Tasks for a quest at a school camp. Scenario of the quest holiday “Pirate Adventures”

New! Quest for children in nature “Summer Vacation” - a ready-made set of colorfully designed tasks with which you can organize an exciting quest to find hidden treasure for children in nature (in the countryside, in the village, on the street in the courtyard of a private house or cottage, in a children's camp, on the river or seashore, on seaside resort).

Quest for children in nature “Summer Holidays” is a great way to have fun with children in nature during the summer holidays.

All tasks are completely ready - you just need to select the most suitable ones based on keywords, print them out and arrange them in accordance with a well-thought-out search chain immediately before starting the game.

Ready-made scenarios for conducting quests. Detailed information can be viewed by clicking on the image of interest.

About the kit

  • The outdoor quest for children “Summer Vacation” includes a set of tasks, each of which is hidden in a specific place. The solution to each riddle reveals the location where the next clue is hidden. This creates a chain of tasks that must be completed step by step in order to find the hidden surprise.
  • The quest provides a wide variety of universal places in nature (at the dacha, in the village, on the street in the courtyard of a private house or cottage, in a children's camp, on the river or seashore, at a seaside resort), where you can hide riddles and the surprise itself.
  • The kit allows you to create your own unique search chain: tasks can be arranged in any order and can be completed in any number of stages, which is very convenient for the quest organizer.
  • The clues are colorfully designed and contain interesting puzzles and intelligence tasks based on word games. The set contains 8 types of tasks with various options keywords.
  • The kit is intendedfor children from 8 years old. The tasks are not primitive, they are selected in such a way that they will be interesting not only for children, but also for teenagers.

Using this kit you can organize a quest:

  • for two commands: each type of task is completed in two versions, with different keywords - so that the teams have equal chances, and victory depends on the speed of reaction and intelligence of the players;
  • for one player or for one team of players: in this case, the game organizer will have a choice of the most convenient places in nature to create a search chain; in each type of task, you need to choose the option with the most suitable keyword.

Set design

You can start the quest game in an original way using a special postcards. It's durable and takes just a few minutes to cook (details included), with the first clue in the middle; Postcard format - A4. When finished it looks like this:

completing assignments

Description of tasks

(key places where you can hide hints and surprises are indicated in brackets)

  1. Parrot's hint ( package, post ). Interesting code.
  2. Confusion on the beach ( stone, flower bed). Observation task: you need to find slippers that do not have a pair.
  3. At sea (bag, hat ) . An interesting, colorfully designed task.
  4. Cloud Cipher ( coniferous tree, fruit tree). A task for attentiveness and concentration.
  5. Mysterious beasts ( magazine, newspaper) . A fun task, you need to figure out which animals are hidden in the picture.
  6. Giraffes clue ( water, bush). Testing your knowledge of the Russian language :)
  7. Wrong letters ( fencing,leading). To read the clue, you need to cross out all the wrong letters.
  8. Cache ( gate,porch). Original logic task.
  • postcard to start the quest
  • recommendations for preparing and conducting the quest
  • tasks and answers (each task is immediately followed by an answer, and for convenience and clarity, all answers are formatted in the same way as the tasks themselves)

The kit is offered in electronic form - you need to print everything you need yourself on a color printer(the card and assignments look great on regular office paper).

Set format: tasks and answers - 32 pages, instructions - 5 pages (pdf files), postcard for starting the quest (jpg file)

After clicking the button, you will be taken to the Robo.market cart

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Within an hour after successful payment, 2 letters from Robo.market will be sent to your email address: one of them with a check confirming the payment made, another letter with the theme“Order on Robo.market #N for the amount of N rubles. paid Congratulations on your successful purchase!” — It contains a link to download materials.

Please enter your email address without errors!

THE SECRET OF THE ABANDONED CAMP.



