
difficulty_level: mediu
keywords: gauntlet, wide game, disguise, identification, district
tags: ["wide-game", "outdoor", "large-group", "observation", "disguise"]
language: en
normalized_name: running the gauntlet
extraction_confidence: high
source_id: d3959920_outdoor_games
source_ids: ["d3959920_outdoor_games"]
chunk_key: d3959920_outdoor_games.part02
created_at: 2026-05-29 18:59:41
updated_at: 2026-05-29 18:59:41
description:
A large-scale wide game for a Local Association Scout Week where disguised 'hunted' persons from a neighbouring association move along a 2-3 mile route. Troops must challenge and identify them using physical descriptions, collecting red counters from successfully challenged persons.

rules:
D.S.M. selects a 2-3 mile route (part country, part town). About 30 'hunted' persons from a neighbouring association travel the route in disguise between 2:45-5:00 pm. Each Troop gets written descriptions (not disguise clues) of the hunted half an hour before start. Password given; if correctly challenged, 'hunted' must admit identity and give a red counter (each has 10). Troops hand in counters at end; highest count wins. Hunted can use buses on the route to avoid being challenged.

source_excerpt:
The theme of the game is that "the hunted" will appear on all or part of the set route of two or three miles between the hours of 2:45 p.m. and 5:00 p.m. on the set day. They will be in disguise.


name: Running the Gauntlet
category: wide-games
content_type: joc
source_file: Outdoor Games.pdf
source_files: ["Outdoor Games.pdf"]
page_reference: pages 34-35
materials_list: red counters (10 per hunted person), written descriptions, map, password
skills_developed: observation, recognition, teamwork
difficulty_level: mediu
keywords: wide game, disguise, observation, gauntlet
tags: ["district game", "wide game", "observation"]
language: en
normalized_name: running the gauntlet
extraction_confidence: high
source_id: d3959920_outdoor_games
source_ids: ["d3959920_outdoor_games"]
chunk_key: d3959920_outdoor_games.part03
created_at: 2026-05-29 18:59:41
updated_at: 2026-05-29 18:59:41
description:
A wide game for a Local Association Scout Week involving all Troops in the district. A group of scouts from a neighbouring association disguise themselves as 'the hunted' and walk a set route of two to three miles. Scouts from the participating Troops try to identify and challenge the disguised individuals, collecting red counters from each one caught. The Troop with the most counters wins.

rules:
The hunted appear on a set route between 2:45 p.m. and 5:00 p.m. in disguise. Troops receive written physical descriptions of the hunted before the game. A password is given; a correctly challenged hunted person must admit identity and hand over a red counter. Each hunted person has ten counters. When all ten counters are given away, that person is out. The Troop with the most counters at the end wins.

source_excerpt:
Here is an observation game suitable for a Local Association Scout Week. It takes the form of a combined Wide Game in which every Troop in the district can take part.


name: The Atom Bomb
category: wide-games
subcategory: spy-narrative
content_type: joc
source_file: Outdoor Games.pdf
source_files: ["Outdoor Games.pdf"]
page_reference: pages 35-36
materials_category: props
materials_list: torn Ordnance map (6 pieces), clues
skills_developed: deduction, navigation, stealth, code-breaking
difficulty_level: dificil
keywords: atom bomb, spy, treasure hunt, map fragments, clues
tags: ["wide-game", "street", "spy", "treasure-hunt", "code-breaking"]
language: en
normalized_name: the atom bomb
extraction_confidence: high
source_id: d3959920_outdoor_games
source_ids: ["d3959920_outdoor_games"]
chunk_key: d3959920_outdoor_games.part02
created_at: 2026-05-29 18:59:41
updated_at: 2026-05-29 18:59:41
description:
A spy-narrative street game where two teams follow clues to find six fragments of a torn Ordnance map that together reveal the location of a hidden atomic formula. The Secret Service of one side tries to shadow and intercept the spy's friends.

rules:
Map torn into six pieces, each concealed at different locations via clues (cryptic: train fireman, G.P.O. letter, church bells, canal barge, milk bar, jail dungeon). Spy's friends have the clues and must find all six pieces to read the formula. The opposing Secret Service tries to shadow the friends and recover the formula. Senior Scouts or Committee Members prepare the game.

source_excerpt:
A spy has discovered the secret of the Atomic bomb, but being hotly pursued hides the formula in an old building. Later he writes the precise location of the formula around the edges of a 6-inch Ordnance map of the centre of the town, tearing the map into six pieces.


name: The Atom Bomb
category: wide-games
content_type: joc
source_file: Outdoor Games.pdf
source_files: ["Outdoor Games.pdf"]
page_reference: page 35
materials_list: Ordnance map (6-inch, torn into 6 pieces), clue sheets, props at various locations
skills_developed: problem solving, teamwork, navigation, observation
difficulty_level: dificil
keywords: spy, clue, wide game, treasure hunt, atom bomb
tags: ["wide game", "adventure", "night game"]
language: en
normalized_name: the atom bomb
extraction_confidence: high
source_id: d3959920_outdoor_games
source_ids: ["d3959920_outdoor_games"]
chunk_key: d3959920_outdoor_games.part03
created_at: 2026-05-29 18:59:41
updated_at: 2026-05-29 18:59:41
description:
A wide game built around a spy storyline. A spy hides a secret formula hidden in map fragments torn into six pieces and concealed at various locations. Scouts must find and assemble the clues to locate the formula, while enemy Secret Service agents try to shadow them and recover it first. Real-world locations, contacts, and scenarios are used as part of the clue chain.

rules:
Senior Scouts or Committee Members prepare the game. Six map pieces are hidden at various real locations. Players must find all six pieces to assemble the formula. Clues are used to find each piece. Enemy agents try to shadow them and recover the formula.

source_excerpt:
A spy has discovered the secret of the Atomic bomb, but being hotly pursued hides the formula in an old building. Later he writes the precise location of the formula around the edges of a 6-inch Ordnance map of the centre of the town, tearing the map into six pieces.


name: Spies in Camp
category: camp-outdoor
content_type: joc
source_file: Outdoor Games.pdf
source_files: ["Outdoor Games.pdf"]
page_reference: page 37
materials_list: firewood, white arm bands, campfire
skills_developed: stealth, teamwork, night navigation
keywords: night game, camp, spy, fire
tags: ["night game", "camp game", "patrol"]
language: en
normalized_name: spies in camp
extraction_confidence: high
source_id: d3959920_outdoor_games
source_ids: ["d3959920_outdoor_games"]
chunk_key: d3959920_outdoor_games.part03
created_at: 2026-05-29 18:59:41
updated_at: 2026-05-29 18:59:41
description:
A night camp game where one Patrol acts as Spies and the others as Guards. The spies try to creep into camp and place a piece of firewood on the campfire, while guards try to capture them by taking their wood.

rules:
One Patrol (Spies) are each given a piece of firewood. Other Patrols act as Guards. The Camp Fire burns brightly. All Spies leave Camp and take up positions at an agreed distance. Guards encircle the Camp, at least 50 yards from fire. On 'Go', Spies try to creep in and put wood on fire. Anyone who does so remains by fire. Guards can capture by taking away wood.

source_excerpt:
Each is given a piece of firewood (not as a weapon). Other Patrols are Guards. The Camp Fire is burning briskly. All Spies leave Camp and take up positions at an agreed distance from Camp.


name: Laying the Ghosts
category: camp-outdoor
content_type: joc
source_file: Outdoor Games.pdf
source_files: ["Outdoor Games.pdf"]
page_reference: pages 38-39
materials_list: ghost costumes/make-up, horn
skills_developed: stealth, night navigation, teamwork, silent communication
keywords: ghost, night game, camp, silent movement
tags: ["night game", "camp game", "storytelling"]
language: en
normalized_name: laying the ghosts
extraction_confidence: high
source_id: d3959920_outdoor_games
source_ids: ["d3959920_outdoor_games"]
chunk_key: d3959920_outdoor_games.part03
created_at: 2026-05-29 18:59:41
updated_at: 2026-05-29 18:59:41
description:
A night camp game with a ghost story setup told at campfire the evening before. Scouts are sent to bed early and roused by a horn signal. Scouts must silently and stealthily encircle two 'ghosts' (played by leaders in make-up) by linking hands around them. If the ghosts are disturbed they move to a new location. The game teaches silent and organised night movement.

rules:
The game setup (a story about Sir Marmaduke and Lady Lucy) is told the night before. Scouts go to bed early and are roused by a horn signal. P.L.s should have a concerted plan of action, and discuss with their Patrols how to maintain contact in the dark. Scouts must encircle the ghosts in a ring of linked hands. If disturbed, the ghosts seek another location.

source_excerpt:
Best played in Camp. The necessary information and instructions should be given on the night previous to the playing of the game, in the form of a Campfire yarn.


name: Time-bomb
category: wide-games
content_type: joc
source_file: Outdoor Games.pdf
source_files: ["Outdoor Games.pdf"]
page_reference: page 39
materials_list: cooking timer or alarm clock
skills_developed: stealth, observation, stalking
keywords: stalking, bomb, saboteur, night game
tags: ["night game", "stalking", "wide game"]
language: en
normalized_name: time-bomb
extraction_confidence: high
source_id: d3959920_outdoor_games
source_ids: ["d3959920_outdoor_games"]
chunk_key: d3959920_outdoor_games.part03
created_at: 2026-05-29 18:59:41
updated_at: 2026-05-29 18:59:41
description:
A night stalking game where one team (saboteurs) must plant a time-bomb (alarm clock or cooking timer) in a specified location without being detected. The other team (guards) must keep the saboteurs under observation without being seen themselves, and rush in to 'defuse' the bomb once it is placed.

rules:
The saboteur leader is briefed. The bomb (alarm clock/timer) will go off in twenty minutes from 'Go'. The two teams can see each other at start. On 'Go', saboteurs try to place the bomb under a water trough, culvert, etc. Guards must keep saboteurs under observation without being seen. When the bomb is placed, guards rush in to render it harmless. No scrapping or taking of lives. Points can be applied but are not essential.

source_excerpt:
A time-bomb is required for this game, which can take the form of a cooking timer or an alarm clock. Two teams are chosen, one represents the saboteurs and the other the guards.


name: Guarding the Lighthouse
variations: Can be played silently for stalking or rules altered for rough-house play.
category: wide-games
content_type: joc
source_file: Outdoor Games.pdf
source_files: ["Outdoor Games.pdf"]
page_reference: page 39
materials_list: electric torch, tree
skills_developed: stealth, teamwork, climbing
keywords: lighthouse, torch, night game, attack defence
tags: ["night game", "wide game"]
language: en
normalized_name: guarding the lighthouse
extraction_confidence: high
source_id: d3959920_outdoor_games
source_ids: ["d3959920_outdoor_games"]
chunk_key: d3959920_outdoor_games.part03
created_at: 2026-05-29 18:59:41
updated_at: 2026-05-29 18:59:41
description:
A night game where an electric torch suspended in a tree represents a lighthouse. Two sides play attack and defence. Attackers try to switch on the torch while defenders protect it. The game can be played in silence for stalking or as a rough-house with different rules.

rules:
A torch is suspended in a fairly easy-to-climb tree and switched on. Defenders are stationed at a reasonable distance. Attackers try to reach the torch. Game can be played in silence for stalking, or rules can be altered to allow a rough-house.

source_excerpt:
This game requires a tree which is fairly easy to climb and an electric torch. The torch is suspended in a tree and switched on; the game is then a question of attack and defence with defenders stationed at a reasonable distance from the tree.


name: Arson
category: wide-games
content_type: joc
source_file: Outdoor Games.pdf
source_files: ["Outdoor Games.pdf"]
page_reference: page 39
materials_list: dry bracken/straw/paper, matches
skills_developed: stealth, observation, night navigation
keywords: arson, night game, fire, stealth
tags: ["night game", "fire", "wide game"]
language: en
normalized_name: arson
extraction_confidence: high
source_id: d3959920_outdoor_games
source_ids: ["d3959920_outdoor_games"]
chunk_key: d3959920_outdoor_games.part03
created_at: 2026-05-29 18:59:41
updated_at: 2026-05-29 18:59:41
description:
A night game similar to Guarding the Lighthouse. Attackers try to set fire to a pile of dry bracken, straw, or paper in the middle of a field. Defenders must shout the name of an attacker they spot to kill them, sending them back to try again. A misty night is especially good, with paraffin-soaked material for a better blaze.

rules:
Defenders kill attackers by shouting their name when spotted. The killed attacker goes back to make another attempt. Attackers try to light the pile of material in the middle of the field. A misty night is very good; use paraffin-soaked material in that case.

source_excerpt:
A game similar to the previous one except that the object of the attackers is to set fire to a pile of dry bracken, straw, paper, or similar material, placed in the middle of a field.


name: Star Trail
category: orientare
content_type: joc
source_file: Outdoor Games.pdf
source_files: ["Outdoor Games.pdf"]
page_reference: page 39
skills_developed: navigation, astronomy, night orientation
keywords: stars, night navigation, orienteering
tags: ["night game", "navigation", "patrol"]
language: en
normalized_name: star trail
extraction_confidence: high
source_id: d3959920_outdoor_games
source_ids: ["d3959920_outdoor_games"]
chunk_key: d3959920_outdoor_games.part03
created_at: 2026-05-29 18:59:41
updated_at: 2026-05-29 18:59:41
description:
Patrols are sent off at intervals on a given route that brings them back to HQ. Their task is to record every change of direction using the stars as their compass.

rules:
Patrols sent off at intervals on a given route which brings them back to H.Q. Their object is to record every change of direction, using the stars as their compass.

source_excerpt:
Patrols sent off at intervals on a given route which brings them back to H.Q. Their object is to record every change of direction, using the stars as their compass.


name: Night Obstacle Race
variations: Endless variations depending on terrain.
category: camp-outdoor
content_type: joc
source_file: Outdoor Games.pdf
source_files: ["Outdoor Games.pdf"]
page_reference: page 39
materials_list: ropes, poles, various obstacle materials
skills_developed: agility, teamwork, night navigation, problem solving
difficulty_level: dificil
keywords: night, obstacle, assault course, race
tags: ["night game", "physical", "patrol"]
language: en
normalized_name: night obstacle race
extraction_confidence: high
source_id: d3959920_outdoor_games
source_ids: ["d3959920_outdoor_games"]
chunk_key: d3959920_outdoor_games.part03
created_at: 2026-05-29 18:59:41
updated_at: 2026-05-29 18:59:41
description:
A Patrol competition run on a timing basis like an assault course, but at night. Obstacles vary depending on the terrain and might include scaling a wall, squeezing under a gate, walking a scaffold pole, swinging over an obstacle on a rope, recognising a scale model from a distance, and crossing a stream with a pole and rope.

rules:
Patrol competition on a timing basis run like an assault course. Obstacles vary according to terrain. Examples: scaling a wall, squeezing under a gate, walking a scaffold pole, swinging over an obstacle on a rope, recognising a black scale-model plane from a set distance, crossing a stream dry-shod with a pole and rope.

source_excerpt:
A Patrol competition on a timing basis and run on the lines of an assault course. The obstacles must vary according to the terrain available.


name: Will o' the Wisps
category: camp-outdoor
content_type: joc
source_file: Outdoor Games.pdf
source_files: ["Outdoor Games.pdf"]
page_reference: page 40
materials_list: torches (one per torch-bearer), whistle or koodoo
skills_developed: stealth, observation, night navigation
keywords: torch, night game, hide seek, will o' wisp
tags: ["night game", "camp game", "patrol"]
language: en
normalized_name: will o' the wisps
extraction_confidence: high
source_id: d3959920_outdoor_games
source_ids: ["d3959920_outdoor_games"]
chunk_key: d3959920_outdoor_games.part03
created_at: 2026-05-29 18:59:41
updated_at: 2026-05-29 18:59:41
description:
A night torch-hide-and-seek game. One Patrol hides with torches and must flash them in a complete circle whenever a whistle blows. Other Patrols try to locate and capture the torch-bearers. The Patrol with the most captures becomes the new torch-bearers for the next round.

rules:
Torch-bearers given two or three minutes to scatter and hide. At whistle/koodoo signal, each torch-bearer must flash light in a complete circle. Other Patrols try to locate and capture them. Torch-bearers can hide anywhere but must flash lights when whistle sounds. Time limit per round. Patrol with most captures becomes torch-bearers next round. Define 'capture' exactly before play.

source_excerpt:
Each torch-bearer must then flash his light in a complete circle and at the same time the other Patrols set out to locate and capture them.


name: Night Scavenger Hunt
category: camp-outdoor
content_type: joc
source_file: Outdoor Games.pdf
source_files: ["Outdoor Games.pdf"]
page_reference: page 40
skills_developed: leadership, teamwork, nature study, problem solving
keywords: scavenger hunt, night game, camp
tags: ["night game", "camp game", "scavenger"]
language: en
normalized_name: night scavenger hunt
extraction_confidence: high
source_id: d3959920_outdoor_games
source_ids: ["d3959920_outdoor_games"]
chunk_key: d3959920_outdoor_games.part03
created_at: 2026-05-29 18:59:41
updated_at: 2026-05-29 18:59:41
description:
A scavenger hunt played at night in camp. Patrols collect a list of items that require thought, imagination, and some practical skill to obtain. Items might include a baked potato, a pound of pebbles, a beggarman's knot, a whittled doll, a moth, wild flowers, and even a kidnapped member of another Patrol.

rules:
Patrols must collect around 20-24 items from a list. Some items may need to be 'prepared' in advance by the organiser. Items include nature study, creative tasks, and team challenges.

source_excerpt:
A Night Scavenger Hunt in Camp might be equally successful. Some of the items might have to be 'prepared,' but some serious items of nature study could be included as well as those which need thought and imagination to obtain.


name: The Missing Man
category: wide-games
content_type: joc
source_file: Outdoor Games.pdf
source_files: ["Outdoor Games.pdf"]
page_reference: pages 40-41
materials_list: bicycles (for messengers), printed police description
skills_developed: observation, teamwork, night stalking, communication
keywords: police, missing man, night game, cordon
tags: ["night game", "wide game", "patrol"]
language: en
normalized_name: the missing man
extraction_confidence: high
source_id: d3959920_outdoor_games
source_ids: ["d3959920_outdoor_games"]
chunk_key: d3959920_outdoor_games.part03
created_at: 2026-05-29 18:59:41
updated_at: 2026-05-29 18:59:41
description:
A night game where Scouts are given a police-style description of a 'missing man' and must search a defined area to find and surround him. The missing man (played by a Scout or Rover Scout) is armed with a 'weapon' (verbal command to return) that works against Scouts in pairs or alone but not groups of three or more. A cordon of three or more Scouts with linked hands captures him.

rules:
Scouts search given streets in pairs. The missing man can use his 'weapon' (send Scouts back to base) against pairs or individuals, but not groups of three or more. Scouts cordon the suspect by forming a circle with linked hands — minimum three Scouts. Scouts and suspect cannot touch each other. Nerve centre at one location with bicycle messengers. Game lasts 20-30 minutes.

source_excerpt:
The Scoutmaster gives out a notice something like the following: 'You have read in the papers this week about the police wanting to interview Edward Stiles.'


name: Treasure by Subtraction
variations: Physical adventure elements can be included depending on terrain.
category: wide-games
content_type: joc
source_file: Outdoor Games.pdf
source_files: ["Outdoor Games.pdf"]
page_reference: pages 41-42
materials_list: printed clue sheets, telephone (for one clue), various location props
skills_developed: problem solving, memory, navigation, intelligence
difficulty_level: dificil
keywords: treasure hunt, night game, clues, subtraction
tags: ["night game", "wide game", "puzzle"]
language: en
normalized_name: treasure by subtraction
extraction_confidence: high
source_id: d3959920_outdoor_games
source_ids: ["d3959920_outdoor_games"]
chunk_key: d3959920_outdoor_games.part03
created_at: 2026-05-29 18:59:41
updated_at: 2026-05-29 18:59:41
description:
A night treasure hunt where the clues are subtractive rather than additive. Scouts start with an apparently meaningless string of letters, and each clue allows them to subtract known text (such as hymn lyrics, poem lines, or shop names) to reveal the next instruction. Clues lead to real-world locations and involve engagement with night-time workers and public places.

rules:
Scouts are presented with a jumble of letters. Each clue in a chain tells them to subtract a known text (e.g. first four lines of a hymn, a poem line, gauge of tramlines) from the jumble. The remainder reveals the next instruction (e.g. a phone number, a location). Scouts follow the chain to the treasure. Can include physical adventure elements depending on terrain.

source_excerpt:
In this night game a variation on the old treasure hunt theme is introduced by making the clues subtractive rather than additive. At the outset the Scouts are presented with an apparently meaningless jumble of letters.


name: Alarm Clock
variations: Release separately or as a Patrol; move to a different field.
category: camp-outdoor
content_type: joc
source_file: Outdoor Games.pdf
source_files: ["Outdoor Games.pdf"]
page_reference: page 42
materials_list: alarm clock, empty metal box
skills_developed: night navigation, hearing, distance estimation
keywords: night game, alarm clock, field, finding
tags: ["night game", "camp game", "hearing"]
language: en
normalized_name: alarm clock
extraction_confidence: high
source_id: d3959920_outdoor_games
source_ids: ["d3959920_outdoor_games"]
chunk_key: d3959920_outdoor_games.part03
created_at: 2026-05-29 18:59:41
updated_at: 2026-05-29 18:59:41
description:
Scouts are spaced around the perimeter of a field at night. A loud-ticking alarm clock is placed on an empty metal box somewhere in the field. Scouts must find it within a stipulated time. Progress is usually on all fours at first due to vegetation. When scouts become adept, move to the next field.

rules:
Scouts are spaced around the perimeter of a field. Alarm clock placed on metal box in field at night. Scouts must find it within a stipulated time. As they become adept, move to next field and release separately or as a Patrol.

source_excerpt:
A loud-ticking alarm clock, placed on an empty metal box somewhere in a field at night, will serve as the target for Scouts to find within a stipulated time.


name: Prisoner
variations: Can develop into inter-Patrol game like single flag raid with human flag.
category: camp-outdoor
content_type: joc
source_file: Outdoor Games.pdf
source_files: ["Outdoor Games.pdf"]
page_reference: pages 42-43
materials_list: rope, electric torch
skills_developed: stealth, knot tying, night navigation, teamwork
difficulty_level: mediu
keywords: prisoner, night game, stealth, rescue
tags: ["night game", "camp game", "patrol"]
language: en
normalized_name: prisoner
extraction_confidence: high
source_id: d3959920_outdoor_games
source_ids: ["d3959920_outdoor_games"]
chunk_key: d3959920_outdoor_games.part03
created_at: 2026-05-29 18:59:41
updated_at: 2026-05-29 18:59:41
description:
A night game where a prisoner is tied to a tree by a guardian. The prisoner's friends must stealthily find and release him without being detected. The guardian has a torch to 'slay' intruders. Scouts killed must return to base and queue again. The game can be developed into an inter-Patrol game like a single flag raid with a human flag.

rules:
Prisoner is tied to a tree within a limited time (5 minutes). Guardian moves 5-10 paces away to watch. Prisoner's friends are released from hiding at a distance one or more at a time. They must find and release the prisoner without being detected. Guardian's torch beam hitting an intruder kills them; they return to base. Not more than three boys on the move at once. Guardian should not move from perch. Loosened bonds should be neatly coiled before leaving.

source_excerpt:
A prisoner is firmly secured by his Guardian (or Guardians) to a tree in woodland as securely as possible within a limited time (say five minutes). The Guardian then moves five to ten paces away to as comfortable a spot as he can find to watch over the captive.


name: Prisoner
category: altele
subcategory: skit
content_type: joc
source_file: big-book-of-skits.pdf
source_files: ["big-book-of-skits.pdf"]
page_reference: page 78
skills_developed: comedy, wordplay
difficulty_level: usor
keywords: skit, prisoner, judge, vague answers, wordplay
tags: ["campfire", "skit"]
language: en
normalized_name: prisoner
extraction_confidence: high
source_id: d3fe281d_big_book_of_skits
source_ids: ["d3fe281d_big_book_of_skits"]
chunk_key: d3fe281d_big_book_of_skits.part05
created_at: 2026-05-29 18:59:41
updated_at: 2026-05-29 18:59:41
description:
A prisoner brought before a judge gives vague answers. Each answer matches the judge's style — 'sooner or later,' 'here and there,' 'now and then' — until the judge sentences him and tells him he'll get out 'sooner or later.'

rules:
Policeman brings prisoner; judge asks questions; prisoner gives non-committal answers that mirror the judge's eventual phrasing; judge says prisoner will get out sooner or later.

source_excerpt:
The prisoner is asked if he has stolen before and he replies, "Mmmm ... now & then". Judge, impatient now, asks where he stole these things and the prisoner replies here and there.


name: Fire! Fire!
category: camp-outdoor
content_type: joc
source_file: Outdoor Games.pdf
source_files: ["Outdoor Games.pdf"]
page_reference: page 43
materials_list: ropes, beds/sleeping bags, siren or whistle
skills_developed: cool thinking, memory, speed, calm under pressure
keywords: fire drill, night game, camp, emergency
tags: ["night game", "camp game", "fire safety"]
language: en
normalized_name: fire! fire!
extraction_confidence: high
source_id: d3959920_outdoor_games
source_ids: ["d3959920_outdoor_games"]
chunk_key: d3959920_outdoor_games.part03
created_at: 2026-05-29 18:59:41
updated_at: 2026-05-29 18:59:41
description:
A night game where a Patrol is 'put to bed' in a rectangle marked by ropes, fully undressed and in their beds with belongings beside them. On a fire alarm signal, they must dress correctly before exiting through a gap in the ropes. The gap narrows every 50 seconds to simulate burning timber closing in.

rules:
Patrol undressed and in beds in a roped rectangle with a gap on one side (5 feet wide). On 'Fire!' signal, Scouts must dress correctly before leaving through the gap. Touching the ropes means 'roasting'. At 100 seconds gap narrows by 1 foot, another foot at 150 seconds, and so on until laggards are hemmed in.

source_excerpt:
The Patrol is put to bed in a rectangle of ground marked out by ropes which leave a gap on one side, say 5 feet across. The Scouts must be undressed, properly in their beds, and their goods and chattels by them.


name: Gnomes
variations: Chasing the Gnome, who can extinguish his lamp periodically.
category: orientare
content_type: joc
source_file: Outdoor Games.pdf
source_files: ["Outdoor Games.pdf"]
page_reference: page 43
materials_list: hurricane lamp, maps, pencils, torches
skills_developed: map reading, observation, night orientation
difficulty_level: mediu
keywords: gnome, night game, map, navigation
tags: ["night game", "navigation", "observation"]
language: en
normalized_name: gnomes
extraction_confidence: high
source_id: d3959920_outdoor_games
source_ids: ["d3959920_outdoor_games"]
chunk_key: d3959920_outdoor_games.part03
created_at: 2026-05-29 18:59:41
updated_at: 2026-05-29 18:59:41
description:
A night observation and map-reading game. Scouts on a hill with maps and torches observe a 'Gnome' who carries a hurricane lamp along a circuitous route of a mile or so. The Gnome signals with the lamp at journey's end. Scouts must plot the route on their map. The game can be varied by having Scouts chase the Gnome, who may extinguish his lamp from time to time.

rules:
Scouts placed on a knoll with pencil, map and torch. The Gnome carries a hurricane lamp and follows a circuitous route for a mile or so, then waves the lamp above head as a signal, then puts it out. Scouts plot the route on their map. Variation: chase the Gnome, who may extinguish lamp from time to time.

source_excerpt:
The Gnome carries a hurricane lamp and follows a circuitous route for a mile or so. He then waves the lamp above his head in a prearranged signal to show he has reached the end of the route before putting out the lamp.


