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The Scout Library, No. 4
Scouting Games
by Sir Robert Baden-Powell
Author of "Scouting for Boys,"
"Yarns for Boy Scouts,"
"Boy Scouts Beyond the Seas," etc.
sixth edition

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FOREWORD TO SIXTH EDITION
The training of the Boy Scouts is done mainly by means of games, practices and competitions
such as interest them, and at the same time bring into use the attributes of manliness and good
citizenship which we desire to inculcate into them.
There is, therefore, an aim, physical or moral, underlying those which are given in the
following pages. These games do not exhaust what it is possible to give; they are but samples or
suggestions upon which imaginative Scoutmasters will easily contrive better ones and more of
them, suited to their local conditions. But in devising these the higher aim should always be kept
in view; that is the instructor should think of what points he wishes to teach. and then invent a
game or display in which to bring them into practice. In playing these Games it should be
remembered that they improve very much on the second and third trial, as minor rules have often
to be introduced to suit local circumstances. A time limit should generally be imposed to bring
them off successfully.
Through these games, apart from their health - and joy giving properties, we can instill the
sense of fair play, discipline, and self-control - in a word, good sportsmanship, among our future
men. Then in addition to the games mentioned in this book we have adopted other activities in the
Scout movement in the shape more particularly of swimming and climbing. These are for the fuller
development of the boys morally as well as physically. Morally, because swimming gives a sense
of mastery over one of the elements and of fitness for service to them as a result of exercising
pluck and perseverance; and climbing similarly gives a sense of self-reliance and power through
achievement in overcoming a difficult adventure.
They are good physically, because both activities are the better agents for developing health
and strength in that they are not artificial like " physical jerks," " setting-up drill," etc., but are
natural and appeal to the boy so that he continues to practice them voluntarily in his spare time.
In these days when so large a proportion of the manhood is physically unsound and incapable
of 'any great strain of hard work, Scoutmasters are rendering a really valuable service to the
nation in turning out a new generation of citizens healthier in body and mind than their
predecessors. The games described in the previous editions have been carefully checked in the
light of fuller experience, and improvements made.
R. S. S. B. P.
Scouting Games -- 2 -- Sir Robert Baden-Powell

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CONTENTS
CHAPTER I - SCOUTING GAMES
Flag Raiding - The Rival Dispatch Bearers - Dispatch Running - Reading the Map - Relay Race -
Flying Columns - Numbers - Surveying the Country - Scout Meets Scout - Telegraph Cutting - The
Signallers' Game - The Traitor's Letter - Joining Forces - Spider and Fly - Scouting in the Open -
Plant Race - Where's the Whistle? - Fugitives - Tails - Compass Points - spot your Staves - One
Tree Away - What Is It ? - Finding Places.
CHAPTER II - STALKING GAMES
Deer Stalking - Stalking and Reporting - Scout Hunting - Shadowing - Ambushing - Mimic
Battle.
CHAPTER III - TRACKING GAMES
Seeking the Scoutmaster - The Treasure Hunt - The Torn Manuscript - The Lion Hunt - Wool
Collecting - Sharp-Nose-Climbing.
CHAPTER IV - INDOOR GAMES
Kim's Game - Debates and Trials - Scout's Chess - Farmyard - Thimble Finding - Scout's Nose -
Spotting the Spot - How Long ? - Old Spotty-Face - Quick Sight - Nobody's Airship - Blow Ball -
"Artists" - A Memory Game - Questions - Who Said That ? - Celebrities - Patterns - Round the Ring
- Badger Pulling.
CHAPTER V - GENERAL GAMES FOR CAMP OR PLAYGROUND
Catch the Thief - Bang the Bear - Shoot Out - The Bull Fight - Basket Ball - Knight Errantry -
Find the North - Cock Fighting - Camp Billiards - stool Kicking - Take the hat (For Two Patrols) -
The Staff Run (For Four Patrols) - Pass it On - Toilet Tag - Bomb-Laying - Baiting the Badger - Ring
Catching-Shooting - Kick it and Run - Tub Tilting - Balancing the Board - An Obstacle Race -
Finding the Numbers - Snatch the Handkerchief - Hit the Bucket.
CHAPTER VI - CYCLISTS' GAMES
De Wet - The Biter Bit - Brigand Hunting - Ambuscades - Hunting the Spies.
CHAPTER VII - TOWN GAMES
Shadowing - follow the trail - Catching the Dodger - The Signature Collecting - What's Wrong ?
- Far and Near - Morgan's Game - Shop Window - Taking Notes.
CHAPTER VIII - NIGHT GAMES
The Escaped Smoker - The Path-Finder - Tracking by Smell - Will-o'-the-Wisp - Showing the
Light - Night Outposts.
Scouting Games -- 3 -- Sir Robert Baden-Powell

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CHAPTER IX - WINTER GAMES
Siberian Man hunt - Arctic Expedition - snow Fort - Fox-hunting - The Dash for the Pole - Clear
the Line - Skin the Snake - Soccer Relay.
CHAPTER X - SEAMANSHIP GAMES
Smugglers Over the Border - Treasure Island - Smugglers - A Whale Hunt - Water Sports.
CHAPTER XI - FIRST-AID GAMES
Wounded Prisoners - The Red Cross Hero - The Ill-fated Camp - Injuries - Ambulance Knights -
Ambulance Rounders - Ambulance French and English - Ambulance Hotchpotch - Ambulance
Elements.
CHAPTER XII - GAMES FOR STRENGTH
The Struggle - Wrist Pushing - Scrum - Feet Wrestling - Straight Back - Bridge - Tournaments -
Kneel to your Superior.
CHAPTER XIII - DISPLAYS
Foreword - The "mercury" Display - Good Turns - Treasure Camp - How Livingstone was
Found - The Diamond thief - Play the Game - The Storming of Delhi - The S.A.C. - Pocahontas -
Kidnapped - Saving Life.
Scouting Games -- 4 -- Sir Robert Baden-Powell

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CHAPTER I -- SCOUTING GAMES.
1. FLAG RAIDING.
This game is for two patrols, or a larger number divided into two parts, each under one Patrol-
leader. Three flags (signalling flags will do) are posted within a given tract of country at about 20
yards apart. It rests upon the judgment of the leader of the defending party to choose the spot. He
then posts his patrol not less than 200 yards from the flags, and the game begins. The attackers
send out Scouts to discover (1) where the flags are, (2) where the outpost is placed. They then try
and reach the flags and carry them off without being seen by the outpost. One Scout may not take
away more than one flag. The defending patrol may not come within the 200 yards of the flags, and
to capture one of the raiders they must have at least two Scouts within 10 yards of him, and call
out "hands-up". At a signal given by one of the Patrol-leaders or an umpire, to show that time is
up, all must stand up in their places, to see how near the raiders are, and the exact position of the
outpost. It is a great point for the Patrol-leaders to keep their own patrols in touch. If they like the
attackers can arrange a false alarm on one side, while a single Scout makes for the flags from the
opposite direction and secures one. At night lanterns can be substituted for flags.
2. THE RIVAL DISPATCH BEARERS.
The game is played between two rival patrols, which for convenience we will name the Wolves
and Peewits. From each patrol one Scout is selected as dispatch bearer. The Scoutmaster takes
up a position at a certain spot, preferably in the middle of a wood, or if in a town at the junction of
several streets, and the chosen Scouts start from opposite points about two miles distant from the
Scoutmaster and attempt to reach him. It is the duty of the remainder of each patrol to try to
prevent the rival dispatch carrier reaching his goal. Thus the Wolves will watch the stretch of
country over which the chosen Peewit is likely to come, and as the winning patrol is decided by
the first dispatch carrier to reach the Scoutmaster, the Wolves will do all they can to capture the
Peewit and secure the dispatch. The Peewits in their turn will naturally try and effect the same
result. When the carrier has his dispatch captured he must not of course continue. The patrols
must keep 200 yards away from the starting and finishing point, thus giving the dispatch-bearer a
better chance of reaching the Scout- master. To be captured, the dispatch-bearer must be actually
held by one of the defenders, though no fighting is allowed.
3. DISPATCH RUNNING.
A Scout is chosen to carry a dispatch to a besieged place which may be a real village or
house, or somebody stationed at an appointed spot. The dispatch-runner must wear a, colored
rag, at least two feet long, pinned to his shoulder, and with this in its proper place he must reach
his goal. The enemy besieging the place must prevent him reaching the headquarters, but cannot,
of course, go within the lines of the supposed defenders (i.e. within 300 yards of the headquarters-
certain boundaries should be decided upon beforehand). To catch him the enemy must take the
rag from his shoulder. They know he starts from a certain direction at a certain time, the spot
should be a mile or so from the besieged town-and they may take any steps to capture him they
like, except that they may not actually witness his departure from the starting-place. The game
may be played in a town with two houses chosen as starting-place and besieged town
respectively, and the dispatch-runner can adopt any disguise (except that of a woman), so long as
he wears the rag pinned to his shoulder.
4. READING THE MAP.
This is a test in map-reading and remembering the map read. The Scoutmaster or Patrol-leader
in command takes his patrol into a strange town or an intricate part of the country and through
them he wishes to find out particulars about the neighborhood; so he shows the Scouts a map of
the district and appoints to each a place to be visited, showing the route on the map, and pointing
out churches, inns, etc., to be noted on the way. Each Scout should have a fixed distance to go
Scouting Games -- 5 -- Sir Robert Baden-Powell

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and a certain number of points to be noted. Then they start off, and as they return the Scoutmaster
or Patrol-leader takes down their reports. The winner is the Scout who brings in the best report in
the shortest time.
5. RELAY RACE.
One patrol is pitted against another to see who can get a message sent a long distance in the
shortest time by means of relays of runners (or cyclists). The patrol is ordered out to send in three
successive notes to be obtained from a certain house, or tokens such as sprigs of certain plants,
from a place say two miles distant, or further if the patrols are on cycles. The leader takes his
patrol out and drops Scouts at convenient distances, who will act as runners from one post to the
next, and then back again for the second note or token. The runners should be started at certain
intervals. By arranging with neighboring Scoutmasters long distance relay practices can be
carried out, for a hundred miles or more. Each Scoutmaster or Patrol - leader should be
responsible for forwarding the message through his own district by relays of Scouts on cycles. An
example of this was given at the Jamboree, when despatches were carried to Olympia by relays of
Scouts from places more than 100 miles away. An interesting series of records could be set up,
and districts compete with one another in carrying messages over fixed distances of road. The
times could be published In the Scout.
6. FLYING COLUMNS.
For any number of patrols to compete. A force is in need of help, and a military motorist on his
way to the nearest garrison comes across a Scouts' camp. He gives to each Patrol-leader a hasty
idea of the situation and shows him a rough map explaining that the distressed force is two miles
along a certain road, and between the Scouts' camp and that force are the enemy's out- posts. The
Patrol-leaders are to take their patrols in the shortest time to the force in distress without being
seen by the enemy. The distressed force should be represented by any conspicuous spot, and the
enemy's outposts by people with red flags stationed on the road between the Scouts' camp and
the other force. As soon as they see any of the patrols they should blow a whistle, and those
scouts are to be considered captured (or else they may notice to which patrol the Scouts they
have seen belong and count it against them). The patrol which gets to the distressed force in the
shortest time, and without any of its Scouts being seen wins.
7. NUMBERS.
This game is admirable for training the eyesight and teaching the art of advancing under
cover. Every Scout has a three figure number, pinned on the front of his hat. The number should
be drawn in black and be quite decipherable at a distance of a hundred yards (the figures at least 3
in. in height). The troop is then divided up in the following manner: Two or three patrols are
marched 300 yards from the camp, and instructed to advance on the camp under cover. As the
work of defending is easier than attacking, only one patrol remains in camp to defend it. When the
attacking party advance, their movements are watched eagerly by the defenders, who, having
chosen good cover so that their hats are not visible, are waiting for the enemy to get within range.
So long as the number is too indistinct to read, they are supposed to be out of range. The nearer
the attackers approach, the more careful are they not to look over the top of a bush long enough
for the defenders to read their number. Of course a good ;Scout looks round the side, and not
over the top of a bush or rock ; and if he looks at all in this game he must be very sharp, for no
hats may be removed or turned round and no hands used to conceal the number. If the defenders
are able to read the numbers they call them out and the umpire writes them down. The attackers
also call out the numbers of any defenders who expose themselves, and the umpire attached to
the attacking party makes a note of these numbers. When only 50 yards separate the two parties
the umpires call out the names of those who are shot, and those boys ,must not take any part in
the rest of the fight. When the commander of the attackers considers that he has advanced as
near as he can under cover, he gives, the order "charge " and the attacking party sweep over the
open space in front of the camp the defenders call out the numbers as fast as they can read them.
Scouting Games -- 6 -- Sir Robert Baden-Powell

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If the attackers reach the camp with more men than survive in the defending side, then they have
won. But if the final charge enables the defense to pick off nearly all their enemies the camp is
saved.