The legend says: many years ago in one of the houses children's camp 4 children disappeared without a trace. No bodies or other remains were found. A group of friends decide to go to this unfortunate abandoned camp and spend their weekend there, scaring each other scary stories. All the horror stories turn into reality when someone locks them in the missing children's house and sets the house on fire. Will they be able to get out and survive? After all, they only have 60 minutes left to do this.




Interior.

Abandoned room. The floor and walls are wooden. There is trash lying on the floor: candy wrappers, burnt paper, some old yellow newspapers (anything, it is important that everything is aged, as if it had been there for a long time). There are also soft children's toys lying on the floor. There is a large chest in the middle of the room. There are 4 beds in 4 corners of the room. There is a huge pile of rubbish lying underneath them. An old chest of drawers with a mirror stands close to one of the walls. Opposite on the other wall there is a clock hanging.



Music: creepy, with the laughter of a crazy woman and the screams and cries of children.



Main quest.

You need to find the key that will lead the heroes to the attic (second floor). The key is in the chest, and the chest is wrapped in a chain and locked. At the bottom of the chest there is also a combination lock, like a safe.



Task: find the code and key to open the chest on both sides, and get the key from it to the second room.



Quest 1.



There are soft toys on the floor. If you press their tummies, each of them will sing a song. Except for one toy. The toy that does not sing the song says the words in reverse order: I have a brother. That is: tarbitseyanem.

Players' task : Be able to understand what the doll says and decipher it. This is a hint that will help them understand that they need to look for the same toy, the “brother” of this toy.



Quest 2.



There are mattresses on the beds. They have holes. If you stick your hand into the hole in the mattress and search hard enough, you can find scraps of multiple old photographs.

Task: be able to put together a puzzle from very similar scraps of photos, excluding unnecessary scraps to get two full-fledged photographs. Photos are a hint for the next quest.



Quest 3.

The heroes got two photographs. In one of them, a girl stands near the wall on which the clock hangs and holds a watch and a mirror in her hands. On the other: the same girl stands near the mirror and also holds a watch and a mirror in her hands.

Ingenuity task:Both in the photographs and at the time the heroes pass the game, the small hand of the clock (which hangs on the wall) is at three, and the large one is at 1 (hour). It turns out 13. A watch in the hands of children means that you need to pay attention to the time. And the mirrors, and the fact that the girl in the second photo is standing at the mirror, means that the numbers need to be reversed. That is, it turns out to be 31. You need to look for these numbers in the room.



Quest 4.

In search of numbers, the heroes examine the garbage under the beds. In one of these garbage, in a stack of newspapers, in the very middle, a hole was discreetly cut out where an ultraviolet flashlight was hidden.

Task: search the room with an ultraviolet flashlight and find the numbers 13 and 31.



Quest 5.

The number 13 is on the floor board on one side of the room, and 31 is on the floor board on the other.



Task: Guess that you need to press on these boards at the same time. A cuckoo will suddenly and sharply appear from the wall and crow loudly, which will frighten our heroes.



Quest 6.

In the hole from which the cuckoo jumped out there is a hole that is infested with cockroaches (mechanical). The heroes do not see that the cockroaches are not real, they just see that some kind of living creature is moving there.



Task: Don’t be disdainful and stick your hand into the cockroaches and find a wooden (or plastic) toy - a copy of the soft toy that said at the beginning of the quest: I have a brother. At first glance, there are no clues in the toy, but in fact you need to unscrew its eyes. You need to find a screwdriver.



Quest 7.8.

On the wall, above one of the beds, hangs an old poster with Roman soldiers. All dilapidated and dirty, but clearly visible on it Ancient Rome.

Under this bed, the heroes will find a diary of a girl who slept on this bed, and from the diary they will understand that the girl was keen on studying Ancient Rome. Based on this, the characters will conclude that the poster and diary lead to something.



Task: We need to dig around inside the chest of drawers. There the heroes will find many books, among them there is one on which it is written in large letters: Ancient Rome. School program. If you look carefully this book, you can find a poem in it.

Task 2: The capital letters of each line of the poem form the word: Screwdriver. You need to figure this out. Therefore, you need to look for a screwdriver.



