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120 lines
6.0 KiB
Plaintext
120 lines
6.0 KiB
Plaintext
SOURCE: /mnt/d/GoogleDrive/Cercetasi/carti-camp-jocuri/Activities and Games Scouts NZ/Cubs Wide Games.pdf
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CONVERTED: 2025-01-11
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==================================================
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--- PAGE 1 ---
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CUBS – Wide Games
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Wide Games
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Introduction
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These games are from the “Fun and Games for Cubs” book written by Jack Dowling and first printed by The
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Scout Association of New Zealand in 1972 and “Fun and Games 2” for all sections, edited by Diana Balham in
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1987. The games have been updated and sorted into categories, with this category being ‘Wide Games’, so
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called because they are intended to be played in a park, reserve or on farmland. The games are listed
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alphabetically.
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If you have a favourite game in this category that is substantially different from any listed, you may wish to
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forward the game instructions to the National Cub Leader care of reception@scouts.org.nz to see if it could be
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added to this document.
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Information Collecting
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Equipment
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Pencil and paper for each Six
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Method
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This wide game can be used to achieve some of the Award Scheme requirements, especially
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those that need the Cubs visit and find out about a neighbouring suburb or community centre.
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Leaders visit first and compile a list of questions for the Cubs to find the answers. E.g. What
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brand of fuel is sold at the Service Station? How many names are on the cenotaph? What is the
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name of the local park? And so on.
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A warranted Leader or an Adult Helper (with clearance) with each Six as they set off to explore
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and learn about the community.
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At the end of the game see which Six got the most answers correct.
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Rockets and Interceptors
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Equipment
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Tokens to represent warheads
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Coloured arm bands or strips of wool.
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Method
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Several targets about 30cms in diameter are set out in an area where the Cubs can hide. Place
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the targets a 100m or more apart.
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An umpire should be allocated to each target area.
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Divide the Cubs into two teams, Rockets and Interceptors.
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Allow about 4 interceptors per target area.
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The Rockets are given a token each (warheads) and have to place them on the chosen target
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without being tagged by the interceptors.
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If tagged, the Rocket has to give up one of the warheads, return to base collect another warhead
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and start again.
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Once say 20 warheads have been placed on the target it is declared destroyed and the game
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starts again with another set of interceptors.
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Sardines
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Equipment
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Nil
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July 2015 Cubs Wide Games.doc
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--- PAGE 2 ---
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Method
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An older Cub is selected and sent off to hide in a park or an area where there are bushes etc.
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After 5 minutes the rest of the Pack are sent out individually or in ones or twos to find the hidden
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Cub.
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When the hidden Cub is found the ‘finders’ have to be quiet and hide with him or her.
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The game ends when the last Cub finds the hidden Cub.
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Smugglers Treasure
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Equipment
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Counters or items that count as treasure.
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Method
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Divide the Pack into three teams. ‘Smugglers’, ‘Police’ and ‘Sellers’.
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The Smugglers are trying to dispose of the treasure to the Sellers and the Police are trying to
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confiscate the treasure.
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The Smugglers and the Sellers start from about 300 meters apart, with the Police in between
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them.
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If the Police tag a Smuggler or a Seller they must hand over the treasure to the Police.
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The Smugglers may return to base and get more treasure.
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Swap roles after 15 minutes or so.
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Count the treasure held by the Police and the Sellers to see who has the most and wins.
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Spotlight
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Equipment
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A powerful torch with a concentrated beam
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Method
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Best played at night on a field or park where there are places Cubs can hide or creep through.
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One Cub is appointed as ‘It’ and given the spotlight.
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The Pack are given 2 minutes to disperse and hide at least 50m from the spotlight.
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On ‘Go’ the Cubs start to creep up on the spotlight holder, taking care to keep under cover where
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possible to avoid being illuminated by the spotlight.
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The Cubs with the spotlight must use the spotlight as a rifle and not wave the beam around. The
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spotlight must be off for at least 15 seconds and only switched on when the Cub believes he or
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she can identify movement.
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The Cub illuminated is out of the Spotlight holder correctly names him or her.
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Any Cub getting to within 10 meters of the spotlight holder undetected takes over that role.
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Trails and Treasure Hunts
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Equipment
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Cochineal food colouring for blood, chalk, sharp stick for scratching signs.
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Method
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There are numerous methods of setting trails. The critical thing is to keep the trail obvious and
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simple otherwise the Cubs get bored. Difficult and challenging trails are for Scouts.
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Hammer a few nails through a board and drag it along to create a trail.
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Mix up red food colouring with a thickener (gelatine or cornflour) to represent setting blood and
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sprinkle it generously along the trail.
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Use a sharp stick to scratch arrows in the ground and so on.
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Use simple codes, write them on paper and leave them in obvious places.
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Torch and Whistle
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Equipment
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Powerful torch and a whistle.
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CUBS – Wide Games SCOUTS New Zealand Page 2
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--- PAGE 3 ---
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Method
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Two Cubs are given a torch and a whistle and set off to hide from the Pack.
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After 5 minutes the Pack set off to look for them.
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The two Cubs must move around and flash the torch and blow the whistle every minute until they
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are caught.
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Wet Trail
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Equipment
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Squeeze type drink bottles full of water
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Method
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Half the Cubs set off with their squeeze bottles full of water as amunition and lay a trail through a
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park with plenty of bushes to hide in etc.
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As the Cubs go, they lay a conventional trail using arrows etc
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At the end of the trail the Cubs set up an ambush.
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The other half of the Cubs set out after 15 minutes to follow the trail, all being aware that an
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ambush has been set for them and trying to spot it.
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When the ambush is sprung, the two teams try and drench each other.
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The team judged the driest after the battle are the winners.
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CUBS – Wide Games SCOUTS New Zealand Page 3
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