8. SURVEYING THE COUNTRY.
As soon as a camp has been pitched the first thing to be done is to find out about the country
round; and this makes an excellent subject for a patrol competition. Each Patrol-leader is served
out with a sheet of paper upon which to make a sketch map of the country for perhaps two miles
round; he then sends out his Scouts in all directions to survey and bring back a report of every
important feature-roads, railways, streams, etc.-choosing the best Scouts for the more difficult
directions. The patrol whose leader brings to the commandant the best map in the shortest time
wins. The Patrol-leaders must make their maps entirely from the reports of their own Scouts.
9. SCOUT MEETS SCOUT.
This game can be played with equal success in either the country or town. Single Scouts, or
complete patrols or pairs of Scouts, to be taken out about two miles apart, and made to work
towards each other, either alongside a road, or by giving each side a landmark to work to, such
am a steep hill or big tree. The patrol which first sees the other wins. This is signified by the
Patrol-leader holding up his patrol flag for the umpire to see, and sounding his whistle. A patrol
need not keep together, but that patrol wins which first holds out its flag, so it is well for the
Scouts to be in touch with their Patrol- leaders by signal, voice or message. Scouts may employ
any ruse they like, such as climbing into trees, hiding in carts, and so on, but they must not dress
up in disguise. When a troop is meeting for any purpose it is a good practice to arrange that on
nearing the place of assembly each patrol should try to be the first to see the others.
10. TELEGRAPH CUTTING.
An invading army always tries to destroy all communication in the invaded country, so the first
thing to be destroyed is the telegraph system-and the defenders send out men to protect the
wires. Choose a road with telegraph wires, and one which has good cover on either side. The
defenders should have two patrols to the attacker's one, and only that amount of ground which
will allow one defender to each telegraph post should be protected. The defenders need not
necessarily keep to the road but may send out Scouts to discover where the enemy are in force
and likely to attack. The attackers have to tie three scarves round a post (or double that number if
there are two patrols attacking) before the line is broken. The defenders can put them out of action
by merely touching, but if the defenders are less in number at any point they must retreat until
reinforcements arrive. So the point of the game is for the defenders to keep in touch along the
line, and be ready to bring up a relieving party immediately the enemy threaten to attack any spot.
11. THE SIGNALLERS' GAME. (A GAME FOR GOOD SIGNALLERS)
The troop must be divided up into three parties or patrols, as follows: A. Patrol, B. Patrol and
C. Patrol. A. Patrol will be the smallest, but must all be good signallers, and c. Patrol the largest.
First, the A. Patrol goes out and takes a position on high ground, or up in a church steeple, or the
roof of a house, so as to command a good view of a certain stretch of country. This patrol will take
Morse or Semaphore flags, or other signalling apparatus. The B. Patrol will go out and keep under
cover in this certain stretch of country overlooked by the signallers or A. Patrol. On going out the
B. Patrol will endeavor to keep under cover and dodge or trick the signallers by appearing in
different places and disappearing and will finally take up a concealed position. After B. Patrol has
been out fifteen minutes, C. Patrol will advance; then the signallers will signal down to the C.
Patrol, or attackers, the position of the hostile B. Patrol, and other details that will help the patrol
to advance unseen and surprise the enemy or B. Patrol. To win, the C. Patrol must capture the
Scouts of the B. Patrol by surrounding their hiding-places. If the C. Patrol pass by more Scouts of
the B. Patrol than they capture, it counts a win for the hostile B. Patrol. A time-limit of, say, two
hours should be put upon the game.
Scouting Games -- 7 -- Sir Robert Baden-Powell

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12. THE TRAITOR'S LETTER.
The best situation for this game is a wood or copse, but it can be played on other ground if
necessary. The idea is this: The troop is divided into halves; one half camps one side of the wood
and one half the other. These halves are called respectively "French" and "Prussians." In the
Prussian camp is a traitor who has made an agreement with the French that he will place a letter
containing important information of Prussian plans in a tree which he will mark in a certain way.
This tree should be near the center of the wood. When the game commences, the "traitor" places
the letter in the tree and retires again to his own camp. His perfidy is supposed to have been
discovered during his absence, and on his arrival he is arrested. He refuses to divulge the hiding-
place of the letter. He is sentenced to be shot, which sentence is supposed to be carried out, and
henceforth he takes the part of onlooker. At a given signal from the umpire, the Prussians set out
to recover their letter, and try to prevent the French obtaining it, while the French simultaneously
leave their camp intent on obtaining the letter, and watching the Prussians. Each Scout is armed
with a tennis-ball or with fir-cones if they are to be found. The "traitor" should be careful when
hiding the letter to snap a twig or two, and leave an impression of his boot here and there, in order
to give the Prussians a chance of finding the letter. The French, of course, have to look for a tree
marked in a particular way. When two opponents meet, the one first hit by a ball or fir-cone will be
"out of action," and the Scout so hit is on his honor to take no further part in the game. One mark
counts against the French or Prussians for every man out of action. Four marks count to the side
who obtains possession of the letter. The side whose marks total most are the winners.
13. JOINING FORCES.
The troop should be divided into four equal sections (if it consists of four patrols, so much the
better). Patrol No. 1 proceeds to an agreed spot perhaps a mile distant, while Patrol No. 2 is
dispatched an equal distance in exactly the opposite direction, the rest of the troop (Patrols 3 and
4) remain at the base as a united force. The game now begins:- Patrols I and 2 represent allied
armies each at warfare with the force lying between them, namely, the united Patrols 3 and 4. The
supreme object of the allies is to effect a junction of their forces without coming into contact with
the enemy, who outnumber either force by two to one. Accordingly they send out Scouts and
dispatch-runners to ascertain the position of the enemy, and also to get into touch with their
friends. If they are successful in evading their mutual enemy, and in joining up their full forces,
then they are considered winners. On the other hand, the whole duty of the combined patrols is to
prevent this junction from taking place by hindering all attempts at communication, and, if
possible, by surrounding or ambushing one or other of the allies, and by capturing them, making a
union impossible. If they succeed in preventing a junction until the time limit has expired they
claim the victory.
14. SPIDER AND FLY.
A bit of country or section of the town about a mile square is selected as the web, and its
boundaries described, and an hour is fixed at which operations are to cease. One patrol (or half-
patrol) is the " spider," which goes out and selects a place to hide itself. The other patrol (or half-
patrol) goes a quarter of an hour later as the " fly " to look for the " spider." They can spread
themselves about as they like, but must tell their leader anything they discover. An umpire goes
with each party. If within the given time (say about two hours) the fly has not discovered the
spider, the spider wins. The spiders write down the names of any of the fly patrol that they may
see ; similarly the flies write down the names of any spiders that they may see, and their exact
hiding-place. Marks will be awarded by the umpires for each such report. The two sides should
wear different colors, or be distinguishable from each other in some manner.
Scouting Games -- 8 -- Sir Robert Baden-Powell

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15. SCOUTING IN THE OPEN.
A certain bit of country is chosen, the side of a hill if possible, about five miles across each
way (it should be much less if you are only out for a few hours) ; the boundaries of the ground
have to be clearly under- stood by everybody before starting. Then, in the early morning, four boys
go out to act as hares. They can go together or separately, wherever they please, and though they
may hide whenever they like, they should, as a rule, keep moving from one part of the ground to
another. Each hare wears a red sash across his shoulder. An hour after the hares have started, the
rest of the party, generally numbering sixteen, go out as hunters to find them. The hunters can go
all together, or singly, or in pairs-any way they please ; but as a rule, the best fun is for the hares
to go singly and the hunters in pairs. It is well for the hunters to wear a colored sash across their
shoulders - Grey, yellow or blue-so that they can be distinguished from ordinary country people
moving about the ground. Thus the game is for the hunters to go looking about till they see a
hare, and then they run after him and try to catch him. They only catch him when they touch him.
This all gives excellent practice to both hunters and hares in hiding, stalking, tracking, and getting
across country, and is a most exciting game. Towards the evening the game ends, and all make
their way home.
16. PLANT RACE.
Start off your Scouts, either cycling or on foot, to go In any direction they like, to get a
specimen of any ordered plant, say a sprig of yew, a shoot of ilex, a horseshoe mark from a
chestnut tree, a briar rose, or something of that kind. Choose one that will tax their knowledge of
plants and will test their memory as to where they noticed one of the kind required. Quickness
should be encouraged by making the first successful Scout who arrives home winner of the game.
17. WHERE'S THE WHISTLE ?
Here is the description of a capital game which can be played in an open field where there is
no cover. A number of Scouts are blindfolded and placed in a line at one end of the field. Then a
Scoutmaster or Patrol-leader goes to the other end, and blows his whistle every now a-ad then.
The business of the blindfolded Scouts Is to reach the whistle-blower and touch him. The latter
may stoop down, but be must not move about As soon as a Scout touches the person with the
whistle, he slips off his scarf and is out of the game. The whistle-holder should see that no boys
run into hedges or ditches; if he notices any of them straying, he must blow his whistle and so
attract their attention in the right direction. Points are awarded in accordance with the order in
which the Scouts reach the whistle-holder, the highest points, of course, going to the one who
first reaches his destination.
18. FUGITIVES.
Here is a Scouting game which Patrol-leaders will find useful when engaged in patrol work,
apart from the rest of the troop.
Each Scout in the patrol has a round disc of white cardboard, with a number printed plainly
upon- it, pinned on to the back of his shirt or sweater. One member of the patrol is then chosen as
the " fugitive," while the rest act as hunters. The " fugitive," who wears tracking-irons, or leaves
some kind of trail behind him, is given, say, 'ten minutes' start. The rest of the patrol then start out
and endeavor to track him down. As soon as a " hunter " can get near enough to the fugitive,"
without being seen, to take down his number, the latter is caught. But if the " fugitive " can, by any
means, turn the tables and get any of his pursuers' numbers, the latter are out of action. As soon
as a number is taken down, the Scout who takes it must call it out, to let his captive know he is out
of action. This game necessitates some careful stalking, and there is no " horse-play " in the
shape of ankle-tapping. A sharp Scout in the patrol should be chosen for the fugitive," as he has
not only to elude perhaps six or seven pursuers, but he must also endeavor to " capture them,
unless he wishes to get killed himself.
Scouting Games -- 9 -- Sir Robert Baden-Powell

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19. TAILS.
When engaged in scouting games, many troops make use of " ankle-tapping " with staves to
decide the issue of the day. This is a very exciting mode of attack and defense, but at the same
time is rather dangerous, and does not need much actual scouting work. A far better way of
deciding which side is victorious is as follows. Scouts- on both sides wear their scarves tucked
lightly in their belts, and the object of each ride is to capture as many of these 11 tails " as
possible. To creep up behind a hostile Scout and grab his " tail before he discovers you, calls for
far more caution and scouting than does ordinary ankle-tapping. Again, a Scout may suddenly
discover that his own tail is missing just as he is going to capture an enemy's, which all adds to
the fun of the game. Of course, if desired, colored pieces of cloth or handkerchiefs can be used
instead of the Scout scarves.
20. COMPASS POINTS.
This game will be found excellent practice in learning the points of the compass.
Eight staves are arranged in star fashion on the ground all radiating from the center. One staff
should point due North. One Scout now takes up his position at the outer end of each staff, and
represents one of the eight principal points of the compass. The Scoutmaster now calls out any
two points, such as SE and N., and the two Scouts concerned must immediately change places.
Any one moving out of place without his point being named, or moving to a wrong place or even
hesitating, should lose a mark. When changing places, Scouts must not cross the staves, but
must go outside the circle of players. when three marks have been lost the Scout should fall out.
As the game goes on blank spaces will occur. These will make it slightly more difficult for the
remaining boys. To make the game more difficult sixteen points may be used instead of eight.
When played indoors the lines of the compass may be drawn in chalk on the floor.
21. SPOT YOUR STAVES.
This game is played in the same way as an ordinary paper chase, except that the hares are
provided with a number of small circular gummed labels, such as are used by shopkeepers for
marking the price on goods. Every time trail is dropped not more than two labels should be
dropped with it. As soon as the trail is picked up by a hound, he blows his whistle. The other
hounds immediately proceed to the spot and search for the two labels. When found they should
be tuck on to the finder's staff, and at the end of the chase the Scout with the most labels wins.
This tends to keep up the interest of the smaller Scouts who otherwise would soon be inclined to
lag behind.
Scouting Games -- 10 -- Sir Robert Baden-Powell

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22. ONE TREE AWAY.
For this game a base is marked out, usually by a circle of trees with scarves attached, on fairly
level ground free from stumps and loose stones. The next ring of trees encircling this base is the
Defense Line, which is explained later. The party is divided into two sides, stormers and
defenders, in alternate games, which may last from ten to twenty minutes each. The defenders
remain in the base while the stormers retire out of sight. As soon as they have taken up their
positions, the umpire blows his whistle three times and the attack commences; the defenders
leaving the base and sending Scouts well forward to obtain all possible information of the
enemy's movements. The object of the stormers is to get as many men as possible into the base,
untouched by the defenders before the umpire's whistle finishes the game. Each man gaining the
base untouched scores a point in favor of the stormers; he should sit down well within the base
line in order not to obstruct his own side. No stormer may be touched so long as he has one hand
on the trunk of a tree, and should he be unduly crowded by the defenders he may order them "One
Tree Away." A tree affords protection to only one stormer at a time and may not be held by a
defender. If a stormer is touched he must at once proceed to the Prisoners' Camp near the base,
where he can watch the game and be out of the way of the combatants. When the game has
started no defender may enter tho Defense Line mentioned above except in actual pursuit of a
stormer; on missing or touching him he must at once go outside again before attempting to tackle
another. Patrol flags tied to small sticks (not poles) may be borne by some of the stormers, and a
stormer who carries his, flag into the base may demand the release of a prisoner.