Quest 9.10.



The beds in the room are not as they should really be. Under the pillows that lie on the bed, the characters will find a room plan with the arrangement of furniture. There will be a plan in every pillow. There are 4 plans in total, but the arrangement of beds on all plans is different. The heroes must understand that they need to move the beds. Note: here the quest administrator through the screen or through the microphone (creepy) must announce that the heroes have only one attempt to move the beds correctly, or they will burn in this house forever.



Problem 1 . Understand which bed arrangement plan is correct and move the beds into place. To do this, among the garbage on the floor you need to find inconspicuous at first glance, crumpled and slightly faded newspapers, and on one of the pages there will be an inconspicuous article about missing children and a black and white photograph with the correct arrangement of beds.



Task 2. At the same time, all 4 heroes lie down on these 4 beds.



Quest 11.



A secret compartment in the floor will open. In the secret compartment are the heads (should look real) of the missing children. The heroes need to delve inside these heads. Inside each head is a screwdriver. The catch is that the insides of the heads are filled with brain-like mucus, and artificial corpse worms, artificial dead spiders (which look like real ones), and it's quite disgusting to climb into them.

Goals:

♦ cultivate a sense of collectivism in students;

♦ develop reaction speed;

♦ develop skills of mutual assistance and assistance;

♦ teach children to make decisions independently.

Description of the game.

Overall, the idea for the game came about thanks to television program"The Keys to Fort Boyard." In this case, the players’ task can also be to collect keys or any other objects (in our case, these are rings). Several teams participate in the game. Since the game script was written for a children's organization, the participation of several units of the organization is implied. Squads can have from 6 to 10 people. The main condition is that all team members take part in overcoming the stages of the game, since at each stage one person from the squad participates. The task of the squad is to go through the stages as quickly as possible and not “lose” the participants.

So, at the start, participants are told that they must find a certain number of keys or some objects. This number depends on the number of stages, that is, at each stage you can get one key. One minute is given to complete the task of the stage; if the participant fails, he is sent to the “kingdom of shadows”, from where the team can help him out by guessing the riddle. After the teams complete all stages, the winner is determined. To find stages, you can give a map, or you can complicate the game by searching for them. The team that completes the tasks the fastest and has the most participants at the end of the game wins.

Then the team has the right to choose, but more on that below.

The game is designed to be played at school.

Stage options.

1. One of the participants is locked in the office where he is a large number of keys. His task is to choose the key and open himself.

2. Indoors it is stretched to different levels rope, you need to get to the ring by going through the ropes without touching them. To make it more complicated, you can hang bells on the ropes.

3. At this stage the ring is put on a long and tangled rope. It must be removed by unraveling the rope,

4. The ring is suspended on a hanging rope, that is, you need to climb up the rope and remove the ring. (Held in the gym.)

5. There are many closed boxes in the room, each of which contains something. You need to find a ring that is hidden in one of the boxes.

6. At this stage, you need to look at the colored balls laid out in a certain order and after 30 seconds also fold them.

7. The stage is taken from the game "Fort Boyard". You need to hammer in a nail, hitting it alternately with the head of this stage. The participant wins if his blow is the last.

8. There are boxes on the wall bars in the gym. One of them contains a ring. You can open the boxes only by going up and down the wall each time.

9. In the room, a net is stretched at a height of 50 cm from the floor (for example, from a football goal), and keys hang on it. You need to find the right key and use it to open the lock on which the ring hangs.

10. Draw a target with numbers from 1 to 5 marked on it. You need to knock out 50 points in one minute using a small ball.

11. At a certain height, for example in the gym on a basketball basket, a box with a ring is installed. You need to knock it down with a small ball.

You can come up with more stages, if you have the desire and the necessary equipment.

So, the stages have been completed, the winner has been determined. Now the winning squad faces the most difficult thing - choice. In front of the players of the winning squad are two rows of cards, the first row is open and the following inscriptions are on the cards:

After the winners choose their card, they can open a card from the second row:

The prize could be a cake, and the incentive prize could be candy. But this is up to you to decide for yourself.