name: Light and Whistle
category: camp-outdoor
content_type: joc
source_file: Outdoor Games.pdf
source_files: ["Outdoor Games.pdf"]
page_reference: page 43
materials_list: torch, whistle
skills_developed: stealth, night navigation, pursuit
keywords: torch, whistle, night game, chase
tags: ["night game", "camp game", "chase"]
language: en
normalized_name: light and whistle
extraction_confidence: high
source_id: d3959920_outdoor_games
source_ids: ["d3959920_outdoor_games"]
chunk_key: d3959920_outdoor_games.part03
created_at: 2026-05-29 18:59:41
updated_at: 2026-05-29 18:59:41
description:
A night chase game where one Scout with a torch and whistle is given a five-minute head start in a wood. The other Scouts then try to capture him. The torch-bearer must show his light and blow his whistle at least once every minute. No other Scout may carry a torch or whistle. The captor takes the place of the captured.

rules:
One Scout with torch and whistle given five minutes' start from a clearing in wood or coppice. Other Scouts wait for 'Go' signal then try to capture. Torch-bearer must show light and blow whistle at least once every minute. No other Scout may have torch or whistle. Captor takes place of captured.

source_excerpt:
One Scout with a torch and whistle is given five minutes' start from a clearing in a wood or coppice. The other Scouts wait for the 'Go' signal and set off to capture him. He must show his light and blow his whistle at least once every minute.


name: Prisoners' Escape
category: camp-outdoor
content_type: joc
source_file: Outdoor Games.pdf
source_files: ["Outdoor Games.pdf"]
page_reference: page 45
materials_list: ropes, poles/staves, trees
skills_developed: teamwork, silent communication, rope work, planning
difficulty_level: dificil
keywords: escape, bridge building, night game, silence
tags: ["night game", "camp game", "pioneering"]
language: en
normalized_name: prisoners' escape
extraction_confidence: high
source_id: d3959920_outdoor_games
source_ids: ["d3959920_outdoor_games"]
chunk_key: d3959920_outdoor_games.part03
created_at: 2026-05-29 18:59:41
updated_at: 2026-05-29 18:59:41
description:
A night teamwork challenge where Scouts act as prisoners of war planning to escape. They must build a bridge between two trees at a height of over 10 feet in the dark, and get everybody across, all in complete silence. If anyone passes along the nearby road, the whole Troop must 'freeze' until the footsteps die away.

rules:
Scouts must build a bridge between two trees near the road, at height of over 10 feet. All operations done in silence. If anyone passes along the road, the whole Troop freezes until footsteps die away. Careful planning must be done at HQ before starting.

source_excerpt:
The Scouts are prisoners of war planning to escape. They have to build a bridge between two trees in the dark at a height of over 10 feet and get everybody across.


name: Crocodile Creek
category: camp-outdoor
content_type: joc
source_file: Outdoor Games.pdf
source_files: ["Outdoor Games.pdf"]
page_reference: page 45
materials_list: ropes, poles/staves, trees
skills_developed: pioneering, teamwork, problem solving
difficulty_level: mediu
keywords: crocodile, creek, shelter building, trees
tags: ["camp game", "pioneering", "challenge"]
language: en
normalized_name: crocodile creek
extraction_confidence: high
source_id: d3959920_outdoor_games
source_ids: ["d3959920_outdoor_games"]
chunk_key: d3959920_outdoor_games.part03
created_at: 2026-05-29 18:59:41
updated_at: 2026-05-29 18:59:41
description:
A pioneering challenge where Scouts must build a bed at least 4 feet from the ground between four close-together trees, representing trees growing in a crocodile-infested creek. The bed must be large enough for two Scouts to sleep in, out of reach of the 'crocodiles'.

rules:
Select four trees close together. Scouts must make a bed at least 4 feet from the ground on which two Scouts could sleep out of reach of the crocodiles.

source_excerpt:
Select four trees close together to represent trees growing in a creek infested with crocodiles. The Scouts have to make a bed at least 4 feet from the ground on which two Scouts could sleep out of reach of the crocodiles.


name: Obstacle Cross-country
category: camp-outdoor
content_type: joc
source_file: Outdoor Games.pdf
source_files: ["Outdoor Games.pdf"]
page_reference: page 45
materials_list: ropes, staves, first aid materials, code sheets
skills_developed: fitness, teamwork, first aid, problem solving
difficulty_level: dificil
keywords: cross-country, obstacle, ropes, first aid
tags: ["outdoor", "physical", "challenge"]
language: en
normalized_name: obstacle cross-country
extraction_confidence: high
source_id: d3959920_outdoor_games
source_ids: ["d3959920_outdoor_games"]
chunk_key: d3959920_outdoor_games.part03
created_at: 2026-05-29 18:59:41
updated_at: 2026-05-29 18:59:41
description:
Scouts run over a 3-mile course with six obstacles that must be overcome using ropes and staves. Obstacles include dramatic scenarios like rescuing a Scout with a broken leg caught in a tree, an electrified fence, a Scout on a railway line with an approaching express, a homicidal maniac to bind, a first-aid casualty, and a code to decipher.

rules:
Run over a 3-mile course. Six obstacles must be overcome using ropes and staves. Example obstacles: Scout with broken leg in tree, electrified fence, Scout on railway line, homicidal maniac to overcome and bind, first-aid casualty, code to decipher.

source_excerpt:
The Scouts have to run over a course of 3 miles, in which there are six obstacles to be overcome by means of ropes and staves.


name: Desert Island
category: camp-outdoor
content_type: joc
source_file: Outdoor Games.pdf
source_files: ["Outdoor Games.pdf"]
page_reference: page 45
materials_list: thick rope, trees, additional ropes/poles for jetty and monkey bridge
skills_developed: pioneering, teamwork, problem solving, rope work
difficulty_level: dificil
keywords: desert island, pioneering, monkey bridge, rope
tags: ["camp game", "pioneering", "challenge"]
language: en
normalized_name: desert island
extraction_confidence: high
source_id: d3959920_outdoor_games
source_ids: ["d3959920_outdoor_games"]
chunk_key: d3959920_outdoor_games.part03
created_at: 2026-05-29 18:59:41
updated_at: 2026-05-29 18:59:41
description:
A pioneering challenge using three trees in line 10 yards apart. The first tree is the shore, the second the bulwarks of a wrecked ship, the third a hatchway. Scouts must get to the hatchway and back using the single rope supplied, which is not long enough to span the gaps. They must build a jetty, then a monkey bridge, then cross on a single rope at 10 feet height.

rules:
Three trees in line, 10 yards apart. First tree = shore, second = bulwarks (10 feet high), third = hatchway. Scouts must get to hatchway and back. One thick rope supplied, not long enough by itself. Must first build a jetty into the creek, then a monkey bridge to the bulwarks at 10 feet, then cross on a single rope to the hatchway. Walking between trees incurs 2-minute penalty (representing swimming).

source_excerpt:
Select three trees in line 10 yards apart. The first tree is the shore, the second tree the bulwarks of a wrecked ship in a creek, and the third tree a hatchway with the decks broken in between.


name: Cossack Relay
category: sports-active
content_type: joc
source_file: Outdoor Games.pdf
source_files: ["Outdoor Games.pdf"]
page_reference: page 46
materials_list: scarf or article, chalk
skills_developed: balance, teamwork, agility
keywords: relay, cossack, pick-a-back
tags: ["relay race", "sports", "active"]
language: en
normalized_name: cossack relay
extraction_confidence: high
source_id: d3959920_outdoor_games
source_ids: ["d3959920_outdoor_games"]
chunk_key: d3959920_outdoor_games.part03
created_at: 2026-05-29 18:59:41
updated_at: 2026-05-29 18:59:41
description:
A relay race where half of each Patrol rides pick-a-back on the other half. A scarf or easily-grasped article is placed half-way down the course in a chalk circle. The rider must pick up the object on the outward journey and replace it in the circle on the return. Played as an inter-Patrol relay.

rules:
Half of each Patrol mounts pick-a-back on the other half. Scarf or article placed half-way in a chalk circle. Rider picks up object on outward trip, replaces it in circle on return. Played as inter-Patrol relay.

source_excerpt:
Half of each Patrol is mounted, pick-a-back, on the other half. A scarf, or other easily grasped article, is placed half-way down the course, and is surrounded by a chalk circle.


name: Motor-tyre Games
variations: Seven distinct variations.
category: sports-active
content_type: joc
source_file: Outdoor Games.pdf
source_files: ["Outdoor Games.pdf"]
page_reference: page 46
materials_list: motor tyres, stakes, chalk/markers
skills_developed: agility, coordination, teamwork
keywords: tyre, relay, games, equipment
tags: ["sports", "active", "equipment game"]
language: en
normalized_name: motor-tyre games
extraction_confidence: high
source_id: d3959920_outdoor_games
source_ids: ["d3959920_outdoor_games"]
chunk_key: d3959920_outdoor_games.part03
created_at: 2026-05-29 18:59:41
updated_at: 2026-05-29 18:59:41
description:
A collection of seven different games using motor tyres as equipment: bowling hoops, relay scramble-through, ring the peg, rolling ring (scored), stepping stones, tyre ball (team goal game), and relay scramble through a vertically held tyre.

rules:
(1) Bowl tyre with one hand over a straight or crooked course. (2) Relay: run to tyre, scramble through, back to start next man. (3) Stake 4-5 yards ahead; try to ring it three times. (4) Longer stake distance; roll tyre to fall flat and ring peg — 3pts ring, 2pts rest on peg, 1pt touch. (5) Stepping stones: second man moves them alternately around course; restart if foot outside. (6) Two teams; tyre as ball; goal scored touching wall/log. (7) Relay: each member scrambles through vertically held tyre.

source_excerpt:
(1) Used as hoops. Bowling with one hand over straight or crooked course. (2) Relay. Tyre for each team in front. Run to tyre, scramble through, and back to place to set off next man.


name: Burn the String
category: camp-outdoor
content_type: joc
source_file: Outdoor Games.pdf
source_files: ["Outdoor Games.pdf"]
page_reference: page 47
materials_list: cord, fuel (wood/kindling), matches
skills_developed: fire lighting, teamwork, organisation
keywords: fire, burn, cord, patrol
tags: ["camp game", "fire skills", "patrol competition"]
language: en
normalized_name: burn the string
extraction_confidence: high
source_id: d3959920_outdoor_games
source_ids: ["d3959920_outdoor_games"]
chunk_key: d3959920_outdoor_games.part03
created_at: 2026-05-29 18:59:41
updated_at: 2026-05-29 18:59:41
description:
Each Patrol must collect fuel, light a fire, and use it to burn through a cord stretched about 18 inches off the ground. The first Patrol to burn through the cord wins, but points are also given for organisation of the job.

rules:
A cord stretched about 18 inches off ground. Each Patrol collects fuel, lights a fire, and burns through the cord. First Patrol to burn through wins. Points given for organisation.

source_excerpt:
A cord is stretched about 18 inches off ground. Each Patrol has to collect fuel, light a fire, and burn through the cord. First to do so wins, but points should be given for organisation of the job.


name: Blindfold Compass Game
category: orientare
content_type: joc
source_file: Outdoor Games.pdf
source_files: ["Outdoor Games.pdf"]
page_reference: page 47
materials_list: blindfolds
skills_developed: navigation, communication, compass, trust
difficulty_level: mediu
keywords: compass, blindfold, navigation, patrol
tags: ["navigation", "blindfold game", "patrol"]
language: en
normalized_name: blindfold compass game
extraction_confidence: high
source_id: d3959920_outdoor_games
source_ids: ["d3959920_outdoor_games"]
chunk_key: d3959920_outdoor_games.part03
created_at: 2026-05-29 18:59:41
updated_at: 2026-05-29 18:59:41
description:
Played on a soccer pitch or similar area. P.L.s stand in a circle in the centre. Each Patrol goes to a corner, all Scouts blindfolded. The P.L.s guide their Scouts from one corner to the opposite corner using only compass direction commands. The P.L. may not leave the circle.

rules:
P.L.s stand in the centre circle; Scouts are blindfolded in corners. P.L.s guide Scouts using only compass directions. Patrol wins that gets all members to opposite corner first. If Scout steps over circle line, disqualified. P.L. not allowed out of circle.

source_excerpt:
The object of the game is to guide the Scouts from their corner to the opposite one, the only directions allowed being compass directions. The Patrol wins which first gets all its men at the opposite corner.


name: Torch Target
category: jocuri-cercetasesti
content_type: joc
source_file: Outdoor Games.pdf
source_files: ["Outdoor Games.pdf"]
page_reference: page 47
materials_list: torch, scoring sheets
skills_developed: distance estimation, observation, teamwork
keywords: torch, distance estimation, night, observation
tags: ["night game", "observation game", "patrol"]
language: en
normalized_name: torch target
extraction_confidence: high
source_id: d3959920_outdoor_games
source_ids: ["d3959920_outdoor_games"]
chunk_key: d3959920_outdoor_games.part03
created_at: 2026-05-29 18:59:41
updated_at: 2026-05-29 18:59:41
description:
An outdoor distance-estimation game. An assistant shines a torch from a given spot for 30 seconds to a minute. Each Scout estimates the distance, and results are recorded. Each Patrol then gives a collective estimate. Points are awarded on a target basis (e.g. 5 points within 5 yards, 4 points within 10 yards). The correct distance is announced and torch switched on again.

rules:
A.S.M. shines torch from given spot for 30 seconds or one minute. Each Scout estimates distance; estimations recorded. Each Patrol gives collective estimate. Points awarded on target basis (5pts within 5 yards, 4pts within 10 yards etc.). Average of total score for each Patrol plus collective estimate points. Correct distance announced; torch put on again.

source_excerpt:
The A.S.M. (or T.L.) shines a torch from a given spot for thirty seconds or a minute. Each Scout is then asked to give his estimate of the distance of the torch, and the estimations are recorded.


name: Ill-fated Camp
category: prim-ajutor
content_type: joc
source_file: Outdoor Games.pdf
source_files: ["Outdoor Games.pdf"]
page_reference: page 47
materials_list: labels, trail/tracks props
skills_developed: first aid, observation, decision making
keywords: first aid, camp, scenario, emergency
tags: ["first aid", "camp game", "scenario"]
language: en
normalized_name: ill-fated camp
extraction_confidence: high
source_id: d3959920_outdoor_games
source_ids: ["d3959920_outdoor_games"]
chunk_key: d3959920_outdoor_games.part03
created_at: 2026-05-29 18:59:41
updated_at: 2026-05-29 18:59:41
description:
Teams are sent in turn to a camp scene arranged in wild disorder after a simulated attack. There is a 'corpse', a man labelled with an injury, and tracks leading to another injured man, plus tracks of possible assailants. Teams must assess the situation and act as they think best.

rules:
Teams sent in turn to a disordered camp with a corpse, a 'Broken left thigh' casualty, tracks to a 'Severe bleeding from right wrist' casualty, and tracks of assailants. Teams act as they think best.

source_excerpt:
Teams are sent in turn to a camp which they find in a state of wild disorder after an attack. There is a corpse, a man labelled 'Broken left thigh,' tracks leading to another labelled 'Severe bleeding from right wrist,' and the tracks of possible assailants.


name: Convoy Interception
variations: Can be played on foot on large sand/marsh area or afloat.
category: wide-games
content_type: joc
source_file: Outdoor Games.pdf
source_files: ["Outdoor Games.pdf"]
page_reference: pages 48-49
materials_list: compasses, maps/plotting table, compass roses, pivoted arms, 30-foot life-lines, signal flags
skills_developed: signalling, navigation, teamwork, strategy, map reading
difficulty_level: dificil
keywords: convoy, interception, signalling, navigation, wide game
tags: ["wide game", "navigation", "signalling", "senior scouts"]
language: en
normalized_name: convoy interception
extraction_confidence: high
source_id: d3959920_outdoor_games
source_ids: ["d3959920_outdoor_games"]
chunk_key: d3959920_outdoor_games.part03
created_at: 2026-05-29 18:59:41
updated_at: 2026-05-29 18:59:41
description:
A complex signalling and navigation game for Senior Scouts. A convoy vessel and an intercepting vessel both set out from different points. Compass bearings of each vessel are observed at fixed times, passed by signal to HQ plotters who mark positions on a table. Controllers send course adjustments to their vessels by runners and signallers. The aim is for one vessel to intercept the other, or for the convoy to avoid interception. Capture is by throwing a 30-foot life-line.

rules:
Convoy (coxswain + signaller) sets off from point A; intercepting vessel from point B at the same time. Observers at A and B take compass bearings at fixed times, pass to H.Q. signal posts by signal with times. Runners take to two plotters, who mark positions using pivoted arms on compass rose table. Controllers send course alterations by runners and signallers. Interception controller aims for contact; convoy controller aims to avoid it. Capture: 30-foot life-line thrown to touch crew. Coxswains steer only signalled courses unless in real danger.

source_excerpt:
The convoy, consisting of a coxswain with a compass and a signaller, sets off on a given course at a set time from one point A, and the intercepting vessel with a similar crew sets off at the same time from point B.


name: Obstacle Expedition
category: camp-outdoor
content_type: activitate
source_file: Outdoor Games.pdf
source_files: ["Outdoor Games.pdf"]
page_reference: pages 48-49
materials_list: ropes, staves, blindfolds, cord, whistle
skills_developed: problem solving, teamwork, leadership, rope work
difficulty_level: mediu
keywords: obstacle, expedition, patrol, competition
tags: ["outdoor", "patrol competition", "challenge"]
language: en
normalized_name: obstacle expedition
extraction_confidence: high
source_id: d3959920_outdoor_games
source_ids: ["d3959920_outdoor_games"]
chunk_key: d3959920_outdoor_games.part03
created_at: 2026-05-29 18:59:41
updated_at: 2026-05-29 18:59:41
description:
A Saturday afternoon competition where each Patrol starts at a different obstacle and rotates around them on a circular tour. Someone in charge of each obstacle explains the problem and marks Patrol efforts without interfering with the P.L.'s leadership. Obstacles are out of sight of each other. A whistle signals every 20 minutes to move on. Ends with a pow-wow, mock presentation, and Troop tea.

rules:
Each Patrol starts at different obstacle, makes circular tour. Obstacle judge explains problem and marks efforts only. Obstacles out of sight of each other. Whistle blown every 20 minutes to move on. Examples: rescue Scout stuck in tree with vertigo; cross 6-foot high electric cable; get a despatch across a 15-foot marked stream; make bow and arrow and target/rat trap; follow cord blindfolded through obstacles. Pow-wow and mock presentation at end.

source_excerpt:
Each Patrol starts at a different obstacle at the same time and makes a circular tour. You must, therefore, have someone in charge of each obstacle to explain the problem and to mark the Patrol efforts but NOT to interfere with the P.L.'s leadership.


name: Semaphore Search
category: jocuri-cercetasesti
content_type: joc
source_file: Outdoor Games.pdf
source_files: ["Outdoor Games.pdf"]
page_reference: pages 49-50
materials_list: signal flags, prepared object list
skills_developed: signalling, observation, nature study, semaphore
difficulty_level: mediu
keywords: semaphore, nature, observation, patrol, signalling
tags: ["outdoor", "signalling", "nature study", "patrol"]
language: en
normalized_name: semaphore search
extraction_confidence: high
source_id: d3959920_outdoor_games
source_ids: ["d3959920_outdoor_games"]
chunk_key: d3959920_outdoor_games.part03
created_at: 2026-05-29 18:59:41
updated_at: 2026-05-29 18:59:41
description:
An outdoor game in a half-mile radius area combining observation, signalling, and nature study. Scouts spend 15 minutes observing the area without collecting specimens. An expert signaller then sends messages at speed identifying objects to be brought to specific scouters. The first Patrol to bring the right object to the right scouter gets points.

rules:
Scouts observing the area for 15 minutes under P.L.s; no collecting. Scouter signals messages with flags from prominent spot. Messages ask for specific objects to be brought to specific Scouters. Each message signalled twice — once fast, once slow. First Patrol with right object to right Scouter gets points. Signalling goes continuously, one message after another.

variations:
Include moving objects (butterfly/dog) in requirements. Or 'plant' unusual specimens in the area if it's too familiar.

source_excerpt:
This is an outdoor game to be played in a defined area of about half-mile radius. It is in effect a form of Kim's Game but includes also practice in signalling and in recognition of plants, trees, etc.


name: Semaphore Search
category: jocuri-cercetasesti
subcategory: signalling, observation
content_type: joc
source_file: Outdoor Games.pdf
source_files: ["Outdoor Games.pdf"]
page_reference: page 49
materials_list: semaphore flags
skills_developed: observation, signalling, plant recognition, teamwork
difficulty_level: mediu
keywords: semaphore, kim's game, nature, signalling
tags: ["outdoor", "patrol competition", "scouting skills"]
language: en
normalized_name: semaphore search
extraction_confidence: high
source_id: d3959920_outdoor_games
source_ids: ["d3959920_outdoor_games"]
chunk_key: d3959920_outdoor_games.part04
created_at: 2026-05-29 18:59:41
updated_at: 2026-05-29 18:59:41
description:
An outdoor game played in a defined area of about half-mile radius. It combines Kim's Game with signalling practice and plant/tree recognition. Scouts observe features in the area for fifteen minutes, then a signaller sends semaphore messages asking them to bring specific objects to specific leaders. The first Patrol to deliver the correct object to the right Scouter wins points.

rules:
Scouts observe the area for fifteen minutes without collecting specimens. A signaller then sends messages via semaphore flags from a prominent spot, each asking for a specific object to be brought to a specific leader. Messages are sent twice — fast then slow. First Patrol to deliver the correct object wins points. Scouts under Patrol Leaders throughout.

variations:
May include moving objects (e.g. a butterfly or a dog) in the things required. Objects planted in unusual places (e.g. rhododendron leaves tied to an ash tree) if the area is very familiar.

source_excerpt:
This is an outdoor game to be played in a defined area of about half-mile radius. It is in effect a form of Kim's Game but includes also practice in signalling and in recognition of plants, trees, etc.


name: Scoops
category: creative-stem
content_type: activitate
source_file: Outdoor Games.pdf
source_files: ["Outdoor Games.pdf"]
page_reference: page 50
materials_list: large cartridge paper, pens/pencils
skills_developed: creativity, leadership, communication, writing
keywords: newspaper, creative, writing, patrol
tags: ["creative", "indoor/outdoor", "patrol"]
language: en
normalized_name: scoops
extraction_confidence: high
source_id: d3959920_outdoor_games
source_ids: ["d3959920_outdoor_games"]
chunk_key: d3959920_outdoor_games.part03
created_at: 2026-05-29 18:59:41
updated_at: 2026-05-29 18:59:41
description:
Immediately after flag and inspection, each Patrol Leader receives a large double sheet of cartridge paper and must produce a Patrol newspaper. The P.L. appoints an Editor and others become reporters. Suggested features include interviews with local public figures, hot news, and cartoons.

rules:
Each P.L. given a large sheet of cartridge paper. Must produce a Patrol newspaper. P.L. appoints Editor. Others become reporters. Suggested features: interviews with Police Sergeant, Engine Driver, Mayor, etc., hot news, cartoons.

source_excerpt:
Immediately after Flag and Inspection and the usual preliminaries, give each Patrol Leader a large double sheet of cartridge paper (about the size, say, of a Daily Herald) and tell them to produce a Patrol newspaper.


name: Scoops
category: creative-stem
subcategory: creative writing
content_type: activitate
source_file: Outdoor Games.pdf
source_files: ["Outdoor Games.pdf"]
page_reference: page 50
materials_category: paper
materials_list: large cartridge paper
skills_developed: creativity, journalism, leadership, teamwork
difficulty_level: usor
keywords: newspaper, creative, patrol
tags: ["indoor/outdoor", "camp activity"]
language: en
normalized_name: scoops
extraction_confidence: high
source_id: d3959920_outdoor_games
source_ids: ["d3959920_outdoor_games"]
chunk_key: d3959920_outdoor_games.part04
created_at: 2026-05-29 18:59:41
updated_at: 2026-05-29 18:59:41
description:
Immediately after Flag and Inspection, each Patrol Leader receives a large double sheet of cartridge paper and must produce a Patrol newspaper. The P.L. appoints an Editor and the others become reporters covering suggested features such as interviews, hot news, and cartoons.

rules:
Give each Patrol Leader a large double sheet of cartridge paper. Tell them to produce a Patrol newspaper. The P.L. appoints an Editor. Suggested features include interviews with e.g. the Police Station Sergeant, an Engine Driver, the Mayor; hot news; cartoons.

source_excerpt:
Immediately after Flag and Inspection and the usual preliminaries, give each Patrol Leader a large double sheet of cartridge paper (about the size, say, of a Daily Herald) and tell them to produce a Patrol newspaper.


name: Polar Expedition
category: camp-outdoor
content_type: joc
source_file: Outdoor Games.pdf
source_files: ["Outdoor Games.pdf"]
page_reference: page 50
materials_list: ropes, staves, trees, rope ladders
skills_developed: pioneering, rope work, running, memory, teamwork, rope skills, communication
difficulty_level: dificil
keywords: polar, pioneering, rope ladder, message relay, crevasse
tags: ["camp game", "pioneering", "winter", "patrol", "camp"]
language: en
normalized_name: polar expedition
extraction_confidence: high
source_id: d3959920_outdoor_games
source_ids: ["d3959920_outdoor_games"]
chunk_key: d3959920_outdoor_games.part03
created_at: 2026-05-29 18:59:41
updated_at: 2026-05-29 18:59:41
description:
A pioneering and signalling challenge played when temperature is below zero. Patrols must cross a crevasse, build a rope ladder up a tree, throw a rope to another tree, pull it back with staves lashed together, cross by dead man's crawl, descend by rope ladder. Then each Scout is given a word and must run a quarter mile to report it to the Troop Leader, who assembles the words into a message.

rules:
Patrols get over a crevasse, build a rope ladder up a tree, throw a rope to another tree, pull it back with staves sheer-lashed together, cross the rope by the dead man's crawl, go down the next tree by another rope ladder. Then each Scout runs a quarter mile and reports his word to the Troop Leader who puts the words together in the right order to make a message.

source_excerpt:
Play when the temperature is below zero. The Patrols have to get over a crevasse, build a rope ladder up a tree, throw a rope to another tree, pull it back with their staves sheer-lashed together, cross the rope by the dead man's crawl and go down the next tree by means of another rope ladder.


name: Contests
category: camp-outdoor
content_type: joc
source_file: Outdoor Games.pdf
source_files: ["Outdoor Games.pdf"]
page_reference: pages 50-51
materials_list: thorn crutch, stone, rope, rope ladder materials, stakes, pulleys/blocks
skills_developed: knot tying, pioneering, teamwork, strength
difficulty_level: mediu
keywords: lobstick, rope ladder, anchorage, tug, patrol
tags: ["camp game", "pioneering", "patrol competition"]
language: en
normalized_name: contests
extraction_confidence: high
source_id: d3959920_outdoor_games
source_ids: ["d3959920_outdoor_games"]
chunk_key: d3959920_outdoor_games.part03
created_at: 2026-05-29 18:59:41
updated_at: 2026-05-29 18:59:41
description:
A collection of quick-fire Patrol competition challenges. One challenge requires each Patrol to produce a lobstick and a ten-rung rope ladder, then scale a tree without touching the trunk. Another challenge, 'Anchorage Tug', involves setting up a hold-fast around a tree with a rope strop and seeing which Patrol's anchor holds longest against pulling by all others. A third variation pits two log-and-picket anchorages against each other.