23. WHAT IS IT ?
Two Scouts (preferably ones with the Naturalist Badge) start out and make certain signs such
as a number, word, sketch of animal or bird, etc., with chalk on trees or the pavement. Signs or
sketches may also be made in the dust or mud, on the ground or on banks. The two Scouts should
also decide upon an uncommon sign to signify "What is it ?" such as a circle with a line drawn
through it Pieces of wood bearing this sign may be taken out and stuck in plants and places where
it is impossible to chalk the sign. The remainder of the troop start out say ten minutes after the
first two, either as a body or separately, and take notebooks and pencils with them. The game
consists of entering in their notebooks the signs which they observe. Where the "What is it ?"
sign is noticed they must mark in their books the nature of the article which bears the sign, such
as "An Oak," or "An Iron Fence," etc. There must be no co-operation between one another. Marks
should be given according to the number of signs, etc., observed, and for the correct answers to
the " What is it ? " sign. Besides being very interesting this game develops observation powers,
strengthens the memory and is a good botany instruction. When the game is over all chalk marks
should be rubbed out, and care must be taken not to deface private property.
24. FINDING PLACES.
The Scoutmaster goes for a walk in the country a day or two before this game is played, taking
with him a supply of plain postcards. On each card he writes a short description of various places
he passes, such as "Wooden bridge over stream with three willows near," or "White five-barred
gate near ruined cottage." On the day the game is played these cards are distributed among the
Scouts, who are allowed a certain time, according to local conditions, to discover the places
described on their cards and report to the Scoutmaster, who remains at the starting-point all the
time. The Scout who returns first wins the game.
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CHAPTER II -- STALKING GAMES.
1. DEER-STALKING.
The Scoutmaster acts as a deer, not hiding but standing, and moving occasionally now and
then. The Scouts go out to find the deer, and each tries in his own way to get up to it unseen.
Directly the Scoutmaster sees a Scout he directs him to stand up as having failed. After a certain
time the Scoutmaster calls "Time," and all stand up at the spot which they have reached, and the
nearest wins. The same game may be played to test the Scouts in stepping lightly. The umpire
being blindfolded. The practice should preferably be carried out where there are dry twigs, stones,
gravel and so on lying about. The Scout may start to stalk the blind enemy at one hundred yards
distance, and he must do it fairly fast-say in one minute and a half to touch the blind man before
he hears him.
2. STALKING AND REPORTING.
The umpire places himself out in the open and sends each Scout or pair of Scouts away in
different directions about half a mile off. When he waves a flag, which is the signal to begin, they
all hide, and then proceed to stalk him, creeping up and watching all he does. When he waves the
flag again, they rise, come in, and report each in turn all that he did, either in writing or verbally, as
may be ordered. The umpire meantime has kept a look-out in each direction, and every time he
sees a Scout, he takes two points off that Scout's score. He, on his part, performs small actions,
such as sitting down, kneeling up, and looking through glasses, using handkerchief, taking hat off
for a bit, walking round in a circle a few times, to give Scouts something to note and report about
him. Scouts are given three points for each act reported correctly. It saves time if the umpire
makes out a scoring card beforehand, giving the name of each Scout, and a number of columns
showing each act of his, and what mark that Scout wins, also a column of deducted marks for
exposing themselves.
3. SCOUT HUNTING.
One Scout is given time to go out and hide himself. The remainder then start to find him. The
object of the hidden Scout is to got back to the starting-place as soon as he can without being
caught. The seekers advance from the starting-place in a circle, gradually expanding outward so
the further the Scout goes from home to hide himself, the further apart the seekers will be when
they reach his hiding-place, but he will then have a longer distance to go to reach home again.
4. SHADOWING
A Patrol is told off to shadow a party of the enemy, who are advancing through the country
(consisting of another patrol or the rest of the troop). The patrol told off to shadow the rest must
follow on as closely as possible, but it is best to send on one or two Scouts ahead, to signal when
it is safe to advance. As soon as the enemy see a Scout shadowing them they can give chase, and
if they overtake him he is a prisoner, and has to march with the main body. They can also split up
into two parties and join again further on, or leave some behind in ambush. It is only necessary to
touch the shadowers to make them prisoners. If they cannot throw them off their tracks within a
certain distance (two miles or so), or else capture more than half of them, they must own
themselves defeated; and then another patrol takes the place of the shadowers. (This can be
practiced along a route march-it has the advantage of always covering fresh ground in the
advance.)
5. AMBUSHING.
The main body advances along a road, with Scouts thrown out on either side to prevent any
danger of surprise. Two patrols (the enemy) are following them behind, and attempt to ambush
them by one patrol getting in front and the other attacking in the rear. They shadow the main body
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as it advances until a suitable part of the country is reached, when one patrol attempts to get
ahead by going round in a semi-circle and joining the road again further on. If they can do it, they
hide in an ambush and attack the main body when it comes up; the other patrol which has been
following behind should then immediately attack in the rear. For it to be a successful ambush the
patrol in the rear should be able to attack immediately the ambush is reached, and so should
follow closely behind. If the patrol making the semi-circle are seen, they should be followed and
the ambush discovered; both they and the other patrol behind can be captured, just as in 11
Shadowing," by merely being touched.
6. MIMIC BATTLE.
For this game two sides are needed, the numbers being settled among the players.
The ammunition is a quantity of paper bars. Every Scout has a plate, and the parties take up
positions within throwing distance of each other. If the ground isn't flat, toss up for the advantage
of the slope. Each Scout lies flat on his stomach, and just in front of him props up his plate by
sticking the rim into the ground. At the word "go " each warrior aims a ball at an opponent's plate.
When a plate is knocked down, the Scout to whom it belongs is " put out of action." The side
which succeeds in " killing " most opponents in a given time wins.
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CHAPTER. III -- TRACKING GAMES.
1. SEEKING THE SCOUTMASTER.
The Patrol-leaders of a troop are each handed a sealed envelope, and being told that the
envelopes are important, are put upon their honor not to open them before a certain time. This
waiting makes the game more exciting. When the moment for opening the envelopes arrives, they
find inside a rough outline map of some particular district, and instructions stating that :-All are to
meet at a certain point, the patrols will form themselves, and each patrol, proceeding by its special
route, will make for the place depicted in the map where the Scoutmaster will be hiding,. Naturally,
the boundaries of the place must not be too confined, or the Scoutmaster's discovery will quickly
take place. A reward is offered to the patrol which first finds their Scoutmaster, so each patrol
should work together, searching the ground carefully in extended order. If the Scoutmaster is still
concealed at the expiration of half an hour, or some agreed upon time-after the troops' arrival at
the spot, he blows a whistle and the game is at an end. Then the troop could go on with other
Scouting work. The spot selected should contain undergrowth in plenty and should be physically
suited for concealment. In the envelope of each Patrol-leader would be placed a paper showing
the route his men must follow to reach the spot, and these routes should be equal in length,
otherwise one patrol will have an advantage over another. This is done so that the patrols shall
feel they are working on their own. The sealed orders would teach the Scouts to restrain their
curiosity. This game can be played after dark if necessary,
2. THE TREASURE HUNT.
The treasure hunt needs observation and skill in tracking, and practically any number can take
part in it, Several ways of playing the game are given below :
1) The treasure is hidden and the Scouts know what the treasure is; they are given the first
clue, and from this all the others can be traced. Such clues might be -
a) Written on a gatepost: " Go west and examine third gate on north side of stream ";
b) on that gate Scout's signs pointing to a notice-board on which is written: " Strike south
by south-east to telegraph post No. 22,"
and so on. The clues should be so worded as to need some skill to understand, and the
various points should be difficult of access from one another. This method might be used as a
patrol-competition, starting off patrols at ten minutes intervals, and at one particular clue there
might be different orders for each patrol, to prevent the patrols behind following the first.
2) The clues may be bit, of Colored wool tied to gates, hedges, etc., at about three yards
interval, leading in a certain direction, and when these clues come to the end it should be known
that the treasure is hidden within so many feet. To prevent this degenerating into a mere game of
follow-my-leader, several tracks might be laid working up to the same point, and false tracks could
be laid, which only lead back again to the original track.
3) Each competitor or party might be given a description of the way-each perhaps going a
slightly different way, the description should make it necessary to go to each spot in turn, and
prevent any "cutting" in the following way: " Go to the tallest tree in a certain field, from there go
100 yards north, then walk straight towards a church tower which will be on your left," etc. All the
descriptions should lead by an equal journey to a certain spot where the treasure is hidden. The
first to arrive at that spot should not let the others know it is the spot, but should search for the
treasure in as casual a manner as possible.
3. THE TORN MANUSCRIPT.
A secret hiding, place is known to exist somewhere in the neighborhood, but the only clue to it
is a torn piece of paper upon which the key to it was once written. (A description of the way to the
spot could be written on a piece of paper, and then the paper torn down the middle roughly, and
half given to each of two competing patrols.) The key was torn in two purposely for safety, just as
in a bank the two chief clerks each have a key, but it needs both keys together to open the safe.
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Two parties have got hold of this; key, and each with their half are trying to find the spot, because
some old smugglers' treasure is thought to be hidden there.
4. LION-HUNTING.
A lion is represented by one Scout, who goes out with tracking irons on his feet, and a
pocketful of corn or peas, and six lawn-tennis bars or rag balls. He is allowed half an hour's start,
and then the patrol go after him, following his spoor, each armed with one tennis-ball with which
to shoot him when they find him. The lion may hide or creep about or run, just as he feels inclined,
but whenever the ground is hard or very greasy he must drop a few grains of corn every few yards
to show the trail. If the hunters fail to come up to him neither wins the game. When they come near
to the lair the lion fires at them with his tennis-balls, and the moment a hunter is hit he must fall
out dead and cannot throw his tennis- ball. If the lion gets hit by a hunter's tennis-bah he is
wounded, and if he gets wounded three times he is killed. Tennis-balls may only be fired once;
they cannot be picked up and fired again in the same fight. Each Scout must collect and hand in
his tennis-balls after the game. In winter, if there is snow, this game can be played without
tracking irons, and using snowball instead of tennis-balls.
5. WOOL COLLECTING.
Cut up some skeins of wool into pieces about a foot long - the cheapest kind will do, but do
not select very bright colors. With this lay the trail across country. It goes without saying that the
permission of the farmers over whose land you travel is first obtained, and patrols are given strict
orders to shut all gates after them, and not to break through fences. Do not put all the wool on the
ground, but tie some of the pieces to gates and hedges, on low branches of trees, and so on,
leaving about twenty yards between each piece. Then two or more patrols are started on the trail,
the idea being to follow the trail as expeditiously as possible, and at the same time to collect all
the pieces of wool. When a Scout sees a piece he gives his patrol-call loudly in order that the rest
of the boys of both patrols may know where the trail was last sighted, and he at once hands over
the wool he has found to his Patrol- leader. While the scouting is in progress no boy may give his
patrol-car except when he has hit off the trail. The patrol wins whose leader has at the end of the
run collected most pieces of wool. Marks will also be given for ingenuity displayed by the Scouts
in spreading out and making the best use of their numbers. This game gives a good opportunity
for the Scoutmaster to notice who are the best individual trackers. If the trail is ingeniously laid
the resourcefulness of the Scouts will be put to a severe test. This form of scouting has one great
advantage over the use of tracking irons. The signs to be found are not all on the ground, so
Scouts learn to look upward for signs and not keep their noses always on the ground.
6. "SHARP-NOSE."
One Scout goes off with half a raw onion. 'He lays a "scent " by rubbing, the onion on
gateposts, stones, tree trunks, telegraph poles, etc. The troop follow this trail blindfolded - the
Scoutmaster, however, is not blindfolded, so that he may warn his boys of any danger (as when
crossing roads). The Scout or patrol which arrives at the end of the trail first wins the game. The
boy who lays the " scent " stays at the end of the trail till the first " scenter " arrives.
7. CLIMBING.
No fellow can justly call himself a Scout until he can both swim and climb. Climbing is as good
an activity as any in this book. It supplies a field of adventure and sport that cannot be beaten
whether you take to rock climbing, tree climbing, mountain climbing, or even the most dangerous
of the lot - house climbing. Moreover, it is by being able to climb that many Scouts have been able
to save life or prevent accidents. But climbing of any kind is not a thing that every fellow can do
right off without practice, so my advice to every Cub and Scout is to teach it to yourself. One of
the first things to learn is to be able to keep your balance, and for this the practice of "Walking the
Plank" and "Stepping Stones" has been devised and is most valuable. Walking the Plank is
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practiced on an ordinary plank set up on edge, and you walk along it from end to end. Every day
you raise it a few more inches above the ground until you can use it as a bridge. Stepping Stones
are imaginary stones across a river, marked out on the floor by chalk circles, pieces of card- board
or flat stones, tiles, etc. in a zigzag course at varying distances.