For the game you will need a large number of assistants, those who will organize the completion of tasks at the stages, those who will take those who have dropped out of the game to the “kingdom of shadows”, the ruler of the “kingdom of shadows”. High school students will cope with this role.

General camp (mass) events in modern children's centers date back to the emergence of the first children's camps in our country. They were born quite naturally, almost immediately with the detachment's affairs. And today we have a rich pedagogical treasure trove of not only the events themselves, but also ideas, concepts, and approaches. However, due to the frequent renewal of personnel in children's centers and camps, there is simply no time to go through the process vocational training teacher-organizers and counselors, in whose hands all responsibility for the events that we are accustomed to call “general camp” or mass events is mainly concentrated.

In all my leadership and organizational activities, I have never come across articles, methodological recommendations, or textbooks on mass events. Something can be found in the cultural sector, where there is an institute for professional training of event organizers. But this is predominantly a concert, competitive activity, and in our field, where in one event a child can not only have fun and play, but also learn something, become “better” as a person, there are no methods that would distinguish a “quest” from a “quest.” role-playing game" or even from a concert program, I have never encountered.

AT ANO DOOC " Scarlet Sails“We made an attempt to generalize the accumulated experience and use it in training counselors, so that at planning meetings beginners would not be afraid of the terrible words “KIP”, “IPS”, and their senior comrades would not have to explain for a long time not only the secret meaning of the abbreviations, but also the internal content. Because our teacher-organizers have become sharper at making the same games at stations that are absolutely unlike any others, but explaining the next fresh idea even to experienced counselors is hard work.

We tried to compile a more or less complete table of events and combine them into forms - according to those magical abbreviations that we ourselves are already accustomed to communicating with: “KIP” (competitive game program), “IPS” (game by station), “TRP” ( dance and entertainment program), “SRI” (role-playing game), etc., and in addition, “quests”, “concert programs”, “exhibitions” and much more were taken into separate forms. But in order to convey to a person who has just come to learn the leadership craft how all these names differ from each other, I had to look for “litmus tests” - indicators that would explain the differences between one and the other in an accessible and understandable way. And at that moment, as it is fashionable to say now, I had an insight. The point is this, when I tried to explain to my colleague, the teacher-organizer, that the traditional event “Agiotazh”, where children, visiting a great many stations, receive tokens for winning or participating, and then spend them on snowmobiling, sweets, etc. This, in its form, is nothing more than a game of stations, then received a furious rebuff. It turned out that I saw this event in two more Tyumen camps, only they were called “Fair” and their principle was no different from each other. For my colleague, there was no other event other than “Agiotage”. She only saw "Excitement." “Humanity” for her is not a game of stations, even though there are more “stations” there than anywhere else.

A similar case was described to me by another colleague, already in the shift supervisor department, Natalya Muzyro. At one of the municipal seminars, as a guest specialist, she spoke about role-playing games. AND older generation The teachers, having heard that “Zarnitsa” is nothing more than a paramilitary role-playing game, rushed at poor Natalya with righteous anger, proving that “Zarnitsa” is “Zarnitsa” and cannot be anything else. And the fact that this game contains a plot in the form of a legend of military exercises, and each child plays his own role (commander, private, radio operator, etc.), while having some freedom of action and choice within the framework of his role, did not bother the older generation at all and they didn’t want to hear about any “forms of events.”

Two years ago we realized that this was a big failure in our work. We write technical assignments to the teacher-organizers, and we cannot convey our idea to them; we come up with events and do not know how to explain them to the counselors.