rules:
Challenge 1: Each Patrol produces a lobstick (crutch of thorn with stone lashed in fork and line attached by rolling-hitch) and a ten-rung rope ladder (marline-spike hitches right way up), then scales a tree without touching the trunk. Anchorage Tug: each Patrol sets up three-two-one hold-fast clockwise round tree with rope strop; strain applied to each in turn while all others haul the pickets out.

variations:
Two log-and-picket anchorages opposite each other at 30 yards with all available tackle rigged between them.

source_excerpt:
Each Patrol is required to produce a lobstick and a ten rung rope ladder, with which they must scale a tree without touching the trunk.


name: Meeting at Midnight
category: jocuri-cercetasesti
content_type: joc
source_file: Outdoor Games.pdf
source_files: ["Outdoor Games.pdf"]
page_reference: page 51
materials_list: pen and paper for recording
skills_developed: listening, memory, stealth, observation
keywords: listening, memory, hidden, fifth columnist, midnight
tags: ["night game", "observation game", "patrol"]
language: en
normalized_name: meeting at midnight
extraction_confidence: high
source_id: d3959920_outdoor_games
source_ids: ["d3959920_outdoor_games"]
chunk_key: d3959920_outdoor_games.part03
created_at: 2026-05-29 18:59:41
updated_at: 2026-05-29 18:59:41
description:
A listening and memorisation game played in a wood or along a road with cover on both sides. Two 'Fifth Columnists' (Scouter and A.S.M.) walk down a track discussing details of a plot (time, meeting-place, password, members, object). Scouts hidden along the sides listen without being seen. After the pair pass, Scouts come out, group in Patrols, and write down all overheard details. Points for fullness and accuracy.

rules:
Scouts hide along either side of a given track. Two conspirators walk down discussing their plot details. Any Scout seen by the conspirators is barred from giving information. After the pair reach the end, Scouts group in Patrols and write down all overheard details. Points awarded for fullness and accuracy.

source_excerpt:
Scouts hide themselves along either side of a given track, down which two Fifth Columnists presently walk (the S.M. and A.S.M.) As this pair proceed they discuss details of a desperate plot, such as time, meeting-place, password, members of gang, object of plot, and so on.


name: Meeting at Midnight
category: jocuri-cercetasesti
subcategory: observation, stalking
content_type: joc
source_file: Outdoor Games.pdf
source_files: ["Outdoor Games.pdf"]
page_reference: page 51
skills_developed: observation, listening, stalking, memory
difficulty_level: mediu
keywords: stalking, listening, night, espionage
tags: ["outdoor", "patrol competition"]
language: en
normalized_name: meeting at midnight
extraction_confidence: high
source_id: d3959920_outdoor_games
source_ids: ["d3959920_outdoor_games"]
chunk_key: d3959920_outdoor_games.part04
created_at: 2026-05-29 18:59:41
updated_at: 2026-05-29 18:59:41
description:
A stalking and listening game played in a wood or along a road with plenty of cover. Two 'Fifth Columnists' (SM and ASM) walk along a track discussing details of a secret plot. Hidden Scouts listen without being seen. Afterwards, Patrols write down everything they overheard. Points for fullness and accuracy. Any Scout seen by the conspirators is barred from reporting.

rules:
Scouts hide along either side of a given track. Two leaders walk down the track discussing a plot (time, meeting-place, password, members, object). When they reach the end, Scouts gather in Patrols and write all details overheard. Points for fullness and accuracy. If a Scout is seen by the conspirators during their walk, he cannot give information to his P.L.

source_excerpt:
Scouts hide themselves along either side of a given track, down which two Fifth Columnists presently walk (the S.M. and A.S.M.) As this pair proceed they discuss details of a desperate plot, such as time, meeting-place, password, members of gang, object of plot, and so on.


name: Scouter's Rucsac
category: jocuri-cercetasesti
content_type: joc
source_file: Outdoor Games.pdf
source_files: ["Outdoor Games.pdf"]
page_reference: page 51
materials_list: toothbrush, torch, match-box, fork, comb, brush, other small items
skills_developed: observation, memory, sequence recall
keywords: observation, rucksack, trail, Kim's game
tags: ["observation game", "outdoor", "patrol"]
language: en
normalized_name: scouter's rucsac
extraction_confidence: high
source_id: d3959920_outdoor_games
source_ids: ["d3959920_outdoor_games"]
chunk_key: d3959920_outdoor_games.part03
created_at: 2026-05-29 18:59:41
updated_at: 2026-05-29 18:59:41
description:
The Scouter places various items that might fall from a badly packed rucksack (toothbrush, torch, match-box, fork, comb, brush, etc.) in partial concealment along a footpath. Patrols stroll along the path and at the end make up a list of items seen in order of seeing.

rules:
Scouter places articles in partial concealment along verges of a footpath. Patrols stroll along path. At end of trail, each Patrol makes a list of items seen in order of seeing.

source_excerpt:
The Scouter places, in partial concealment, along the verges of a footpath, various articles which might fall out of a badly packed rucsac, e.g. toothbrush, torch, match-box, fork, comb, brush, etc.


name: Scouter's Rucsac
category: jocuri-cercetasesti
subcategory: observation
content_type: joc
source_file: Outdoor Games.pdf
source_files: ["Outdoor Games.pdf"]
page_reference: page 51
materials_category: everyday items
materials_list: toothbrush, torch, match-box, fork, comb, brush
skills_developed: observation, memory, sequence recall
difficulty_level: usor
keywords: observation, trail, kim's game, rucksack
tags: ["outdoor", "patrol competition"]
language: en
normalized_name: scouter's rucsac
extraction_confidence: high
source_id: d3959920_outdoor_games
source_ids: ["d3959920_outdoor_games"]
chunk_key: d3959920_outdoor_games.part04
created_at: 2026-05-29 18:59:41
updated_at: 2026-05-29 18:59:41
description:
The Scouter places various articles in partial concealment along the verges of a footpath — items that might fall out of a badly packed rucksack (e.g. toothbrush, torch, matchbox, fork, comb, brush). Patrols stroll along the path and at the end of the trail each Patrol makes a list of the items seen in the order of seeing.

rules:
Scouter places household/camping items along a footpath in partial concealment. Patrols walk the path and at the end compile a list of items seen in the order in which they saw them.

source_excerpt:
The Scouter places, in partial concealment, along the verges of a footpath, various articles which might fall out of a badly packed rucsac, e.g. toothbrush, torch, match-box, fork, comb, brush, etc.


name: Rescue Party
category: jocuri-cercetasesti
content_type: joc
source_file: Outdoor Games.pdf
source_files: ["Outdoor Games.pdf"]
page_reference: page 51
materials_list: 25-foot rope per prisoner
skills_developed: tracking, teamwork, knot tying, trailing
keywords: rescue, trailing, prisoner, patrol
tags: ["outdoor", "patrol", "tracking"]
language: en
normalized_name: rescue party
extraction_confidence: high
source_id: d3959920_outdoor_games
source_ids: ["d3959920_outdoor_games"]
chunk_key: d3959920_outdoor_games.part03
created_at: 2026-05-29 18:59:41
updated_at: 2026-05-29 18:59:41
description:
Each Patrol selects a prisoner and a warder, who are exchanged so each warder has a prisoner from another Patrol. Each prisoner is tied by a bowline to a 25-foot rope held by the warder. The warder walks to a given spot at a slow pace while the prisoner lays as good a trail as possible. After a period, the rest of the Patrol sets out to rescue their man and capture the warder.

rules:
Each Patrol provides a prisoner and a warder. Warders and prisoners are interchanged between Patrols. Prisoner fastened by bowline around waist to 25-foot rope, held by warder. Warder moves to given spot at slow walking pace by any route. Prisoner lays a trail. After suitable period, rest of Patrol sets out to rescue their man and, if possible, capture the warder.

source_excerpt:
Each Patrol selects a prisoner and a warder who are interchanged so that each warder has charge of a prisoner from another Patrol. Each prisoner is fastened to a rope about 25 feet long by a bowline about his waist, the warder holds the other end.


name: Rescue Party
category: jocuri-cercetasesti
subcategory: tracking, rescue
content_type: joc
source_file: Outdoor Games.pdf
source_files: ["Outdoor Games.pdf"]
page_reference: page 51
materials_category: rope
materials_list: rope (25 feet per team)
skills_developed: tracking, trail-laying, teamwork, strategy
difficulty_level: mediu
keywords: rescue, tracking, trail, patrol
tags: ["outdoor", "wide game", "patrol competition"]
language: en
normalized_name: rescue party
extraction_confidence: high
source_id: d3959920_outdoor_games
source_ids: ["d3959920_outdoor_games"]
chunk_key: d3959920_outdoor_games.part04
created_at: 2026-05-29 18:59:41
updated_at: 2026-05-29 18:59:41
description:
Each Patrol selects a prisoner and a warder. Warders are swapped so each warder holds a prisoner from another Patrol. The prisoner is tied to a 25-foot rope by a bowline around his waist; the warder holds the other end and moves off at a slow walking pace to a given spot. The prisoner lays a trail. After a set period, the rest of the Patrol sets out to rescue their own man and capture the warder.

rules:
Each Patrol selects a prisoner and a warder who are interchanged. Each prisoner is tied to a 25-foot rope by a bowline at his waist; the warder holds the other end and moves off at a slow walking pace. The prisoner lays as good a trail as possible. After a period, the rest of the Patrol goes to rescue their man and capture the warder.

source_excerpt:
Each Patrol selects a prisoner and a warder who are interchanged so that each warder has charge of a prisoner from another Patrol. Each prisoner is fastened to a rope about 25 feet long by a bowline about his waist, the warder holds the other end.


name: Reese Ball
category: sports-active
content_type: joc
source_file: Outdoor Games.pdf
source_files: ["Outdoor Games.pdf"]
page_reference: page 52
materials_list: large sack, newspaper
skills_developed: strength, teamwork, agility, strategy
keywords: sack, team game, ball game, rough, football, rough game
tags: ["sports", "active", "team game", "outdoor"]
language: en
normalized_name: reese ball
extraction_confidence: high
source_id: d3959920_outdoor_games
source_ids: ["d3959920_outdoor_games"]
chunk_key: d3959920_outdoor_games.part03
created_at: 2026-05-29 18:59:41
updated_at: 2026-05-29 18:59:41
description:
A rough-and-tumble team game. A large sack stuffed with newspaper is placed in the centre of a small football ground. One team starts at each end. The team that gets the sack (or the major part of it) to their own goal first wins. Violent or dangerous play is not allowed and there are no other rules.

rules:
A large sack stuffed with newspaper is put in the centre. Teams start at opposite ends. The team getting the sack or major part of it to their own goal first wins. Violent or dangerous play not allowed; no other rules.

source_excerpt:
A large sack stuffed with newspaper is put in centre of a small football ground. One team starts each end. The team getting the sack or the major part of it to their own goal first, wins.


name: Bean-bag Flag Raid
category: sports-active
content_type: joc
source_file: Outdoor Games.pdf
source_files: ["Outdoor Games.pdf"]
page_reference: page 52
materials_list: bean-bags, flag
skills_developed: strategy, speed, teamwork
keywords: bean-bag, flag raid, prisoners, team game
tags: ["sports", "active", "team game", "patrol"]
language: en
normalized_name: bean-bag flag raid
extraction_confidence: high
source_id: d3959920_outdoor_games
source_ids: ["d3959920_outdoor_games"]
chunk_key: d3959920_outdoor_games.part03
created_at: 2026-05-29 18:59:41
updated_at: 2026-05-29 18:59:41
description:
A capture game where the object is to capture all enemy bean-bags, release prisoners, and then capture the flag, at which point the game ends. Players are safe in their own half. If touched in the other half they become prisoners. Players reaching the opposite base-line without being touched may choose to release a prisoner (returning hand-in-hand to own base) or take a bean-bag back (one at a time). Both options grant safe passage back.

rules:
Object: capture all bean-bags, release prisoners, then capture flag (ends game). Players safe in own half; touched in other half become prisoners (go behind flag). Reaching opposite base-line untouched: option to release prisoner (return hand-in-hand) or take bean-bag (one at a time). Both grant safe passage to own base-line. Bean-bags spaced along line, not in heap.

source_excerpt:
Object is to capture all bean-bags or other objects, release prisoners, and then capture flag, when game ends. Players are safe in own half, but if touched outside this are prisoners and go behind flag.


name: Bean-bag Flag Raid
category: sports-active
subcategory: tag game
content_type: joc
source_file: Outdoor Games.pdf
source_files: ["Outdoor Games.pdf"]
page_reference: page 52
materials_category: props
materials_list: bean-bags, flag
skills_developed: strategy, speed, teamwork
difficulty_level: mediu
keywords: bean-bag, flag raid, capture, prisoner
tags: ["outdoor", "team game"]
language: en
normalized_name: bean-bag flag raid
extraction_confidence: high
source_id: d3959920_outdoor_games
source_ids: ["d3959920_outdoor_games"]
chunk_key: d3959920_outdoor_games.part04
created_at: 2026-05-29 18:59:41
updated_at: 2026-05-29 18:59:41
description:
A team game where the object is to capture all enemy bean-bags, release prisoners, and then capture the flag. Players are safe in their own half; if touched in enemy territory they become prisoners behind the flag. Players who reach the opposite baseline untagged may either release a prisoner (returning hand in hand to own baseline) or take one bean-bag. In either case they get safe passage back.

rules:
Players are safe in own half. Touched in enemy territory = prisoner, goes behind flag. Players reaching opposite baseline untagged may release one prisoner (return hand in hand) or take one bean-bag; both options grant safe passage home. Bean-bags spaced along line, not in a heap. Game ends when all bean-bags captured, prisoners released, and flag taken.

source_excerpt:
Object is to capture all bean-bags or other objects, release prisoners, and then capture flag, when game ends. Players are safe in own half, but if touched outside this are prisoners and go behind flag.


name: Unbeaten Trail
category: orientare
content_type: joc
source_file: Outdoor Games.pdf
source_files: ["Outdoor Games.pdf"]
page_reference: page 52
skills_developed: navigation, listening, observation
difficulty_level: mediu
keywords: trail, navigation, description, outdoor
tags: ["navigation", "outdoor", "patrol"]
language: en
normalized_name: unbeaten trail
extraction_confidence: high
source_id: d3959920_outdoor_games
source_ids: ["d3959920_outdoor_games"]
chunk_key: d3959920_outdoor_games.part03
created_at: 2026-05-29 18:59:41
updated_at: 2026-05-29 18:59:41
description:
The Scouter, having previously walked a trail, describes his journey between two points without mentioning any names or landmarks that would identify the route. Patrols then go to the start and try to follow the trail to the second point using only his description.

rules:
Scouter describes his journey between two points, mentioning no names by which route can be identified. Patrols go to start and try to follow the trail to the second point, which they do not know, solely by his description.

source_excerpt:
The Scouter, having previously been over the trail, describes his journey between two points but mentions no names by which route can be indicated. Patrols then go to start and try to follow trail to second point.


name: Unbeaten Trail
category: orientare
subcategory: navigation
content_type: joc
source_file: Outdoor Games.pdf
source_files: ["Outdoor Games.pdf"]
page_reference: page 52
skills_developed: observation, navigation, listening, orientation
difficulty_level: mediu
keywords: trail, navigation, description, orienteering
tags: ["outdoor", "patrol competition"]
language: en
normalized_name: unbeaten trail
extraction_confidence: high
source_id: d3959920_outdoor_games
source_ids: ["d3959920_outdoor_games"]
chunk_key: d3959920_outdoor_games.part04
created_at: 2026-05-29 18:59:41
updated_at: 2026-05-29 18:59:41
description:
The Scouter describes his journey between two points without mentioning any names by which the route can be identified. Patrols go to the start and try to follow the trail to the second point (which they do not know) solely by the Scouter's description.

rules:
Scouter previews a trail and then describes the journey between two points, mentioning no place names. Patrols go to the start and try to follow the route to the unknown endpoint based solely on the description.

source_excerpt:
The Scouter, having previously been over the trail, describes his journey between two points but mentions no names by which route can be indicated. Patrols then go to start and try to follow trail to second point, which they do not know, solely by means of his description.


name: Tree Census
variations: Same could be done for flowers.
category: camp-outdoor
subcategory: nature study
content_type: activitate
source_file: Outdoor Games.pdf
source_files: ["Outdoor Games.pdf"]
page_reference: page 52
materials_list: tree/flower identification list, pencil and paper
skills_developed: nature study, observation, identification, nature knowledge, data collection
difficulty_level: usor
keywords: tree, nature, census, patrol, observation
tags: ["nature study", "outdoor", "patrol", "nature"]
language: en
normalized_name: tree census
extraction_confidence: high
source_id: d3959920_outdoor_games
source_ids: ["d3959920_outdoor_games"]
chunk_key: d3959920_outdoor_games.part04
created_at: 2026-05-29 18:59:41
updated_at: 2026-05-29 18:59:41
description:
The Scouter marks off an area and makes a list of trees (or flowers) to be found within that circumference. Patrols go out to make a census of trees found in that area.

rules:
Scouter marks off an area and makes a reference list of trees or flowers within it. Patrols go out and make a census, identifying and counting all trees (or flowers) within the boundary.

source_excerpt:
Scouter marks off an area and makes a list of trees to be found within that circumference. Patrols then go out to make a census of trees to be found there.


name: Tree Tag
variations: (b) Collecting and correcting variant.
category: camp-outdoor
content_type: joc
source_file: Outdoor Games.pdf
source_files: ["Outdoor Games.pdf"]
page_reference: page 52
materials_list: labels (10 per player), pins
skills_developed: nature study, tree identification, observation
keywords: tree, nature, identification, labels
tags: ["nature study", "outdoor", "individual"]
language: en
normalized_name: tree tag
extraction_confidence: high
source_id: d3959920_outdoor_games
source_ids: ["d3959920_outdoor_games"]
chunk_key: d3959920_outdoor_games.part03
created_at: 2026-05-29 18:59:41
updated_at: 2026-05-29 18:59:41
description:
Each player receives ten labels, each with the name of a tree common to the area. Players have about twenty minutes to pin labels on the correct trees, with no tree receiving more than one label. The player who correctly labels the greatest number wins. In a variant, players collect and correct incorrectly placed labels, scoring two points for correcting a mistake.

rules:
(a) Give each player ten labels with names of ten local trees. About 20 minutes to pin labels on trees named. No tree to have more than one label. Player labelling greatest number correctly wins. (b) Players bring in any label except their own. Trees incorrectly labelled are left; player can later correct the mistake and score two points.

source_excerpt:
Give each player ten labels with names of ten trees common to area. Give about twenty minutes to pin labels on trees named; no tree to have more than one label. Player labelling greatest number correctly, wins.


name: Tree Tag
category: camp-outdoor
subcategory: nature study
content_type: joc
source_file: Outdoor Games.pdf
source_files: ["Outdoor Games.pdf"]
page_reference: page 52
materials_category: labels
materials_list: labels with tree names
skills_developed: tree identification, nature knowledge
difficulty_level: usor
keywords: tree identification, nature, labels
tags: ["outdoor", "nature"]
language: en
normalized_name: tree tag
extraction_confidence: high
source_id: d3959920_outdoor_games
source_ids: ["d3959920_outdoor_games"]
chunk_key: d3959920_outdoor_games.part04
created_at: 2026-05-29 18:59:41
updated_at: 2026-05-29 18:59:41
description:
A two-part tree identification game. In part (a) each player gets ten labels with names of ten local trees and has about twenty minutes to pin them on the correct trees — no tree may have more than one label. In part (b) players bring in any label except their own; incorrectly labelled trees are left for later correction giving two points.

rules:
(a) Give each player ten labels with names of ten trees common to the area. Allow about twenty minutes to pin labels on the named trees; no tree may have more than one label. Player labelling greatest number correctly wins. (b) Players bring in any label except their own. Trees incorrectly labelled are left; player can later correct the mistake for two points.

source_excerpt:
Give each player ten labels with names of ten trees common to area. Give about twenty minutes to pin labels on trees named; no tree to have more than one label.


name: Plate Golf
category: sports-active
content_type: joc
source_file: Outdoor Games.pdf
source_files: ["Outdoor Games.pdf"]
page_reference: page 52
materials_list: old enamel plates, old groundsheets
skills_developed: aim, coordination
keywords: golf, plates, throwing, outdoor
tags: ["outdoor", "sports", "individual", "throwing game"]
language: en
normalized_name: plate golf
extraction_confidence: high
source_id: d3959920_outdoor_games
source_ids: ["d3959920_outdoor_games"]
chunk_key: d3959920_outdoor_games.part03
created_at: 2026-05-29 18:59:41
updated_at: 2026-05-29 18:59:41
description:
A throwing/target game using old groundsheets folded to about 3-foot squares as 'holes' and enamel plates as 'balls'. A links course is laid out to include hedges and streams as bunkers. If a plate lands in a hazard it must be retrieved and carried behind the bunker with one throw added to score. Old plates are specially recommended.

rules:
Old ground-sheets folded to about 3 feet square represent holes; enamel plates are balls. Links laid out as desired including hedges and streams as bunkers. If plate falls in hazard, retrieve it, carry behind bunker, add one throw to score. Holes spaced apart to avoid contact with skimming plates.

source_excerpt:
Old ground-sheets folded to about 3 feet square represent holes and enamel plates as balls. Links are laid out as desired to include hedges and streams, etc., as bunkers.


name: Plate Golf
category: sports-active
subcategory: improvised sport
content_type: joc
source_file: Outdoor Games.pdf
source_files: ["Outdoor Games.pdf"]
page_reference: page 52
materials_category: improvised
materials_list: old ground-sheets, enamel plates
skills_developed: aim, coordination
difficulty_level: usor
keywords: golf, plate, improvised, throwing
tags: ["outdoor", "camp"]
language: en
normalized_name: plate golf
extraction_confidence: high
source_id: d3959920_outdoor_games
source_ids: ["d3959920_outdoor_games"]
chunk_key: d3959920_outdoor_games.part04
created_at: 2026-05-29 18:59:41
updated_at: 2026-05-29 18:59:41
description:
Old ground-sheets folded to about 3 feet square represent holes and enamel plates serve as balls. A golf course is laid out to include hedges and streams as bunkers. If a plate falls into a hazard it must be retrieved and carried behind the bunker with one throw added to the player's score. Old plates are specially recommended.

rules:
Folded ground-sheets (approx. 3 feet square) = holes. Enamel plates = balls. Lay out links including hedges and streams as bunkers. If plate falls in a hazard, retrieve it, carry it behind the bunker, and add one throw to score. Players must not come into contact with a skimming plate.

source_excerpt:
Old ground-sheets folded to about 3 feet square represent holes and enamel plates as balls. Links are laid out as desired to include hedges and streams, etc., as bunkers.


name: The Lunatic
category: jocuri-cercetasesti
subcategory: night game
content_type: joc
source_file: Outdoor Games.pdf
source_files: ["Outdoor Games.pdf"]
page_reference: page 50
skills_developed: stalking, chase, night awareness
difficulty_level: mediu
keywords: night game, chase, role play
tags: ["dark", "outdoor", "camp"]
language: en
normalized_name: the lunatic
extraction_confidence: high
source_id: d3959920_outdoor_games
source_ids: ["d3959920_outdoor_games"]
chunk_key: d3959920_outdoor_games.part04
created_at: 2026-05-29 18:59:41
updated_at: 2026-05-29 18:59:41
description:
A chase game played in the dark. As soon as inspection is over, a 'Police Message' is given to the Troop Leader describing a dangerous escaped lunatic who has entered the area. Previously arranged: the biggest Senior Scout strips to gym shorts and gives the rest of the Troop a run for their money in the dark.

rules:
Give the Troop Leader a 'Police Message' about an escaped lunatic in the area. The biggest Senior Scout (pre-arranged) strips to gym shorts and hides. The rest of the Troop tries to find and capture him in the dark.

source_excerpt:
Previously plan for the biggest Senior Scout to strip to his gym shorts, and give the rest of the Troop a run for their money in the dark.


name: Contests (Lobstick and Anchorage Tug)
category: camp-outdoor
subcategory: pioneering
content_type: joc
source_file: Outdoor Games.pdf
source_files: ["Outdoor Games.pdf"]
page_reference: pages 50-51
materials_category: rope and equipment
materials_list: rope ladder, thorn crutch, stone, rope strop, pickets, blocks and tackle
skills_developed: pioneering, knots, teamwork, strength
difficulty_level: dificil
keywords: lobstick, rope ladder, anchorage, pioneering
tags: ["patrol competition", "outdoor", "camp"]
language: en
normalized_name: contests (lobstick and anchorage tug)
extraction_confidence: high
source_id: d3959920_outdoor_games
source_ids: ["d3959920_outdoor_games"]
chunk_key: d3959920_outdoor_games.part04
created_at: 2026-05-29 18:59:41
updated_at: 2026-05-29 18:59:41
description:
A quick-fire Patrol competition involving two challenges: (1) each Patrol produces a lobstick and a ten-rung rope ladder with which they scale a tree without touching the trunk; (2) 'Anchorage Tug' — each Patrol sets up a three-two-one hold fast around a tree to which a purchase is secured, then all other hands try to haul the pickets out of the ground while the Scouter times it. A variant uses two log-and-picket anchorages 30 yards apart with tackle rigged between them.

rules:
Each Patrol produces a lobstick (a crutch of thorn with a stone lashed in the fork and a light line secured by rolling-hitch) and a ten-rung rope ladder to scale a tree without touching the trunk. For Anchorage Tug: each Patrol sets up a three-two-one hold fast clockwise around a tree, securing a purchase with a rope strop. Strain is applied to each in turn while all others try to haul the pickets out. Scouter times each.

variations:
Two log-and-picket anchorages set 30 yards apart with all available tackle rigged between them for an even strain.

source_excerpt:
Each Patrol is required to produce a lobstick and a ten rung rope ladder, with which they must scale a tree without touching the trunk.


name: Stealing Sticks
category: sports-active
subcategory: tag game
content_type: joc
source_file: Outdoor Games.pdf
source_files: ["Outdoor Games.pdf"]
page_reference: page 53
materials_category: props
materials_list: sticks
skills_developed: speed, strategy, teamwork
difficulty_level: usor
keywords: sticks, capture, prisoner, tag
tags: ["outdoor", "team game"]
language: en
normalized_name: stealing sticks
extraction_confidence: high
source_id: d3959920_outdoor_games
source_ids: ["d3959920_outdoor_games"]
chunk_key: d3959920_outdoor_games.part04
created_at: 2026-05-29 18:59:41
updated_at: 2026-05-29 18:59:41
description:
Players divide a space into two equal halves. Sticks are placed at either end guarded by a 'stick guard.' A prison is marked in each half guarded by a 'prison guard.' The object is to capture the opponents' sticks. A player tagged in enemy territory is imprisoned but can be released if a teammate touches them.

rules:
Space divided into two equal halves. Sticks at either end, guarded by a stick guard. Prison in each half, guarded by a prison guard. Object: capture opponents' sticks. Tagged on enemy territory = prisoner, held behind flag; a teammate can release them by touching them.

source_excerpt:
Players in space divided into two equal parts. Sticks are placed at either end and guarded by a "stick guard." A prison is marked out in each half and guarded by a "prison guard."


name: Fire-bucket Relay
category: sports-active
subcategory: relay
content_type: joc
source_file: Outdoor Games.pdf
source_files: ["Outdoor Games.pdf"]
page_reference: page 53
materials_category: water equipment
materials_list: bucket of water per team
skills_developed: coordination, teamwork, speed
difficulty_level: usor
keywords: relay, bucket, water, passing
tags: ["outdoor", "team game"]
language: en
normalized_name: fire-bucket relay
extraction_confidence: high
source_id: d3959920_outdoor_games
source_ids: ["d3959920_outdoor_games"]
chunk_key: d3959920_outdoor_games.part04
created_at: 2026-05-29 18:59:41
updated_at: 2026-05-29 18:59:41
description:
Teams line up in file, with a bucket of water placed 15-20 yards in front of each team. The first player runs and fetches the bucket, which is passed down one side of the team and up the other. The next player takes it back to its place, then sends off the third player, and so on. First team to finish without losing more than one inch of water wins. Water is measured before and after.