The difficulty and sport of this game is added by carrying a flat board with a ball upon it, and
he who crosses the " river " without missing his footing and without dropping the ball wins the
competition.
Some fellows get jolly good at these games with practice, and once they have gained a good
balance in this way they generally make good climbers. Many troops have now set up for
themselves a climbing apparatus on which you can practice exercises that will make you good for
almost every kind of work, whether it is climbing trees or masts or rocks or mountains or chimney
stacks. This apparatus is made of a few timbers or scaffolding poles, securely lashed together
with climbing ropes suspended from the top bar, and on such an apparatus you can invent all
manner of stunts and competitions, such as will make you an adept climber.
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CHAPTER IV -- INDOOR GAMES.
1. KIM'S GAME. HOW TO PLAY IT.
THE Scoutmaster should collect on a tray a number of articles-knives, spoons, pencil, pen,
stones, book and so on-not more than about fifteen for the first few games, and cover the whole
over with a cloth. He then makes the others sit round, where they can see the tray, and uncovers it
for one minute. Then each of them must make a list on a piece of paper of all the articles lie can
remember-or the Scoutmaster can make a list of the things, with a column of names opposite the
list, and lot the boys come in turn and whisper to him, and he must mark off each of the things
they remember. The one who remembers most wins the game.
2. DEBATES AND TRIALS.
A good way of spending an evening in the camp or clubroom is to hold a debate on any
subject of interest, the Scoutmaster or a Patrol-leader acting as chairman. He must see that there
is a. speaker on one side prepared beforehand to introduce and support one view of the subject,
and that there is another speaker prepared to expound another view. After their speeches he will
call on the others present in turn to express their views. And in the end he takes the votes for and
against the motion, by show of hands, first of those in favor of the motion, secondly of those
against. The best way to choose a popular subject for debate is to put up a paper some time
before on which Scouts can suggest the subjects they like. The proper procedure for public
meetings should be used, such as seconding the motion, moving amendments, obeying
chairman's ruling, voting, according votes of thanks to chair and so on.
In place of a debate a mock trial makes an interesting change. The Scoutmaster or Patrol-
leader, as before, appoints himself to act as judge, and details Scouts to take the parts of prisoner,
police-constable, witnesses, counsel for prisoner, counsel for prosecution, foreman and jury (if
there are enough Scouts). The procedure of a court of law must be followed as nearly as possible.
Each makes up his own evidence, speeches, or cross-examination according to his own ideas.
The prisoner, of course, is not found guilty unless the prosecution prove their case to the jury.
The story in Scouting for Boys (" Winter's Stab") makes a good subject for a trial, or one of the
stories in The Scout.
3. SCOUT'S CHESS.
The first thing needed is a rough map or plan of the surrounding country, on a very large
scale. It can be chalked on the floor or a table in the clubroom, or on the wall, and be kept
permanently. On the map should be marked all paths and roads, and if in the country, the fields,
with the gaps in the hedges and places to get through carefully marked. Then something is
needed to represent Scouts'; ordinary chessmen will do, or if the map is on the wall, small flags to
stick in the wall. With these, various kinds of Scouting games can be played. Each " Scout " can
move one inch (or other distance according to the scale of the map) each turn. The best game is
for one dispatch runner to try and get from one place to another on the map without being
overtaken by the enemy, one patrol, who should only be allowed to walk (i.e. go half the distance
which the runners allowed to go each turn). To capture him two Scouts should get within two
turns of him, by driving him into a comer. They can, of course, only go along the recognized paths
and tracks,
4. FARMYARD.
This Is not a new game, but it is both amusing and instructive, and teaches Scouts to make the
correct cries of different domestic animals. It can be played round the camp fire when the day is
done. The Scoutmaster relates a story of a visit to a farmyard, having first divided the Scouts into
groups of different farmyard animals. (If sufficient animals can be thought of, each Scout can
represent one animal.) A good story can be made from these few suggestions : Small, spoilt boy,
not a Scout, just recovering from an illness, is sent by doting, foolish parents to stay with an uncle
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and aunt at a farmhouse. Makes his departure by train, and directions from over-careful parents
rather absurd, and not the kind of thing a Scout would allow. First day of visit most successful,
Tommy still feeling too weak to be mischievous. On the second morning, however, Tommy wakes
early and goes out before his aunt is about. He visits in turn all the animals in the yard and causes
disaster wherever he goes. Pigs, he considers, should be allowed to run in the garden, hens and
ducks wherever they please, and small chicks should be able to swim as well as small ducks, and
he drives a brood into the pond, all being, drowned; horses are let out of the stable, sheep driven
out of the orchard, cows turned into the road, doves freed from cages, turkeys and geese sent in
all directions, and the whole farmyard turned upside down.
As the narrator mentions each animal, the Scouts representing them make the correct "cry,"
and this should be done seriously and as well as possible; at the word "farmyard," whenever it
occurs, all the Scouts make these cries together, and if done well, this should be quite realistic.
The part of donkey and goose should be reserved as a punishment for any who fail to make their "
cry " at the proper time, or who make the wrong "cry."
5. THIMBLE FINDING.
The patrol goes out of the room, leaving one behind who takes a thimble, ring, coin, bit of
paper, or any small article, and places it where it is perfectly visible, but in a spot where it is not
likely to be noticed. Then the patrol comes in and looks for it. When one of them sees it he should
go and quietly sit down without indicating to the others where it is, and the others, if they see it,
do the same. After a fair time any one of those sitting down is told to point out the article to those
who have not yet found it. The first one to see it is the winner, and he sends the others out again
while he hides the thimble.
6. SCOUT'S NOSE.
Prepare a number of paper-bags, all alike, and put in each a different smelling article, such as
chopped onion in one, coffee in another, rose-leaves, leather, aniseed, violet powder, orange peel
and so on. Put these packets in a row a couple of feet apart, and let each competitor walk down
the line and have five seconds' sniff at each. At the end he has one minute in which to write down
or to state to the umpire the names of the different objects smelled, from memory, in their correct
order.
7. SPOTTING THE SPOT.
Show a series of photos or sketches of objects in the neighborhood such as would be known
to all the Scouts if they kept their eyes open-for instance, cross-roads, curious window, gargoyle
or weathercock, tree, reflection in the water (guess the building causing it), and so on, and see
who can recognize the greatest number; or else let each Scout contribute a picture or sketch of
something remarkable passed during the last outing.
8. HOW LONG ?
A good camp practice is to see that all Scouts have a piece of paper and pencil, and to make
them write down answers to various questions regarding lengths and heights. For instance: "
What is my height when I'm wearing my hat ? " " How long is the camp table ? " Of course that
boy wins who most nearly gives the correct number of inches.
9. OLD SPOTTY-FACE.
[This is an adaptation of the game in Mr. E. Thompson Seton's Birch Bark Roll of the
Woodcraft Indians,(Published at 1s. net by A. Constable & Co.) and is recommended for regular
practice as an eye strengthener and for developing the sight.]
Prepare squares of cardboard divided into about a dozen small squares. Each Scout should
take one, and should have a pencil and go off a few hundred yards, or, if indoors, as far as space
will allow. The umpire then takes a large sheet of cardboard, with twelve squares ruled on it of
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about three-inch sides if in the open, or one and a half to two inches if indoors. The umpire has a
number of black paper discs, half an Inch in diameter, and pin.3 ready, and sticks about half a
dozen on to his card, dotted about where he likes. He holds up his card so that it can be seen by
the Scouts. They then gradually approach, and as they get within sight they mark their cards with
the same pattern of spots. The one who does so at the farthest distance from the umpire wins.
Give five points for every spot correctly shown, deduct one point for every two inches nearer than
the furthest man. This teaches long sight.
10. QUICK SIGHT.
"Quick Sight" can be taught with the same apparatus as used in Spotty-Face, by allowing the
Scouts to come fairly close, and then merely showing your card for five seconds, and allowing
them to mark their cards from memory. The one who is most correct wins.
11. NOBODY'S AIRSHIP.
The players divide into two sides (four or five a side is best); between them a string or tape is
fastened across the room about the height of their faces; then a small air-balloon is thrown in, and
each side tries to make it touch the ground on the other side of the tape. It must be hit over the
tape, and in hitting it, hands must not go over the tape.
12. BLOW BALL.
The players divide into two sides and take their positions at each end of a wooden table about
6 feet long. A ping-pong ball (or any light celluloid ball) is placed in the center, and each side tries
to blow it off the table at the other end-if it goes off the sides it does not count, but is put back in
the center again. The game soon develops strong lungs, but needs composure just as much-
because the best player is the one who can blow without laughing at the faces of those opposite
him as they blow. It is best to play kneeling or sitting round the table. A more complicated way for
five players a side is to have a goal at each end marked on the table ; then each side has a
goalkeeper, two forwards, stationed at the other end to blow into the enemy's goal, and two backs
to pass the ball to their forwards.
13. ARTISTS.
Players sit round a table, each with paper and pencil. The right-hand one draws a picture, in
separate firm strokes, of an ordinary figure or head-putting in his strokes in unusual sequence so
that for a long time it is difficult to see what he is drawing. Each player looks over to see what the
man on his right is drawing and copies it stroke by stroke. When the right-hand artist has finished
his picture, compare all the rest with it.
14. A MEMORY GAME.
In order to play this game successfully, it is necessary that the list of words and sentences
given below be memorized by one of the players, who acts as leader. This leader, turning to his
next neighbor, remarks: "One old owl." The latter turns to his neighbor, and gives the same
formula. So it passes around the circle till it comes to the leader again, who repeats it, and adds
the formula: "Two tantalizing, tame toads." again it goes around, and again, and each time the
leader adds a new formula, until the whole is repeated, up to ten. It is safe to say, however, that no
society will ever get that far. Those who forget part of the formula are dropped from the circle.
Here is the whole:
One old owl.
Two tantalizing, tame toads.
Three tremulous, tremendous, terrible tadpoles.
Four fat, fussy, frivolous, fantastic fellows.
Five flaming, flapping, flamingoes fishing for frogs.
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Six silver-tongued, saturnine senators standing strenuously shouting: " So-so."
Seven serene seraphs soaring swiftly sunward, singing: " Say, sisters."
Eight elderly, energetic, effusive, erudite, enterprising editors eagerly eating elderberries.
Nine nice, neat, notable, neighborly, nautical, nodding nabobs nearing northern Normandy.
Ten tall, tattered, tearful, turbulent tramps, talking tumultuously through tin trumpets.
15. QUESTIONS.
The Scouts all sit down, either on the floor or on forms, and the Scoutmaster or Patrol-leader
asks each boy in turn various questions on subjects of general knowledge. A mark is given for
each correct answer, and the boy who gains the most marks naturally win the game. The
questions would vary, of course, according to locality, but here are some which one troop were
asked. What does K.C.B. mean? On what railway is Peterborough Station ? How would you get
from London to Torquay ? What is the test for the Fireman's Badge ? When is the Chief Scout's
birthday ? When is Trafalgar Day ? Why does a Scout wear the fleur-de-lis ? Where are the
Headquarters of the Boy Scouts' Association ? What was last week's cover of THE SCOUT ? Next
time you want something to do at your clubroom, try this game. Not only will it test your
knowledge, it will also increase your stock of useful and interesting information.
16. WHO SAID THAT ?
This is a memory test, and is well worth trying in your clubroom. Throughout the evening, and
unknown to the others, one Scout should, in a handy notebook, jot down some twenty of the most
striking remarks made in the general conversation. Towards the end of the evening he then slips
away, and on each of twenty sheets of paper, put a-side for the purpose, he writes one of the "
sayings " in a bold hand. Blue or black crayon should be used for this, so that each sentence may
be clearly seen when the sheets &e fastened up. The sheets are numbered, pinned up together,
and turned over one by one-a sufficient time being allowed for competitors to write on slips of
paper "Who Said That ?"
17. CELEBRITIES.
A good game can be devised by cutting, from the papers a selection of portraits of celebrities,
pasting each portrait on a numbered card and inviting the company to name them; soldiers,
monarchs, statesmen, preachers, and athletes will be the most readily recognized.
18. PATTERNS.
For this game get two draught boards and tan white and ten black draughtsmen. You have one
board and your friend the other. Divide the draughtsmen equally, each having five white and five
black. Then while you look another way, your friend arranges his men on his board in any
formation he likes. When he has done this he allows you to look at his board for a few seconds;
then he covers it over and you have to arrange your men in the same way on your board, within
two minutes. You take it in turn to place the men in position, and whoever replaces them correctly
the most times wins.
19. ROUND THE RING.
This is a good game for the fun it gives and for developing the wrists and arms. About one
dozen players sit down in a ring with their feet pointing inward. The feet make a circle just big
enough for another player to stand in. The player inside the circle stands perfectly rigid, and as
soon as the other players are ready lets himself fall, either backwards or forwards, on to the
outstretched hands of the players forming, the ring. The members of the ring push the center
player from hand to hand, and when one of the former lets him fall he changes places with the
center player, and in his turn is passed round the circle.