To my request to the candidate pedagogical sciences, game technician Grigory Nikolaevich Kudashov, to help with the search for literature on events, I was surprised to learn that there were none as such. And writing such methodological recommendations, textbooks, etc. is not entirely correct. Then I learned an interesting opinion - “any such training manual would completely kill creativity in organizing events." This was a revelation for me until the moment I realized that we, who work in a children’s health and educational center in a “non-stop” mode, when one shift is immediately replaced by another, are not exactly “creators” in the usual sense. Yes, my colleagues consider it bad form to hold the same event several times, yes, we come up with and implement every event based on the plot, goals and objectives of a particular shift, but we do not change the form. You can replace the plot, you can edit the principle of evaluation, you can introduce more and more new elements into familiar forms, but... We are still “artisans”. We use familiar forms over and over again, changing their content. But at the same time, we have never once been reproached for repeating ourselves. Our counselors change every year, this is a natural process. But the success of the event largely depends on them – on the final performers. Try to hold an event even for a hundred children, if their counselors themselves do not understand the rules, cannot interest them in the gameplay, convey the plot, fulfill their task as actors, organizers, animators, etc. Therefore, we simply vitally need a common “language”, a common understanding, although whatever forms of events. Maybe someone will be surprised, and someone will be painfully clear about the fact from my experience when newly passed counselors cannot distinguish the classic competitive game program on stage from the game at the stations on the territory. And, accordingly, they cannot prepare their squad - from the uniform to the emotional mood. Our craft simply required defining terms and characterizing the forms of events.

Having led the reader to the immediate subject of conversation for so long, it is absolutely clear to me that without understanding the importance of highlighting such a form as “quest” in a separate category, further text will not work. Because everyone will understand in their own way, but I would like to communicate in one language.

What is a quest? The first thing that comes to mind are commercial projects – quest rooms. These are very interesting quests in their content. We are immersed in the role of detectives who are trying to solve a complicated case, in the role of prisoners of a mad scientist trying to destroy the world from his laboratory, etc. There are such quest rooms in almost every city. There are quest rooms in children's camps, but a quest in a children's camp is not only a quest room.

First of all, you need to understand that a quest is only one of the forms of events that is used in squad work and general camp events. Moreover, two quests on the same shift may be absolutely different. similar friend on a friend. The trick is that the quest has one distinctive feature that I would like to talk about. Despite the fact that “quest rooms” have firmly occupied their niche in gaming technologies, many of their features are just conventions.

The use of limited space in quest rooms is a gaming convention and one should not assume that the quest always has such a framework. By the way, stay in quest rooms can also be limited in time - this is also a convention of commercial activity, and not a rule.

Let's try to characterize the concept of quest itself.

A quest in a children's camp, in my opinion, is an event based on the game “mechanics” of a system of “riddles” and “keys” that lead the player to one or more logically constructed endings. The quest can have its own plot, can be carried out both in a strictly limited and in a conditionally unlimited space, can have the ability for players to interact with each other or with the direct characters of the plot, and can serve as a means for the player (child) to master the knowledge and skills offered by the pedagogical goal of the change .

Thus, the quest, as a form, is in no way limited by dogmas on the principle of organizing space, constructing a plot, using props, interaction between players, etc. The quest, as a separate form, has only one essential detail, the very characteristic that I mentioned above as a “litmus test”. This is a system of “riddles” and “keys” on which Her Majesty the Game is built.

Who said that the quest cannot be conducted by the presenter from the stage in the assembly hall? Or to the counselor within the residential building? There are no restrictions for the organizer; the main thing is that understanding the “quest” as a separate game form helps its organizers, in conditions of limited time, prepare and implement it as an event. The whole point in understanding lies in the magical “riddles” and “keys”. Let's take a closer look at them.

The main element of the quest is the “riddle”. We may or may not know what we are looking for at the end, but all our activities as quest participants will be related to solving riddles, finding ciphers and deciphering them, finding codes and using them, and much more. It is important to understand that the word “riddle” is a symbol that simply characterizes this important element. Guessing, for example, a word in the game “Crocodile” is also solving a riddle. Only it is not written on paper, not entered into a computer, and not encrypted in a letter. But it also carries important gaming information for participants.

