- Remove obsolete documentation files (DEPLOYMENT.md, PLAN_IMPLEMENTARE_S8_DETALIAT.md, README.md) - Add comprehensive extraction pipeline with multiple format support (PDF, HTML, text) - Implement Claude-based activity extraction with structured templates - Update dependencies and Docker configuration - Reorganize scripts directory with modular extraction components - Move example documentation to appropriate location 🤖 Generated with [Claude Code](https://claude.ai/code) Co-Authored-By: Claude <noreply@anthropic.com>
151 lines
7.3 KiB
Plaintext
151 lines
7.3 KiB
Plaintext
SOURCE: /mnt/d/GoogleDrive/Cercetasi/carti-camp-jocuri/Activities and Games Scouts NZ/Scouts Night Games.pdf
|
||
CONVERTED: 2025-01-11
|
||
==================================================
|
||
|
||
|
||
--- PAGE 1 ---
|
||
SCOUTS – Night Games
|
||
Night Games
|
||
Introduction
|
||
These game sheets have been developed to support the National Programmes. The games are from the “Fun
|
||
and Games” book written by Jack Dowling and first printed by The Scout Association of New Zealand in 1972
|
||
and “Fun and Games 2” for all sections, edited by Diana Balham in 1987. More recent games have been added
|
||
as well.
|
||
There are many more games listed on the internet that may be used if desired. The games have been sorted
|
||
into categories, and are listed alphabetically in each document.
|
||
Night games are particularly suitable for playing in the evenings at camp.
|
||
Alphabet Hunt at Night
|
||
Equipment
|
||
A torch for the Leader and each Patrol.
|
||
Method
|
||
This is best played in the dark and outside.
|
||
The Leader prepares a list of objects to be collected starting with A
|
||
The Scouts have 5 minutes to hunt around as a patrol and find an object starting with A.
|
||
Points may be given for the first back and so on.
|
||
The Leader then mixes up the letters called out so the Scouts cannot anticipate what is next.
|
||
Smart Scouts however will note objects they see while hunting and be able to go quickly to
|
||
them should the letter be called.
|
||
Escape
|
||
Equipment
|
||
A torch for each Leader and Patrol Leader
|
||
Method
|
||
The objective is for the Scouts to escape out of a compound (specified area) and make their
|
||
way to a named objective without being spotted and identified by the Guards (Leaders and
|
||
PLs).
|
||
The Leaders and PL are spotted around the field and use the torch to identify the Scout spotted.
|
||
No waving the torches about.
|
||
Once spotted the Scout returns to the compound and after 3 minutes starts again.
|
||
Scouts who managed to reach the objective stay there.
|
||
Glo Stick
|
||
Equipment
|
||
Several Glo Sticks
|
||
A stake and 1 metre of string.
|
||
Method
|
||
Drive a stake in the ground in the middle of a field and tie the ‘unlit’ Glo stick to it so that it is
|
||
clearly visible once glowing.
|
||
One patrol guards the Glo stick and has to stay outside a 10 metre diameter circle around the
|
||
stake. Use a rope to mark the circle.
|
||
The guards must stay outside the circle.
|
||
July 2015 Scouts Night Games.doc
|
||
|
||
--- PAGE 2 ---
|
||
The Scouts aim to enter the circle and bend the Glo stick so it lights up.
|
||
The Patrol that achieves this becomes the guards if time permits.
|
||
Grab
|
||
Equipment
|
||
Nil
|
||
Method
|
||
The object is to get the Scouts familiar with the dark and also get fit.
|
||
The Scouts are sent outside for five minutes to find an object that can be used for the game.
|
||
Examples would be small branch or twigs, soft drink bottle, bottle tops, or a rock etc.
|
||
When all back at the assembly area, the Scouts place the objects in the middle of a circle
|
||
marked with rope.
|
||
On “Go” the Scouts who are in their Patrol Corners must run around the hall with one hand
|
||
touching the wall or the chairs in front of the wall until they get back to the their corner, and
|
||
then run to the circle and claim one object.
|
||
The Leader meanwhile has removed one object. The Scout who ends up without an item is out.
|
||
The game starts again until there is only one person left with an item.
|
||
Knotting Fight
|
||
Equipment
|
||
A lashing rope for half the Patrol Members.
