PLAY HERITAGE DETECTIVES

Heritage detectives see stories in the stones!
Heritage detectives need curiosity and imagination

Introducing children, with their teachers, family and friends, to local history and heritage.

 

Please note. The information on these pages is addressed to adults who enjoy discovering and sharing history and heritage with children.  No specialist knowledge is needed.  Scroll to read the introductory information below. 

 

1. EVERYONE CAN TAKE PART
Play 'Heritage Detectives' is a collaborative activity for detectives from 5 to 95. Everyone will be able to contribute something to the detective work but it will take team work to complete a quest! You will need a team leader who is able to make the best use of all the different skills and interests in your team. 

 

2. THE INFORMATION YOU NEED CAN BE FOUND ON THIS SITE and its FREE!  CHECK IT OUT!

3. THIS WEBSITE IS MOBILE FRIENDLY

If you have access to the internet you will be able to refer to all the material on your phone or tablet. If contact with the internet is unreliable just download the pages you need or print them out on paper.  'Each quest has just two pages to download! 

4. HAVE FUN!

We envisage small groups of children and adults all of differing age, interest and ability having fun together.  The Heritage Knights have done their best to provide materials that will help you to succeed with your quest but success will depend on your own sense of adventure and how you share this with the children in your charge! 

 

5. COMPLETING A QUEST COULD BE A HOLIDAY PROJECT
Play Heritage Detectives can become the focus of a holiday activity or a school project, its can be over in a morning or spread over a number of weeks.  Younger detectives will enjoy the constructional and craft activities and older members of your team can help with the computer and research activities involved in making wonder cards.  

Finding out what Arthur might remember could become a way of life!

6. THE GAME IS PLAYED OUTSIDE ON A QUEST TRAIL BUT THE ACTION STARTS AND ENDS BACK AT HOME.

In every case heritage detectives are out to discover what 'Arthur' will recognise today.  Who is Arthur?  He is

Sir Arthur de Catmole is a 13th century knight read about him here. 

 

 7THERE ARE TWO VERSIONS OF THE GAME TO CHOOSE FROM each require you to create a report for Arthur. You need to start by getting to know Arthur.

 

1. STARTER PACKS  are called  'EXPLORE WITH ARTHUR' QUESTS.

These quests are particularly suitable for young heritage detectives and groups new to detective work. We have created ready made trails for you. As they are site specific you will need to visit one of the towns or villages on the list and download the associated Explorer's Pack. The pack contains full instructions, your route and a series of  'Spot this' clues.  Check out the information on the Information Sheet to work out what Arthur might remember.  Complete a report for Arthur.  

 

2. EXPLORE A PLACE NEAR YOU

 There is no ready made trail her because heritage detective works can be carried out everywhere. It is advisable for prospective detectives to have attended the Detectives School.  We have an online version and run actual schools by arrangement. Graduates will be able to:

  • Create and walk a trail.
  • Explore, spot and wonder along the trail
  • Select up to six wonder points and make them into wonder cards
  • Carry out detective work at each stopping place.  
  • They will:
  1. Stop and wonder
  2. Ponder and deduce
  3. Get the knowledge
  4. Make the wonder cards
  5. Use the timeline