For every “riddle” there is its own “solution”. The second element of the quest is a system of “keys” that leads to a specific result. Having found three keys in a closed room and opened three chests with them, we seem to gain access to the next level. Every guessed “riddle”, every key found, every deciphered message takes us one step forward to the end of the quest. Moreover, consistent search and solution is also a convention. Imagine that you only know the end of the story, like in a crime - in front of you is a robbed safe, evidence left behind and there is a circle of suspects. All detective stories in literature are an interestingly described quest plot. Have you ever collected a package of documents and certificates to send your child to a children's camp? Or did you undergo a medical examination for employment in the camp? Congratulations, you have taken part in the quest. Only the riddles there are not interesting and the process itself is not very exciting, because there is no game plot, and we know exactly what we have at the beginning and what awaits us at the end. That is, the Game itself does not happen.

The main value of the quest as a form is the emotional feature of the game. What do people experience when they first enter an quest room? Confusion. Left to their own devices, they do not know where to start and what actions will help them complete the quest successfully and which will not. Only attempts and activities lead to results. Moreover, at a certain moment, logical thinking may not help you, but associative thinking or your emotional intelligence will. Or divergent, when the result is achieved not by one solution, but by many different ones (in quest rooms everything is consistent and straightforward, if you look back at the game after completing it).

The main value of a quest in a children's camp is its capabilities. In addition to the fact that the quest itself forces the brain to work, think, and connect all its reserves, it is a means for the child to assimilate information. What will it contain? We included the child’s personality types in the quests and showed the counselors examples of behavior. You can include several paragraphs of a history textbook in the quest and encrypt key dates. Moreover, the key historical figures I will be present in the images of the heroes of the quest. It is quite possible to get your child ready for a hike by arranging a quest for him to collect things. The main thing is not to forget to put all this into a system of “riddles” and “keys”. Otherwise, it will turn out to be a rather boring game of stations. A poorly organized quest will not make a good station game.

By the way, how does a quest differ from other forms, for example, a concert program or a role-playing game?

It is and only the “riddle-key” system. Everything is built on it. Riddles can also be included in the competitive game program. But it evaluates the number or speed of solved riddles, and not the result to which they led. Because solving the riddles will be a competition. Even in a playlist of a dance and entertainment program, you can encrypt a message if you wish. Only the main element in this program is dancing and entertainment. And the main element of the quest is a system of “keys” encrypted in riddles. I will give an example so that the reader can still abstract from quest rooms and “mysteries” in their usual sense.

In May 2018, we held a counselor seminar before the summer season. And we decided that we simply needed to take advantage of the experience that our colleagues from the “Island of Childhood” camp gave us. This was the idea for the quest. Our version had its own plot - two guys quarreled while playing an old game, and its heroes escaped from the game into the real world (the idea was taken from the movie “Jumanji”). The counselors' task is to find the runaway heroes and bring them back before midnight. The whole point was that each hero had an encrypted code - a personality type. The child is “anxious”, “hyperactive”, “demonstrative”, etc. And the heroes did not agree to go to the place assigned to them until the counselors-players unraveled their code and aligned their behavior in accordance with it. By the way, it was also a horror story and we gave a hint to the code through the behavior of the characters. Someone climbed the ladders, sat on the branches, and ran away. Someone stood and whimpered, afraid to cross the dark bridge. We collected children's fears and, interpreting them in the plot of the game, waited for the counselors to solve the code and guess what model of behavior they should build. This was the solution, the key was the knowledge that the counselors received at the Counselor Training School, our interpretations of children’s fears were the tips. Our goal is to evaluate their preparation and make it clear that even such complex psychological topics can be presented in a playful way, quite accessible.

I repeat once again - there are no restrictions.

The riddle can be in the form of text, a digital code, a picture, a pantomime, a QR code, the behavior of the hero in the context of the plot - anything! The field for creativity is unlimited. Otherwise, it would not be creativity, but the game “mechanics” - the principle of conducting a quest as a game form remains unchanged: “riddle-key”. It is this element that makes us rather “artisans”, but conditionally, not fully, which is wonderful both because we always have a “field for creativity”, and because in conditions of limited time and professional conventions we need to organize an event from stage to stage ideas and goal setting, to the stage of implementation and analysis.