|
||
Method
|
||
Best played outside on grass and can be played in the dark.
|
||
The Patrols form up in two lines facing each other with the patrols in tallest to smallest order.
|
||
The Leader calls out the name of a knot the Scouts have been taught.
|
||
One Patrol is given the ropes and on “Go” each member has to tie the knot around the waist of
|
||
the Scout opposite. That Scout can resist and delay the tying of the knot but cannot move more
|
||
than a metre.
|
||
Points are allocated for each knot correctly tied. Swap the ropes each time.
|
||
Query Hunt
|
||
Equipment
|
||
Nil
|
||
Method
|
||
The objective is to find a specified number of objects in a given time and in the dark (no
|
||
torches).
|
||
The time might be 10 mins and the objects could be: Something round, something squareish,
|
||
something with a hole through it, something weighing 1 kg, something green, and so on.
|
||
If some of the Scouts have cell phones with a camera, they could take a photo of something
|
||
such as a gateway, a street sign or a monument.
|
||
Points can be awarded for the best effort.
|
||
Sacrificial Flame
|
||
Equipment
|
||
Small billy of water
|
||
Plastic mugs for each Scout.
|
||
A candle and a soft drink bottle
|
||
Matches
|
||
Method
|
||
The aim is to creep up on the sacrificial flame and put it out without being tagged by the
|
||
sentries (One or part of one Patrol).
|
||
Cut the soft drink bottle in half, stick the candle in it, light the candle and place the bottle
|
||
where it is clearly visible in the dark.
|
||
SCOUTS - Night Games SCOUTS New Zealand Page 2
|
||
|
||
--- PAGE 3 ---
|
||
Appoint up to 4 sentries to intercept the patrols and tag the members. Once tagged they are
|
||
out.
|
||
Each patrol has a small billy with say up to one litre of water in it.
|
||
One Scout carries the billy, the others fill their mugs and attempt to creep up undetected and
|
||
try and put the flame out.
|
||
A patrol succeeding in extinguishing the flame supplies the next sentries.
|
||
Sheep Dog Trials
|
||
Equipment
|
||
Whistle, chairs or benches, or branches etc.
|
||
Method
|
||
The objective is to guide the sheepdog into the sheep pen. May be played in multiple Patrols if
|
||
each has a different whistle or signalling device.
|
||
Place the chairs and benches in the middle of the playing area so they represent a sheep yard
|
||
or pen.
|
||
Agree with the Patrol on the signals to be used with the signalling device.
|
||
The Sheepdog is placed at one end of the area and blindfolded.
|
||
The Patrol is located at the other end of the play area and sound the signals to guide the sheep
|
||
dog into the pen.
|
||
Once the dogs have entered the pen, they swap with another Patrol member.
|
||
Sleeping Pirate
|
||
Equipment
|
||
Laser pointer, stool or chair, a drink bottle and a blindfold
|
||
Method
|
||
Can be played in the dark.
|
||
Have the Pirate seated and blindfolded in the middle of the playing area with the drink bottle
|
||
between his or her feet.
|
||
The Leader points to one or more Scouts who have to creep up and collect the drink bottle and
|
||
return to their place without being shot by the laser beam.
|
||
The Sleeping Pirate needs to listen carefully and point the laser beam at any sound heard.
|
||
Scouts hit by the Laser become the Sleeping Pirate.
|
||
Searchlight
|
||
Equipment
|
||
A powerful torch or spotlight
|
||
Wool for ‘lives’.
|
||
Method
|
||
A PL or a Leader is placed in the middle of field and acts like a searchlight, sweeping the
|
||
spotlight around the field in a circle every 15 seconds. The timing of the sweep must be
|
||
consistent to be fair to the Scouts
|
||
A small object (ball) is placed about 10 meters away from the Leader.
|
||
The Scouts are given 3 lives before the game starts.
|
||
Two or three sentries are placed about the field to intercept the Scouts illuminated by the
|
||
searchlight as they try to collect the object.
|
||
If spotted by the sentry, the Scout has to get back to the starting point before getting tagged.
|
||
If tagged, the Scouts surrender a life. When they have none left and are out.
|
||
If someone manages to get the object, they become a sentry.
|
||
The use of camouflage is encouraged.
|
||
SCOUTS - Night Games SCOUTS New Zealand Page 3
|