Ali Baba’s secret room

Games outdoor

Players up to 99+

For everyone

Duration 2-3 hours

Roleplay games | Team games

Equipment

  • 3 sheets, 1 club and some string to create the secret room in the corner of the base camp
  • A peculiar or wacky hat that is the helmet of Ali Baba
  • A padlocked trunk in which to store the helmet
  • 6 different keys, including the one that opens the trunk, to hide in the garden
  • Clothes for characters
  • 6 cards with clues, which will then be signed by the relevant character (6 for each team)
  • Crossword puzzle for Merlin the magician (6 copies)
  • Taboo Game for Magical Sabrina
  • Philosopher's Stone for Harry Potter to hide in a flowerbed
  • 3 poker cards (King, Knight, Woman) for Peter Pan
  • 3 bottles with colored water (red, blue and yellow) and several glasses for Morgan the Fairy
  • 6 sheets of "super-cali-fragili-sticex-piali-docious" words for Mary Poppins
  • Map of the keys hidden in the garden (6 copies)
  • a treasure of your choice to put in the trunk

Description

At one corner of the base-camp there is a secret room where Ali Baba's treasure will be kept. To enter the room, you must utter the magic formula 'Open Sesame' while wearing Ali Baba's helmet. Ali Baba's helmet is kept in a locked trunk in the center of the base camp. To get the trunk key you have to pass several tests. Six characters from fantastic stories are positioned in the garden, each recognizable by a particular object: 1) Merlin the magician (blue hat with yellow stars) 2) Magic Sabrina (magic wand) 3) Harry Potter (glasses and black suit) 4) Peter Pan (green hat with red pen) 5) Morgan the Fairy (potion bottles and blue dress) 6) Mary Poppins (magic umbrella)

At the beginning of the game, each team receives a card with a clue to the first character they must visit:

  1. He served King Arthur for many years.
  2. Her chatty cat's name is Salem.
  3. He goes to magic school.
  4. His enemy has a hook for a hand.
  5. With his magic potions he can heal people.
  6. He doesn't use cars, trains, ships or planes to travel.

The team searches the garden for the character indicated on the card and each character subjects the team to a test:

1) Merlin the Wizard asks players for help in solving 5 definitions:

  • The shape of King Arthur's Table: Round.
  • The round window that illuminates the churches: Rosone.
  • It's done in school between classes: Intermission.
  • How many numbers are there between 5 and 22? Sixteen.
  • The days in April? Thirty.

2) Sabrina is preparing a game to submit to the aunts; to check the goodness of the game she asks them to try it with the players of the team; she chooses one of them who has to make his teammates understand three words, without ever pronouncing the ones in brackets:

  • SHEET (paper, pen, writing)
  • SQUARE (fountain, trees, garden)
  • DIARY (homework, school, days)

3) Harry has misplaced his precious Philosopher's Stone; the team must manage to find it in the vicinity of the post knowing that a red lightning bolt is drawn on it.

4) Peter Pan has just returned from a party where he discovered a fun new game and wants every team to try it. He has three cards: a king, a knight and a woman. Each round, Peter shows the King, then quickly shuffles the cards and asks what the King's card is. The team gets the signing after five exact picks.

5) Morgan the Fary is preparing a new magic potion. It has three bottles with different colored liquids: red, blue and yellow. He wants to get a bottle of orange and a bottle of green. He asks for help from the teams to get the combinations right.
(RED+YELLOW=ORANGE and YELLOW+BLUE=GREEN)

6) Mary Poppins has a too careless mother; this time she forgot the magic formula to be able to fly and asked Mary to send it to her by mail. Mary, however, does not trust the postmen who might get hold of it, so she thought of cutting the formula into six parts which she then mixed together; but she is afraid that not even her mother will be able to decipher it in this way. So he proposes to the team the six strings that need to be reassembled in the right order to form the formula "super-cali-fragili-sticex-piali-docious".

When the team passes the proposed test, the character signs the card. The team returns to the base camp where they receive the next card (the animators must ensure that the teams do not meet in the same character).

When a team gets all 6 signatures, they return to the base camp and request the key map. There are 6 keys hidden in the garden, but only one of them opens the trunk. Each team can look for one key at a time and try to open the trunk; if it is wrong, they must return the key to its place and choose another one.

When he finds the exact key, he opens the trunk and gets Ali Baba's helmet. The game of the other teams is interrupted and everyone returns to the base camp to see the opening of the secret room. A group leader wearing the helmet is appointed from among the players of the winning team. The team then gathered around the entrance to the secret room exclaim 'Open Sesame' three times. The front door will then open and the team will get the treasure.

Who win?

The team that manages to open the secret room.

What does the game teach?

Collaboration, intuition.

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Giochi di gruppo simili a Ali Baba’s secret room

Games outdoor

Players up to 99+

For everyone

Duration 2-3 hours

Roleplay games | Team games

Equipment:

  • 3 sheets, 1 club and some string to create the secret room in the corner of the base camp
  • A peculiar or wacky hat that is the helmet of Ali Baba
  • A padlocked trunk in which to store the helmet
  • 6 different keys, including the one that opens the trunk, to hide in the garden
  • Clothes for characters
  • 6 cards with clues, which will then be signed by the relevant character (6 for each team)
  • Crossword puzzle for Merlin the magician (6 copies)
  • Taboo Game for Magical Sabrina
  • Philosopher's Stone for Harry Potter to hide in a flowerbed
  • 3 poker cards (King, Knight, Woman) for Peter Pan
  • 3 bottles with colored water (red, blue and yellow) and several glasses for Morgan the Fairy
  • 6 sheets of "super-cali-fragili-sticex-piali-docious" words for Mary Poppins
  • Map of the keys hidden in the garden (6 copies)
  • a treasure of your choice to put in the trunk

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Our games are loosely inspired by real events, but are integrated with parts of fantasy to make them more dynamic and fun. Any reference to existing people or to actual events is purely coincidental.

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