rules:
Teams in file; bucket of water 15-20 yards in front. First player fetches bucket, passes it down one side and up the other, next player returns it, comes back to send off third player who copies the first, etc. Each player goes to the back after finishing. First team to finish without losing more than 1 inch of water wins. Measure water before and after.

source_excerpt:
Teams in file; about 15—20 yards in front of each team a bucket of water. First player of each team runs and fetches the bucket, and it is passed down one side of the team and up the other, the next player taking it back to its place.


name: Bridge Cutting
category: jocuri-cercetasesti
subcategory: signalling, strategy
content_type: joc
source_file: Outdoor Games.pdf
source_files: ["Outdoor Games.pdf"]
page_reference: page 53
materials_list: chalk
skills_developed: signalling, decoding, strategy, navigation
difficulty_level: mediu
keywords: bridge, signal code, strategy, patrol
tags: ["wide game", "outdoor", "patrol competition"]
language: en
normalized_name: bridge cutting
extraction_confidence: high
source_id: d3959920_outdoor_games
source_ids: ["d3959920_outdoor_games"]
chunk_key: d3959920_outdoor_games.part04
created_at: 2026-05-29 18:59:41
updated_at: 2026-05-29 18:59:41
description:
One Patrol receives a signal-code message instructing them to destroy a bridge by a certain route; another Patrol receives a message to save it by a different route. The destroyers must place chalk marks on the bridge. Patrol leaders decipher their messages and set off to accomplish their respective objectives.

rules:
One Patrol gets a message (in signal code or signalled) telling them to destroy a bridge via a certain route. The other Patrol gets a message to save the bridge via a different route. Destroyers must place chalk marks on the bridge. Both start by deciphering their messages.

source_excerpt:
A message is written in signal code or, better still, signalled to one Patrol to say that a bridge is to be destroyed, and that they are to go by a certain route and save it. The other Patrol is sent a message to destroy it, and are also given a route to go by, but a different one from the other.


name: Boil the Water
category: camp-outdoor
subcategory: campcraft
content_type: joc
source_file: Outdoor Games.pdf
source_files: ["Outdoor Games.pdf"]
page_reference: page 53
materials_category: campfire equipment
materials_list: billy (pot), water, fuel/wood, soap powder (optional)
skills_developed: fire lighting, campcraft, speed
difficulty_level: usor
keywords: fire, boil, billy, campcraft
tags: ["camp", "patrol competition", "outdoor"]
language: en
normalized_name: boil the water
extraction_confidence: high
source_id: d3959920_outdoor_games
source_ids: ["d3959920_outdoor_games"]
chunk_key: d3959920_outdoor_games.part04
created_at: 2026-05-29 18:59:41
updated_at: 2026-05-29 18:59:41
description:
Each Patrol (or pair) has a full billy of water. They must collect fuel, light a fire, hang the billy over it, and boil the water. First to boil the water wins. Adding a teaspoonful of soap powder increases the visual effect.

rules:
Each Patrol or pair has a full billy of water. They collect fuel, light a fire, and hang the billy over it. First to boil water wins. A teaspoonful of soap powder may be added to water to increase effect.

source_excerpt:
Each Patrol (or pair) has a full billy of water. Fuel must be collected, fire lighted, and billy hung over the fire. First to boil water wins.


name: Fire Raid
category: camp-outdoor
subcategory: campcraft, strategy
content_type: joc
source_file: Outdoor Games.pdf
source_files: ["Outdoor Games.pdf"]
page_reference: page 53
materials_category: campfire equipment
materials_list: fire-laying materials, small flags, wool armlets
skills_developed: fire lighting, strategy, teamwork
difficulty_level: mediu
keywords: fire, armlet, flag, team competition
tags: ["camp", "outdoor", "team game"]
language: en
normalized_name: fire raid
extraction_confidence: high
source_id: d3959920_outdoor_games
source_ids: ["d3959920_outdoor_games"]
chunk_key: d3959920_outdoor_games.part04
created_at: 2026-05-29 18:59:41
updated_at: 2026-05-29 18:59:41
description:
Four or five small fires are laid, each with a small flag beside it. Two teams with different coloured wool armlets try to light the most fires. When a fire is lit, the lighter takes the flag worth ten points. Teams try to prevent opponents from lighting fires by breaking and capturing armlets. A broken armlet puts the player out until they return to base for a new one. Capturing an armlet counts two points.

rules:
4-5 small fires laid, each with a flag. Two teams with different coloured wool armlets. Light fires and take flags (10 points each). Break/capture opponent armlets to put them out (2 points per capture). Player with broken armlet is out until they get a new one at base.

source_excerpt:
Four or five small fires are laid, and each has a small flag beside it. There are two teams with different coloured wool armlets who attempt to light the most fires.


name: Red Indian Patrol
category: wide-games
subcategory: stalking
content_type: joc
source_file: Outdoor Games.pdf
source_files: ["Outdoor Games.pdf"]
page_reference: page 54
skills_developed: stalking, stealth, observation
difficulty_level: mediu
keywords: stalking, patrol, wide game, frontier
tags: ["wide game", "outdoor", "patrol"]
language: en
normalized_name: red indian patrol
extraction_confidence: high
source_id: d3959920_outdoor_games
source_ids: ["d3959920_outdoor_games"]
chunk_key: d3959920_outdoor_games.part04
created_at: 2026-05-29 18:59:41
updated_at: 2026-05-29 18:59:41
description:
A wide stalking game. 'Frontier Police' (SM and ASM) have a five-minute start and move along specified roads or tracks between two boundaries about half a mile apart. The 'Red Indians' (Scouts) must get past the police onto a line representing their own frontier without being clearly recognised. Any Indian seen clearly enough to be recognised is 'shot.' The distance may be one to two miles.

rules:
Police (SM/ASM) have 5-minute start; they move along specified roads between boundaries, may halt and look around but not go back. Scouts must get past them to the frontier line without being clearly recognised. Any Scout seen clearly enough to be identified is out. Distance 1-2 miles.

source_excerpt:
The "Red Indians" have to get past the police and on to a line (length of road between two points) representing their own frontier, without being seen. Any Indian seen clearly enough to be recognised is "shot."


name: Turks and Russians
category: sports-active
subcategory: chase game
content_type: joc
source_file: Outdoor Games.pdf
source_files: ["Outdoor Games.pdf"]
page_reference: page 54
skills_developed: speed, reaction time, teamwork
difficulty_level: usor
keywords: chase, charge, team game
tags: ["outdoor", "energetic", "team game"]
language: en
normalized_name: turks and russians
extraction_confidence: high
source_id: d3959920_outdoor_games
source_ids: ["d3959920_outdoor_games"]
chunk_key: d3959920_outdoor_games.part04
created_at: 2026-05-29 18:59:41
updated_at: 2026-05-29 18:59:41
description:
Two sides line up 20 yards apart. One side advances to a line 5 yards from opponents and lies face down. On 'Fire!' those lying down beat the ground violently with both fists stretched out in front. On 'Charge!' the standing side rushes forward to grab as many opponents as possible before they reach their original base. Captured players join the captor's side. Sides alternate lying down. Game continues until all are on one side.

rules:
Two sides 20 yards apart. One side advances to 5 yards from opponents and lies face down. 'Fire!' = those lying beat the ground with both fists outstretched. 'Charge!' = standing side rushes to grab opponents before they return to base. Captured player joins captor's side. Sides swap roles. Continue until all on one side.

source_excerpt:
Two sides line up about 20 yards apart. One side then advances to a line about 5 yards from their opponents and lies down facing them. On word "Fire!" those lying down beat ground violently with both fists stretched out in front.


name: Hot Rice
category: sports-active
subcategory: ball game
content_type: joc
source_file: Outdoor Games.pdf
source_files: ["Outdoor Games.pdf"]
page_reference: page 54
materials_category: improvised
materials_list: dixie lid (or similar), ball, chips/counters
skills_developed: throwing, dodging, coordination
difficulty_level: usor
keywords: dodgeball, dixie lid, ball game
tags: ["outdoor", "active game"]
language: en
normalized_name: hot rice
extraction_confidence: high
source_id: d3959920_outdoor_games
source_ids: ["d3959920_outdoor_games"]
chunk_key: d3959920_outdoor_games.part04
created_at: 2026-05-29 18:59:41
updated_at: 2026-05-29 18:59:41
description:
One player holds an old dixie lid as a shield. Others try to hit him with a ball. The ball must be thrown from where it drops but may be passed. If the shielded player is caught full-pitch or hit, he drops the lid and the thrower/catcher takes his place and may immediately be thrown at after touching the lid. Team with fewest chips wins.

rules:
One player has a dixie lid. Others throw a ball at him; the ball must always be thrown from where it lands but may be passed. If hit (or ball caught full pitch), player drops the lid; the thrower/catcher takes his place and may be thrown at as soon as he touches the lid. If player misses, a chip goes in his hat; three chips = replaced. Team with fewest chips wins.

source_excerpt:
One player has an old dixie lid, the others try to hit him with a ball. The ball must always be thrown from where it drops, but may be passed to another player.


name: Freak Plant Hunt
category: jocuri-cercetasesti
subcategory: observation, nature
content_type: joc
source_file: Outdoor Games.pdf
source_files: ["Outdoor Games.pdf"]
page_reference: page 55
materials_category: nature props
materials_list: conkers, acorns, other plant specimens
skills_developed: observation, nature knowledge
difficulty_level: mediu
keywords: plant, observation, freak, nature
tags: ["outdoor", "nature", "patrol"]
language: en
normalized_name: freak plant hunt
extraction_confidence: high
source_id: d3959920_outdoor_games
source_ids: ["d3959920_outdoor_games"]
chunk_key: d3959920_outdoor_games.part04
created_at: 2026-05-29 18:59:41
updated_at: 2026-05-29 18:59:41
description:
An outdoor observation activity. A Patrol is sent to spot three freak plants or trees in a given area that have been previously 'doctored' by the Scouters — e.g. conkers growing on an ash tree, or acorns growing on a hawthorn bush.

rules:
Scouters pre-doctor three plants or trees (e.g. attach conkers to ash, acorns to hawthorn). Patrol goes out to find and identify the three freak plants in the given area.

source_excerpt:
A Patrol is sent out to spot three freak plants or trees—previously "doctored" by the Scouters—in a given area. Some suggested freaks are conkers growing on ash tree, acorns growing on hawthorn bush, etc.


name: Hide-and-Seek Relay
category: jocuri-cercetasesti
subcategory: hide and seek, relay
content_type: joc
source_file: Outdoor Games.pdf
source_files: ["Outdoor Games.pdf"]
page_reference: page 55
skills_developed: searching, speed, observation
difficulty_level: usor
keywords: hide and seek, relay, camp
tags: ["camp", "team game"]
language: en
normalized_name: hide-and-seek relay
extraction_confidence: high
source_id: d3959920_outdoor_games
source_ids: ["d3959920_outdoor_games"]
chunk_key: d3959920_outdoor_games.part04
created_at: 2026-05-29 18:59:41
updated_at: 2026-05-29 18:59:41
description:
A relay race is started and as soon as a leader slips out and hides somewhere in the camp area. Once teams finish the relay each team tries to find the leader and hand him a prearranged object. First team to get their object to the leader wins.

rules:
Start a relay race. During the race the leader slips away and hides in the camp area. As soon as each team finishes the relay they search for their leader to give him a prearranged object. First team whose leader receives the object wins.

source_excerpt:
Some form of relay race is started and the leader slips out and hides somewhere in the Camp area. As soon as they have finished the race each team tries to find the leader and give him some object.


name: Homewards Despatch
variations: Course can be lengthened for any numbers; could include cycling, different methods of signalling.
category: jocuri-cercetasesti
subcategory: signalling, relay
content_type: joc
source_file: Outdoor Games.pdf
source_files: ["Outdoor Games.pdf"]
page_reference: page 55
materials_list: written despatch, pen/pencil
skills_developed: signalling, communication, teamwork, relay running
difficulty_level: mediu
keywords: despatch, relay, signalling, message
tags: ["outdoor", "patrol competition", "scouting skills"]
language: en
normalized_name: homewards despatch
extraction_confidence: high
source_id: d3959920_outdoor_games
source_ids: ["d3959920_outdoor_games"]
chunk_key: d3959920_outdoor_games.part04
created_at: 2026-05-29 18:59:41
updated_at: 2026-05-29 18:59:41
description:
A multi-stage message relay across a course marked with stages (A, B, C, etc.) with the same number of stages as Scouts in each Patrol. The Patrol Leader carries a written despatch from A to B; the second Scout signals it to the third; the third runs and gives it verbally to the fourth; the fourth writes it down and runs home. Patrols are timed.

rules:
Mark a course with stages A (start), B, C, etc. — same number as Scouts in each Patrol. P.L. carries written despatch A to B. Scout at B signals message to Scout at C. Scout at C runs to D and gives verbal message. Scout at D writes it down and runs home. Time each Patrol.

source_excerpt:
P.L. carries written despatch from A to B; second at B signals message to third at C; third then runs to fourth at D and gives verbal message; fourth writes it down and runs home.


name: Hurdle Race
category: wide-games
subcategory: orienteering, leadership
content_type: joc
source_file: Outdoor Games.pdf
source_files: ["Outdoor Games.pdf"]
page_reference: pages 55-56
materials_category: equipment
materials_list: rope, messages/notes, umpires, compass
skills_developed: leadership, navigation, signalling, Morse code, observation
difficulty_level: dificil
keywords: hurdle, wide game, leadership, orienteering
tags: ["wide game", "outdoor", "patrol leadership"]
language: en
normalized_name: hurdle race
extraction_confidence: high
source_id: d3959920_outdoor_games
source_ids: ["d3959920_outdoor_games"]
chunk_key: d3959920_outdoor_games.part04
created_at: 2026-05-29 18:59:41
updated_at: 2026-05-29 18:59:41
description:
A multi-stage wide game where Patrol Leaders receive messages in sequence leading them through a series of hurdles across the countryside. Hurdles include estimating field areas, following semaphore signals, avoiding spies on a lane, crossing a river with one foot dry, decoding Morse messages, crossing a chasm by rope, and navigating home by compass, smoke signals, or assisting a 'wounded man.' Takes 1.5-2 hours; 15-minute intervals between Patrols.

rules:
Hurdle 1: reach a given place without being seen, estimate field area. Hurdle 2: follow a lane, watch for spies, spot a hidden sign. Hurdle 3: send one Scout (not P.L.) to retrieve a message on the opposite riverbank with one foot dry. Hurdle 4 (Morse): go silently to a chasm and cross by rope. Hurdle 5: navigate home by compass/smoke/flag/wounded-man scenario. Umpires guide; 15-min intervals. Course is circular, ~1.5-2 hours.

source_excerpt:
Patrol Leaders are given the message about the first "Hurdle" in camp. It reads: "Hurdle 1. Difficulties exist to be overcome. Can you lead? Instruct your Patrol to be at . . . . . (a certain place) by . . . . . (a given time am/pm) prompt."


name: Leaf Matching
category: camp-outdoor
subcategory: nature study
content_type: activitate
source_file: Outdoor Games.pdf
source_files: ["Outdoor Games.pdf"]
page_reference: page 56
materials_category: nature
materials_list: leaves or flowers
skills_developed: nature identification, observation, memory
difficulty_level: usor
keywords: leaves, flowers, matching, nature
tags: ["camp", "nature", "patrol"]
language: en
normalized_name: leaf matching
extraction_confidence: high
source_id: d3959920_outdoor_games
source_ids: ["d3959920_outdoor_games"]
chunk_key: d3959920_outdoor_games.part04
created_at: 2026-05-29 18:59:41
updated_at: 2026-05-29 18:59:41
description:
A Scouter collects sets of different leaves (or flowers), making one set per Patrol, and arranges them in a row in camp. Patrols study the leaves for five minutes, then go out to collect matching specimens from the surrounding area.

rules:
Scouter collects as many sets of different leaves (or flowers) as there are Patrols, arranged in a row. Patrols have five minutes to study them, then are sent off to collect matching specimens.

source_excerpt:
In camp a Scouter goes out and collects as many sets of different leaves (or flowers) as there are Patrols. They are arranged in a row. Patrols are allowed five minutes to study leaves (flowers) and are then sent off to collect similar ones.


name: Farm Census
variations: Can be adapted for animals on the farm.
category: camp-outdoor
subcategory: nature study, mapping
content_type: activitate
source_file: Outdoor Games.pdf
source_files: ["Outdoor Games.pdf"]
page_reference: page 56
materials_category: paper
materials_list: paper, pencil
skills_developed: mapping, observation, nature knowledge
difficulty_level: usor
keywords: farm, sketch-map, crops, census
tags: ["camp", "outdoor", "nature"]
language: en
normalized_name: farm census
extraction_confidence: high
source_id: d3959920_outdoor_games
source_ids: ["d3959920_outdoor_games"]
chunk_key: d3959920_outdoor_games.part04
created_at: 2026-05-29 18:59:41
updated_at: 2026-05-29 18:59:41
description:
When camping near a farm, Patrols are sent out to make a sketch-map of the fields and mark down the crop on each field. Can be adapted for animals on the farm.

rules:
Send Patrols to sketch-map all fields on or near the farm and label each with its crop. Could also be adapted to census animals on the farm.

source_excerpt:
If camping on or near a farm, send out Patrols to make a sketch-map of fields and mark down the crop on each.


name: Potted Athletics
category: sports-active
subcategory: fun athletics
content_type: activitate
source_file: Outdoor Games.pdf
source_files: ["Outdoor Games.pdf"]
page_reference: page 56
materials_category: improvised
materials_list: mallet, plate, other improvised items
skills_developed: coordination, fun, creativity
difficulty_level: usor
keywords: athletics, fun, mallet, camp games
tags: ["camp", "fun", "athletic"]
language: en
normalized_name: potted athletics
extraction_confidence: high
source_id: d3959920_outdoor_games
source_ids: ["d3959920_outdoor_games"]
chunk_key: d3959920_outdoor_games.part04
created_at: 2026-05-29 18:59:41
updated_at: 2026-05-29 18:59:41
description:
A fun two-hour camp activity with humorous athletic events such as throwing the mallet, hurling the plate, pick-a-back race, and other amusing ideas suggested by Patrol Leaders. Not to be taken too seriously.

rules:
Organise amusing athletic events, e.g. throwing the mallet, hurling the plate, pick-a-back race. P.L.s can suggest other events. Two-hour stunt in camp.

source_excerpt:
A good two-hour stunt in camp—not to be taken too seriously! Such events as the following might be included; throwing the mallet, hurling the plate, pick-a-back race, and any other amusing ideas the P.L.s can produce.


name: Blindfold Tent-Pegging
category: sports-active
subcategory: blindfold game
content_type: joc
source_file: Outdoor Games.pdf
source_files: ["Outdoor Games.pdf"]
page_reference: page 57
materials_category: equipment
materials_list: tent peg, blindfold, mallet
skills_developed: spatial awareness, coordination
difficulty_level: usor
keywords: blindfold, peg, mallet, tent
tags: ["camp", "individual competition"]
language: en
normalized_name: blindfold tent-pegging
extraction_confidence: high
source_id: d3959920_outdoor_games
source_ids: ["d3959920_outdoor_games"]
chunk_key: d3959920_outdoor_games.part04
created_at: 2026-05-29 18:59:41
updated_at: 2026-05-29 18:59:41
description:
A peg is driven into the ground. Each player starts about 6 yards away, is blindfolded, turns around about three times, then tries to advance and hit the peg with a mallet. No feeling (touching the ground to find the peg) is allowed. The player who hits it fairly on the top in the fewest blows wins.

rules:
Drive a peg into the ground. Each player starts 6 yards away, is blindfolded, turns round three times, then tries to hit the peg with a mallet. No touching the ground to locate the peg. Fewest blows to hit the top of the peg wins.

source_excerpt:
A peg is driven into the ground. Each player in turn starts about 6 yards away blindfold; he turns round about three times and then tries to advance to where the peg is and hit it with a mallet.


name: Cold Day Obstacles
category: camp-outdoor
subcategory: obstacle course
content_type: joc
source_file: Outdoor Games.pdf
source_files: ["Outdoor Games.pdf"]
page_reference: page 57
materials_category: equipment
materials_list: invisible ink messages, buckets, mugs
skills_developed: teamwork, physical fitness, problem solving
difficulty_level: mediu
keywords: obstacle course, invisible ink, cold weather
tags: ["camp", "outdoor", "winter"]
language: en
normalized_name: cold day obstacles
extraction_confidence: high
source_id: d3959920_outdoor_games
source_ids: ["d3959920_outdoor_games"]
chunk_key: d3959920_outdoor_games.part04
created_at: 2026-05-29 18:59:41
updated_at: 2026-05-29 18:59:41
description:
A cold-weather obstacle course that begins with an invisible-ink message that must be heated to read. Each message leads to the next. Obstacles are made as ludicrous as possible and include: climbing a tree to touch a branch 15 feet high, squeezing through a small gap in railings, getting over a gate using hands only, hopping 100 yards, and filling a medium bucket from a large bucket 30 yards away using only mugs.

rules:
Start with an invisible-ink message (must be heated). Each message leads to the next obstacle. Suggested obstacles: whole Patrol climbs tree and touches branch 15 feet high; get through very small gap in railings; get over a gate using hands only; hop 100 yards; fill medium bucket from large bucket (30 yards away) using mugs only.

source_excerpt:
Start with an invisible-ink message which has to be heated. Each message leads to the next, and the obstacles should be made as ludicrous as possible.


name: Deer Stalking
category: jocuri-cercetasesti
subcategory: stalking
content_type: joc
source_file: Outdoor Games.pdf
source_files: ["Outdoor Games.pdf"]
page_reference: page 57
skills_developed: stalking, stealth, observation
difficulty_level: mediu
keywords: deer, stalking, wood, stealth
tags: ["outdoor", "woodland", "individual"]
language: en
normalized_name: deer stalking
extraction_confidence: high
source_id: d3959920_outdoor_games
source_ids: ["d3959920_outdoor_games"]
chunk_key: d3959920_outdoor_games.part04
created_at: 2026-05-29 18:59:41
updated_at: 2026-05-29 18:59:41
description:
One player is the 'deer' who goes and 'browses' in a wood. The rest try to get within 6 yards of him without being seen. If the deer sees a stalker, he calls the stalker's name and points, sending them back 50 yards. If the deer hears a stalker nearby, he may 'stampede' — but not more than three times. The first player to get within 6 yards becomes the new deer.

rules:
One player (deer) browses in a wood. Others stalk to within 6 yards. If deer sees a stalker: call name + point, stalker retreats 50 yards. Deer may stampede (run) up to 3 times if he hears someone near. First to get within 6 yards becomes deer.

source_excerpt:
One player is the "deer" and goes and "browses" in a wood. The rest try to get within 6 yards of him without being seen. If the deer sees one he calls his name and points, and that player must retire 50 yards.


name: Egg-if-I-Moo
category: sports-active
subcategory: ball game
content_type: joc
source_file: Outdoor Games.pdf
source_files: ["Outdoor Games.pdf"]
page_reference: page 57
materials_category: equipment
materials_list: tennis ball, hats, chips/counters
skills_developed: throwing accuracy, reaction time, coordination
difficulty_level: usor
keywords: ball, hat, throwing, circle game
tags: ["outdoor", "active game"]
language: en
normalized_name: egg-if-i-moo
extraction_confidence: high
source_id: d3959920_outdoor_games
source_ids: ["d3959920_outdoor_games"]
chunk_key: d3959920_outdoor_games.part04
created_at: 2026-05-29 18:59:41
updated_at: 2026-05-29 18:59:41
description:
Players' hats are bunched in the centre of a 10-foot radius circle; players stand around the edge. One player throws a tennis ball into someone else's hat. If he misses, a chip goes in his hat; three chips and he is replaced. The owner of the hat where the ball lands runs in, picks up the ball, and calls 'Halt!' All others stop. He then tries to hit someone with the ball without leaving the circle. If he fails, a chip goes in his hat. A hit player becomes IT. Team with fewest chips wins.

rules:
Hats in centre circle (10-foot radius). Players throw ball into any hat but own. Miss = chip in thrower's hat; 3 chips = replaced. Ball lands in hat: owner picks it up, calls 'Halt!', throws from circle to hit a player. Fails = chip in owner's hat. Hit = that player becomes IT. Team with fewest chips wins.

source_excerpt:
Players' hats bunched together in centre of a 10-feet radius circle, players round edge. One throws a tennis ball into one of the hats, not his own.


name: Payment by Results
category: creative-stem
subcategory: pioneering, engineering challenges
content_type: activitate
source_file: Outdoor Games.pdf
source_files: ["Outdoor Games.pdf"]
page_reference: page 57
materials_category: natural and improvised
materials_list: natural materials, bucket, water, wood/materials for glider, rope for tackle
skills_developed: pioneering, engineering, creativity, problem solving
difficulty_level: dificil
keywords: improvised, engineering, rope, glider, tackle
tags: ["camp", "STEM", "challenge"]
language: en
normalized_name: payment by results
extraction_confidence: high
source_id: d3959920_outdoor_games
source_ids: ["d3959920_outdoor_games"]
chunk_key: d3959920_outdoor_games.part04
created_at: 2026-05-29 18:59:41
updated_at: 2026-05-29 18:59:41
description:
A set of four improvised engineering challenges with notional prize money for completing each: (1) improvise a 6-foot rope from natural materials capable of raising a bucket of water 2 feet (£5); (2) make and fly a model glider capable of looping (£5); (3) rig a three-to-one purchase tackle without blocks (£20); (4) improvise a 'water level' on the spirit-level principle and invent three uses for it on a permanent camp site (£5).

rules:
(1) Make a rope from natural materials ≥6 feet long, capable of lifting a bucket of water at least 2 feet by direct lift. (2) Make and fly a model glider that can loop. (3) Without blocks, rig up a tackle giving a 3:1 purchase. (4) Improvise a water level on the spirit-level principle; invent 3 uses for it on a permanent camp site.

source_excerpt:
Improvise a rope of natural materials at least 6 feet long capable of raising a bucketful of water, by direct lift, at least two feet.


name: Clumps
variations: Clumps can be made invulnerable so only lone Scouts may be captured.
category: wide-games
subcategory: stalking, strategy
content_type: joc
source_file: Outdoor Games.pdf
source_files: ["Outdoor Games.pdf"]
page_reference: pages 57-58
skills_developed: stalking, strategy, teamwork, navigation
difficulty_level: dificil
keywords: clumps, wide game, stalking, capture
tags: ["wide game", "outdoor", "patrol"]
language: en
normalized_name: clumps
extraction_confidence: high
source_id: d3959920_outdoor_games
source_ids: ["d3959920_outdoor_games"]
chunk_key: d3959920_outdoor_games.part04
created_at: 2026-05-29 18:59:41
updated_at: 2026-05-29 18:59:41
description:
Each Scout has an 'opposite number' from the other side. Scouts are sent to opposite sides of a circle half-mile to a mile across, then must creep to the centre to meet their opposite number without a pre-arranged meeting place. When a pair meets they form a 'clump' and can capture lone Scouts by touch. Captives join the clump unless they spot their opposite number uncaptured. A larger clump can attack a smaller one but not vice versa. Smaller clumps can scatter to avoid capture.