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20. BADGER PULLING.
Here is a good game, called Badger Pulling, which you can play either in your clubroom or
outdoors. Two boys take part, and two or more scarves are knotted together and hung over the
players' heads. A line should be drawn between the two players, and the idea of the game is for
each to try to pull the other over this line, using heads, hands and knees alone. There should be
no catching hold of the handkerchiefs or the -arms and hands, otherwise the fun will be lost.
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CHAPTER V -- GENERAL GAMES FOR CAMP OR
PLAYGROUND.
["Catch the Thief" and "Bang the Bear" are from Mr. Thompson Seton's book The Birch Bark
Roll of the Woodcraft Indians.. 1s. Constable.]
1. CATCH THE THIEF.
A red rag is hung up in the camp or room in the morning; the umpire goes round to each Scout
in turn, while they are at work or play, and whispers to him: " There is a thief in the camp but to
one he whispers: " There is a thief in the camp, and you are he-Marble Arch," or some other well-
known spot about a mile away. That Scout then knows that he must steal the rag at any time
within the next three hours, and bolt with it to the Marble Arch. Nobody else knows who is to be
the thief, where he will run to, or when he will steal it. Directly any one notices that the red rag is
stolen, he gives the alarm, and all stop what they may be doing at the time and dart off in pursuit
of the thief. The Scout who gets the rag or a bit of it wins. If none succeeds in doing this, the thief
wins. He must carry the rag tied round his neck, and not in his pocket or hidden away.
2. BANG THE BEAR.
One big boy is bear, and has three bases in which he can take refuge and be safe. He carries a
small balloon on his back. The other boys are armed with clubs of straw rope twisted or knotted
scarves, with which they try to burst his balloon while he is outside a base. The bear has a similar
club, with which he knocks off the hunters' hats. If a hunter's hat is knocked off he is counted
killed; but the bear's balloon has to be burst before he is killed -so be will learn to turn his face to
the enemy and not his back.
3. SHOOT OUT.
Two patrols compete. Bottles or bricks are set up on end, one for each Scout in the two
patrols ; the patrols take their stand side by side and facing their respective enemy (the two "
patrols " of bottles or bricks), and await the word " fire." They are armed with twelve stones each.
As soon as a target falls over a corresponding man of the other patrol has to sit down-killed.
4. THE BULL FIGHT.
Twelve players are needed for the game, which is interesting to watch and makes a good
spectacle for a display. The players: 1 bull, 1 matador, 4 Chulos and 6 scarf-bearers.
PART I. The bull enters the arena (which should be made by Scouts " forming fence ") with
four or five 6 in. strips of paper pinned to his back. The Chulos try to tear off these without being
touched by the bull, but if the bull touches them twice they are dead. The scarf-bearers, who carry
their scarves in their hand, run in between the bull and a Chulo if he is hard pressed, and by
waving their scarves in the bull's face, make him follow them. If a Chulo is once touched by the
bull, he is dead. Only one strip may be taken at a time.
PART II. When all the, strips are off, or all the Chulos killed, the arena is cleared and the bull
blindfolded, with a scarf tied round his neck so that one pull at an end brings it off. The matador
then enters and has to remove the scarf without being touched by the bull. If he succeeds, the bull
is dead.
5. BASKET BALL.
This' is a game something like football, which can be played in a room or limited space. A
small football is used, but it is never to be kicked. It is only to be thrown or patted with the hands.
Kicking or stopping the ball with the foot or leg is not allowed. The ball may be held in the hands,
but not hugged close to the body, nor may it be carried for more than two paces. All holding,
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dashing, charging, shouldering, tripping, etc., is forbidden ; and there is a penalty of a free throw
to the opposite side from the fifteen foot mark at the net, which forms the goal. The net is hung up
about ten feet above the ground on a post, tree, or wall, so that the ball can be thrown into it.
Opposite each goal a path fifteen feet long and six feet wide, beginning immediately under the
basket and leading towards the center of the ground, is marked out. At the end of this path a circle
is drawn ten feet in diameter. When there is a free throw, the thrower stands inside this circle, and
no player is allowed within it or with- in the measured path. Corners, and other rules are the same
as in Association football; but in ordinary rooms, with side walls, it is not necessary to have "out"
at the sides. The usual number of players is four or five a side, and these can be divided into
goalkeeper, back, and three forwards. If there is plenty of room the number of players could be
increased. A referee is required, who throws up the ball at the start of each half of the game, and
also after each goal.
6. KNIGHT ERRANTRY.
It is an interesting competition for patrols to compete in knight errantry. Two start out with
orders to return within two or three hours and report, on their honor, any good turns they have
been able to do in the time, if necessary calling at houses and farms and asking if there is any job
to be done-for nothing.
7. FIND THE NORTH.
Scouts are posted thirty yards apart, and each lays down his staff on the ground pointing to
what he considers the exact north (or south), without using any instrument, and retires six paces
to the rear. The umpire then compares each stick with the compass. The boy who is most correct
wins. This is a useful game to play at night, or on sunless days as well as sunny days.
8. COCK-FIGHTING.
Cock-fighting always proves amusing, and our illustration shows a way of playing the game,
which may be new to some of you. Instead of sitting on the floor, with staff under knees and
hands clasped round legs in the usual manner, the two combatants get into a squatting position,
with the staff held as usual. The picture shows this quite clearly. It is then very comical to see
each "cock" hopping about and endeavoring to upset his opponent.
9. CAMP BILLIARDS.
The billiard table consists of a smooth sack placed on a level piece of ground-the " cushions "
being made of Scout staves. Old golf balls take the place of the usual ivory kind, and instead of a
proper billiard cue the Scouts use their staves.
10. STOOL KICKING.
Here is the description of a good game for you to play either in your clubrooms or out of
doors. There are about six or nine players, and they all join hands and form a ring round some
object, which will fall over if touched, such as a footstool stood upright. The players all swing
round the stool and each one has to do his best to make one of the others knock the stool over as
they swing round, at the same time avoiding knocking it down himself. When a boy knocks over
the stool he stands out, and the game goes on until only one player remains.
11. TAKE THE HAT (FOR TWO PATROLS).
A hat is placed on the floor. One Scout from each patrol comes forward. Both lean over
towards the hat, each placing his right hand over and his left hand under the arms of his
opponent. The thing to do is to remove the hat with the left hand and get away with it before the
other fellow hits you on the back with his right hand. The one who succeeds in doing this takes
his unsuccessful opponent prisoner. The game is continued until one patrol has made prisoners
of all, or half, of the opposing patrol.
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12. THE STAFF RUN (FOR FOUR PATROLS).
Two patrols play together against the other two. We will call them A, B, C, and D.
A and B face each other, with a distance of fifty feet between them, the boys standing one
behind the other. C and D do the same, taking their position at least fifteen feet to the side of their
opponents. The Scoutmaster, or whoever directs the game, stands in the center of the
parallelogram which is thus formed. This is shown quite clearly in the picture. He hands a staff to
the first boy of each of the patrols standing side by side. Upon a given signal these two run as
quickly as they can to the boys heading the other two patrols, hand them the staves, and retire
from the game.
The two who now have the staves return them to the first of the remaining Scouts of the other
patrols, after which they retire from the game, and so on. The game is continued until all the boys
have run with the staves. The object is to see which two of the patrols can finish first. The last boy
on either side carries the staff to the Scoutmaster in the center. Of course, that side wins whose
last boy gets to the Scoutmaster first. Naturally, you must remember to have the same number of
boys on both sides, and each must stand perfectly still until he has received the staff. If you play
this game outdoors, you can get more fun out of it by arranging so that a ditch, fence, or other
obstacle has to be crossed by the boys who run with the staves.
13. PASS IT ON.
This game can be played either in the clubroom or out of doors, and two or more patrols can
take part. AU that is required to play it are two hollow rubber balls, or a pair of boxing gloves will
do very well. The players should be divided into two equal parties, and should stand in two rows
alongside each other. The leader of each party stands at the head of his line, and when the signal
to " Go " is given throws the ball between his legs to the man behind him, who passes it on to the
next, and so on, until it reaches the last man, who has to run with it outside his line and give it to
his leader. The side which gets the ball back to the leader wins, and the game can be varied by
throwing the ball over the head instead of between the legs.
14. TOILET TAG.
For this game two equal teams are required. Each team formed of one patrol is the best fun,
but, if necessary, the two teams can be furnished from one patrol. The simplest form of the game
is to take the hats of all the players and place them in a row in the middle of the ground, the two
teams standing facing each other on either side of the row about twenty-five yards from it. A
Scoutmaster or Patrol-leader, standing at one end of the row, then calls a number, and each Scout
having that number in his patrol runs to the row, and endeavors to obtain the hat nearest the
Scoutmaster, and return to his place without being " tagged" or touched by the other. Should he
be tagged, he must replace the hat in the row. The game proceeds until one patrol has secured a
complete set of hats. If there are more than two patrols, the losers of the first game play another
patrol, and so on, till all have had a turn. As the two Scouts will probably reach the hat almost at
the same time, each should pretend to seize it, and thus induce the other to move in one direction,
while he seizes the hat and moves off briskly the other way. There is much value in securing a
good start by means of a well-executed feint, and great fun always results when two experts at
pretense are opposed to each other. No Scout should be called upon a second time until every
other member of his patrol has been once called upon. The game may be varied in several ways,
of which the two following are typical:
1) Instead of aiming at the same hat, each Scout called upon may be required to find his own
hat among all the hats placed in a heap, and, having found it, to attempt the double task of
tagging his opponent and of returning to his own place without being tagged. Should he
be successful when his number is called again, he has only to tag his opponent, and need
not trouble about securing a hat, as he will, of course, already have got his own. When the
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two Scouts bearing the same number have secured hats, they inform the Scoutmaster and
drop behind the line, taking no further part in the game.
2) Other articles of Scout toilet, e.g. scarves, lanyards, water-bottles, may be put down, and
any player having secured a hat would then aim at another article until his toilet was
complete. The order in which articles are to be obtained must be definitely laid down by
the Scoutmaster, when the game begins. In this variation, the patrol to which a Scout who
first completes his toilet belongs wins the game.
15. BOMB-LAYING.
An excellent game for the country is " Bomb-Laying." It is most exciting if the cover is good or
if the light is just failing. The troop divides into two parties, each commanded by a Patrol-leader.
Each Scout, with the exception of the Leader, is provided with a small stick about seven or eight
inches long, and sharpened to a point at one end. These sticks may be cut from trees or bushes (if
permission is first obtained and no damage is done), or, failing these, the pieces of wood in an
ordinary bundle of firewood will do very well. Each Scout wears his "life," i.e. scarf, tie, or piece of
tape, in the back of his belt as a tail, so that it can easily be pulled out. The Scoutmaster then
defines an area which provides good cover, and the two parties select a " camp " which they think
can be best defended. The center of each camp is marked by a patrol flag mounted on a staff. If
the game is played in the dark, then the camps must be marked with a lamp. The camps are an
area within a twenty-five yards' radius of each flag or lamp. The object of each party is to place
their "bombs," represented by the sticks, within the other party's camp. When a Scout has planted
his "bomb" in the opponent's camp, he must take the scarf or tie out of his belt and tie it round the
stick. A "bomb" is not planted until this is done. A Scout is "killed" when an opponent snatches
his life from his belt, and when "dead" he can take no further part in the game, but must make his
way quickly to a definite piece of neutral ground agreed upon before beginning the game. When
the cover is good it Is often possible to it la a Scout without his noticing it, and when after
carefully planting the "bomb" the owner discovers he is dead, his feelings are better imagined
than described. Each party works under the command of its leader, who directs the attack. Thus it
may prove better to attempt to lay only a few bombs and use the rest of the party for defense. The
leader must remain in his camp area, and is not allowed to " kill " any of the opposite side. He may
climb a tree or direct operations from any position within his camp. Scouts who have successfully
planted their bombs must make their way straight back to their leader and inform him, after which
they may take part in the de- fence of their own camp-being provided with another life.
No Scout is allowed to lay more than one bomb. If a Scout who has laid his bomb is caught on
the return journey, he can be taken back to the captor's camp and made to remove his bomb, and
then " killed." At the end of an arranged period of time the Scout- master sounds a bugle or
whistle for operations to cease, and the side which has laid the greatest number of bombs wins
the game. A very large troop may be split up into more than two parties and a general
"international warfare" indulged in.
16. BAITING THE BADGER.
This is an excellent game for a Scout display, and can be played either in a hall or out of doors
in a field. A couple of ropes, each about ten feet long, are tied to a heavy weight or driven into the
ground with tent pegs. The " Badger " holds the loose end of one rope and the "Baiter" the other.
The Badger has a tin with a pebble in it, while the Baiter carries a cushion or pillow. Both are
blindfolded. The game is played as follows: The Badger rattles the pebble in the tin, at the same
time running round the weight, and the Baiter tries to find him and knock him with the cushion.
Both boys, of course, have to keep their own rope quite taut as they run round to prevent
themselves from tripping.
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17. RING CATCHING.