The human brain is designed in such a way that it gets pleasure from going from point “A” - a mystery, to point “B” - a solution. In addition, the quest is almost always framed in a plot. Whether it’s a fairy tale, a movie, a cartoon, a book, all this only helps the participant to join the process. Be interested first in the “wrapper” of the candy called the quest, and then move on to mastering the contents. But from the point of view of pedagogy, it is the content that is the main value. Unfortunately, quest organizers often forget about this. The difference between a commercial quest and a quest in a children's camp lies in the purpose of its implementation - making a profit through an exciting game form or the education and upbringing of a child. Do you feel the difference? For organization pedagogical process There is not much time in the camp - a maximum of 21 days. So is it worth spending it on exciting and well-organized quests that do not have a specific pedagogical goal?

Why do we need quests? Any form of activities that are adopted during a shift is nothing more than a teacher’s working tool. Let's draw an analogy with building a house. The goal is clear - to build a house for any needs. A hammer is a necessary thing in this matter, but driving screws and self-tapping screws with it is a disastrous task. The forms of activities that we use during the shift are, of course, much more universal than a hammer when building a house. However, opening a shift when the children have just arrived, are unfamiliar and have not adapted to the new conditions for them through role-playing games, is a truly impossible task. Each form has its own, unchanging, functions that they perform. And the quest has several main functions that have traditionally developed in the ANO DOEC “Scarlet Sails”:

— Promoting the implementation of the pedagogical goal of the shift. That is, creating an environment that helps the child develop moral qualities, various types thinking, moral and value guidelines, communication skills, etc. (specifically based on the purpose of the shift). This function is a priority. Otherwise, why do we need these events at all?

— Developing the plot of the shift - maintaining an emotional atmosphere, harmony and consistency storyline in the child's understanding. It is the development, not the plot, although the one who really manages to “start” the plot with the help of a quest is a true Master and Creator.

— Team building – facilitating the formation of a temporary children’s team, preventing conflict situations. An additional but important function, I think this does not require explanation.

I believe that in every camp that has adopted such a game form as a quest, these functions are similar.

Project Manager of ANO DOOC "Scarlet Sails", Tyumen

(Autonomous non-profit organization children's health and educational center "Scarlet Sails")

The quest is an excellent solution for holding an event at a summer camp. During the quest, children will be able to feel like real adventurers and solve charades and puzzles. Participants will be given a task: to find the treasures of the gnomes, and having completed it they will receive a well-deserved reward! The quest is easy to organize using the quest script at the “In Search of the Rainbow” summer camp.

Scenario of the quest in the summer camp “In Search of the Rainbow”

The presenter meets the guys. You can turn on background music to create an atmosphere.

Host: Hello guys, do you like adventures? (Children answer) What about treasure hunts? (Children answer) Do you know who gnomes are? (Children answer) According to legend, gnomes have countless treasures that are found in caves and mines. And they move along the rainbow, in order to find the treasures of the gnomes you need to find all the colors of the rainbow, put them together and then we will find out where the treasures of the gnomes are kept. Are you ready to go on an adventure? Then remember what color is the first in the rainbow? That's right, red! Find a gnome with a red cap, complete his task and you will receive one piece of the gnome map. You need to collect all the colors of the rainbow, add them up and you will get a treasure map!

Hint for organizers: the treasure map should consist of puzzle pieces, each piece of the map is painted in one of the colors of the rainbow, so the entire map is all the colors of the rainbow.

Station 1. Red.

Dwarf Grumpy: Hello guys, I'm Grumpy. I won't give you my color - I'm in a bad mood! But if you make me laugh, then maybe I’ll be a little kinder and share a hint with you. Think for yourself how to cheer me up! (Children think and answer) And you are funny, maybe I will agree to dance with you. But just be on your guard, as soon as the music stops you will all need to find a mate. Whoever doesn't make it in time, I'll catch and tickle him!

