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171 lines
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171 lines
10 KiB
Plaintext
SOURCE: /mnt/d/GoogleDrive/Cercetasi/carti-camp-jocuri/Activities and Games Scouts NZ/Scouts Race and Romp Games.pdf
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CONVERTED: 2025-01-11
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==================================================
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--- PAGE 1 ---
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SCOUTS – Race and Romp Games
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Race and Romp Games
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Introduction
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These games are from the “Fun and Games” book written by Jack Dowling and first printed by The Scout Association of New
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Zealand in 1972 and “Fun and Games 2” for all sections, edited by Diana Balham in 1987. More recent games have been
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added as well.
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The games have been sorted into categories, with this category being Race and Romp type games that are quite physical,
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use up energy, but also require concentration. The games are listed alphabetically.
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If you have a favourite game in this category that you would like to share with other leaders, please forward the game
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instructions to reception@scouts.org.nz so it can be considered for adding to this document.
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These game sheets are to help new leaders get started. There are many more listed on the internet that may be used if
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desired.
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Bundles
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Equipment: A hula hoop or a rope loop for each team.
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Method:
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Divide the players into equal teams
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Place a hula hoop or a length of rope knotted into a loop so that the players are crammed together and all
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facing outward.
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On ‘Go’ the teams race to the other end of the hall, or perhaps around the hall, picking up an item from
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each corner so that they have to cover all corners.
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Dodge Ball
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Equipment: Two or more large balls.
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Method:
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The aim is to dismiss as many of the opposing team
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as possible within a given time.
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Draw three lines across the hall. Two lines are one
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meter from the ends of the hall; the other line is
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across the middle of the hall.
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Two members (throwers) of each team are selected
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and have to stay behind the one meter line. Team A at one end of the hall, and team B at the other.
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The remaining players from team A roam around the half of the hall immediately in front of the ‘throwers’
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from team B. The remaining players from team B roam around the other half of the hall, immediately in
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front of the team A ‘throwers’.
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The team A ’throwers’ aim to hit the team B players below the knees and if so, these players join the team
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B’s ‘throwers’. Team B ‘throwers’ aim to hit the team A players etc.
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The players must pick up the ball and return it to their ‘throwers’ by throwing it over the heads of the other
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team’s players. The team getting the ball back to their ‘throwers’ the quickest are the most likely to win.
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Flotsam Scramble
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Equipment: A large number of small items such as bean bags, small balls, socks, scarves etc. that can be carried in
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the hands.
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Method:
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Scatter the objects haphazardly in the middle of the playing area or hall.
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Line the players up at one end of the area or hall.
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On “Go” the players run to and touch a wall or object at the far end of the area, go to the objects on the
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ground and pick one up, then return to and touch the end wall again and then run back to pick up a second
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or third object.
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After 1 minute or so, stop the game.
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The player with the most objects in his or her hand is the winner.
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The team, six or patrol with the most objects could also be winners.
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July 2015 Scouts Race and Romp Games.doc
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--- PAGE 2 ---
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Hopping and Barging
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Equipment: Nil
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Method:
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Chalk or draw a circle of about 2 meters diameter in the centre of the playing area.
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Form the Scouts into a line, tallest to shortest and split them into two equal teams.
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Number the teams off; starting with the tallest as number one (this will achieve teams of equal size).
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Form the teams up either side of the circle, about 3 metres back.
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The leader calls out a number and the two Scouts with that number step forwards. With folded arms and
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hopping on one leg, the players attempt to barge each other over the line and into the circle.
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As soon as a foot crosses the circle line the players return to their places and the next number is called.
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Allocate a number of points to the circle. The winner of each bout gets allocated the points. The team with
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the most points wins.
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An alternative is to make the circle a little bigger and have the game played inside the circle with the aim of
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barging one of the players out.
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Note that girls play against girls and boys against boys.
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Horses and Riders
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Equipment: Nil
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Method:
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Line the Scouts up tallest to shortest and pair them up with a same sized partner.
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The Scouts form a circle with one of the pair standing in front (the horse) and the other immediately behind
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(the rider) so in effect you have two circles, one in front of the other.
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At the word “Mount” the rider jumps up onto the back of the horse.
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At the word “Go”, the rider drops to the ground, goes around the front of the horse, scrambles between the
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horses legs and then runs around the circle clockwise and jumps back up on to the horse.
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At the word “Change” the horse and rider swap places.
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Run the game for about two minutes as a warm up.
