Updated Dec 20, 2024
Fantasy Adventure Challenge Kit crafts, games, and recipes for your participants. If your activity requires any supplementals, or you're looking for some extra activities to do, download this PDF to access them.
The queen would wake up with the king and attend mass before gathering with noble ladies. She would spend her mornings taking care of the education of young girls and the evenings doing housewifely duties such as overseeing the preparations of the feast before she ate supper and went to bed.
Back in the Middle Ages, warriors fought in helmets and armour, which made it difficult to tell friends from foes. Knights started painting personal pictures on their shields in an effort to solve this problem, and the Coat of Arms was born. The Coat of Arms soon became popular amongst the nobles and royalty, and knights wore their Coat of Arms into tournaments to proudly display their deeds, portray their qualities, or represent their families.
Note: To save time when making this craft, the leaders could have the shields pre-cut. If painting and allowing the shield to dry takes up more time than you have, you can always have your kids colour the shield with markers or cut out construction paper and glue it on.
A knight would wake up at dawn, pray, eat breakfast and then spend the rest of his day practicing weaponry and horseman skills. If their lord went out, they were required to go with him and keep him safe. Knights would also join the grand feast.
A princess spent her time away from home learning how to be a lady. Her day-to-day life was spent like that of a queen or a noble woman.
The High Middle Ages brought back reading and writing while military powers expanded. The crusades were also held at this time.
Magic wands come in all shapes and sizes and hold all sorts of powers. Here are two ways in which you can choose to make your wand:
Late at night, after the family had finished dinner, people of the Medieval Ages would gather around a fire and tell tales, both make-believe and real. Now, it is your turn to create a story by using your imagination.
The story must:
To host a medieval feast, the first thing you have to do is set up the atmosphere so your guests can really feel like they are attending a feast at the house of a lord or lady. On a clean table, set up your plates with medieval-looking utensils, or if you really want to get messy, you can allow the kids to eat with their hands. For drinking cups, use mugs or goblets and prepare food on plain-looking platters. For room decorations, keep things simple and sparse. Lords and ladies hung up tapestries, swords, and shields. If your kids did the sword and shield crafts, then you can hang them around the dining area.
Important note: Do not remove husks, do remove the silk.
The Late Middle Ages was a horrible time dominated by the Black Death and the Western Schism.
The life of a noble was very similar to that of royalty, except everything was done on a smaller scale.
Note: This game is best played when it is darker outside so the kids can hide better.
Scour the Castle is a scavenger hunt game where the kids run about the “castle gardens,” “castle village,” “royal forest,” “castle,” or any other place you choose as your hunting grounds. All participants should get a prize of some sort so they don’t feel that their efforts have been wasted, and the person who brings back everything on the list should get a special prize. Keep a few special prizes on hand in case more than one kid gets everything on the list.
To figure out what items to hunt for, it is a good idea to walk around your scavenger area and see what is out there. A hunt next to a river might include a smooth rock or a water beetle, but a hunt in town might not have those.
If you don’t want to damage the environment, make the scavenger hunt a camera hunt and take pictures of the objects you need to find. Or if you have enough adults to spare, have the leader hold a checklist, and for everything the kids find, the leader checks the item off.
When the hunt is over, each group will talk about what they saw during their hunt.
Here are some suggestions to get you started:
The object of this game is for the person who is "it" to find the dragon.
Be the first to defeat the evil red Dragon.
Lay down your game board right side up and shuffle the Adventure Cards, Equipment Cards, and Trap Cards then place them at the marked places on the board. If you choose to play with bingo chips as the Gold Coins, then take them and pile them in the Dragon’s Lair. If you choose to use the Gold section of the Adventure’s Sack instead, then ignore that step.
Have everyone choose which character they want to be: the brave fighter, the quick thief, the gentle healer, or the mystic wizard. Place the characters at the point of the board marked start. Roll two six sided dice, the highest number goes first.
To move your character, you will need to roll the dice when it is your turn. Whatever number appears on the dice is how many squares your character can move forward. Nothing happens when doubles are rolled. If you land on a blank square, it does nothing, but if you land on an adventure square, you draw an Adventure Card and read out what the card says. If you land on an equipment square, you draw an equipment card. If you land on a trap square, you draw a Trap Card. Landing on the same square as another player activates a tournament. (Tournament rules are listed under Tournament Battle.) Also, if you land on or pass Start, you draw an Adventure Card.
Move around the board collecting Equipment Cards and Gold Coins until you have collected all three pieces of your character’s equipment and 40 Gold Coins. Race to the point of the shield and step off the track to the Giant Square. NOTE: You do not need to land on Start to move up to the Giant; you just have to pass Start. The Giant will demand 40 Gold Coins in order to let you pass to the Dragon’s Lair. Once you reach the Dragon’s Lair, you must defeat the Dragon in order to be declared the Hero or Heroine.
After you roll the dice, move your character and do what the square says. Then you pass the dice on to the person to your left and they start their turn.
Every Dragon has to have a horde, and the evil red Dragon is no exception. The Gold Pile in his lair is also used as a bank. Every time a person Gains 5 Gold or Loses 5 Gold, the amount is drawn or put back into the Dragon’s Lair.
If you happen to land on the same square as another player, the players have to participate in a tournament. The characters grab one six-sided dice and roll for the highest number. The player with the highest number gets a reward of 5 Gold from the Gold Pile.
Equipment cards are needed to defeat the Dragon and complete the game. Each character has certain equipment that they need:
To reach the Dragon, you have to collect all the Equipment Cards in your set. When you draw the equipment card, mark down the card you got in your Adventure’s Sack and shuffle the card back in. If you draw an equipment card that you already have, then just shuffle the card back into the deck. Do not draw again. Once you have all your equipment, you must continue to go around the board to reach the Dragon.
These cards describe what happens when your character lands on an adventure square. Sometimes, the adventure is good, or you do something nice for someone and get Gold Coins, but other times, you get defeated by an evil monster or you are given a penalty. Occasionally, you get an Adventure Card that makes you switch places with another player or magically teleports you to a square of your choosing. If you are lucky, you can even get a key card that allows you to open secret passages as you go through the game.
To get a Trap Card, you have to land on a trap square. Most of the trap cards result in a bad event happening; the player moves back squares, loses gold, and even can swap places with another player. However, not all the traps are bad.
These cards are actually adventure cards, but when you draw one, you get to keep it until the card is needed. To use a key card, you have to land on or pass a secret door and then put your key card in the discard pile to go in.
This monster is the guardian to the Dragon’s Lair. He has been instructed to let no one pass unless they pay him 40 Gold Coins. Only then will he step aside and you can proceed to the Dragon. But be warned, if you lose to the Dragon he won’t give you your money back.
The Dragon is the fiercest of all fantasy creatures whose fiery breath can melt the armour of even the bravest knight. In order to win the game, you need to defeat him. When you get to the Dragon’s Lair space, you choose another player to be the Dragon. Give this player one six-sided dice, and you will take one. Both players roll their dice. The player with the highest roll had defeated the other. If the character wins, the Dragon is defeated, and the game is over, but if the Dragon wins, then the player loses one of his equipment cards and has to go back to start.