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Night Time Activity: Blindfolded Shape Creating
Night Time Activity: Blindfolded Shape Creating
Night Time Activity: Blindfolded Shape Creating
Night time activity will consist of a treasure hunt simulation, where they will be given clues
to find the final treasure, and some games. Skills tested during this phase of the camp are
their knot knowledge, morse code, mgr reading and orienteering skills.
1
Duration: Until each person has commanded and properly formed the shape/
30mins max.
Obstacle Course:
An obstacle course will be set up beside the hall. The scouts will have to
manoeuvre back and forth the obstacle course. Each time a scout touches a rope or
any element of the course they are not meant to touch, they restart to the starting
point. There will be checkpoints in the course.
The clues (in the form of Morse Code) will be separated and hidden inside the
obstacle course
Duration: 30minutes maximum
Activities leading to Locations:
1. Basketball court
2. Concourse
3. Classroom lockers -> Hall
4. Amphitheatre
Logistics:
2x Map of school with MGR labels
2x Compass
Lashings
2x Sudoku puzzle
4x Toilet Rolls
10x Clue strip
Activity 3:
Classroom furnishing:
1. Scouts will be given 1 minute to look around classroom A and memorise how the
items are arranged.
2. Scouts will be directed to classroom B and are expected to re-arrange classroom B to
look like classroom A in 5 minutes
Total duration: 10minutes / patrol
Location: 2 classrooms
Blind Cartography:
2
1. Let participants into an empty classroom, where various large objects are placed in
random locations. Give them 1 minute to examine the room and the position of the
objects.
2. After 1 minute, turn off the lights in the room and bring the scouts outside, and tell
them to draw a map of the class as a patrol (being lenient on the scale).
3. The group can send 1 person in blindfolded to walk around the room and try to ‘feel’
the objects to deduce the positions.
Total duration: 10minutes / patrol
Location: Classroom A
3
Each round, it starts with a person electing who will be going on the mission. The
scouts will then take a vote to decide whether the decision is passed. If the decision is
passed, it proceeds to the 2nd phase. If voting fails, the person on the right gets to elect who
will go on the mission. If every voting phase fails in the round, the spies will win.
2nd phase. The 2nd phase consists of the players on the mission to play a card of their
choice, either red or black. The cards played are completely anonymous until the reveal, so
nobody will know who played which card.
2nd phase. To win the 2nd phase, the spies will need to have at least one red, while
the resistance needs every card played to be black to win. Once the 2 nd phase is over, the
game moves on to the next round, for a total of 5 rounds.
The goal of the game is to teach the scouts how to discern someone who is telling the
truth and someone who is lying. This can prepare them for their leadership roles, as they will
be better equipped for leading.
Patrol Kit:
4
-A short tutorial on
MGR
Also to take down
notes etc
Map of School w/ 1 2 To navigate around
MGR school
Compass 1 2 To navigate around
school
Pack of HB Pencils 1 2 Writing materials
Erasers 3 6 Writing materials
Blank A4 paper 20 40 Writing materials
Deck of Cards 1 2 For activity 4
Lashing 5 10 For activity 1
Folder 1 2 For storage of
paper
Sudoku puzzle 1 2 For clue
Planned items:
Sudoku:
MGR: 188165 – Basketball Court
Unsolved(to be given):
5
Solution:
Clues:
6
5 (O) It’s in the bag
1 (S) Room 13 E6-13
2 (S) Block E Locker 20
3 (S) Level 5
4 (S) Locker 20
5 (S) It’s in the bag
Locker 12(O) +3 E5-08 Locker 15
Locker 20(S) -2 B4-11 Locker 18
E5-08 Locker 15 This place has 6 front doors Hall
B3-11 Locker 18 This place has 6 front doors Hall
Morse Code 1 1. Classroom Amphitheatre
Morse Code 2 2. Campsite
Morse Code 3 3. Amphitheatre
Morse Code 4 4. Hostel
Morse Code 5 5. Field
Morse Code 6 6. Tent
Morse Code 7 7. Shelter
Morse Code 8 8. E1-05
MGR from knots Concourse
MGR for Sudoku Basketball Court
7
Locations:
1. Basketball court ABC DEF
2. Hall
3. Classroom lockers
4. Amphitheatre