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After the warm up, the last rider to remount drops out of the game but the rider stays in place to help form
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the race track.
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Note that girls pair with girls and boys pair with boys.
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Last Object
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Equipment: Treasure which is small items easily carried in one hand. One less in number than there are players. A
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whistle would be useful.
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Method:
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Divide the players into two teams.
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Place one team at each end of the hall or playing area.
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Place the objects in the middle of the playing area. Make sure there is one less item than players.
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On ‘Go’ all players rush in and pick up an object and return to their end of the area. The one without an
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item is out.
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Return the items to the middle and remove one.
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Continue playing until only one player remains.
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Soldiers and Robbers
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Equipment: Treasure which is small objects easily carried in one hand.
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Method:
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Put the players into two teams, ‘Soldiers’
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and ‘Tics’.
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Divide the hall in three parts. One quarter
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is the ‘Soldiers’ territory. A second quarter
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is the ‘Treasure field’, the remaining half
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is the ‘Tics’ territory.
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Mark the dividing lines with rope or chalk.
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Place the treasure across the width of the Treasure Field.
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The Soldiers line up in their territory and guard the treasure.
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The Tic’s start from their territory and dash into the treasure field, pick up a piece of treasure and dash
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back into their own territory and store the items.
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Once the ‘Tics’ cross the line and enter the Treasure Field, the ‘Soldiers’ can tag them and take them
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prisoner. The Soldiers cannot enter the ‘Tics’ territory.
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The Tic Prisoners must sit down behind the Solders territory.
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SCOUTS – Race and Romp Games SCOUTS New Zealand Page 2
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--- PAGE 3 ---
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A Tic may tag another ‘Tic’ on the way to prison where upon the ‘Tic’ is free.
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The game ends when all the treasure has been collected or all the ‘Tics’ are imprisoned.
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Swap teams and start again if time permits.
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Star Dash
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Equipment: Nil
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Method:
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Create 2 metre circle that is the hub.
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The teams sit in relay formation arranged like the spokes of a wheel around the hub, all facing the centre,
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the team leader sitting at the front.
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The team members are numbered from the front.
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There are three commands: Change, Across and Around and each is followed by a team member’s
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number. E.g. “Change 3”, or “Around 6” and so on.
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Change: When this is called, the team members with that number change places by rising, running across
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the circle and sitting in the now vacant space in the opposite team.
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Across: When this is called, the team members with this number rise, run across the circle, around the
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opposite team and back to their place.
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Around: When this is called, the team members with this number rise, run clockwise around all the teams
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and back to their place.
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The first Scout to be seated is the winner.
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Speed up the game by calling say two commands one after the other. After a period of time, increase the
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commands to three.
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Toss Up
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Equipment: One coin
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Method:
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Chalk or mark a start line across the centre of the playing area. If outside, you will need another two lines
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parallel to the starting line but at opposite ends of the area. If inside, the end walls of the hall will do.
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Form the Troop into two equal teams and have them line up either side of the start line. One team is called
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heads and the other tails.
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A coin is tossed and the leader calls out “heads” or “tails”.
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If “heads” is called, the “heads team” has to chase and tag the other team before they reach the safety of
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the end line, and vice versa.
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After a warm up period, all the tagged Scouts are out and leave the game.
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Continue until there is one person left.
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Whack’em
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Equipment: Loosely rolled up newspaper held together with one round of electrical tape or masking tape (this baton
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should be a bit floppy so it won’t hurt or bruise the players).
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Method:
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Form the players in a circle and sit them on the floor with their heads bowed and their hands stretched out
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behind them.
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One player is given the rolled up newspaper and walks quickly around the circle and quietly places the
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newspaper in one hand of one of the seated players.
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The player with the newspaper quickly stands and starts to whack the player sitting on the same side as the
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newspaper was placed.
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The player being whacked, runs around the circle to get away from the ‘whacker’ and back to his or her
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place.
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The ‘whacker’ then changes places with the player who has just been chased.
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The new ‘whacker’ then walks quickly around the circle and places the newspaper in the hand of another
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player and the game continues. The idea is to be sneaky when putting the newspaper down so the person
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sitting beside the new ‘whacker’ doesn’t get much warning unless they are very alert.
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No hitting above the shoulders. The ‘whacker’ should be stood down if he or she deliberately or repeatedly
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hits someone on the head or face.
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SCOUTS – Race and Romp Games SCOUTS New Zealand Page 3
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