An effective item for a Scout display is Ring Catching. It is also an excellent game for Scouts,
as it makes them quick with their eyes and nimble on their feet. The game is played as follows:
One Scout, whom we will call the "Thrower," is armed with half a dozen rope quoit rings, about
four or five inches in diameter, which he throws to another Scout, who has to catch them one by
one on his staff. The " Thrower " must deliver the rings fairly quickly, only giving the " Catcher "
time to come smartly back to the " engage " position, after catching or missing each ring. The
rings should not be thrown from the same spot each time ; but the " Thrower " should never
approach within three yards of the " Catcher." Short throws, high throws, and long throws should
be all given, in order to make the game more exciting. The pole should have a piece of leather
slipped over it to protect the hands from being hurt by the rope rings. Of course, the range and
other distances can be made to suit local conditions.
18. SHOOTING.
A fairly large circular area is marked out and all the Scouts but one take up their positions
inside it. The remaining Scout is "armed " with a tennis ball, with which he endeavors to "shoot"
the Scouts inside the area.
Each Scout who is "shot" comes outside and helps in the "shooting," but only one tennis ball
is used throughout the game. The Scouts inside the area, by rushing from one side to the other,
dodging or jumping, can delay being hit for some time, and when their numbers become few, the
fun is fast and furious. The Scouts who are "shot" should arrange themselves round the circle, so
as to pick up the ball quickly as it flies across the area. The game may be arranged as an inter-
patrol contest in this way : One patrol takes up its position inside the area, and the leader of the
opposing patrol commences " shooting." For each Scout he hits he is allowed to have one of his
own patrol to assist him, the Scout who is hit re- tiring. The time taken to kill off the whole of the
opposing patrol is noted, the winners being the patrol taking the shortest time.
19. KICK IT AND RUN.
This game is best played in a clearing in a wood, but can also be played in an open field. One
Scout takes up his position in the clearing and the rest seek cover as near as possible. A football
is rolled into the clearing by the Scoutmaster or some other person acting as umpire. The Scout
in- side the clearing immediately kicks it outside and rushes out to "tag" any other Scout he can
find and catch; but directly the ball is kicked back into the clearing, he must return and kick it out.
NO Scout may be " tagged ",while the ball Is lying still in the clearing. The umpire watches the ball,
and directly it comes to a standstill inside the clearing he blows his whistle to indicate the fact.
While the One Scout is returning to kick the ball out, the others may change their position or seek
fresh hiding-places. The Scouts who are caught remove their scarves or wear a white
handkerchief around one arm, and then help their captor to catch other Scouts; but they must not
kick the ball, and must return to the clearing each time the whistle is blown. The winner is the
Scout who is caught last. In an open field the clearing is indicated by a white mark on the grass or
comer posts, and Scouts have to elude capture more by dodging than by seeking cover. As a
variation, successive patrols may " hold " the clearing and endeavor to capture the rest of the
troop in the shortest possible time. The Patrol-leader only is allowed to kick the ball out of the
clearing. The winning patrol is that which takes the shortest time. In this variation the Scouts who
are caught do not take any further part in the game, and for this reason it is not so suitable for a
cold winter's day.
20. TUB-TILTING.
This is a favorite game of the Boy Scouts of America, and was invented by Mr. Ernest
Thompson Seton, Chief Scout of America. Two Scouts are mounted on upturned tubs, about nine
feet apart, and armed with long bamboo poles. Each pole has a boxing glove on one end, and the
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Scouts have to knock one another off the tubs with the poles. The boxing glove, of course,
prevents any damage being done. If tubs cannot be obtained, forms or chairs can be used instead.
21. BALANCING THE BOARD.
For this contest a Scout pole and a piece of board are required. A course fifty yards long is
marked off. The board is carefully balanced on the pole before starting, and the Scout endeavors
to run the course before the board falls. Few succeed in getting very far, and the onlookers get a
good deal of amusement from the efforts of the boy to keep the board balanced.
22. AN OBSTACLE RACE.
An obstacle race is always popular; the difficulty generally is to get satisfactory obstacles. The
picture here shows a long table, which can be obtained from the mess tent. On this a number of
circles are drawn at irregular distances. A mark is made, say twenty-five yard, off, and a Scout is
blindfolded, turned thrice round, and is allowed to make for the table. Each circle has a different
number within it, and when the Scout reaches the table he has to put his fingers on it. If he places
his fingers inside a circle, that number is added to his score; otherwise be gets nothing. The idea
of the game is to score as many as possible in a given number of turns.
24. SNATCH THE HANDKERCHIEF.
To play this game, form two squads of eight Scouts and line them up about fifty feet apart.
Half-way between them place an Indian club or stick, on which rests a handkerchief. An umpire
should be appointed, who must take his stand close to the club or stick. When he says the word "
Go," a player from each side dashes from the line, runs towards the stick, and endeavors to
snatch the handkerchief before his opponent does so. The one who fails must pursue the other
back to his line, and try to " tag " him before he reaches it. If the successful snatcher regains his
line without being " tagged," his pursuer becomes his prisoner; but should he fail, he becomes the
prisoner of the other side. The game continues until the whole of one side has been captured by
the other. If this end cannot be reached within a reasonable time, the side having captured the
greater number of prisoners wins.
25. HIT THE BUCKET.
Here is a game which causes no end of fun. All that is required to play the game is a pail, a
tennis or rubber ball, and a piece of wood about eighteen inches long. Any number can play, but
to start you must decide who is to occupy the bucket first. Then turn the bucket upside down, and
the chosen player, holding the piece of wood in his hand, mounts it. The rest of the players have
to try to hit the bucket with the ball, whilst the one on it has to defend it and prevent the ball from
hitting it. When the pail is hit, the player who hit it takes the place of the one on the pail. If the one
on the pail loses his balance and falls off, the player who threw the ball last takes his place. By the
way, the ball must be thrown from the spot where it falls after the defender has hit it.
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CHAPTER VI -- CYCLISTS' GAMES.
(From the Military Cyclists' Vade Mecum, by CAPT. A. H. TRAPMANN, 1s.)
A good many of the "Scouting Games" (Chapter 1) can be used for cyclists, such as "Relay
Race," "Flying Columns," and "Surveying the Country."
1. DE WET.
FOUR patrols can take part in this game, or the force must be divided into four equal parts.
One patrol acts as De Wet, one as garrison, and the rest as Kitchener's relief column. An area on
the map is marked off, containing about one square mile to every two Scouts in the relief column-
and this area should be plentifully supplied with roads and tracks along which cycles can be
ridden. Three spots, preferably villages, should be chosen (or a larger number if more than four
patrols are taking part); these are to be guarded by the garrison patrol, two Scouts at each spot.
De Wet's object is to destroy as many villages as possible. When he enters a village, the two
Scouts acting as garrison must retreat before his greater number-one should cycle as fast as he
can to fetch the relief column, while the other stays to watch De Wet's movements. Either of them
can be captured by any two of De Wet's men. If De Wet can remain in occupation of the village for
half an hour the village is destroyed, but he must retreat if a relief column approaches stronger
than his force. The relief column should take up its position in the center of the area and look out
for signals from the garrisons. De Wet should prevent them following him by dividing his party,
giving them instructions to all meet at the village to be attacked, but enter from different
directions.
2. THE BITER BIT.
Divide your force into two equal parts, 1 and 2. Give No. 1 a capable commander, and tell him
that they are operating in an enemy's country, and must look out for their own safety ; also that a
force of the enemy's cyclists are expected to move along a certain road at a certain time in a
certain direction. No. 1 will then start off and conceal itself in a good ambush. Then divide No. 2
into two parts A & B. Let A carry out the original program assigned to the enemies' cyclists, and
send B round in exactly the opposite direction. Tell the Patrol-leader in charge of B that a body of
the enemy were seen on the road, and let him go and scout for them. Give him sufficient time to
enable him to location. I (if he is smart) before A is due at the ambush. , No. 1 will probably be so
engrossed in waiting to ambush A that it will have neglected to provide for its own safety against
surprise. B may or may not surprise No. 1, and may perhaps be ambushed itself. In any case some
instructive work can be carried out, work affording room for rapid action and thought on the part
of all concerned. Any man seen exposing himself obviously whilst under fire should be put out of
action, and made to act as umpire's orderly. Otherwise men should not be put out of action, but
either sent back or made to join the enemy.
3. BRIGAND HUNTING.
Mark off an area plentifully supplied with roads and foot- paths about three miles by three
miles in extent. Tell off a patrol under your best Patrol-leader. His object will be to remain within
the area for say two hours, without being captured. He should be allowed ten minutes' start. The
remainder of the force will then split up into small patrols and endeavor by careful co-operation to
effect his capture, care being taken not to be ambushed them- selves by their quarry.
4. AMBUSCADES.
something for patrols to do when cycling from one place to another. Divide the force equally
into two bodies. Choose a road. Any place more than 200 yards distant from the road will be out of
bounds. Send one body off to take up an ambuscade, and ten minutes later let the other body
move Off along the road, sending its Scouts well ahead. If the ambush is detected the two bodies
will then ex- change roles. This will be found a very interesting exercise, and can with advantage
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be practiced on return from a field-day, route march, etc., the homeward road being used for the
purpose.
5. HUNTING THE SPIES.
Two spies have escaped from headquarters on cycles, and were last seen riding at a point
about half-a-mile further along the road. (This should be shown on the map to the Scouts who are
to give chase on their cycles.) From that point the spies have to leave a paper trail, not
continuous, but occurring every hundred yards. The spies, being handicapped by their paper, will
probably be soon overtaken, so they must choose a good spot by the road in which to conceal
their cycles, and when they leave the road they must leave signs to that effect (they had better run
some way along the road still leaving the trail, so as not to show the hiding-place of their cycles to
their pursuers). When they have left the road, they need leave no further trail, but their object is to
remain at large for a quarter of an hour and then recover their cycles and get back to headquarters
without being caught by their pursuers. The pursuers should search for the spies and capture
their cycles if they can find them, at the same time guarding their own cycles from being stolen by
the spies. To capture the spies the pursuers must actually touch them, or if they are on cycles,
ride past them on the road. (About ten Scouts make the beat number for this game.)
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CHAPTER VII -- TOWN GAMES.
1. SHADOWING.
Patrol-leader picks a scout to be pursued; then the whole patrol meets in a fairly quiet street in
a town. The chosen Scout is allowed two minutes' grace, whilst the others hide and do not watch
him during that time, except two, who follow him closely. After two minutes one of them then runs
back and brings the rest of the patrol along, hot on the track of the pursued one. Meanwhile the
remaining shadower holds on carefully and tenaciously, pursuer and pursued being at least four
or five minutes in advance of the rest. To show which way they have gone, the pursuing Scout
drops confetti or makes chalk-marks until the others reach him. All must, of course, be well
trained in running and using their Scoutcraft, and the pursued Scout can make use of many
dodges to throw his pursuers off the track. It should be agreed beforehand that if he keeps away
for a certain time he wins the game.
2. FOLLOW THE TRAIL.
Send out a " hare," either walking or cycling, with a pocketful of corn, nutshells, or confetti,
which he must drop here and there to give a trail for the patrol to follow. Or, with a piece of chalk,
let him draw the patrol sign on walls, pavements, lamp-posts, and trees, and let the patrol hunt
him by these marks. Patrols must wipe out all these marks as they pass them for the sake of
tidiness. and so as not to mislead them for another day's practice. The other road signs should
also be used, such as closing up certain roads, and hiding a letter at some point, giving directions
as to the next turn. The object of the " hare " in this game is to explain to those behind the way he
has gone as well as he can, and not to throw them off his trail as in " shadowing."
3. CATCHING THE DODGER.
One Scout, who is well known to the rest, is chosen as the dodger. A spot is selected some
two miles away from the Scouts' headquarters as the starting-point, preference being given to a
place from which the most streets or ways lead to headquarters. The main idea is that the dodger
has to start from this spot at, say, 7 or 8 p.m., and make his way to headquarters without being
caught. He will be previously introduced to the others as their " Quarry," and may then adopt any
disguise in order to throw off suspicion. He may even carry a large sackful of paper or some soft
material upon his head, so as to partly hide his face, but he should not adopt feminine attire. It will
be the duty of all Scouts to distribute themselves well over the area likely to be travelled, all
streets, alleys and byways being carefully watched, but for obvious reasons a rule must be made
that no Scout must approach within a given radius, say, of 250 yards, of the starting or finishing
point. The dodger must be Instructed to start strictly at a given time, and may use the middle of
the street as well as the pavement, as this will be necessary to dodge a Scout whom he may espy,
and he must travel on foot during his journey, not taking advantage of any tram car or other
vehicle. Should he see a Scout approaching, there would be no objection to his stepping aside
into a shop and asking the price of an article until the danger has passed, as this is no more than
an ordinary thief would do to evade capture. Should a Scout recognize the dodger, he must get
quite near. enough to him to say: " Good-night " without any danger of not being heard-or, better,
to touch him-and the dodger then yields quietly and is taken to headquarters by his captor, no
other Scout being allowed to join them. One hour after the arranged starting time all Scouts must
return to headquarters, for by that time the dodger will have either been caught or have reported
himself there, as he must do the two miles in one hour. Should a Scout notice the dodger being
pursued by another Scout he may assist in the capture-this where the dodger has espied a Scout
in the distance who appears to have recognized him-but though the marks are divided, the greater
portion will be awarded to the Scout who commenced the actual pursuit. - This is a game full of
excitement from start to finish, especially as a Scout may secrete himself should he see the
dodger approaching at a distance, only showing him- self when his man has come within
capturing distance.