The guys dance with Grumpy and get a hint.

Grumpy Dwarf: Here's your clue, what's the next color in the rainbow? That's right, orange. Look for an orange gnome.

Station 2. Orange.

Sneeze: I'm the gnome Sneeze, and I sneeze all the time because I live in a very dirty clearing. Help me clean up here and then I'll give you a hint. Only you need to remove the garbage not in one whole pile, the garbage needs to be sorted: we put paper garbage in green containers, plastic garbage we put in blue containers, other garbage we put in red containers. Go!

There is garbage scattered in the clearing; the children need to collect it and distribute it into containers.

Chihun: thanks for the help guys. Don’t forget to pick up trash after yourself so you don’t become Sneezers yourself. Here is your well-deserved reward - an orange hint. What's the next color in the rainbow? That's right, yellow!

Station 3. Yellow.

Smart Guy: Hello guys, I'm Smart Guy, and to get my clue you need to solve my riddle first. For each correct answer you will receive a letter, from the received letters you need to form a word. For this word I will give you my color.

Riddles of the gnome:

Yellow petals outfit

Makes the kids happy in spring

As soon as the sun warms up

The flower will quickly turn gray.

(Dandelion)

Likes or doesn’t like, Masha wonders,

A flower in her hands... ( Chamomile)

The most wonderful of all flowers

It has seven magical petals

They will fulfill your wishes

As soon as you tell them “Fly”.

(Seven-flowered flower)

He sings to us about beautiful love. (The Little Mermaid, Ariel)

I was friends with the gnomes

She lived in their hut

But the evil witch stepmother

Found me there too . (Snow White)

The healthiest dessert

The bunny eats for lunch. (Carrot)

For each correct answer, Smart Guy gives the children letters from the word “Rainbow”; they put the word together and receive a yellow puzzle piece.

Station 4. Green.

Sonya: Hello, guys! I've been waiting for you for so long that I almost fell asleep and I don't remember where I put the hint. You can look for it while I sleep. But I want to warn you that I will walk in my sleep and catch you. And the one I catch will also have to fall asleep or pretend to be asleep.

Station 5. Simpleton.

Simpleton: Hello guys, I'm Simpleton. My task is simple, you need to divide into two teams and line up in two even columns one behind the other. I will give each team one large bag. Team members, starting with the first team members, you need to climb into the bags and jump before me. The team that completes the task first will receive a hint.

Jumping in sacks with the Simpleton

Station 6. Blue.

Veselchak: I am Veselchak! At this station, you guys need to complete tasks, in order to determine who will complete the tasks, each of you needs to write something about yourself on a piece of paper and sign your name. For example: I'm Alice - I have two braids. Don't show anyone what you wrote. Roll up and put the note in my cap. I will take out the notes and read out the second part, and your task, guys, is to guess the name written in the first part.

Participants write, the gnome takes out and reads the definition, the task of the children is to guess who it is about. If you guessed right, then the one whose name was guessed completes the task invented by the guys, if not, the gnome takes out the next note.

Station 7. Purple.

Quiet: Hello, guys! I really need your help. I've been trying to draw Snow White all morning but I can't. Will you help me? You just have to draw blindfolded. You all need to line up in a column one at a time. Starting with the first team member, I will blindfold everyone, you need to go to the board and draw Snow White without taking your hands off the board, then return to the team and pass the marker to the next participant.

Quiet gives the guys a purple puzzle piece. The guys collect all the colors and put together the puzzle. The map, which is a puzzle, leads them to the place where the gnomes' treasure is hidden.

List of props for the quest at the summer camp “In Search of the Rainbow”: puzzle map “Rainbow”; trash containers of different colors; waste paper, plastic, other; letters of the word "Rainbow"; jumping bags 2 pcs.; paper and pens according to the number of participants; drawing board; marker; treasure