rules:
Each Scout has a pre-assigned opposite number on the other side. Both start on opposite sides of a circle (0.5-1 mile across) and creep toward the centre to meet without an arranged spot. Meeting pair forms a clump and captures lone Scouts by touch. Captives must join the clump loyally unless they see their opposite number free. Larger clumps attack smaller ones; smaller ones may scatter. Alternatively, clumps may be invulnerable and only lone Scouts can be captured.

source_excerpt:
Each Scout has an "opposite number," and after being sent to opposite sides of a circle about half a mile to a mile across, has to creep in and meet him, without arranging a place of meeting.


name: Crocodile Dodge Ball
category: sports-active
subcategory: dodgeball
content_type: joc
source_file: Outdoor Games.pdf
source_files: ["Outdoor Games.pdf"]
page_reference: page 58
materials_category: balls
materials_list: football
skills_developed: throwing, dodging, teamwork, coordination
difficulty_level: usor
keywords: dodgeball, crocodile, chain, football
tags: ["outdoor", "team game", "active"]
language: en
normalized_name: crocodile dodge ball
extraction_confidence: high
source_id: d3959920_outdoor_games
source_ids: ["d3959920_outdoor_games"]
chunk_key: d3959920_outdoor_games.part04
created_at: 2026-05-29 18:59:41
updated_at: 2026-05-29 18:59:41
description:
Players form a large circle. One team forms a file (chain) in the centre with each person holding the one in front. Outside players use a football to try to hit the last person in the file. When hit, that person goes to the front of the file and play continues. When the whole team has cycled through, a new team replaces them. The team that stays in the longest wins.

rules:
Large circle of outside players with a football. One team in the centre forms a chain (each holds the one in front). Outside players try to hit the last in the chain. When hit, that person goes to the front. When all have been hit and moved to front, a new team enters. Winning team: longest time in the circle.

source_excerpt:
Players form a large well-spaced circle. One team forms a file, each man holding on to the man in front of him, in the centre of the circle. The outside players have a large ball (football) with which they endeavour to hit the last man in the file.


name: The Dodger
category: sports-active
subcategory: dodging game
content_type: joc
source_file: Outdoor Games.pdf
source_files: ["Outdoor Games.pdf"]
page_reference: page 58
skills_developed: agility, speed, reaction time
difficulty_level: usor
keywords: dodger, circle game, agility
tags: ["outdoor", "active game"]
language: en
normalized_name: the dodger
extraction_confidence: high
source_id: d3959920_outdoor_games
source_ids: ["d3959920_outdoor_games"]
chunk_key: d3959920_outdoor_games.part04
created_at: 2026-05-29 18:59:41
updated_at: 2026-05-29 18:59:41
description:
Players form a large well-spaced circle. One player (the dodger) stands inside and two or three players stand outside. The dodger must exit through a gap between two players and return through one of the two adjacent gaps without being touched by those outside. If touched, another player becomes the dodger. The winner is the dodger with the most uncaught dodges.

rules:
Large circle. One dodger inside, two or three players outside. Dodger must leave through a gap and return through an adjacent gap without being touched by outside players. Caught = new dodger. Winner: most uncaught dodges.

source_excerpt:
Players form a large well-spaced circle. One player (the dodger) in the circle and two (or possibly three) outside. The idea is for the dodger to leave the circle through a gap between two men and return through either of the adjacent gaps without being touched by the men outside the circle.


name: Couple Rounders
category: sports-active
subcategory: rounders variant
content_type: joc
source_file: Outdoor Games.pdf
source_files: ["Outdoor Games.pdf"]
page_reference: page 58
materials_category: balls
materials_list: soft tennis ball, rounders posts
skills_developed: batting, running, throwing, teamwork
difficulty_level: mediu
keywords: rounders, pairs, cricket, ball game
tags: ["outdoor", "team game", "sports"]
language: en
normalized_name: couple rounders
extraction_confidence: high
source_id: d3959920_outdoor_games
source_ids: ["d3959920_outdoor_games"]
chunk_key: d3959920_outdoor_games.part04
created_at: 2026-05-29 18:59:41
updated_at: 2026-05-29 18:59:41
description:
A variant of rounders where the batting team plays in pairs. A slightly larger ball (e.g. soft tennis ball) is used and the hand replaces the bat. The bowler pitches to one of the batting pair (A). When A plays the ball and runs for a rounder, partner (B) goes into the area between posts. Once the ball is fielded, fielders try to hit B with it. If B is hit before A completes a full rounder, both are out. If A gets round first, they score one rounder.

rules:
Batting in pairs; soft tennis ball; hand as bat. Bowler pitches to A. A hits and runs a rounder; B goes into area between posts. Once fielded, fielders try to hit B before A completes the rounder. B hit before rounder = both out. A completes rounder = 1 point. Next pair bats. Usual rounders rules otherwise.

source_excerpt:
The batting team are in pairs and a slightly larger ball, e.g. a soft tennis ball, is used whilst the hand is used in place of a bat.


name: Camp Sardines
category: jocuri-cercetasesti
subcategory: hide and seek
content_type: joc
source_file: Outdoor Games.pdf
source_files: ["Outdoor Games.pdf"]
page_reference: page 59
skills_developed: observation, stealth, searching
difficulty_level: usor
keywords: sardines, hide and seek, camp
tags: ["camp", "outdoor", "hide and seek"]
language: en
normalized_name: camp sardines
extraction_confidence: high
source_id: d3959920_outdoor_games
source_ids: ["d3959920_outdoor_games"]
chunk_key: d3959920_outdoor_games.part04
created_at: 2026-05-29 18:59:41
updated_at: 2026-05-29 18:59:41
description:
A hide-and-seek variant played in camp. One player (the First Hider) has a couple of minutes to find a hiding place they cannot leave after time is called. Others scatter and search for the First Hider. When found, each finder secretly joins the hider. A time limit applies. The first finder becomes the next First Hider; points are awarded to all finders.

rules:
First Hider has ~2 minutes to hide (cannot move after time is called). Others scatter and search. When a Scout finds the hider, they secretly hide with him. Time limit enforced. First finder becomes next First Hider. Points for all finders.

source_excerpt:
One of the Troop, known as the First Hider, is given about two minutes to find a hiding-place from which he is not allowed to move after time is called.


name: Adventure Afternoon
category: camp-outdoor
subcategory: free exploration
content_type: activitate
source_file: Outdoor Games.pdf
source_files: ["Outdoor Games.pdf"]
page_reference: page 59
materials_list: OS map, bicycles (optional)
skills_developed: leadership, initiative, exploration, reporting
difficulty_level: usor
keywords: adventure, free exploration, patrol, camp
tags: ["camp", "outdoor", "leadership"]
language: en
normalized_name: adventure afternoon
extraction_confidence: high
source_id: d3959920_outdoor_games
source_ids: ["d3959920_outdoor_games"]
chunk_key: d3959920_outdoor_games.part04
created_at: 2026-05-29 18:59:41
updated_at: 2026-05-29 18:59:41
description:
After an early lunch, Patrols parade ready to leave camp (with or without bicycles). Patrol Leaders receive the simple instruction: 'You and your Patrol are going to find adventure.' On return, they either give an account at the Camp Fire or write a concise report, depending on which form of training is most needed. Bicycles allow Scouts to go further afield.

rules:
Give P.L.s simple instruction to go find adventure. On return: give a Camp Fire account or write a concise report. Bicycles optional. Each P.L. should have an OS map of the district.

source_excerpt:
The P.L.s are given the simple instructions: "You and your Patrol are going to find adventure." Added to the instructions can be either: "You will give an account at the Camp Fire," or "You will write a concise report on your return."


name: Prisoners' Chain
category: sports-active
subcategory: chase game
content_type: joc
source_file: Outdoor Games.pdf
source_files: ["Outdoor Games.pdf"]
page_reference: page 59
skills_developed: speed, teamwork, energy release
difficulty_level: usor
keywords: chain, prisoner, tag, chase
tags: ["outdoor", "energetic", "active game"]
language: en
normalized_name: prisoners' chain
extraction_confidence: high
source_id: d3959920_outdoor_games
source_ids: ["d3959920_outdoor_games"]
chunk_key: d3959920_outdoor_games.part04
created_at: 2026-05-29 18:59:41
updated_at: 2026-05-29 18:59:41
description:
One player is the initial prisoner. When they tag another player, the tagged player joins the chain (holding hands) on either end. If the chain breaks or a free player breaks it, all prisoners must race for home. If tagged on the way by a free player, the prisoner must carry that player pick-a-back to the base. Once all prisoners reach base, they sweep out again. A purely energy-releasing game.

rules:
One starting prisoner. Tags another player = joins chain. Free player breaks chain = all prisoners race for home. Prisoner tagged while racing = must carry tagger pick-a-back to base. Once all at base, sweep out again. Ideally start with a volunteer TL or ASM as the initial prisoner.

source_excerpt:
A home base is needed and a "prisoner" to begin the game. As soon as he tags anyone the tagged player or prisoner joins hands with the original prisoner or on either end of the chain of prisoners.


name: Fetch It
category: jocuri-cercetasesti
subcategory: observation, relay
content_type: joc
source_file: Outdoor Games.pdf
source_files: ["Outdoor Games.pdf"]
page_reference: page 59
materials_list: prepared list of items
skills_developed: observation, nature knowledge, speed, quick thinking
difficulty_level: usor
keywords: fetch, relay, nature, observation
tags: ["outdoor", "active", "patrol"]
language: en
normalized_name: fetch it
extraction_confidence: high
source_id: d3959920_outdoor_games
source_ids: ["d3959920_outdoor_games"]
chunk_key: d3959920_outdoor_games.part04
created_at: 2026-05-29 18:59:41
updated_at: 2026-05-29 18:59:41
description:
An energy-releasing game that also trains observation and quick-wittedness. Scouts are in an easy Patrol formation (relay-style). The Games Leader calls out 'Fetch me — an oak leaf' (or similar). Scouts rush off to find the item and points are awarded to the first three to hand in the correct item. The leader prepares a list of objects — some small, some large, some easy, some difficult, some near, some far.

rules:
Scouts in relay-type formation. Games Leader calls 'Fetch me — [item]'. Scouts rush to find and return the correct item. Points to first three with correct item. Leader has a prepared list; can include stinging nettles or thistles.

source_excerpt:
Scouts in some easy Patrol formation such as for relays, Games Leader calls "Fetch me—an oak leaf" or what have you. Scouts rush off, and points are awarded for the first three to hand in correct leaves.


name: Log Hauling Relay
category: camp-outdoor
subcategory: pioneering, relay
content_type: joc
source_file: Outdoor Games.pdf
source_files: ["Outdoor Games.pdf"]
page_reference: pages 59-60
materials_category: equipment
materials_list: 6- or 8-inch log (5 feet long), rope
skills_developed: knots, teamwork, strength, pioneering
difficulty_level: mediu
keywords: log hauling, knots, timber hitch, relay
tags: ["camp", "patrol competition", "pioneering"]
language: en
normalized_name: log hauling relay
extraction_confidence: high
source_id: d3959920_outdoor_games
source_ids: ["d3959920_outdoor_games"]
chunk_key: d3959920_outdoor_games.part04
created_at: 2026-05-29 18:59:41
updated_at: 2026-05-29 18:59:41
description:
A Patrol relay event using a 6- or 8-inch log 5 feet long (or sandbag/bag of leaves) and a rope. One Scout from each Patrol runs to the log, ties a timber hitch around it, then each Scout ties a bowline on a bight on the other end and places it over his shoulders as a harness. All together they haul the log back across the starting line. Scored on time and correctness of knots.

rules:
Equipment: 6- or 8-inch log (5 feet long) or sandbag; rope per Patrol. First Scout runs to log, ties timber hitch. Each Scout ties a bowline on a bight at the other end, puts it over shoulders as harness. Together they haul log across the line. Score: 10 points for minimum time; deductions for extra time or incorrect knots.

source_excerpt:
At the signal a Scout from each Patrol runs from starting-line to the log or bag and ties a timber hitch round it. Then each Scout ties a bowline on a bight on the other end of the rope, places it over his shoulders like a harness, and all together they haul the log back across the line.


name: Wood Chopping Relay
category: camp-outdoor
subcategory: campcraft relay
content_type: joc
source_file: Outdoor Games.pdf
source_files: ["Outdoor Games.pdf"]
page_reference: page 60
materials_category: tools
materials_list: axe, 8-10 inch log
skills_developed: axe skills, campcraft, teamwork
difficulty_level: mediu
keywords: axe, wood chopping, relay, campcraft
tags: ["camp", "patrol competition", "tools"]
language: en
normalized_name: wood chopping relay
extraction_confidence: high
source_id: d3959920_outdoor_games
source_ids: ["d3959920_outdoor_games"]
chunk_key: d3959920_outdoor_games.part04
created_at: 2026-05-29 18:59:41
updated_at: 2026-05-29 18:59:41
description:
A Patrol relay event with one axe and an 8- to 10-inch diameter log. At the signal each Scout takes six strokes with the axe in an effort to chop the log in half, places the axe in the log, and runs back to tag the next Scout. Scored on total strokes: minimum number of strokes pre-estimated by leaders = 10 points, with 1 point deducted per additional five strokes.

rules:
Equipment: one axe; 8- to 10-inch diameter log. At signal first Scout takes 6 strokes, places axe in log, runs back to touch off next Scout. Repeat. Leaders pre-estimate minimum strokes = 10 points. Add 5 strokes = 9 points, add 5 more = 8 points, etc.

source_excerpt:
At the signal first Scout runs up to log and takes six strokes, in an effort to chop the log in half. He places the axe in the log and runs back to touch off the next Scout.


name: Biscuit-baking Race (without utensils)
category: retete
subcategory: campfire cooking
content_type: activitate
source_file: Outdoor Games.pdf
source_files: ["Outdoor Games.pdf"]
page_reference: page 60
materials_category: campfire and food
materials_list: axe, flour, water, wood pile
skills_developed: fire lighting, campfire cooking, teamwork
difficulty_level: mediu
keywords: biscuit, baking, fire, campfire cooking
tags: ["camp", "cooking", "patrol competition"]
language: en
normalized_name: biscuit-baking race (without utensils)
extraction_confidence: high
source_id: d3959920_outdoor_games
source_ids: ["d3959920_outdoor_games"]
chunk_key: d3959920_outdoor_games.part04
created_at: 2026-05-29 18:59:41
updated_at: 2026-05-29 18:59:41
description:
A two-man campfire cooking challenge. At the signal, Scouts build a fire, mix dough, and bake biscuits (or twist on a stick) without utensils. Scored on time and quality of the biscuits.

rules:
Two-man event. Equipment: axe, flour, water, wood pile. At signal: build fire, mix dough, bake biscuits or twist on a stick. Present a well-cooked biscuit to the judge. Minimum time = 10 points for time; deductions for extra time. Additional 10 to 0 points for biscuit quality.

source_excerpt:
At the signal Scouts build a fire, mix the dough, and bake biscuits, or twist on a stick. Object—to present a well-cooked biscuit to the judge.


name: Line Throwing
category: jocuri-cercetasesti
subcategory: rope skills
content_type: joc
source_file: Outdoor Games.pdf
source_files: ["Outdoor Games.pdf"]
page_reference: page 60
materials_category: rope
materials_list: heaving line (3/16 or 1/4 inch)
skills_developed: rope throwing, accuracy
difficulty_level: mediu
keywords: heaving line, throwing, accuracy, rope
tags: ["camp", "individual event", "scouting skills"]
language: en
normalized_name: line throwing
extraction_confidence: high
source_id: d3959920_outdoor_games
source_ids: ["d3959920_outdoor_games"]
chunk_key: d3959920_outdoor_games.part04
created_at: 2026-05-29 18:59:41
updated_at: 2026-05-29 18:59:41
description:
A one-man event. Using a 3/16- or 1/4-inch heaving line, each Scout throws three times across a 5-foot-wide target from 30 feet away within one minute. Scored on accuracy and bonus for completing three throws in time.

rules:
One-man event. Use 3/16- or 1/4-inch heaving line. Three throws from 30 feet across a 5-foot-wide target, within 1 minute. Score: 5 points per throw; deductions per foot off target; 5-point bonus for making all three throws within the time limit.

source_excerpt:
Using 3/ -inch or ¼-inch heaving line, throw three times across target 5 feet wide from 30 feet in one minute.


name: Compass Race
category: orientare
subcategory: compass, orienteering
content_type: activitate
source_file: Outdoor Games.pdf
source_files: ["Outdoor Games.pdf"]
page_reference: page 60
materials_category: navigation
materials_list: compass (one per group), stakes with code letters
skills_developed: compass navigation, orienteering, teamwork
difficulty_level: mediu
keywords: compass, orienteering, navigation, course
tags: ["camp", "orienteering", "patrol competition"]
language: en
normalized_name: compass race
extraction_confidence: high
source_id: d3959920_outdoor_games
source_ids: ["d3959920_outdoor_games"]
chunk_key: d3959920_outdoor_games.part04
created_at: 2026-05-29 18:59:41
updated_at: 2026-05-29 18:59:41
description:
A four-man (or full Patrol) orienteering event. A three-sided compass course is laid out in advance with a small stake bearing a code number or letter at each directional change. Scouts are given compass bearings for finding the three stakes, follow them, and write down the code letters found. Scored on time and accuracy.

rules:
Four-man or full Patrol. Lay out a three-sided compass course (one per Patrol, similar length/difficulty). At each change in direction: a small stake with a code number or letter. Scouts given compass directions, follow them, write down codes. Minimum time = 10 points; deductions for incorrect stakes; add 2 minutes = 8 points, etc.

source_excerpt:
Scouts are given compass directions for finding the three stakes. At the signal they start out, following their compasses. They write down the code letter they find on the stakes.


name: Watery Grave
category: jocuri-cercetasesti
subcategory: blindfold game
content_type: joc
source_file: Outdoor Games.pdf
source_files: ["Outdoor Games.pdf"]
page_reference: page 61
materials_category: water equipment
materials_list: bucket of water, mug, edible treasure
skills_developed: spatial awareness, stealth
difficulty_level: usor
keywords: blind pirate, water, blindfold, treasure
tags: ["outdoor", "active game"]
language: en
normalized_name: watery grave
extraction_confidence: high
source_id: d3959920_outdoor_games
source_ids: ["d3959920_outdoor_games"]
chunk_key: d3959920_outdoor_games.part04
created_at: 2026-05-29 18:59:41
updated_at: 2026-05-29 18:59:41
description:
Played like 'Blind Pirate' except the treasure must be edible and the Blind Pirate is given a bucket of water and a mug. Anyone hit by water is handicapped by counting two hundred aloud before re-entering the game.

rules:
Same as Blind Pirate but treasure is edible. Blind Pirate has a bucket of water and a mug. If anyone is hit by water, they must count to 200 aloud before re-entering.

source_excerpt:
Played like "Blind Pirate" except treasure should be edible and the Blind Pirate provided with a bucket of water and a mug; anyone hit by water is handicapped by counting two hundred aloud before re-entering game.


name: Signallers v. Runners
category: jocuri-cercetasesti
subcategory: signalling competition
content_type: joc
source_file: Outdoor Games.pdf
source_files: ["Outdoor Games.pdf"]
page_reference: page 61
materials_list: semaphore flags, message text
skills_developed: semaphore signalling, Morse code, running, communication
difficulty_level: mediu
keywords: semaphore, morse, running, signalling, competition
tags: ["wide game", "scouting skills", "patrol competition"]
language: en
normalized_name: signallers v. runners
extraction_confidence: high
source_id: d3959920_outdoor_games
source_ids: ["d3959920_outdoor_games"]
chunk_key: d3959920_outdoor_games.part04
created_at: 2026-05-29 18:59:41
updated_at: 2026-05-29 18:59:41
description:
A competition between a semaphore team, a Morse team, and an athletic team, all trying to get a message to a certain point first. The distance is at least a mile. The Scouter must calculate the length of message needed based on the capabilities of his signallers.

rules:
Three teams compete: semaphore Patrol, Morse Patrol, and athletic Patrol. All attempt to get a message to a specified point at least one mile away. Scouter determines message length based on signaller capability.

source_excerpt:
A competition between a semaphore Patrol (or team), a morse Patrol and an athletic Patrol getting a message to a certain point first. Distance at least a mile.


name: Rabbit in the Trap
category: jocuri-cercetasesti
subcategory: blindfold game
content_type: joc
source_file: Outdoor Games.pdf
source_files: ["Outdoor Games.pdf"]
page_reference: page 61
materials_category: rope
materials_list: rope, blindfolds
skills_developed: spatial awareness, agility, teamwork
difficulty_level: usor
keywords: rabbit, blindfold, capture, tree
tags: ["outdoor", "blindfold", "patrol competition"]
language: en
normalized_name: rabbit in the trap
extraction_confidence: high
source_id: d3959920_outdoor_games
source_ids: ["d3959920_outdoor_games"]
chunk_key: d3959920_outdoor_games.part04
created_at: 2026-05-29 18:59:41
updated_at: 2026-05-29 18:59:41
description:
One Scout ('rabbit') is tied to a tree by one hand on a long rope. Two or three blindfolded Scouts from another Patrol try to capture and pin down the rabbit as quickly as possible. Played as a Patrol vs. Patrol time-test game.

rules:
One Scout tied by one hand to a tree on a long rope (rabbit). Two or three blindfolded Scouts from the opposing Patrol try to capture and pin down the rabbit. Timed. Patrol vs. Patrol.

source_excerpt:
One Scout tied to a tree by one hand on long rope. Two or three other Scouts of another Patrol heavily blindfolded try to capture and pin down the rabbit as quickly as they can.


name: Prisoners Calling
category: jocuri-cercetasesti
subcategory: blindfold game, patrol call
content_type: joc
source_file: Outdoor Games.pdf
source_files: ["Outdoor Games.pdf"]
page_reference: page 61
materials_category: rope
materials_list: rope, blindfolds
skills_developed: listening, navigation by sound, teamwork
difficulty_level: usor
keywords: patrol call, blindfold, prisoner, rescue
tags: ["outdoor", "blindfold", "patrol competition"]
language: en
normalized_name: prisoners calling
extraction_confidence: high
source_id: d3959920_outdoor_games
source_ids: ["d3959920_outdoor_games"]
chunk_key: d3959920_outdoor_games.part04
created_at: 2026-05-29 18:59:41
updated_at: 2026-05-29 18:59:41
description:
One Scout from each Patrol is tied closely to a tree, all trees within a few yards of each other. The rest of the Troop is blindfolded and starts from 50-60 yards away. Each prisoner guides their Patrol to his tree using the Patrol call. First Patrol to release their own prisoner wins.

rules:
One Scout from each Patrol tied to a tree, trees within a few yards radius. Rest of Troop blindfolded; start from 50-60 yards away. Prisoner guides own Patrol using Patrol call. First Patrol to reach and release their prisoner wins.

source_excerpt:
One Scout from each Patrol tied closely to a tree all within a few yards radius. Rest of Troop blindfolded start from 50 or 60 yards away. The prisoner guides them to his tree by using Patrol call.


name: Afternoon Tea Race
category: camp-outdoor
subcategory: campcraft
content_type: joc
source_file: Outdoor Games.pdf
source_files: ["Outdoor Games.pdf"]
page_reference: page 61
materials_category: campfire and food
materials_list: bread, fire lighting materials
skills_developed: fire lighting, campcraft, Leave No Trace
difficulty_level: usor
keywords: fire, toast, bread, campcraft
tags: ["camp", "individual", "time trial"]
language: en
normalized_name: afternoon tea race
extraction_confidence: high
source_id: d3959920_outdoor_games
source_ids: ["d3959920_outdoor_games"]
chunk_key: d3959920_outdoor_games.part04
created_at: 2026-05-29 18:59:41
updated_at: 2026-05-29 18:59:41
description:
From the word 'Go', each Scout must light a small fire, toast a round of bread, and then remove all traces of the fire. A time test for a Troop record.

rules:
At 'Go': each Scout lights a small fire, toasts a round of bread, then removes all traces of the fire. Timed for Troop record.

source_excerpt:
From word "Go" each Scout has to light a small fire and toast a round of bread and then remove all traces of the fire. Time test for Troop record.


name: Hot Dog Race
category: retete
subcategory: campfire cooking
content_type: activitate
source_file: Outdoor Games.pdf
source_files: ["Outdoor Games.pdf"]
page_reference: page 61
materials_category: campfire and food
materials_list: flour, sausage meat, mug, green sticks
skills_developed: fire lighting, campfire cooking, teamwork
difficulty_level: mediu
keywords: sausage roll, hot dog, campfire, cooking
tags: ["camp", "cooking", "patrol competition"]
language: en
normalized_name: hot dog race
extraction_confidence: high
source_id: d3959920_outdoor_games
source_ids: ["d3959920_outdoor_games"]
chunk_key: d3959920_outdoor_games.part04
created_at: 2026-05-29 18:59:41
updated_at: 2026-05-29 18:59:41
description:
From the word 'Go', each Patrol lights a fire and, using only a mug and green sticks (no other utensils), makes and cooks a sausage roll for each member of the Patrol. All traces of the fire must be removed. Each Patrol is given flour and sausage meat. Each cook must eat their own hot dog after it has been passed by the judge.

rules:
Patrol event. Equipment: mug, green sticks, flour, sausage meat. Light fire; make and cook a sausage roll for each member using only mug and green sticks. Remove all traces of fire. Judge passes each sausage roll. Each cook eats their own hot dog.

source_excerpt:
From word "Go" each Patrol to light a fire and, without using any utensils excepting a mug and green sticks, has to make and cook a sausage roll for each member of the Patrol; all traces of the fire must be removed.


name: Mafeking
category: jocuri-cercetasesti
subcategory: night game, raid
content_type: joc
source_file: Outdoor Games.pdf
source_files: ["Outdoor Games.pdf"]
page_reference: page 61
materials_category: improvised
materials_list: ropes or rags
skills_developed: stealth, strategy, teamwork
difficulty_level: usor
keywords: mafeking, raid, dark, mound
tags: ["outdoor", "night game", "team game"]
language: en
normalized_name: mafeking
extraction_confidence: high
source_id: d3959920_outdoor_games
source_ids: ["d3959920_outdoor_games"]
chunk_key: d3959920_outdoor_games.part04
created_at: 2026-05-29 18:59:41
updated_at: 2026-05-29 18:59:41
description:
A team game where ropes, rags, or similar objects are placed on top of a small mound and defended by one side. The other side tries to grab one item per person and tie them to a nearby fence. Best played in the dark. Sides swap after a time limit.

rules:
Ropes/rags placed on top of small mound, defended by one team. Other team tries to take one item per person and tie it to a fence nearby. Swap sides after a time limit. Best played in the dark.

source_excerpt:
A number of ropes, rags or what not are placed on the top of a small mound and defended by one side. The other side try to get them (one per man) and tie them to some fence nearby. Best played in the dark.


name: The Airplane
category: altele
subcategory: skit
content_type: activitate
source_file: big-book-of-skits.pdf
source_files: ["big-book-of-skits.pdf"]
page_reference: page 8
skills_developed: acting, improvisation
difficulty_level: usor
keywords: airplane, skit, campfire
tags: ["skit", "campfire", "scouts"]
language: en
normalized_name: the airplane
extraction_confidence: high
source_id: d3fe281d_big_book_of_skits
source_ids: ["d3fe281d_big_book_of_skits"]
chunk_key: d3fe281d_big_book_of_skits.part01
created_at: 2026-05-29 18:59:41
updated_at: 2026-05-29 18:59:41
description:
A skit where scouts act as pilots and engines of an airliner. Engines fail one by one causing increasingly late arrivals, until all four fail and the radioman jokes they may be up all day.