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4. THE SIGNATURE COLLECTOR.
A convenient circuit of long, well-crowded streets Is selected, and a base area-about fifty
yards of the street -formed in the middle of some of the streets. A Scout will be posted at the
center of the area, and will be called a " Base-Scout." The number of bases will depend on the
number of Scouts-as each base needs one Base- Scout and two opposers. There should not be
more than six bases. The signature collector and all Base-Scouts will wear a piece of red ribbon
attached to their buttonhole badges or pinned to their coats. The opposing Scouts will wear blue
ribbons.
The collector must go round the circuit of bases and try to obtain the signature of each Base-
Scout. The opposing Scouts are posted, two to each base, to prevent the collector from reaching
the Base-Scout by simply touching him. If touched while attempting to reach a base the collector
gives up his own signature to his captor and forfeits his own chance at that base. But if he
reaches the base area without being touched he is safe to obtain the signature and leave
unmolested to make his attempt on the next base. It is understood he can make an attempt on
every base. The bases are posted in a circle, so that when he finishes his journey he will be back
at the starting-point, where the umpire is.
The Base-Scouts, being in league with the collector, can aid him by signalling when best to
make the attempt. It therefore resolves itself into a competition between the " reds " and " blues."
The party of Scouts obtaining the most signatures wins.
RULES.
1) Hiding in shops is barred.
2) Cover must be taken in the street only.
3) Base boundaries must be well understood by all players at that base. If necessary,
they may be chalked out.
4) When the collector has got through a base and obtained the signature, the
opposing Scouts who were guarding that base must not watch round another base
: they are beaten and must make for the starting-point.
5. WHAT'S WRONG
Scouts should be mustered at a given point, then divided into two sections, one section
proceeding along either side of the street, crossing. each other at the end, and returning on the
opposite sides. They may be sent either in line or irregularly, the latter for preference, each
carrying pencil and notebook or paper, and noting, during their journey, every article or thing
which is out of the straight. It may be a placard fixed to a shopkeeper's door or board, or a small
swing sign, which is out of the horizontal, window-blinds crooked, goods in shop windows
markedly crooked, and so on. Irregularities on vehicles in motion are not to be noted, as no
opportunity would be given for the judge to verify. Upon approaching the judge each Scout signs
his own paper or book and hands it over; marks should then be given according to merit, and a
prize awarded to the most observant Scout of the patrol which gets most marks among all its
Scouts. The idea is, that not only shall Scouts observe details, but also that they shall make their
entries in such a guarded manner and at such times that Scouts following them shall not notice
the entry being made. This may be worked with or without a time-limit.
6. FAR AND NEAR.
The scoutmaster goes along a given road or line of country with a patrol in patrol formation.
He carries a scoring card with the name of each Scout on it, first reading to the Scouts a list of
certain things he wants. Each Scout looks out for the details required, and directly he notices one
he runs to the umpire and informs him or hands in the article, if it is an article he finds. The umpire
enters a mark against his name accordingly. The Scout who gains most marks in the walk wins.
Details like the following should be chosen, to develop the Scout's observation and to encourage
him to look far and near, up and down. The details should be varied every time the game is played
; and about 8 or 10 items should be given at a time. Every match found Every button found Bird's
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foot track Patch noticed on stranger's clothing or boots Grey horse seen Pigeon flying Sparrow
sitting Broken chimney-pot Broken window 1 mark. 1 mark. 2 marks. 2 marks. 2 marks. 2 marks. 1
mark. 2 marks 1 mark.
7. MORGAN'S GAME.
Scouts are ordered to run to a certain hoarding where an umpire is already posted to time
them. They are each allowed to look at this for one minute-of course no notes may be taken in
writing-and must then run back to headquarters and report to the instructor all that was on the
hoarding in the way of advertisements.
8. SHOP WINDOW.
The Scoutmaster or Patrol-leader takes a patrol down a street past six shops. He lets them
stay half a minute at each shop, and then, after moving them off to some distance, he gives each
boy a pencil and card, and tells him to write from memory, or himself takes down, what they
noticed in, say, the third and fifth shops. The boy who correctly sets down most articles wins. It is
a useful practice to match one boy against another in heats-the loser competing again, till you
arrive at the worst. gives the worst Scouts the most practice.
9. TAKING NOTES.
When next you go scouting in the streets, here are some things for you to note : The number
of every motor-car that is going too fast or whose driver is acting strangely; the number of signs
used by the policeman in regulating the traffic ; the various chalk marks made on pavement and
door- steps by surveyors, tramps, or children. Which men turn their toes in. And if you wish to
make a game of it all, take a brother Scout with you. Let each look in a few windows for one
minute then go away and write down all the articles remembered. The one who gets the most
correctly is the winner. And though it may be a small matter in itself, you will rejoice when you
realize how quickly you learn to note and remember and thus get a power which may make your
fortune, all through practice at scouting in the streets.
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CHAPTER VIII -- NIGHT GAMES.
1.THE ESCAPED SMOKER - By PERCY HILL.
A CONVICT has escaped from prison, and, being an inveterate smoker, the first thing he does
is to buy a large supply of cigarettes and matches. On a dark night a message is brought to the
Scouts that he has been seen in a wood close by, still smoking. The troop at once turn out, and,
enclosing the wood, silently try to find their man by using their eyes, ears, and noses, as well as
they can. The man, who is playing the part of the convict, is obliged to keep his cigarette in full
view all the time, and strike a match at least once every three minutes. Unless the Scouts are very
sharp, the chances are that he will slip through, and they will, after a few minutes, see the match
flickering away behind them. The " convict " must not, of course, be a Scout, for, if he were, he
would not smoke or give himself away like that. An hour or two spent in practicing some "
extended order " drill will make the troop far more efficient in work like this, for boys invariably
tend to crowd together on a dark night instead of keeping an equal distance apart. A good
variation of the game, if no smoker is at hand, is to supply the convict with a box of matches and a
whistle, and make him strike a match and blow whistle alternately every minute or two minutes, so
that two different tracking senses are needed at the same time seeing and hearing.
2.THE PATH-FINDER.
To be played at night. A town or camp is chosen and defended by all the Scouts present,
except one patrol. The outposts must be carefully placed all round. The one patrol is to be led into
the town by a guide chosen from the defenders - he is the traitor and goes round and carefully
examines the defenses ; then slips out of the town to meet the patrol at a, certain spot. He tries to
guide them into the center of the town, perhaps taking them two or three at a time or all together
in Indian file. If touched by one of the defenders they are captured.
3. TRACKING BY SMELL.
Tracking by smell at night is a very important part of scouting. An enemy's patrol has
encamped at a certain spot, and thinking all safe light a fire and prepare a meal. But the sentry
reports suspicious signs and sounds, so they immediately damp the fire, but cannot stop the
smoke. This should be carried out on a calm but dark night in a fairly open spot-the smoke can be
caused by smoldering brown paper or damp gunpowder in a tin. The others have-to reach the spot
by smell, while the encamped party lie absolutely still.
4. WILL-O'-THE-WISP.
This game should take place across country at night. Two Scouts set off in a given direction
with a lighted bull's-eye lantern. After two minutes have passed the patrol or troop starts in
pursuit. The lantern bearer must show his light at least every minute, concealing it for the rest of
the time. The two Scouts take turns in carrying the light, and so may relieve each other in
difficulties, but either may be captured. The Scout without the light can often mingle with the
pursuers without being recognized and relieve his friend when he is being bard pressed. They
should arrange certain calls or signals between themselves.
5. SHOWING THE LIGHT.
This night-scouting game not only affords recreation but is a good test for hearing and
eyesight, and furnishes a splendid practice in judging distances. A Scout makes his way across
fields, in the dark, and on hearing his leader's whistle, shows a light from a lantern for five
seconds. He remains there, but hides the light, and the rest of the Scouts estimate how far away
and whereabouts he is. I Then they set out to where they think the light was shown and each one
tries to get there before the others. The lantern - bearer hands over the lantern to the Scout who
first reaches him, and then it is that boy's turn to go away and show the light. The Scoutmaster
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should note the various estimates propounded by the Scouts, and though he may be unable to
discover the exact distance he should know which Scout gave the nearest figure.
6. NIGHT OUTPOSTS.
Two or more Scouts (according to number taking part) go out in pairs with ordinary bicycle or
similar lamps, and take up positions not nearer than 1/4 mile (or other agreed distance) from
starting-point. They are called outposts, and must not move their ground, but may show or
conceal their light as they think best. One Scout goes out, say, ten minutes later carrying a
hurricane lamp to discover the outposts. He is called the runner and must not hide his light. One
or two minutes later the remainder start out to chase and capture both the runner and outposts.
They are called Scouts. Outposts and runners must not call to one another. Outposts show their
light when they think the runner is near, but must be careful not to betray their position to the
Scouts. As soon as the runner finds an outpost these extinguish their light and make for the
starting-point. When the runner has discovered all outposts he does the same. No Scout may
remain nearer the starting-point than agreed distance - 100 yards or so, according to
circumstances.
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CHAPTER IX -- WINTER GAMES.
1. SIBERIAN MAN HUNT.
A MAN has escaped through the snow and a patrol follow his tracks, but they advance with
great caution when they think they are nearing his hiding-place because one hit from a snowball
means death, but he has to be hit three times before he is killed. If he has taken refuge up a tree or
any such place it will be very difficult to hit him without being hit first. The hunted man has to
remain at large for a certain time, two or three hours, and then get safely home without being
caught.
2. ARCTIC EXPEDITION.
Each patrol makes a bob sleigh with harness to fit two Scouts who are to pull it (or for dogs if
they have them, and can train them to the work). Two Scouts go a mile or so ahead, the remainder
with the sleigh follow, finding the way by means of the spoor, and by such signs as the leading
Scouts may draw in the snow. All other drawings seen on the way are to be examined, noted, and
their meaning read. The sleigh carries rations and cooking-pots, and so on. Build snow huts.
These must be made narrow, according to the length of sticks available for forming the roof,
which can be made with brushwood, and covered with snow.
3. SNOW FORT.
The snow fort may be built by one patrol according to their own ideas of fortification, with loop
holes, and so on, for looking out. When finished it will be attacked by hostile patrols, using
snowballs as ammunition. Every Scout struck by a snowball is counted dead. The attackers
should, as a rule, number at least twice the strength of the defenders.
4. FOX-HUNTING.
This game is to be played where there is plenty of untrodden snow about. Two Scouts start
from the middle of a field or piece of open ground, and five minutes afterwards the rest are put on
their trail. The two foxes are not allowed to cross any human tracks. If they approach a pathway
where other people have been, they must turn off in another direction ; but they can walk along
the top of walls and use any other ruse they like, such as treading in each other's tracks, and then
one vaulting aside with his staff. Both of them have to be caught by the pursuers for it to count a
win. The foxes have to avoid capture for one hour and then get back to the starting-place.
5. THE DASH FOR THE POLE.
Two rival parties of Arctic explorers are nearing the Pole; each has sent out one Scout in
advance, but neither of them have returned-they know the direction each started in because their
tracks can be still seen in the snow. What has really happened is that each has reached the Pole,
and each is determined to maintain his claim to it and so dare not leave the spot. They both
purposely left good tracks and signs, so that they could be easily followed up, if anything
happened. (These two, one from each patrol, should start from head- quarters together, and then
determine upon the spot to be the Pole - each to approach it from a different direction.) The two
parties of explorers start off together (about fifteen minutes after the forerunners left) and follow
up the tracks of their own Scout. The first patrol to reach the spot where the two are waiting for
them -takes possession, the leader sets up his flag and the rest prepare snowballs, after laying
down their staves in a circle round the flag at a distance of six paces. When the other party arrive
they try to capture the staves ; the defenders are not allowed to touch their staves, but two hits
with a snowball on either side put a man out of action. Each defender killed and each staff taken
counts one point, and if the rival party gain more than half the possible points, they can claim the
discovery of the Pole. Before the defenders can claim undisputed rights they must kill all their
rivals, by pursuing them if only one or two are left. (The two forerunners do not take part, but act
as umpires.)
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6. CLEAR THE LINE.
This game requires a light rope, five to eight yards of Canvas or leather filled with sand and
weighing about 1 lb. The Scoutmaster stands in the centre of a ring of Scouts and swings the bag
round, gradually paying out the rope until it becomes necessary for the players to jump to avoid it.
The direction in which the bag is swung should be varied. The rate of swinging as well as the
height of the bag from the ground should be gradually increased. The object of the players is to
avoid being caught by the rope or bag and brought to the ground.
7. SKIN THE SNAKE.
The scouts stand in single file. Each scout puts his right hand between his legs, which is
grasped by the one behind. Then the first scout walks backwards, straddling No. 2. No. 2 repeats
the movement, straddling No. 3, and so on, until the scout that was first is in the last position. It is
a clever gymnastic stunt, and done quickly represents a snake shedding its skin.