rules:
7 scouts act as pilot, co-pilot, radioman, and four engine scouts on the wings. Each engine failure is announced with increasing panic; the radioman radios the tower each time. When the final engine fails, the radioman delivers the punchline.

source_excerpt:
The pilot announces to co-pilot that engine one has failed. Engine one (ham this up) sputters, makes noise and dies, Co-pilot instructs radioman to inform tower and tell them they will be arriving 15 minutes late


name: Airplane Short Runway
category: altele
subcategory: skit
content_type: activitate
source_file: big-book-of-skits.pdf
source_files: ["big-book-of-skits.pdf"]
page_reference: page 8
source_excerpt: Pilot: Boy that was a short runway ! Co-Pilot: (Looking right, then left) Yep, and wide too !
materials_list: compass, seating
skills_developed: acting, improvisation
difficulty_level: usor
keywords: airplane, skit, campfire
tags: ["skit", "campfire", "scouts"]
language: en
normalized_name: airplane short runway
extraction_confidence: high
source_id: d3fe281d_big_book_of_skits
source_ids: ["d3fe281d_big_book_of_skits"]
chunk_key: d3fe281d_big_book_of_skits.part01
created_at: 2026-05-29 18:59:41
updated_at: 2026-05-29 18:59:41
description:
A skit set on a low-budget airline where pilot and co-pilot navigate by compass and guesswork, landing on a short but very wide runway as the punchline.

rules:
Cast: 2 scouts (pilot and co-pilot) plus optional passengers. Seating and compass prop required. Dialogue follows a scripted exchange with increasing panic until landing, ending with the joke about the runway being short but wide.


name: American Folk Tale Skit
category: altele
subcategory: skit
content_type: activitate
source_file: big-book-of-skits.pdf
source_files: ["big-book-of-skits.pdf"]
page_reference: pages 8-9
materials_list: ice cream cone (prop)
skills_developed: acting, storytelling
difficulty_level: mediu
keywords: folk tale, skit, campfire, cub scouts
tags: ["skit", "campfire", "cub scouts"]
language: en
normalized_name: american folk tale skit
extraction_confidence: high
source_id: d3fe281d_big_book_of_skits
source_ids: ["d3fe281d_big_book_of_skits"]
chunk_key: d3fe281d_big_book_of_skits.part01
created_at: 2026-05-29 18:59:41
updated_at: 2026-05-29 18:59:41
description:
A narrator introduces American folk characters (burro express rider, Rip Van Winkle, a chef) with humorous twists, including punny references to Cub Scouts.

rules:
A narrator introduces each character who enters with a brief comedic exchange. Characters include a rider with a fast burro, Rip Van Winkle kept awake by Cubs, and a chef looking for a lost Italian mine with great pizza.

source_excerpt:
Narrator: America's history is full of colorful characters. I'm sure you've heard of many that you couldn't even begin to count them.


name: The Ants
category: altele
subcategory: skit
content_type: activitate
source_file: big-book-of-skits.pdf
source_files: ["big-book-of-skits.pdf"]
page_reference: page 9
source_excerpt: 6th Cub: (Drops his sack) Oh, no! 5th Cub: What's wrong? 6th Cub: I brought the ants!!
materials_list: paper sacks
skills_developed: acting
difficulty_level: usor
keywords: picnic, ants, skit, cub scouts
tags: ["skit", "campfire", "cub scouts"]
language: en
normalized_name: the ants
extraction_confidence: high
source_id: d3fe281d_big_book_of_skits
source_ids: ["d3fe281d_big_book_of_skits"]
chunk_key: d3fe281d_big_book_of_skits.part01
created_at: 2026-05-29 18:59:41
updated_at: 2026-05-29 18:59:41
description:
A skit where Cub Scouts plan a backyard picnic and each brings a contribution, but one accidentally brings ants instead of the promised special item.

rules:
Characters: 6 to 8 Cub Scouts. Props: Paper sacks. Each scout announces what they brought; the last drops his bag revealing he brought ants as his 'something special'.


name: The Great Aug
category: altele
subcategory: skit
content_type: activitate
source_file: big-book-of-skits.pdf
source_files: ["big-book-of-skits.pdf"]
page_reference: pages 9-10
materials_list: pencils (prop)
skills_developed: acting, memory
difficulty_level: usor
keywords: pencils, skit, campfire
tags: ["skit", "campfire"]
language: en
normalized_name: the great aug
extraction_confidence: high
source_id: d3fe281d_big_book_of_skits
source_ids: ["d3fe281d_big_book_of_skits"]
chunk_key: d3fe281d_big_book_of_skits.part01
created_at: 2026-05-29 18:59:41
updated_at: 2026-05-29 18:59:41
description:
A skit where an important guy tries to teach Aug to sell pencils with a simple script, but Aug only repeats fragments; when confronted by a hostile stranger, Aug's literal responses to the script lead to him getting punched.

rules:
Two-person skit: Important Guy coaches Aug on selling pencils (prices: $2, $5, $10) and a sales line. Aug can only parrot phrases. A Man on Street confronts Aug; Aug's rote responses lead to the punchline and the man punching him.

source_excerpt:
Man on street: "Hey, you're a real jerk! How many people have you done this to?" Aug: "Two, Five, Ten!"


name: The Babies & Dads
category: altele
subcategory: skit
content_type: activitate
source_file: big-book-of-skits.pdf
source_files: ["big-book-of-skits.pdf"]
page_reference: page 10
skills_developed: acting
difficulty_level: usor
keywords: hospital, skit, campfire
tags: ["skit", "campfire"]
language: en
normalized_name: the babies & dads
extraction_confidence: high
source_id: d3fe281d_big_book_of_skits
source_ids: ["d3fe281d_big_book_of_skits"]
chunk_key: d3fe281d_big_book_of_skits.part01
created_at: 2026-05-29 18:59:41
updated_at: 2026-05-29 18:59:41
description:
A short skit in a hospital where a doctor announces births to three fathers, with the number of babies matching the fathers' hometowns, until the third father faints at the punchline about Thousand Islands.

rules:
Cast: Doctor, three Dads. Setting: Hospital. Each dad's hometown matches the number of babies. The third dad faints before the doctor even announces the birth because he comes from Thousand Islands.

source_excerpt:
Doctor: Mr. Smart -- what's wrong? Your wife hasn't even given birth yet! Smart: I come from Thousand Islands!


name: Backpacking
category: altele
subcategory: skit
content_type: activitate
source_file: big-book-of-skits.pdf
source_files: ["big-book-of-skits.pdf"]
page_reference: page 10
materials_list: sleeping bags
skills_developed: acting
difficulty_level: usor
keywords: camping, skit, campfire
tags: ["skit", "campfire"]
language: en
normalized_name: backpacking
extraction_confidence: high
source_id: d3fe281d_big_book_of_skits
source_ids: ["d3fe281d_big_book_of_skits"]
chunk_key: d3fe281d_big_book_of_skits.part01
created_at: 2026-05-29 18:59:41
updated_at: 2026-05-29 18:59:41
description:
A skit where two scouts are sleeping and bikers repeatedly beat up one scout. His friend keeps dismissing it as a dream, until they switch places — and the bikers go after the same bag again, then target the other scout.

rules:
Two scouts lie on sleeping bags. Two other scouts act as bikers. Bikers beat up the same scout three times. On the third time, the friends switch places, but the bikers still go to the same bag then change targets to the other scout.

source_excerpt:
The guy who gets beat up turns to his buddy and tells him what happened again. This time his friend says, "Fine, if it will make you feel better, I'll switch places with you."


name: A Bad Turn
category: jocuri-cercetasesti
subcategory: skit
content_type: activitate
source_file: big-book-of-skits.pdf
source_files: ["big-book-of-skits.pdf"]
page_reference: page 10
materials_list: small frying pan, pancake prop
skills_developed: acting
difficulty_level: usor
keywords: good turn, skit, cub scouts
tags: ["skit", "campfire", "cub scouts"]
language: en
normalized_name: a bad turn
extraction_confidence: high
source_id: d3fe281d_big_book_of_skits
source_ids: ["d3fe281d_big_book_of_skits"]
chunk_key: d3fe281d_big_book_of_skits.part01
created_at: 2026-05-29 18:59:41
updated_at: 2026-05-29 18:59:41
description:
A skit where Akela questions each Cub Scout about doing good turns; the last cub flips a pancake to show his good turn, then admits to leaving a mess in the kitchen.

rules:
Akela questions each Cub who claims to have tried a good turn. The last cub enters with a frying pan and flips a pancake demonstrating a 'good turn', but reveals the kitchen is a mess.

source_excerpt:
Last Cub: (carrying a small frying pan with a "pancake" in it) I did a good turn! (flips pancake over and catches it in pan). But you should see the mess in the kitchen!


name: The Baseball Game
category: altele
subcategory: skit
content_type: activitate
source_file: big-book-of-skits.pdf
source_files: ["big-book-of-skits.pdf"]
page_reference: page 11
source_excerpt: His warning comes too late, as water cascades over the sheet onto the Batter.
materials_list: sheet/backdrop, flashlight, bucket of water, baseball bat, baseball glove
skills_developed: acting, teamwork
difficulty_level: mediu
keywords: baseball, skit, campfire, water
tags: ["skit", "campfire", "water prank"]
language: en
normalized_name: the baseball game
extraction_confidence: high
source_id: d3fe281d_big_book_of_skits
source_ids: ["d3fe281d_big_book_of_skits"]
chunk_key: d3fe281d_big_book_of_skits.part01
created_at: 2026-05-29 18:59:41
updated_at: 2026-05-29 18:59:41
description:
A campfire skit using a flashlight behind a sheet to simulate pitches and a hidden bucket of water for a surprise 'spitball' finale that soaks the volunteer batter.

rules:
Requires Announcer, Pitcher, and volunteer Batters. Two scouts hide behind a sheet — one with flashlight (ball), one with bucket of water. The flashlight simulates pitches; batters try to hit. After several pitches, the Scapegoat is chosen for the 'Secret Pitch' — a spitball that releases water over the sheet.


name: Bear Hunt
variations: A variation on A Talking Martian! and Saloon.
category: altele
subcategory: skit
content_type: activitate
source_file: big-book-of-skits.pdf
source_files: ["big-book-of-skits.pdf"]
page_reference: page 11
skills_developed: acting
difficulty_level: usor
keywords: bear, hunting, skit, campfire
tags: ["skit", "campfire"]
language: en
normalized_name: bear hunt
extraction_confidence: high
source_id: d3fe281d_big_book_of_skits
source_ids: ["d3fe281d_big_book_of_skits"]
chunk_key: d3fe281d_big_book_of_skits.part01
created_at: 2026-05-29 18:59:41
updated_at: 2026-05-29 18:59:41
description:
A skit where two hunters argue over who owns a bear one of them shot, until the bear rises and frightens them both away.

rules:
Cast: Bear, two hunters. Setting: The woods. One hunter shoots the bear. Both argue over ownership. The bear rises and growls, scaring both hunters away.

source_excerpt:
The two continue arguing when all of a sudden, the bear rises, growls, and frightens the two hunters away.


name: The Root Beer Commercial
category: altele
subcategory: skit
content_type: activitate
source_file: big-book-of-skits.pdf
source_files: ["big-book-of-skits.pdf"]
page_reference: page 12
skills_developed: acting, improvisation
difficulty_level: mediu
keywords: commercial, skit, campfire, film
tags: ["skit", "campfire"]
language: en
normalized_name: the root beer commercial
extraction_confidence: high
source_id: d3fe281d_big_book_of_skits
source_ids: ["d3fe281d_big_book_of_skits"]
chunk_key: d3fe281d_big_book_of_skits.part01
created_at: 2026-05-29 18:59:41
updated_at: 2026-05-29 18:59:41
description:
A skit in a film studio where a director tries to get an actor to film a Scout Root Beer commercial but keeps interrupting. The cameraman keeps trying to interrupt throughout; at the end it's revealed there was no film in the camera.

rules:
Cast: Actor(s), Director, Cameraman. The director repeatedly interrupts the actor's commercial take, demanding changes. The cameraman tries to interrupt but is always cut off. The final punchline: 'We don't have any film!'

source_excerpt:
Director: Cut! And Print! That was fantastic! Let's get out of here! Cameraman: But Sir! We don't have any film!


name: Bell Ringer #2
category: altele
subcategory: skit
content_type: activitate
source_file: big-book-of-skits.pdf
source_files: ["big-book-of-skits.pdf"]
page_reference: page 13
source_excerpt: Hunchback: No, but he's a dead ringer for the guy who was here yesterday !
materials_list: coat with padding, hat or nightstick
skills_developed: acting
difficulty_level: usor
keywords: bell ringer, skit, campfire, sequel
tags: ["skit", "campfire"]
language: en
normalized_name: bell ringer #2
extraction_confidence: high
source_id: d3fe281d_big_book_of_skits
source_ids: ["d3fe281d_big_book_of_skits"]
chunk_key: d3fe281d_big_book_of_skits.part01
created_at: 2026-05-29 18:59:41
updated_at: 2026-05-29 18:59:41
description:
A sequel to Bell Ringer #1, done the next night with the same script but a different applicant who claims to be the twin brother of the previous one. The punchline changes to 'he's a dead ringer for the guy who was here yesterday.'

rules:
To be done the night after Bell Ringer #1. Same dialogue as #1 except the applicant says he is the twin brother of yesterday's applicant. The ending punchline changes accordingly.


name: Bell Ringer #3
category: altele
subcategory: skit
content_type: activitate
source_file: big-book-of-skits.pdf
source_files: ["big-book-of-skits.pdf"]
page_reference: page 13
materials_list: rain slickers, blanket
skills_developed: acting
difficulty_level: usor
keywords: bell ringer, skit, campfire, sequel
tags: ["skit", "campfire"]
language: en
normalized_name: bell ringer #3
extraction_confidence: high
source_id: d3fe281d_big_book_of_skits
source_ids: ["d3fe281d_big_book_of_skits"]
chunk_key: d3fe281d_big_book_of_skits.part01
created_at: 2026-05-29 18:59:41
updated_at: 2026-05-29 18:59:41
description:
A third Bell Ringer skit to be used only after #1 and #2. Two players in rain slickers hold a blanket like a jumping net and patrol the area because the last two nights someone jumped from the bell tower.

rules:
To be used ONLY when Bell Ringer #1 and #2 have been used. Props: Rain slickers, blanket, Gendarme gear. Two players enter carrying blanket as a safety net. Gendarme asks what they're doing; they explain they came to catch whoever jumped the last two nights.

source_excerpt:
Fireman #1: Well, the last two nights some guy has jumped out of that bell tower, and we came to catch him !


name: Be Prepared
category: jocuri-cercetasesti
subcategory: skit
content_type: activitate
source_file: big-book-of-skits.pdf
source_files: ["big-book-of-skits.pdf"]
page_reference: page 13
materials_list: loud horn or noisemaker
skills_developed: acting
difficulty_level: usor
keywords: be prepared, scouts, skit, campfire
tags: ["skit", "campfire", "scouts"]
language: en
normalized_name: be prepared
extraction_confidence: high
source_id: d3fe281d_big_book_of_skits
source_ids: ["d3fe281d_big_book_of_skits"]
chunk_key: d3fe281d_big_book_of_skits.part01
created_at: 2026-05-29 18:59:41
updated_at: 2026-05-29 18:59:41
description:
A short skit where four scouts come out one by one, stand at attention, salute and say 'BE PREPARED'. When a loud horn or explosion goes off behind the audience, they all say 'WE TOLD YOU TO BE PREPARED.'

rules:
Four scouts enter one at a time to center stage, salute, and say 'BE PREPARED.' When all four are lined up, a loud motor horn or explosion sounds behind the audience. All scouts say 'WE TOLD YOU TO BE PREPARED.'

source_excerpt:
First scout walks to center of stage, stands to attention, salutes and says, "BE PREPARED." This is repeated by three other scouts.


name: The Best Spitter In The World
category: altele
subcategory: skit
content_type: activitate
source_file: big-book-of-skits.pdf
source_files: ["big-book-of-skits.pdf"]
page_reference: page 13
source_excerpt: The Catcher turns and throws the water into the crowd.
materials_list: can of water
skills_developed: acting, audience engagement
difficulty_level: mediu
keywords: spitting, skit, campfire, water prank
tags: ["skit", "campfire", "water prank"]
language: en
normalized_name: the best spitter in the world
extraction_confidence: high
source_id: d3fe281d_big_book_of_skits
source_ids: ["d3fe281d_big_book_of_skits"]
chunk_key: d3fe281d_big_book_of_skits.part01
created_at: 2026-05-29 18:59:41
updated_at: 2026-05-29 18:59:41
description:
A skit where a scout boasts he can spit farther than anyone. After demonstrations of increasing distance, he claims he can spit around the world; the catcher then throws water at the crowd.

rules:
Key role: Catcher with a can of water (hidden from audience), simulating spit landing by tapping can. A scout proclaims himself best spitter. Planted scouts in audience challenge him. Escalating distances demonstrated. Final 'spit around the world' culminates in catcher throwing water at audience.


name: The Better Thief
category: altele
subcategory: skit
content_type: activitate
source_file: big-book-of-skits.pdf
source_files: ["big-book-of-skits.pdf"]
page_reference: pages 13-14
materials_list: wallet, watch, glasses, pair of shorts
skills_developed: acting, sleight of hand
difficulty_level: mediu
keywords: thief, skit, campfire
tags: ["skit", "campfire"]
language: en
normalized_name: the better thief
extraction_confidence: high
source_id: d3fe281d_big_book_of_skits
source_ids: ["d3fe281d_big_book_of_skits"]
chunk_key: d3fe281d_big_book_of_skits.part01
created_at: 2026-05-29 18:59:41
updated_at: 2026-05-29 18:59:41
description:
Two scouts argue about who is the better thief, hold a contest walking past each other and stealing items, until one produces the other's wallet — but the other reveals he stole his underwear.

rules:
Two scouts both claim to be the better thief. They challenge each other to a contest: walk past each other three times and steal the best item. On the third pass, one reveals he has the other's wallet; the other waves a pair of shorts he stole.

source_excerpt:
The second Scout looks around nervously then says, "You've got my wallet, well in that case you would win, but ... I've got you're underwear!" And waves a pair of shorts in the air.


name: Big Itch
category: altele
subcategory: skit
content_type: activitate
source_file: big-book-of-skits.pdf
source_files: ["big-book-of-skits.pdf"]
page_reference: page 14
source_excerpt: Guy: (Sitting on bench again) Works all the time!
materials_list: park bench
skills_developed: acting, physical comedy
difficulty_level: usor
keywords: itch, park bench, skit, campfire
tags: ["skit", "campfire"]
language: en
normalized_name: big itch
extraction_confidence: high
source_id: d3fe281d_big_book_of_skits
source_ids: ["d3fe281d_big_book_of_skits"]
chunk_key: d3fe281d_big_book_of_skits.part01
created_at: 2026-05-29 18:59:41
updated_at: 2026-05-29 18:59:41
description:
A man waiting on a park bench is progressively pushed off by lunchers who crowd him out. After falling off, he scratches himself dramatically; the lunchers catch his 'itch' and hurriedly leave, letting him reclaim the bench.

rules:
Cast: Guy, 4 Lunchers. Setting: Park Bench. Lunchers arrive one by one, pushing Guy further until he falls off. He scratches increasingly; lunchers catch the scratching behavior and flee. Guy reclaims bench with the line 'Works all the time!'


name: The Bigger Jerk
category: altele
subcategory: skit
content_type: activitate
source_file: big-book-of-skits.pdf
source_files: ["big-book-of-skits.pdf"]
page_reference: page 14
source_excerpt: I guess it just needed a bigger jerk!
materials_list: log or imaginary mower
skills_developed: acting
difficulty_level: usor
keywords: lawn mower, skit, campfire
tags: ["skit", "campfire", "one-person"]
language: en
normalized_name: the bigger jerk
extraction_confidence: high
source_id: d3fe281d_big_book_of_skits
source_ids: ["d3fe281d_big_book_of_skits"]
chunk_key: d3fe281d_big_book_of_skits.part01
created_at: 2026-05-29 18:59:41
updated_at: 2026-05-29 18:59:41
description:
A one-person skit where someone struggles to start an old lawn mower, enlists a volunteer to help (no success), then gets a victim from the audience — and on the first try the mower starts. The punchline: 'I guess it just needed a bigger jerk!'

rules:
Cast: 1 Person, mower prop (log or imaginary), Volunteer, Victim. Person lugs heavy old mower, tries to start it repeatedly with no success. Gets a volunteer — still fails. Gets victim who starts it on first try, prompting the punchline.


name: The Biggest Turkey
category: altele
subcategory: skit
content_type: activitate
source_file: big-book-of-skits.pdf
source_files: ["big-book-of-skits.pdf"]
page_reference: pages 14-15
materials_list: box, regular spoon, serving spoon, stick, log, paper, book, rubber chicken, cue card
skills_developed: acting
difficulty_level: mediu
keywords: enlarging machine, skit, campfire
tags: ["skit", "campfire", "audience participation"]
language: en
normalized_name: the biggest turkey
extraction_confidence: high
source_id: d3fe281d_big_book_of_skits
source_ids: ["d3fe281d_big_book_of_skits"]
chunk_key: d3fe281d_big_book_of_skits.part01
created_at: 2026-05-29 18:59:41
updated_at: 2026-05-29 18:59:41
description:
An announcer uses an 'enlarging machine' to demonstrate enlarging objects (spoon, stick, paper, chicken) with a volunteer, culminating in a cue card from the machine declaring the biggest turkey is right there — pointing to the volunteer.

rules:
Cast: Person in Box (the machine), Announcer, Victim, and props. Victim puts items into the machine and larger versions come out. Final item is a rubber chicken; instead of a turkey, a cue card comes out saying the biggest turkey is right there. Alternate ending: machine is washed and a large bucket of water hits the operator.

variations:
Alternate ending: operator complains machine is slow and washes it with a small cup of water, then a large bucket of water hits him.

source_excerpt:
Finally, chicken is put in, and say you expect a turkey to come out. But cue card comes out.) This is amazing! The machine says that the biggest turkey of them all is right here!


name: Black Bart
variations: Several Black Bart skits exist with varying anticlimactic endings.
category: altele
subcategory: skit
content_type: activitate
source_file: big-book-of-skits.pdf
source_files: ["big-book-of-skits.pdf"]
page_reference: page 15
skills_developed: acting
difficulty_level: usor
keywords: black bart, skit, campfire
tags: ["skit", "campfire"]
language: en
normalized_name: black bart
extraction_confidence: high
source_id: d3fe281d_big_book_of_skits
source_ids: ["d3fe281d_big_book_of_skits"]
chunk_key: d3fe281d_big_book_of_skits.part01
created_at: 2026-05-29 18:59:41
updated_at: 2026-05-29 18:59:41
description:
A skit revolving around a hero chasing Black Bart. After building tension as BB is cornered, the confrontation is destroyed by a completely anticlimactic punchline about ping pong or sharing a room.

rules:
Hero chases Black Bart who is cornered. Tension builds face-to-face. The punchline deflates the drama: e.g. 'You get the ping pong ball and I'll get the paddles and I'll meet you in five minutes.' or 'Oh, all right, Black Bart, you use that one and I'll use the one upstairs.'

source_excerpt:
There are several Black Bart skits, all revolving around the basic plot of the hero chasing Black Bart. The hero and BB come face to face.


name: The Blanket Tossing Team
category: altele
subcategory: skit
content_type: activitate
source_file: big-book-of-skits.pdf
source_files: ["big-book-of-skits.pdf"]
page_reference: page 15
skills_developed: acting, teamwork, coordination
difficulty_level: mediu
keywords: blanket tossing, skit, campfire
tags: ["skit", "campfire"]
language: en
normalized_name: the blanket tossing team
extraction_confidence: high
source_id: d3fe281d_big_book_of_skits
source_ids: ["d3fe281d_big_book_of_skits"]
chunk_key: d3fe281d_big_book_of_skits.part01
created_at: 2026-05-29 18:59:41
updated_at: 2026-05-29 18:59:41
description:
Six performers mime an Olympic blanket tossing team, tossing an invisible man (Bruce) in an invisible blanket. Each toss goes higher and higher until Bruce is lost in the sky. Later, in the middle of another skit, the team runs back to catch Bruce as he finally comes down.

rules:
Six guys form a circle around an invisible blanket with invisible Bruce in the middle. They toss him in sync, each time higher. After a mighty final toss, they lose track of Bruce and leave. Later — ideally mid-awards — they rush back and catch Bruce for a final cheer.

source_excerpt:
"What? What's that you say, Bruce?" pause "Audience, you are in luck! Bruce wants to go for the world record blanket toss! Ready team? One! Two! Thu-reee!!!"


name: Blindfold
category: altele
subcategory: skit
content_type: activitate
source_file: big-book-of-skits.pdf
source_files: ["big-book-of-skits.pdf"]
page_reference: page 15
materials_list: blindfolds
skills_developed: acting
difficulty_level: usor
keywords: blindfold, skit, campfire
tags: ["skit", "campfire", "audience participation"]
language: en
normalized_name: blindfold
extraction_confidence: high
source_id: d3fe281d_big_book_of_skits
source_ids: ["d3fe281d_big_book_of_skits"]
chunk_key: d3fe281d_big_book_of_skits.part01
created_at: 2026-05-29 18:59:41
updated_at: 2026-05-29 18:59:41
description:
Three or four volunteers are blindfolded and told to take off anything they have on. The smart ones remove the blindfold first; others keep removing items. The blindfold is removed before anything indecent happens.

rules:
Recruit 3-4 volunteers and blindfold each one. Instruct them to take off anything they have on. Continue removing items one at a time until it borders on indecency. Then remove the blindfold and let them in on the joke.

source_excerpt:
Recruit three or four volunteers and blindfold each one. Have the volunteers stand in front of the audience and instruct them to take off anything they have on.


name: Bonfire
category: altele
subcategory: skit
content_type: activitate
source_file: big-book-of-skits.pdf
source_files: ["big-book-of-skits.pdf"]
page_reference: page 15
materials_list: buckets of water
skills_developed: acting
difficulty_level: usor
keywords: campfire, bonfire, skit, water prank
tags: ["skit", "campfire", "water prank", "audience participation"]
language: en
normalized_name: bonfire
extraction_confidence: high
source_id: d3fe281d_big_book_of_skits
source_ids: ["d3fe281d_big_book_of_skits"]
chunk_key: d3fe281d_big_book_of_skits.part01
created_at: 2026-05-29 18:59:41
updated_at: 2026-05-29 18:59:41
description:
A leader explains how to lay a campfire using audience volunteers as pieces of wood (tinder, kindling, logs). When the leader strikes a match, accomplices shout it's on fire and douse the 'fire' (the volunteers) with buckets of water.

rules:
Leader explains campfire-building with volunteers representing wood: some bunched in center as tinder, others as kindling, largest stacked on top as logs. Leader strikes a match; accomplices yell 'ON FIRE' and throw several buckets of water on them.

source_excerpt:
The leader then says that the fire is ready to light, strikes a match, whereupon, several accomplices yell out that its ON FIRE and dash several buckets of water on the fire.


name: Border Crossing
variations: A variation on The Ghost of Midnight and The Ghost With One Black Eye.
category: altele
subcategory: skit
content_type: activitate
source_file: big-book-of-skits.pdf
source_files: ["big-book-of-skits.pdf"]
page_reference: pages 15-16
materials_list: 2 brooms
skills_developed: acting
difficulty_level: usor
keywords: border, skit, campfire
tags: ["skit", "campfire"]
language: en
normalized_name: border crossing
extraction_confidence: high
source_id: d3fe281d_big_book_of_skits
source_ids: ["d3fe281d_big_book_of_skits"]
chunk_key: d3fe281d_big_book_of_skits.part01
created_at: 2026-05-29 18:59:41
updated_at: 2026-05-29 18:59:41
description:
A new border guard is given a broom as a gun and a pretend bayonet to stop crossers. Guards stop successively resistant crossers, until a crosser who can't be stopped produces a broom and shoots the guard himself.

rules:
Cast: Border Guard, Supervisor, Several Crossers, 2 Brooms. Supervisor gives guard a broom as fake gun and a pretend bayonet. Two crossers fail to stop and are 'shot' or 'stabbed.' Third crosser cannot be stopped by either method; he produces his own broom and shoots the guard.

source_excerpt:
Before boss answers, crosser points a broom at the guard and goes Bang! Bang! Bang! and the guard falls.


name: Brain Shop
category: altele
subcategory: skit
content_type: activitate
source_file: big-book-of-skits.pdf
source_files: ["big-book-of-skits.pdf"]
page_reference: page 16
source_excerpt: Shopkeeper: Well, it's never been used!
skills_developed: acting, improvisation
difficulty_level: mediu
keywords: brain, skit, campfire
tags: ["skit", "campfire"]
language: en
normalized_name: brain shop
extraction_confidence: high
source_id: d3fe281d_big_book_of_skits
source_ids: ["d3fe281d_big_book_of_skits"]
chunk_key: d3fe281d_big_book_of_skits.part01
created_at: 2026-05-29 18:59:41
updated_at: 2026-05-29 18:59:41
description:
A customer visits a brain shop to buy a new brain. The shopkeeper offers famous-person brains ($5000 each), but the customer finds them too famous. The most expensive brain ($15000) turns out to be from an unknown local leader — and has never been used.

rules:
Cast: Customer, Shopkeeper. Customer tries brains from Billy Crystal, Captain Kirk, Ronald Reagan (all $5000). The customer doesn't like them. The shopkeeper offers the basement brain ($15000) — from a local notable — and the punchline is it's never been used.


name: Brain Transplant
category: altele
subcategory: skit
content_type: activitate
source_file: big-book-of-skits.pdf
source_files: ["big-book-of-skits.pdf"]
page_reference: page 16
materials_list: cans (as brain containers)
skills_developed: acting
difficulty_level: usor
keywords: brain transplant, skit, campfire
tags: ["skit", "campfire"]
language: en
normalized_name: brain transplant
extraction_confidence: high
source_id: d3fe281d_big_book_of_skits
source_ids: ["d3fe281d_big_book_of_skits"]
chunk_key: d3fe281d_big_book_of_skits.part01
created_at: 2026-05-29 18:59:41
updated_at: 2026-05-29 18:59:41
description:
A group scout visits a laboratory offering brain transplants and sees a selection of brains priced by profession. The most expensive ($20,000) is from a camp director or leader — explained as never having been used.

rules:
Scouts visit a lab. Doctor shows brains in cans at increasing prices: peddler $500, policeman $1000, teacher $1500, up to physicist $5000. Then a container at $20,000 is revealed as the brain of the camp director/leader, explained as never used.

source_excerpt:
The doctor explains "It is the brain from ____________ (DE Camp Director or Leader) and has never been used!


name: The Briefcase
category: altele
subcategory: skit
content_type: activitate
source_file: big-book-of-skits.pdf
source_files: ["big-book-of-skits.pdf"]
page_reference: page 17
materials_list: briefcase, step ladder
skills_developed: acting, wordplay
difficulty_level: usor
keywords: briefcase, skit, campfire, wordplay
tags: ["skit", "campfire"]
language: en
normalized_name: the briefcase
extraction_confidence: high
source_id: d3fe281d_big_book_of_skits
source_ids: ["d3fe281d_big_book_of_skits"]
chunk_key: d3fe281d_big_book_of_skits.part01
created_at: 2026-05-29 18:59:41
updated_at: 2026-05-29 18:59:41
description:
A person is reciting a long story and is interrupted multiple times by a second person doing puns on court terms: 'taking my case to court,' 'to a higher court,' 'I rest my case,' and finally 'I lost my case.'

rules:
Person 2 needs a briefcase and a step ladder. Interrupts storyteller four times: (1) carrying briefcase to 'court'; (2) with step ladder to 'higher court'; (3) places briefcase on storyteller's hands — 'I rest my case'; (4) enters without case — 'I lost my case.'

source_excerpt:
1. Person 2 walks on with a briefcase. First person asks him what he's doing. Reply: "I'm taking my case to court".


name: The Briefcase
category: altele
subcategory: skit
content_type: activitate
source_file: big-book-of-skits.pdf
source_files: ["big-book-of-skits.pdf"]
page_reference: page 17
materials_category: props
materials_list: briefcase, step ladder
skills_developed: acting, humor
difficulty_level: usor
keywords: skit, campfire, puns, comedy
tags: ["skit", "campfire", "comedy"]
language: en
normalized_name: the briefcase
extraction_confidence: high
source_id: d3fe281d_big_book_of_skits
source_ids: ["d3fe281d_big_book_of_skits"]
chunk_key: d3fe281d_big_book_of_skits.part02
created_at: 2026-05-29 18:59:41
updated_at: 2026-05-29 18:59:41
description:
A comedy skit where a second person repeatedly interrupts a story teller with a series of puns involving a briefcase: taking the case to court, to a higher court (with a ladder), resting the case, and finally losing the case.

rules:
Person 2 enters with a briefcase and replies 'I'm taking my case to court'. Returns with step ladder: 'I'm taking my case to a higher court'. Places story teller's hands in front of him and puts case on them: 'I rest my case'. Final entry without a case: 'I lost my case'.

source_excerpt:
Person 2 walks on with a briefcase. First person asks him what he's doing. Reply: "I'm taking my case to court". Walks off.


name: A Brotherhood of Scouting
category: cantece-ceremonii
subcategory: ceremony skit
content_type: ceremonie
source_file: big-book-of-skits.pdf
source_files: ["big-book-of-skits.pdf"]
page_reference: pages 17-18
materials_list: staff, index cards, small flashlight
skills_developed: reflection, storytelling, ceremony
difficulty_level: mediu
keywords: brotherhood, scouting, ceremony, campfire, spirits
tags: ["skit", "campfire", "ceremony", "scouts", "meaningful"]
language: en
normalized_name: a brotherhood of scouting
extraction_confidence: high
source_id: d3fe281d_big_book_of_skits
source_ids: ["d3fe281d_big_book_of_skits"]
chunk_key: d3fe281d_big_book_of_skits.part01
created_at: 2026-05-29 18:59:41
updated_at: 2026-05-29 18:59:41
description:
A reflective skit for older scouts and leaders. An Old Man walks around a campfire lamenting he will die alone. Spirits of each Scouting section (Beaver, Wolf Cub, Scout, Adventure, Rover) call out from darkness, evoking specific memories. As the Old Man dies, all Spirits converge saying no one who grew up with Scouting is ever alone.

rules:
6 people required (can double up). Old Man shuffles around campfire; Spirits are spaced outside circle. Each Spirit speaks after a 2-3 second silence when the Old Man stares into the fire. Memories should be specific to the audience. Spirits walk into the circle as the Old Man dies and deliver the final message.

source_excerpt:
"We are the brotherhood of Scouting". <Each section says its name in order - BEAVERS, CUBS, SCOUTS, VENTURERS, ROVERS.> "If you grow up with Scouting you are NEVER alone."


name: A Brotherhood of Scouting
category: cantece-ceremonii
subcategory: skit
content_type: ceremonie
source_file: big-book-of-skits.pdf
source_files: ["big-book-of-skits.pdf"]
page_reference: pages 17-18
materials_category: props
materials_list: staff, index cards, small flashlight
skills_developed: acting, public speaking, scouting values
difficulty_level: mediu
keywords: brotherhood, scouting, campfire, ceremony, spirits
tags: ["skit", "campfire", "ceremony", "brotherhood"]
language: en
normalized_name: a brotherhood of scouting
extraction_confidence: high
source_id: d3fe281d_big_book_of_skits
source_ids: ["d3fe281d_big_book_of_skits"]
chunk_key: d3fe281d_big_book_of_skits.part02
created_at: 2026-05-29 18:59:41
updated_at: 2026-05-29 18:59:41
description:
A reflective campfire skit with a Brotherhood theme, suited to older Scouts and leaders. An Old Man shuffles around a campfire reflecting on his Scouting years, and Spirits of each Scouting section (Beaver, Wolf Cub, Scout, Venturer, Rover) appear from outside the circle to remind him he was never alone.

rules:
Six people needed: Old Man with Staff and five Spirits. Spirits are spaced outside the campfire circle. Old Man shuffles and speaks memories; Spirits respond from outside. Memories should be specific to the group for full impact.

source_excerpt:
This skit has a Brotherhood theme, and is well-suited to the older sections (Scouts and higher) and leaders, particularly in an all-sections campfire. It is best presented near the end of the campfire, when things are winding down.


name: The Bubble Gum on the Street
category: altele
subcategory: skit
content_type: activitate
source_file: big-book-of-skits.pdf
source_files: ["big-book-of-skits.pdf"]
page_reference: pages 18-19
source_excerpt: Kid: Ahh! There's my piece of gum! (Picks it up, pops it in his mouth and continues chewing.)
skills_developed: acting, physical comedy
difficulty_level: usor
keywords: bubble gum, skit, campfire
tags: ["skit", "campfire", "cub scouts"]
language: en
normalized_name: the bubble gum on the street
extraction_confidence: high
source_id: d3fe281d_big_book_of_skits
source_ids: ["d3fe281d_big_book_of_skits"]
chunk_key: d3fe281d_big_book_of_skits.part01
created_at: 2026-05-29 18:59:41
updated_at: 2026-05-29 18:59:41
description:
A kid blows a bubble that lands on the ground. Various passersby (dog, basketball player, car, jogger, old man) get stuck on or interact with the gum. The kid finally finds it and pops it back in his mouth.

rules:
Cast: Kid, Dog, Basketball Player, Car, Jogger, Old Man. Setting: City Street. Kid loses gum, exits. Each character enters and interacts with the stuck gum. Kid returns, finds it, picks it up and chews it again.


name: The Bubble Gum on the Street
category: altele
subcategory: skit
content_type: activitate
source_file: big-book-of-skits.pdf
source_files: ["big-book-of-skits.pdf"]
page_reference: page 17
source_excerpt: Kid: Ahh! There's my piece of gum! (Picks it up, pops it in his mouth and continues chewing.)
skills_developed: acting, pantomime
difficulty_level: usor
keywords: skit, pantomime, bubble gum, comedy
tags: ["skit", "campfire", "pantomime", "cubs"]
language: en
normalized_name: the bubble gum on the street
extraction_confidence: high
source_id: d3fe281d_big_book_of_skits
source_ids: ["d3fe281d_big_book_of_skits"]
chunk_key: d3fe281d_big_book_of_skits.part02
created_at: 2026-05-29 18:59:41
updated_at: 2026-05-29 18:59:41
description:
A pantomime skit where a kid loses bubble gum that then gets interacted with by various passersby (dog, basketball player, car, jogger, old man) in increasingly funny ways, before the kid finds it and pops it back in his mouth.

rules:
Cast: Kid, Dog, Basketball Player, Car, Jogger and Old Man. Setting is a city street. Kid blows bubble, it pops and lands. Various characters interact with the gum until the kid returns and puts it back in his mouth.


name: The Bubble Gum in the Studios
category: altele
subcategory: skit
content_type: activitate
source_file: big-book-of-skits.pdf
source_files: ["big-book-of-skits.pdf"]
page_reference: page 19
source_excerpt: Boy: Backstage! Announcer: Then why look here? Boy: The lighting is better here!
skills_developed: acting
difficulty_level: usor
keywords: bubble gum, skit, campfire, one-person
tags: ["skit", "campfire", "short", "two-person"]
language: en
normalized_name: the bubble gum in the studios
extraction_confidence: high
source_id: d3fe281d_big_book_of_skits
source_ids: ["d3fe281d_big_book_of_skits"]
chunk_key: d3fe281d_big_book_of_skits.part01
created_at: 2026-05-29 18:59:41
updated_at: 2026-05-29 18:59:41
description:
A quick 2-person skit: an announcer introduces a show, then a boy is found crawling on stage looking for his bubble gum. He lost it backstage but is looking where the lighting is better.

rules:
Cast: Announcer, Boy. Announcer introduces a show; Boy comes crawling on. Boy explains he's looking for bubble gum lost backstage but is searching on stage because 'the lighting is better here.'


name: The Bubble Gum in the Studios
category: altele
subcategory: skit
content_type: activitate
source_file: big-book-of-skits.pdf
source_files: ["big-book-of-skits.pdf"]
page_reference: page 17
source_excerpt: Announcer: Then why look here? Boy: The lighting is better here!
skills_developed: humor, acting
difficulty_level: usor
keywords: skit, filler, comedy, bubble gum
tags: ["skit", "campfire", "quick", "filler"]
language: en
normalized_name: the bubble gum in the studios
extraction_confidence: high
source_id: d3fe281d_big_book_of_skits
source_ids: ["d3fe281d_big_book_of_skits"]
chunk_key: d3fe281d_big_book_of_skits.part02
created_at: 2026-05-29 18:59:41
updated_at: 2026-05-29 18:59:41
description:
A quick 2-person skit where a boy is on the floor looking for bubble gum. The announcer asks why he's looking there instead of where he lost it. The boy replies the lighting is better.

rules:
Cast: Announcer, Boy. Announcer introduces a 'Wheel of Fish' show; boy crawls on looking for gum. When asked why he's looking there (not backstage where he lost it), boy says the lighting is better.


name: Buffalo Stories
variations: A variation of popular elephant jokes.
category: altele
subcategory: jokes
content_type: activitate
source_file: big-book-of-skits.pdf
source_files: ["big-book-of-skits.pdf"]
page_reference: pages 18-19
skills_developed: acting, humor
difficulty_level: usor
keywords: buffalo, jokes, campfire, cub scouts
tags: ["skit", "campfire", "jokes", "cub scouts"]
language: en
normalized_name: buffalo stories
extraction_confidence: high
source_id: d3fe281d_big_book_of_skits
source_ids: ["d3fe281d_big_book_of_skits"]
chunk_key: d3fe281d_big_book_of_skits.part01
created_at: 2026-05-29 18:59:41
updated_at: 2026-05-29 18:59:41
description:
A series of buffalo-themed joke exchanges similar to elephant jokes, set up with two scouts per joke. Topics include telling buffaloes from field mice, buffaloes in the refrigerator, and buffalo-peanut butter crossings.

rules:
Two scouts per joke deliver question-and-answer buffalo jokes. Multiple pairs can participate. Examples: buffalo under bedroll, buffaloes from Italy, hooves of buffaloes, crossing with peanut butter, telling from a field mouse, buffalo in the refrigerator.

source_excerpt:
Cub 1: How can you tell if a buffalo is under your bedroll? Cub 2: The ceiling of your tent is very close.


name: Buffalo Stories
category: icebreakers
subcategory: jokes
content_type: activitate
source_file: big-book-of-skits.pdf
source_files: ["big-book-of-skits.pdf"]
page_reference: pages 17-19
skills_developed: humor, public speaking
difficulty_level: usor
keywords: jokes, buffalo, campfire, cubs
tags: ["skit", "campfire", "jokes", "cubs"]
language: en
normalized_name: buffalo stories
extraction_confidence: high
source_id: d3fe281d_big_book_of_skits
source_ids: ["d3fe281d_big_book_of_skits"]
chunk_key: d3fe281d_big_book_of_skits.part02
created_at: 2026-05-29 18:59:41
updated_at: 2026-05-29 18:59:41
description:
A series of buffalo-themed joke pairs (similar to elephant jokes), performed by pairs of Cubs. Each pair delivers a setup and punchline about buffaloes.

rules:
Two boys for each joke. Cub 1 asks a question about buffaloes, Cub 2 delivers the punchline. Multiple pairs perform in sequence.

source_excerpt:
These are a variation of the popular elephant jokes. They can be set up with two boys for each "joke".


name: Bus Driver
category: altele
subcategory: skit
content_type: activitate
source_file: big-book-of-skits.pdf
source_files: ["big-book-of-skits.pdf"]
page_reference: page 19
source_excerpt: Driver: Change your socks? Stinky: Sure! Here are the old ones!
materials_list: old socks (prop)
skills_developed: acting
difficulty_level: usor
keywords: bus, skit, campfire
tags: ["skit", "campfire"]
language: en
normalized_name: bus driver
extraction_confidence: high
source_id: d3fe281d_big_book_of_skits
source_ids: ["d3fe281d_big_book_of_skits"]
chunk_key: d3fe281d_big_book_of_skits.part01
created_at: 2026-05-29 18:59:41
updated_at: 2026-05-29 18:59:41
description:
A skit on a bus where passengers leave one by one holding their noses until only the driver and 'Stinky' remain. The driver questions Stinky about hygiene; the punchline is Stinky offers his old socks as evidence he changed them.

rules:
Cast: Several Passengers, Bus Driver, Stinky. Passengers progressively leave the bus holding noses. Driver questions Stinky: did you wash? deodorant? clean shirt? clean underwear? change socks? Punchline: Stinky produces his old socks.


name: Bus Driver
category: altele
subcategory: skit
content_type: activitate
source_file: big-book-of-skits.pdf
source_files: ["big-book-of-skits.pdf"]
page_reference: page 19
source_excerpt: Driver: Change your socks? Stinky: Sure! Here are the old ones!
skills_developed: acting, humor
difficulty_level: usor
keywords: skit, campfire, smelly, comedy
tags: ["skit", "campfire", "comedy"]
language: en
normalized_name: bus driver
extraction_confidence: high
source_id: d3fe281d_big_book_of_skits
source_ids: ["d3fe281d_big_book_of_skits"]
chunk_key: d3fe281d_big_book_of_skits.part02
created_at: 2026-05-29 18:59:41
updated_at: 2026-05-29 18:59:41
description:
A skit where a smelly passenger (Stinky) causes all other passengers to flee the bus. The driver interrogates Stinky about hygiene until it's revealed Stinky is offering his old socks as a 'change'.

rules:
Cast: Several Passengers, Bus Driver, 'Stinky'. Bus driver drives route; passengers get off one by one holding noses. Finally only Stinky and Driver remain. Driver questions Stinky about hygiene; punchline is Stinky offers his old socks.


name: C.P.R.
category: prim-ajutor
subcategory: skit
content_type: activitate
source_file: big-book-of-skits.pdf
source_files: ["big-book-of-skits.pdf"]
page_reference: page 19
skills_developed: acting, first aid awareness
difficulty_level: usor
keywords: CPR, first aid, skit, campfire
tags: ["skit", "campfire", "first aid"]
language: en
normalized_name: c.p.r.
extraction_confidence: high
source_id: d3fe281d_big_book_of_skits
source_ids: ["d3fe281d_big_book_of_skits"]
chunk_key: d3fe281d_big_book_of_skits.part01
created_at: 2026-05-29 18:59:41
updated_at: 2026-05-29 18:59:41
description:
A skit where two scouts who just earned their first aid merit badge find an unconscious scout and begin CPR. After several sets, one calls 'switch' — the patient gets up, one rescuer lies down, and they continue CPR on the rescuer.

rules:
One scout grabs chest and falls. Two scouts arrive, begin CPR with head adjustment, pulse check, and compressions. After about 3 sets one yells 'switch.' The patient stands up, one rescuer lies down, and CPR continues on the former rescuer.

source_excerpt:
After about 3 sets, the other scout yells "switch". Suddenly the scout on the ground gets up, one of the two scouts lies down, and they begin again to administer C.P.R.


name: C.P.R.
category: prim-ajutor
subcategory: skit
content_type: activitate
source_file: big-book-of-skits.pdf
source_files: ["big-book-of-skits.pdf"]
page_reference: page 19
skills_developed: acting, humor, first aid awareness
difficulty_level: usor
keywords: skit, CPR, first aid, comedy
tags: ["skit", "campfire", "first aid"]
language: en
normalized_name: c.p.r.
extraction_confidence: high
source_id: d3fe281d_big_book_of_skits
source_ids: ["d3fe281d_big_book_of_skits"]
chunk_key: d3fe281d_big_book_of_skits.part02
created_at: 2026-05-29 18:59:41
updated_at: 2026-05-29 18:59:41
description:
A skit where two scouts who just completed first aid training find a collapsed scout and begin CPR. When one calls 'switch', the patient gets up and one of the rescuers lies down, and they administer CPR on the rescuer instead.

rules:
First Scout collapses. Two others perform CPR (adjust head, listen, feel for pulse, compressions, counting). After 3 sets, one scout yells 'switch': collapsed scout stands up, one of the two lies down, and CPR continues on him.

source_excerpt:
Two other scouts come in talking about just completing their first aid merit badge and find the scout on the ground. They rush to his aid and begin C.P.R.


name: Camel Patrol
category: altele
subcategory: skit
content_type: activitate
source_file: big-book-of-skits.pdf
source_files: ["big-book-of-skits.pdf"]
page_reference: page 19
materials_list: turban, blanket
skills_developed: acting
difficulty_level: usor
keywords: camel, skit, campfire, audience participation
tags: ["skit", "campfire", "audience participation"]
language: en
normalized_name: camel patrol
extraction_confidence: high
source_id: d3fe281d_big_book_of_skits
source_ids: ["d3fe281d_big_book_of_skits"]
chunk_key: d3fe281d_big_book_of_skits.part01
created_at: 2026-05-29 18:59:41
updated_at: 2026-05-29 18:59:41
description:
A scout dressed as a turbaned figure prays to Allah for a camel. He recruits increasing numbers of volunteers to pray with him. When the blanket is too full, he stands and declares Allah sent him many silly jackasses instead of a camel.

rules:
Scout in turban places blanket on ground, kneels and prays 'Oh Allah, bring me a camel,' bowing repeatedly. Looks under blanket — nothing. Recruits volunteers two or three at a time to pray. When no more room, delivers punchline about jackasses.

source_excerpt:
When there is no more room on the blanket for volunteers the first scouts stand and says: "Allah hasn't sent me a camel, but he has sent me a lot of silly jackasses!"


name: Camel Patrol
category: altele
subcategory: skit
content_type: activitate
source_file: big-book-of-skits.pdf
source_files: ["big-book-of-skits.pdf"]
page_reference: page 19
materials_category: props
materials_list: turban, blanket
skills_developed: acting, audience interaction
difficulty_level: usor
keywords: skit, campfire, volunteer, comedy
tags: ["skit", "campfire", "audience participation"]
language: en
normalized_name: camel patrol
extraction_confidence: high
source_id: d3fe281d_big_book_of_skits
source_ids: ["d3fe281d_big_book_of_skits"]
chunk_key: d3fe281d_big_book_of_skits.part02
created_at: 2026-05-29 18:59:41
updated_at: 2026-05-29 18:59:41
description:
A skit where a Scout dressed as a turbaned man kneels and prays to Allah for a camel, repeatedly recruiting more volunteers to pray with him. When the blanket is full, he stands and says Allah sent jackasses instead of a camel.

rules:
Scout dressed in turban places blanket on ground and prays 'Oh Allah, bring me a camel'. Looks under blanket each time, finds nothing, recruits more volunteers. When no more room on blanket, delivers punchline about jackasses.

source_excerpt:
When there is no more room on the blanket for volunteers the first scouts stand and says: "Allah hasn't sent me a camel, but he has sent me a lot of silly jackasses!"


name: Can You Do This?
category: altele
subcategory: skit
content_type: activitate
source_file: big-book-of-skits.pdf
source_files: ["big-book-of-skits.pdf"]
page_reference: page 20
materials_list: campfire blanket
skills_developed: acting, physical comedy
difficulty_level: usor
keywords: exercise, skit, campfire
tags: ["skit", "campfire"]
language: en
normalized_name: can you do this?
extraction_confidence: high
source_id: d3fe281d_big_book_of_skits
source_ids: ["d3fe281d_big_book_of_skits"]
chunk_key: d3fe281d_big_book_of_skits.part01
created_at: 2026-05-29 18:59:41
updated_at: 2026-05-29 18:59:41
description:
Two people create the illusion of one person with unusually flexible legs. One lies on his back while the other kneels over him wearing a campfire blanket. The 'host' demonstrates increasingly extreme leg stretches and asks the audience if they can do it — then stands to reveal neither can.

rules:
Cast: 2 people, campfire blanket. One person lies on back, other kneels over him; blanket hides the lying person's torso while exposing their legs. The top person acts as host demonstrating various leg stretches. Elicit 'no' answer from a volunteer; punchline: 'Well, neither can I!'

source_excerpt:
Person: Hi there! Welcome to Don's House of Fine Exercises and Sports Medicine. Today I'm going to ask you about your regular stretching routine. Can you do this?


name: Can You Do This?
category: altele
subcategory: skit
content_type: activitate
source_file: big-book-of-skits.pdf
source_files: ["big-book-of-skits.pdf"]
page_reference: page 20
materials_category: props
materials_list: campfire blanket
skills_developed: acting, teamwork
difficulty_level: usor
keywords: skit, illusion, comedy, flexibility
tags: ["skit", "campfire", "visual comedy"]
language: en
normalized_name: can you do this?
extraction_confidence: high
source_id: d3fe281d_big_book_of_skits
source_ids: ["d3fe281d_big_book_of_skits"]
chunk_key: d3fe281d_big_book_of_skits.part02
created_at: 2026-05-29 18:59:41
updated_at: 2026-05-29 18:59:41
description:
A visual comedy skit where one person lies on their back and a second kneels over them, using a campfire blanket to hide the lower person's legs. This creates the illusion of one person with extraordinary flexibility, demonstrating increasingly impossible stretches.

rules:
One person lies on back, another kneels over them. A campfire blanket covers so the top person's head and the bottom person's legs appear as one person. The 'person' demonstrates yoga-like leg stretches and asks audience 'Can you do this?', eventually admitting they can't either.

source_excerpt:
Have one person lie down on his back and the other kneel directly over him. The top person wears the campfire blanket so as to hide his legs and expose the legs of the person lying down, to create the effect of it being one person sitting down.


name: The Candy Shop
category: altele
subcategory: skit
content_type: activitate
source_file: big-book-of-skits.pdf
source_files: ["big-book-of-skits.pdf"]
page_reference: page 20
source_excerpt: Well, what do you have? "Well, all we've got are these two suckers."
skills_developed: acting
difficulty_level: usor
keywords: candy, skit, campfire
tags: ["skit", "campfire", "audience participation"]
language: en
normalized_name: the candy shop
extraction_confidence: high
source_id: d3fe281d_big_book_of_skits
source_ids: ["d3fe281d_big_book_of_skits"]
chunk_key: d3fe281d_big_book_of_skits.part01
created_at: 2026-05-29 18:59:41
updated_at: 2026-05-29 18:59:41
description:
A customer requests various candies (chocolate cherries, peanut brittle, toffee, licorice) from a candy shop but all are out of stock. The punchline: the shop only has 'these two suckers' — referring to the two volunteer stand-ins.

rules:
Two volunteers just stand in the candy shop. Customer asks for several types of candy; all are unavailable. Shop owner's response to 'what do you have' is the punchline about 'two suckers.'


name: The Candy Shop
category: altele
subcategory: skit
content_type: activitate
source_file: big-book-of-skits.pdf
source_files: ["big-book-of-skits.pdf"]
page_reference: page 20
source_excerpt: Well, what do you have? "Well, all we've got are these two suckers."
skills_developed: humor, acting
difficulty_level: usor
keywords: skit, candy, suckers, comedy
tags: ["skit", "campfire", "audience participation"]
language: en
normalized_name: the candy shop
extraction_confidence: high
source_id: d3fe281d_big_book_of_skits
source_ids: ["d3fe281d_big_book_of_skits"]
chunk_key: d3fe281d_big_book_of_skits.part02
created_at: 2026-05-29 18:59:41
updated_at: 2026-05-29 18:59:41
description:
A short skit where a customer asks for various sweets and is told none are available. When asking what they do have, the punchline is that the two volunteers standing there are the 'suckers'.

rules:
Two volunteers stand in the candy shop. Customer asks for chocolate covered cherries, peanut brittle, toffee, licorice — all unavailable. Customer asks what they have. Answer: 'these two suckers' referring to the volunteers.


name: The Candy Store
category: altele
subcategory: skit
content_type: activitate
source_file: big-book-of-skits.pdf
source_files: ["big-book-of-skits.pdf"]
page_reference: page 20
materials_list: ladder (or imaginary), candy props
skills_developed: acting, physical comedy
difficulty_level: usor
keywords: candy store, skit, campfire
tags: ["skit", "campfire"]
language: en
normalized_name: the candy store
extraction_confidence: high
source_id: d3fe281d_big_book_of_skits
source_ids: ["d3fe281d_big_book_of_skits"]
chunk_key: d3fe281d_big_book_of_skits.part01
created_at: 2026-05-29 18:59:41
updated_at: 2026-05-29 18:59:41
description:
A very young kid repeatedly asks an elderly storekeeper for five penny candies from the very top shelf. The storekeeper laboriously climbs up and down each time. Finally the storekeeper climbs up preemptively — only for the kid to want three instead of five.

rules:
Cast: Old storekeeper, very young kid. Kid requests five penny candies from the top shelf multiple times over several days; storekeeper climbs laboriously each time. On the final day, storekeeper climbs up in advance expecting the usual order; kid changes his request.

variations:
Candy Store (variation): leader strings up suckers on a string — the punchline is it's a candy store with suckers on the line.

source_excerpt:
Storekeeper: Oh! I see that kid coming. I know what he's coming to get, so I'll climb up now to get the candies before he comes in and have it ready for him.


name: The Candy Store
category: altele
subcategory: skit
content_type: activitate
source_file: big-book-of-skits.pdf
source_files: ["big-book-of-skits.pdf"]
page_reference: page 20
source_excerpt: Kid: I would like three of those penny candies way up at the top!
materials_category: props
materials_list: ladder, candy jar
skills_developed: acting, humor
difficulty_level: usor
keywords: skit, candy store, comedy, ladder
tags: ["skit", "campfire", "comedy"]
language: en
normalized_name: the candy store
extraction_confidence: high
source_id: d3fe281d_big_book_of_skits
source_ids: ["d3fe281d_big_book_of_skits"]
chunk_key: d3fe281d_big_book_of_skits.part02
created_at: 2026-05-29 18:59:41
updated_at: 2026-05-29 18:59:41
description:
A comedy skit where a very young kid repeatedly asks a very old storekeeper for penny candies from way up top. The storekeeper laboriously climbs a ladder multiple times. After anticipating the kid's order and climbing up in advance, the kid orders fewer candies instead.

rules:
Cast: Old storekeeper, very young kid (4 years old). Kid asks for five penny candies from the top; storekeeper climbs ladder laboriously. Scene repeats over 3 more days with growing frustration. Storekeeper eventually climbs pre-emptively only for the kid to change the order.


name: Candy Store
category: icebreakers
subcategory: audience prank
content_type: joc
source_file: big-book-of-skits.pdf
source_files: ["big-book-of-skits.pdf"]
page_reference: page 20
materials_list: long string
skills_developed: humor
difficulty_level: usor
keywords: candy store, suckers, prank, campfire
tags: ["campfire", "audience participation", "prank"]
language: en
normalized_name: candy store
extraction_confidence: high
source_id: d3fe281d_big_book_of_skits
source_ids: ["d3fe281d_big_book_of_skits"]
chunk_key: d3fe281d_big_book_of_skits.part01
created_at: 2026-05-29 18:59:41
updated_at: 2026-05-29 18:59:41
description:
A leader-led audience prank: a leader gets people to hold a long string one by one, explaining the rules of 'candy store.' The punchline is that the candy store has suckers on the line — referring to the people holding it.

rules:
Leader asks one person to hold a long string, then adds others until there is a long line of people. Leader reveals the punchline: this is a candy store because there are 'suckers hanging on the line.'

source_excerpt:
The leader gives instructions for playing candy store. He asks that one person take a long string and hold on and then adds others until there is a long line of people holding onto the string.


name: Candy Store (string suckers)
category: icebreakers
subcategory: prank skit
content_type: activitate
source_file: big-book-of-skits.pdf
source_files: ["big-book-of-skits.pdf"]
page_reference: pages 20-21
materials_category: props
materials_list: long string
skills_developed: humor
difficulty_level: usor
keywords: skit, candy store, suckers, prank
tags: ["skit", "campfire", "audience participation", "prank"]
language: en
normalized_name: candy store (string suckers)
extraction_confidence: high
source_id: d3fe281d_big_book_of_skits
source_ids: ["d3fe281d_big_book_of_skits"]
chunk_key: d3fe281d_big_book_of_skits.part02
created_at: 2026-05-29 18:59:41
updated_at: 2026-05-29 18:59:41
description:
A prank skit where a leader instructs participants to hold a long string, then reveals the punchline: they are in a candy store because there are suckers hanging on the line.

rules:
Leader gives instructions. One person holds a long string; others are added one by one until there is a long line. Leader then explains this is a candy store because there are suckers hanging on the line.

variations:
Candy Store variation: A candy store owner with a pole gets two audience members to hold it, asks customers what candy they want (all out), then pulls away a blanket to reveal two 'suckers on a stick'.

source_excerpt:
He asks that one person take a long string and hold on and then adds others until there is a long line of people holding onto the string. Then the leader explains that this is a candy store because there are some suckers hanging on the line.


name: Chewing Gum
category: altele
subcategory: skit
content_type: activitate
source_file: big-book-of-skits.pdf
source_files: ["big-book-of-skits.pdf"]
page_reference: page 21
source_excerpt: This is a pantomime skit and is great to use with younger Cub Scouts and shy boys.
materials_category: props
materials_list: lamppost prop, park bench prop, tree prop
skills_developed: pantomime, acting, coordination
difficulty_level: usor
keywords: skit, pantomime, gum, cubs
tags: ["skit", "campfire", "pantomime", "cubs"]
language: en
normalized_name: chewing gum
extraction_confidence: high
source_id: d3fe281d_big_book_of_skits
source_ids: ["d3fe281d_big_book_of_skits"]
chunk_key: d3fe281d_big_book_of_skits.part02
created_at: 2026-05-29 18:59:41
updated_at: 2026-05-29 18:59:41
description:
A pantomime skit with 5 Cub Scouts passing an imaginary piece of chewing gum around a park set (lamppost, bench, tree). Each character finds and moves the gum until it returns to the first Cub who puts it back in his mouth.

rules:
5 Cub Scouts perform pantomime. Setting: park with lamppost, bench, tree. First Cub chews gum and sticks it to lamppost. Each subsequent Cub finds gum and moves it (bench, ground, tree). Fifth Cub sticks it back on lamppost. First Cub returns and chews it again.


name: Climb That
category: altele
subcategory: skit
content_type: activitate
source_file: big-book-of-skits.pdf
source_files: ["big-book-of-skits.pdf"]
page_reference: pages 21-22
source_excerpt: Scout 1 pulls out a flashlight and shine the beam up into the sky "all right climb that!"
materials_category: props
materials_list: flashlight
skills_developed: humor, acting
difficulty_level: usor
keywords: skit, flashlight, climbing, comedy
tags: ["skit", "campfire", "comedy"]
language: en
normalized_name: climb that
extraction_confidence: high
source_id: d3fe281d_big_book_of_skits
source_ids: ["d3fe281d_big_book_of_skits"]
chunk_key: d3fe281d_big_book_of_skits.part02
created_at: 2026-05-29 18:59:41
updated_at: 2026-05-29 18:59:41
description:
A skit where one scout brags he can climb anything, including trees, hills, the Empire State Building, and Everest. The other scout bets he can show something he can't climb — a flashlight beam in the sky. The bragger refuses to climb, knowing the other would turn off the flashlight halfway up.

rules:
Two scouts meet. Scout 2 brags he can climb anything. Scout 1 bets $10 he can show something Scout 2 can't climb. Scout 1 pulls out flashlight and shines beam into sky. Scout 2 refuses, citing the flashlight being turned off halfway.


name: The Complaining Monk
category: altele
subcategory: skit
content_type: activitate
source_file: big-book-of-skits.pdf
source_files: ["big-book-of-skits.pdf"]
page_reference: page 22
skills_developed: acting, humor
difficulty_level: usor
keywords: skit, monk, monastery, comedy
tags: ["skit", "campfire", "comedy"]
language: en
normalized_name: the complaining monk
extraction_confidence: high
source_id: d3fe281d_big_book_of_skits
source_ids: ["d3fe281d_big_book_of_skits"]
chunk_key: d3fe281d_big_book_of_skits.part02
created_at: 2026-05-29 18:59:41
updated_at: 2026-05-29 18:59:41
description:
A skit where a monk in a monastery is only allowed to speak two words every ten years. Over thirty years, his three statements are: 'Bad food!', 'Uncomfortable bed!', and 'I quit!' — to which the Abbot replies he's been complaining the whole time.

rules:
Cast: Monk, Abbot, narrator. Narrator sets up scenario of monks only speaking two words every ten years. Abbot chants a blessing and asks monk to speak. Monk says two words per session over three intervals of ten years.

source_excerpt:
Monk: I quit! Abbot: I'm not surprised! You've been here for thirty years and all you've done is complain!


name: Court Scene
category: altele
subcategory: skit
content_type: activitate
source_file: big-book-of-skits.pdf
source_files: ["big-book-of-skits.pdf"]
page_reference: page 23
skills_developed: humor, acting
difficulty_level: usor
keywords: skit, court, pebbles, comedy
tags: ["skit", "campfire", "comedy"]
language: en
normalized_name: court scene
extraction_confidence: high
source_id: d3fe281d_big_book_of_skits
source_ids: ["d3fe281d_big_book_of_skits"]
chunk_key: d3fe281d_big_book_of_skits.part02
created_at: 2026-05-29 18:59:41
updated_at: 2026-05-29 18:59:41
description:
A quick skit where multiple people are brought in claiming innocence, saying they were 'just picking up pebbles on the beach'. The last person arrives and says 'Hi, I'm Pebbles', revealing why the others were arrested.

rules:
Two or more people are brought in claiming 'I'm Innocent! I was just picking up pebbles on the beach!' Last person comes on stage dressed alluringly and says 'Hi, I'm Pebbles'.

source_excerpt:
Guy brought in - "I'm Innocent! I was just picking up pebbles on the beach!" Two or more with similar stories. Last person comes on stage either dressed like a guy dressed like a girl or a girl, saying, "Hi, I'm Pebbles"


name: Cub Cookout
category: altele
subcategory: skit
content_type: activitate
source_file: big-book-of-skits.pdf
source_files: ["big-book-of-skits.pdf"]
page_reference: page 23
materials_category: props
materials_list: fake campfire, mosquito costumes (antennae, wings), insect repellent prop
skills_developed: humor, acting
difficulty_level: usor
keywords: skit, mosquitoes, campfire, cubs
tags: ["skit", "campfire", "cubs", "costumes"]
language: en
normalized_name: cub cookout
extraction_confidence: high
source_id: d3fe281d_big_book_of_skits
source_ids: ["d3fe281d_big_book_of_skits"]
chunk_key: d3fe281d_big_book_of_skits.part02
created_at: 2026-05-29 18:59:41
updated_at: 2026-05-29 18:59:41
description:
A skit with Cubs around a fake campfire being attacked by mosquitoes (two Cubs dressed as mosquitoes) who trade mosquito jokes. Ends with insect spray chasing the mosquitoes away, then a joke about something crawling up a Cub's neck sending all running.

rules:
Characters: Several Cubs around fake campfire, two Cubs dressed as mosquitoes with antennae and wings. Mosquitoes enter and deliver pun-based jokes while Cubs slap at them. Cub uses insect repellent; mosquitoes choke and exit. Final joke about something on a Cub's neck.

source_excerpt:
Mosquito #1: Hey, I got a good one! Which sport do we mosquitoes like best? Mosquito #2: Easy! Skin diving.


name: Cub Olympics
category: altele
subcategory: skit
content_type: activitate
source_file: big-book-of-skits.pdf
source_files: ["big-book-of-skits.pdf"]
page_reference: pages 23-24
materials_category: props
materials_list: Frisbee, pole/javelin, bag of cookies, toothbrush, basin of water, fake microphone
skills_developed: humor, acting
difficulty_level: usor
keywords: skit, Olympics, cubs, comedy
tags: ["skit", "campfire", "cubs", "sports"]
language: en
normalized_name: cub olympics
extraction_confidence: high
source_id: d3fe281d_big_book_of_skits
source_ids: ["d3fe281d_big_book_of_skits"]
chunk_key: d3fe281d_big_book_of_skits.part02
created_at: 2026-05-29 18:59:41
updated_at: 2026-05-29 18:59:41
description:
A TV reporter interviews four Cub athletes preparing for the 'Cub Olympics'. Three demonstrate actual Olympic events (discus, javelin, broad jump) while the fourth is brushing his teeth in preparation for the Cookie-Eating event.

rules:
Characters: TV reporter, 4 Cub athletes. Props: Frisbee for discus, pole for javelin, bag of cookies, toothbrush and basin of water, fake microphone. Reporter interviews each Cub; three do athletic events, fourth brushes teeth for cookie-eating event.

source_excerpt:
Cub #4: I'm training for the International Olympic Cookie - Eating event! (pulls out bag of cookies and stuffs some in his mouth.)


name: Cub Scout Socks
category: altele
subcategory: skit
content_type: activitate
source_file: big-book-of-skits.pdf
source_files: ["big-book-of-skits.pdf"]
page_reference: page 24
source_excerpt: Cub #3: Well, there's January, February, March, April...etc.
materials_category: props
materials_list: pile of socks, table
skills_developed: humor, acting
difficulty_level: usor
keywords: skit, socks, cubs, comedy
tags: ["skit", "campfire", "cubs"]
language: en
normalized_name: cub scout socks
extraction_confidence: high
source_id: d3fe281d_big_book_of_skits
source_ids: ["d3fe281d_big_book_of_skits"]
chunk_key: d3fe281d_big_book_of_skits.part02
created_at: 2026-05-29 18:59:41
updated_at: 2026-05-29 18:59:41
description:
A skit where a Den leader distributes new Cub Scout socks. Each Cub requests more and more pairs with increasingly absurd reasoning, culminating in one Cub needing 12 pairs — one per month.

rules:
Characters: Den leader, 3 Cub Scouts. Props: pile of socks on a table. Each Cub requests socks: Cub 1 wants 4 pairs (Mon/Wed/Fri/Sun), Cub 2 wants 7 pairs (one per day), Cub 3 wants 12 pairs (one per month: January, February, etc.).


name: Cub Shop
category: altele
subcategory: skit
content_type: activitate
source_file: big-book-of-skits.pdf
source_files: ["big-book-of-skits.pdf"]
page_reference: pages 24-25
source_excerpt: Kid: (Comes running out in underwear/swim suit) How am I supposed to go to Cubs without my uniform?
materials_category: props
materials_list: Cub Scout uniform pieces, underwear/swimsuit
skills_developed: humor, acting
difficulty_level: usor
keywords: skit, uniform, cubs, comedy
tags: ["skit", "campfire", "cubs"]
language: en
normalized_name: cub shop
extraction_confidence: high
source_id: d3fe281d_big_book_of_skits
source_ids: ["d3fe281d_big_book_of_skits"]
chunk_key: d3fe281d_big_book_of_skits.part02
created_at: 2026-05-29 18:59:41
updated_at: 2026-05-29 18:59:41
description:
A skit where customers buy pieces of a Cub uniform one at a time from a storekeeper. After each item is sold, a struggle is heard in the back. At the end, a kid runs out in underwear asking how he's supposed to go to Cubs without his uniform.

rules:
Cast: 4 Shoppers, Storekeeper, Kid (in underwear or nightgown). Customers buy uniform pieces one at a time (shirt, accessories, pants, shoes). Each time, sounds of a struggle: 'No, you can't have it!' Kid runs out in underwear asking how he can go to Cubs without uniform.


name: Damn! (Darn!)
category: altele
subcategory: skit
content_type: activitate
source_file: big-book-of-skits.pdf
source_files: ["big-book-of-skits.pdf"]
page_reference: page 25
materials_category: props
materials_list: soap
skills_developed: acting, timing, humor
difficulty_level: mediu
keywords: skit, movie set, language, comedy
tags: ["skit", "campfire", "comedy"]
language: en
normalized_name: damn! (darn!)
extraction_confidence: high
source_id: d3fe281d_big_book_of_skits
source_ids: ["d3fe281d_big_book_of_skits"]
chunk_key: d3fe281d_big_book_of_skits.part02
created_at: 2026-05-29 18:59:41
updated_at: 2026-05-29 18:59:41
description:
A movie set skit where a director insists on no foul language. Each cast and crew member says 'darn' and gets their mouth washed out with soap, until finally the director himself says 'oh darn' and the crew turns the tables on him.

rules:
Cast: Director, 2 Workers, Cameraman, Clapperman, Light Man, Soap. Director calls 'Action'; each crew member accidentally says 'Darn' and gets mouth washed with soap. Eventually director looks at watch and says 'Oh darn' — crew washes his mouth.

source_excerpt:
Director: Oh darn. Look at the time ... Cast & Crew: Cut! You know the rules ... (Pantomime washing out mouth with soap)


name: The Dangerous Tent
category: altele
subcategory: skit
content_type: activitate
source_file: big-book-of-skits.pdf
source_files: ["big-book-of-skits.pdf"]
page_reference: page 25
materials_category: props
materials_list: tent prop, sleeping bag
skills_developed: acting, physical comedy
difficulty_level: usor
keywords: skit, tent, campground, comedy
tags: ["skit", "campfire", "camp"]
language: en
normalized_name: the dangerous tent
extraction_confidence: high
source_id: d3fe281d_big_book_of_skits
source_ids: ["d3fe281d_big_book_of_skits"]
chunk_key: d3fe281d_big_book_of_skits.part02
created_at: 2026-05-29 18:59:41
updated_at: 2026-05-29 18:59:41
description:
A skit where a bully takes the tent for himself, leaving a smaller person outside. Bikers repeatedly come and beat up the small person. When the bully finally gives him the tent, the bikers decide to beat up the tent occupant instead.

rules:
Cast: 2 guys, 2 bikers. Setting: campground. Big guy takes tent; small guy sleeps outside. Bikers beat up small guy two nights. Big guy relents and lets small guy have tent. That night, bikers decide to beat up the guy inside the tent.

source_excerpt:
Bikers: (Make motorcycle noises & come in.) You know, I think we've beat up on the guy outside enough the past two nights. Let's beat up the guy inside the tent tonight!


name: The Den Mother's Bouquet
category: altele
subcategory: skit
content_type: activitate
source_file: big-book-of-skits.pdf
source_files: ["big-book-of-skits.pdf"]
page_reference: pages 25-26
materials_category: props
materials_list: bouquet with ivy strands
skills_developed: humor, nature awareness, acting
difficulty_level: usor
keywords: skit, nature, poison ivy, cubs
tags: ["skit", "campfire", "cubs", "nature"]
language: en
normalized_name: the den mother's bouquet
extraction_confidence: high
source_id: d3fe281d_big_book_of_skits
source_ids: ["d3fe281d_big_book_of_skits"]
chunk_key: d3fe281d_big_book_of_skits.part02
created_at: 2026-05-29 18:59:41
updated_at: 2026-05-29 18:59:41
description:
Six Cubs on a nature walk discuss that their den mother is upset because one gave her a garter snake. Another tries to fix things with a bouquet of flowers, but it turns out to be poison ivy.

rules:
Characters: Six Cub Scouts in summer uniform. Scene: nature walk. Props: Cub-fashioned bouquet with strands of ivy (actually poison ivy). Cubs discuss den mother's reaction to garter snake. One offers bouquet; last Cub identifies it as poison ivy.

source_excerpt:
Cub 6: Oh no... (wails). We'll never get to go on another hike! Cub 5: How come? Cub 6: Cause...that's poison ivy!!


name: Did You Have V-8?
category: altele
subcategory: skit
content_type: activitate
source_file: big-book-of-skits.pdf
source_files: ["big-book-of-skits.pdf"]
page_reference: page 26
source_excerpt: Old lady: As a matter of fact, young man, I did -- and I'll prove it! (She beats him up.)
materials_category: props
materials_list: crowbar prop
skills_developed: acting, physical comedy
difficulty_level: usor
keywords: skit, V-8, commercial parody, comedy
tags: ["skit", "campfire", "physical comedy"]
language: en
normalized_name: did you have v-8?
extraction_confidence: high
source_id: d3fe281d_big_book_of_skits
source_ids: ["d3fe281d_big_book_of_skits"]
chunk_key: d3fe281d_big_book_of_skits.part02
created_at: 2026-05-29 18:59:41
updated_at: 2026-05-29 18:59:41
description:
A parody TV commercial skit. A weakling demonstrates the power of V-8 vegetable cocktail by beating up increasingly tough thugs. The surprise ending: an old lady who also had V-8 beats up the weakling.

rules:
Cast: Weakling, three or four Thugs, Old Lady, Director, Cameraman. Weakling asks each thug 'Did you have your V-8 today?' then beats them up. An unplanned old lady arrives; weakling asks her; she beats him up.


name: Dinner Special
category: altele
subcategory: skit
content_type: activitate
source_file: big-book-of-skits.pdf
source_files: ["big-book-of-skits.pdf"]
page_reference: page 26
materials_category: props
materials_list: table, tablecloth, candles, menus, storybook
skills_developed: humor, acting
difficulty_level: usor
keywords: skit, restaurant, lobster, pun
tags: ["skit", "campfire", "pun"]
language: en
normalized_name: dinner special
extraction_confidence: high
source_id: d3fe281d_big_book_of_skits
source_ids: ["d3fe281d_big_book_of_skits"]
chunk_key: d3fe281d_big_book_of_skits.part02
created_at: 2026-05-29 18:59:41
updated_at: 2026-05-29 18:59:41
description:
Two customers at a fancy seafood restaurant. One orders shrimp, the other orders 'a lobster tail'. The waiter returns with a storybook and begins reading 'Once upon a time, there was a little lobster...'

rules:
Characters: two customers, waiter. Props: table with tablecloth, candles, menus, storybook. Customers study menu, waiter takes orders. One orders shrimp; second orders lobster tail. Waiter returns with storybook and reads a story about a lobster.

source_excerpt:
Waiter says appropriate things, goes away, returns with a storybook, sits down near customer two but face audience and begins to read; "Once upon a time, there was a little lobster...."


name: Doctor! Doctor!
category: icebreakers
subcategory: skit
content_type: activitate
source_file: big-book-of-skits.pdf
source_files: ["big-book-of-skits.pdf"]
page_reference: pages 26-27
skills_developed: humor, timing, public speaking
difficulty_level: usor
keywords: skit, doctor, jokes, quickies
tags: ["skit", "campfire", "comedy", "jokes"]
language: en
normalized_name: doctor! doctor!
extraction_confidence: high
source_id: d3fe281d_big_book_of_skits
source_ids: ["d3fe281d_big_book_of_skits"]
chunk_key: d3fe281d_big_book_of_skits.part02
created_at: 2026-05-29 18:59:41
updated_at: 2026-05-29 18:59:41
description:
A rapid-fire series of doctor-patient quickie jokes, each with a setup by the patient and a punchy one-liner from the doctor. Best performed with different doctor and patient pairs flying in and out for each quickie.

rules:
One doctor and different patients, or different doctor and patient pairs for each quickie. Pairs deliver setup and punchline quickly. Keep them moving along fast for maximum effect.

source_excerpt:
The secret to success with this series of quickies is to keep them moving along. You can have one doctor and different patients, but it may add greater rush and flurry if a different doctor and patient fly in and out for each quickie.


name: Doctor's Office
category: altele
subcategory: skit
content_type: activitate
source_file: big-book-of-skits.pdf
source_files: ["big-book-of-skits.pdf"]
page_reference: page 27
skills_developed: physical comedy, acting
difficulty_level: usor
keywords: skit, doctor, symptoms, comedy
tags: ["skit", "campfire", "physical comedy"]
language: en
normalized_name: doctor's office
extraction_confidence: high
source_id: d3fe281d_big_book_of_skits
source_ids: ["d3fe281d_big_book_of_skits"]
chunk_key: d3fe281d_big_book_of_skits.part02
created_at: 2026-05-29 18:59:41
updated_at: 2026-05-29 18:59:41
description:
A skit where three patients with different symptoms (hiccups, cross-eyes, muscle jitter) visit a doctor who cures each of them. By the end, the doctor comes out with all three symptoms combined.

rules:
Three patients enter with different symptoms: hiccupping, cross-eyed, uncontrollable muscles/jittery. All sit down. Each goes in to see doctor; commotion occurs and each comes out fine. Nurse tells doctor it's time to go home. Doctor emerges with all three symptoms.

source_excerpt:
The nurse tells the doctor it is time to go home. The doctor emerges with the symptoms of all his patients and goes offstage.


name: Doggie Doctor
category: altele
subcategory: skit
content_type: activitate
source_file: big-book-of-skits.pdf
source_files: ["big-book-of-skits.pdf"]
page_reference: page 27
source_excerpt: Doctor's advice is to make sure that he gets all his shots and don't go chasing any cars.
skills_developed: acting, physical comedy
difficulty_level: usor
keywords: skit, doctor, dog, comedy
tags: ["skit", "campfire", "comedy"]
language: en
normalized_name: doggie doctor
extraction_confidence: high
source_id: d3fe281d_big_book_of_skits
source_ids: ["d3fe281d_big_book_of_skits"]
chunk_key: d3fe281d_big_book_of_skits.part02
created_at: 2026-05-29 18:59:41
updated_at: 2026-05-29 18:59:41
description:
A person visits a psychologist believing he is a dog. Throughout the skit he behaves like a dog (scratching ear, whining). The doctor's advice is to get shots and not chase cars.

rules:
Person visits psychologist claiming he thinks he is a dog; holds hands up like a dog begging. Dog-like behaviors throughout: scratching ear, whining, etc. Doctor asks how long; reply: 'since I was a puppy'. Doctor says he can't lie on the couch; advises shots and not chasing cars.


name: Doggie Doo
category: altele
subcategory: skit
content_type: activitate
source_file: big-book-of-skits.pdf
source_files: ["big-book-of-skits.pdf"]
page_reference: page 27
source_excerpt: John: Well! It's a good thing we checked and didn't walk in it!
skills_developed: humor, acting
difficulty_level: usor
keywords: skit, doggie doo, comedy
tags: ["skit", "campfire", "gross-out comedy"]
language: en
normalized_name: doggie doo
extraction_confidence: high
source_id: d3fe281d_big_book_of_skits
source_ids: ["d3fe281d_big_book_of_skits"]
chunk_key: d3fe281d_big_book_of_skits.part02
created_at: 2026-05-29 18:59:41
updated_at: 2026-05-29 18:59:41
description:
Two friends walking along a street find something on the ground. One instructs the other to smell, touch, and taste it to confirm it's doggie doo. The punchline: 'It's a good thing we checked and didn't walk in it!'

rules:
Cast: Two friends. Setting: Street. Friends walk together; one spots possible doggie doo on ground. Tests: smell it (yes, smells like it), touch it (yes, feels like it), taste it (yes, tastes like it). 'Good thing we checked and didn't walk in it!'