8. SOCCER RELAY.
This is a relay game, where the first scout of each side starts kicking the ball from his goal to a
turning-point several yards away, then kicks the ball back through the goal that he started from.
When he has kicked a goal the second scout repeats the performance of the first, and each scout
repeats the performance. The side that finishes first wins the race.
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CHAPTER X -- SEAMANSHIP GAMES.
1. SMUGGLERS OVER THE BORDER.
The smugglers have got their contraband hidden among some rocks, and it is entrusted to one
smuggler to take to their hiding-place, a building or some place marked by flags or trees, about
half a mile inland. One patrol act as smugglers and the one chosen to carry the contraband who
wears tracking irons and has to carry a small sack or parcel containing the contraband. The
"border" is a certain tract of land, a road, or stretch of sand along the shore between the
smugglers and their hiding-place inland. The coastguards (two patrols) have to guard the border
with sentries, and. keep their main reserve bivouacked some little way inland. As soon as a sentry
sees the tracks of the smuggler (wearing tracking irons) crossing the ,border" he gives the alarm,
and the coastguards have to catch him before he can get his contraband to the hiding-place. It
should be agreed that the smugglers cross the border " between two boundaries. The length
should depend upon the number of sentries-one sentry should have a beat of about 200 yards.
The smugglers have to bring their cargo up from the rocks within a certain time, because the tide
is coming in. They should assist the one chosen to carry the contraband by distracting the
coastguards and leading them in the wrong direction, because they do not know at first who is
wearing the tracking irons.
2. TREASURE ISLAND.
A treasure is known to be hidden upon a certain island or bit of shore marked off, and the man
who hid it left a map with clues for finding it (compass directions, tide marks, etc.). This map is
hidden somewhere near the landing-place; the patrols come in turn to look for it-they have to row
from a certain distance, land, find the map, and finally discover the treasure. They should be
careful to leave no foot-tracks, etc., near the treasure, because then the patrols that follow them
will easily find it. The map and treasure are to be hidden afresh for the next patrol when they have
been found. The patrol wins which return to the starting-place with the treasure in the shortest
time. (This can be played on a river, the patrols having to row across the river to find the treasure.)
3. SMUGGLERS. (FOR NIGHT OR DAY.)
One party of smugglers from the sea endeavor to land and conceal their goods (a brick per
man) in a base called the "Smugglers' Cave," and get away in their boat again. Another party of
"preventive men" is distributed to watch the coast a long distance with single Scouts. go soon as
one preventive man sees the smugglers land he gives the alarm, and collects the rest to attack,
but the attack cannot be successful unless there are at least as many preventive men on the spot
as smugglers. The preventive men must remain bivouacked at their station until the alarm is given
by the look-out men.
4. A WHALE HUNT.
[This is the same game as that of "Spearing the Sturgeon', in Mr. E. Thompson Seton's Birch
Bark Roll of the Woodcraft Indians. 1s. Constable.]
The whale is made of a big log of wood with a roughly- shaped head and tail to represent a
whale. Two boats will usually carry out the whale hunt, each boat manned by one patrol-the
Patrol-leader acting as captain, the corporal as bowman or harpooner, the remainder of the patrol
as oarsmen. Each boat belongs to a different harbor, the two harbors being about a mile apart.
The umpire takes the whale, and lets it loose about half- way between the two harbors, and on a
given signal the two boats race out to see who can get to the whale first. The harpooner who first
arrives within range of the whale drives his harpoon into it, and the boat promptly turns round and
tows the whale to its harbor. The second boat pursues, and when it overtakes the other, also
harpoons the whale, turns round, and endeavors to tow the whale back to its harbor. In this way
the two boats have a tug-of-war, and eventually the better boat tows the whale, and possibly the
opposing boat, into its harbor. It will be found that discipline and strict silence and attention to the
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captain's orders are very strong points towards winning the game. It shows, above all things, the
value of discipline. You are allowed to dislodge your enemy's spear by throwing your own over it,
but on no account must you throw your spear over the other boat or over the heads of your crew,
or a serious accident may result. The spearsman must not resign the spear to any other member
of the boat. It is forbidden to lay hands on the fish or on the other boat-unless this is done to
avoid a collision.
5. WATER SPORTS.
There are several kinds of water sports, which, when practiced enough, make a very
interesting display. 1. WATER POLO.-Stakes driven in to make goal- posts, and a large rubber ball,
if a proper water polo ball cannot be obtained. II. GREASY POLE - fastened from the end of a pier
or landing-stage, with some prize fastened to the end of it. (N.B.-The pole should not stick straight
out from the end of the stage, but should incline to the right or left, so that it can be seen better
from the shore.) 111. JOUSTING.-In small canoes or on logs, one boy to paddle and one to joust,
armed with a small wooden shield and a 6 foot pole with something soft attached to the end. IV.
Swimming races, diving competitions, and races to get into a lifebuoy.
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CHAPTER XI -- FIRST-AID GAMES.
1. WOUNDED PRISONERS.
Placed at various points, each fifty yards from camp, are prisoners, one for each competitor in
the game. These prisoners can be the smaller boys of the troop, and their arms and legs should be
securely bound. They are supposed to be unconscious. At a signal each of the competitors has to
make for a prisoner and bring him home, and the one who reaches camp first with an unbound
prisoner receives twelve marks. The competitors can either untie the knots directly they reach the
prisoner-which would aid in carrying-or on arrival at Camp, but the ropes must be removed before
the result can be arrived at. No knives must be used and the prisoners, being unconscious, cannot
give any assistance. The Scoutmaster has his eye on the competitors all the time, and is
particularly observant for cases of rough handling or bad carrying, both of which are naturally
injurious to wounded people. The competitor who obtains most marks wins. A boy, for instance,
might win twelve marks for getting home before the others, but he may lose three marks through
handling his captive roughly, therefore the second boy, who would receive ten marks, should be
acclaimed the winner. Generally speaking, however, the first arrival wins. This provides good
practice in untying knots and carrying the wounded. It can be adopted as an inter-patrol game, the
first boy home out of twelve receiving 24 points, the last, 2, and the patrol which obtains the most
marks winning.
2. THE RED CROSS HERO.
One day while the whole camp are enjoying themselves a messenger arrives and tells a Patrol-
leader that while he was being pursued by the enemy on their side of the border he saw one of his
men lying on the ground, wounded, and was unable to render him any assistance. The Patrol-
leader then tells his men the bad news, and calls for a volunteer to go and bring or endeavor to
bring their comrade back to camp. Thus the "Red Cross Hero" is found. His duty is to find the
wounded man (who will have been placed in a fairly hidden position before- hand) and then carry
him back to camp, without being captured by the opposing Scouts. This game needs a Scout of
brain and resource to act the part of the " Red Cross Hero," for he is supposed to be in a hostile
country with a wounded man whom he must bring back to camp. If seen he must endeavor to
dodge. Two of the enemy must get hold of him before he is captured. This is a game which will
severely test the resourcefulness of the Scout. For example, if pressed he might be sharp enough
to leave his comrade completely hidden until he has knocked his pursuers off his track. When the
wounded Scout has been hidden all who can be spared from camp should go out to act as enemy,
then one comes in as messenger and describes roughly where the wounded man is. There could
be several wounded men and red cross heroes, if the enemy's number is sufficient.
3. THE ILL-FATED CAMP. By PERCY HILL.
Orders are given to a patrol to march in a certain direction until they find a camp, and, when
they arrive there, they are to act as they think best. They find the camp after a short time, with
every- thing disordered, as though there had been a fight. There is a man lying in the tent labeled :
" Shot through the head - dead." Near by is another man, with a label, " Broken thigh," while some
way off there is yet another wounded man, who crawled away after he had been shot, and had
fainted from loss of blood. It is interesting to watch different patrols at work. A tenderfoot patrol
will very likely spend the first ten minutes fussing round the dead man when they arrive on the
scene ; and, after prodding him, poking him, and rolling him about, will, perhaps, make a stretcher,
and carry him off for burial. After wasting all this precious time, they turn to the man with the
broken thigh, and carry him to the tent to patch him up, making the fracture a compound one on
the way. They then tie up the wrong leg with numerous granny knots, and, after some quite
needless artificial respiration, leave the unfortunate patient to himself. The spoor of the third man
passes unnoticed, and he is left to bleed to death. But now watch the arrival of a more
experienced patrol. As soon as the leader sees that the men have been wounded in a fight, he puts
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out two sentries to prevent another surprise attack ; the dead man is briefly examined and left to
himself, and the broken thigh carefully put into splints on the spot, and the patient gently carried
into the tent. Then one of the Scouts notices that there are three tea cans by the fire, so they hunt
round for the owner of the third. When he is found, a Scout's scarf makes a tourniquet, and the
man's life is saved. This game makes a good subject for a display.
4. INJURIES.
The boys are divided into pairs. One boy starts the game by turning to his neighbor and
saying: " I have twisted my ankle," or " cut my finger," at the same time assuming a position he
considers the accident will cause, or simply holding out the injured member. His neighbor has to
explain at once the proper treatment for the injury. If he cannot answer he must take up the
sufferer's burden. If he answers correctly the sufferer has to keep in the position. The procedure is
repeated with each pair, different troubles being used in each case, therefore at the end of the first
round half the boys are sufferers (the losers) and the other half uninjured (the winners). The
sufferer now suddenly conquers his malady, but discovers one equally troublesome which he
asks his neighbor to solve. If the neighbor is successful it proves that be is the better boy at First-
Aid, because he has won twice. Only those boys who have won twice enter the next round; those
who have lost both times, or won one and lost the other, being counted out. The winning boys are
pitted against each other until a final winner is discovered. If the final between the last two boys
be a draw, they should test each other again. Of course the winner is not necessarily the smartest
boy in the troop at First-Aid, but the game undoubtedly helps to impress the principles of First-Aid
upon the memory of the boys. The Scoutmaster listens to the recital of each injury and judges the
suggested treatment. He may also ask .supplementary questions to make sure that the doctor
really understands.
5. AMBULANCE KNIGHTS.
In this game a big boy takes the place of a horse, and a small one rides on his back. Each
small boy is labeled with the name of an injury, and holds a stick in his band. Rings-allowing one
for each pair of boys-are bung at a certain distance in such a manner that they can be easily
dislodged by the sticks, and this is the object of the game, the big boys carrying the small ones
past the rings at a run. When a small boy has succeeded in getting the ring upon his stick, the big
one who is carrying him has to reach a given point, put the mail boy down, examine his label, and
treat him for his injury. The one who does this in the quickest and most correct style wins. Should
the small boy fail to dislodge the ring at the first attempt, the big one may go back to the starting-
place and try again. Necessary appliances must be supplied for the big boys.
6. AMBULANCE ROUNDERS.
A judge is necessary for this game. Sides are taken as in ordinary rounders, and the game
played as usual, those who are "in" each having a label representing some kind of hemorrhage
tied on to their arms. When one is caught out, or hit with the ball, he drops on to the ground. The
judge immediately calls out the name of his supposed injury, and the one who has caught him out
or hit him runs to treat him instantly in the correct manner. The opposite side must be on the look-
out for faulty treatment, for should there be any it counts to them, and the injured person is
released, his side still remaining in. In all other respects the game is exactly the same as usual,
but each member of the side which is " out " should be provided with a bandage and piece of
stick.
7. AMBULANCE, FRENCH AND ENGLISH.
The boys are all labeled with the name of some injury and are divided into two parties - one
French, one English. Captains should be chosen for each side, and certain boundaries agreed
upon. Two camps are chosen as far apart as possible, and in each are placed as many objects as
there are boys on one side. Anything that is light to carry is suitable, such as sticks, empty match-
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boxes, etc. The object of the game, as in ordinary French and English, is for the boys on one side
to obtain the articles from the opposite camp and bring them back to their own. There is no
division of territory as in the ordinary game when played in a garden, and a boy is only safe when
in his own camp, which must be quite a small space, when he is on a return journey with an article
from the enemy's camp, or when he is on a return journey with a prisoner. The game should be
played where there is as much .cover as possible, as it makes it so much more exciting. The boy
on one side who can first snatch the label off an enemy and read it has a right to make him
prisoner. The prisoner must then be attended to 'with the best improvised treatment possible in
the circumstances, and must accompany his captor to the latter's camp. It is of course a great
object to obtain as many prisoners as possible 'without delay. The prisoner can only be rescued
by one of his own side. He is free when he has been touched, and can then shed his bandages,
etc., and return. The captain does not take an active part in the game. He picks up, and then
remains in camp to put fresh labels on liberated prisoners, judge the ambulance work, and keep a
list of marks obtained for his side. The captain can be changed at half-time if desired. The game
lasts until the whistle is sounded at a certain time, and then the marks on each side are added up.
Marks are given as follows: one for every article from the enemy's camp, one for every prisoner,
one, two, or three for the ambulance work according to its quality.
8. AMBULANCE HOTCHPOTCH.
Tables are arranged on which are various games, such as spillikens, draughts, sticking pins
into corks with scissors, building card houses, etc. Two boys sit at each table and play against
one another, and by each boy is a folded paper and pencil. When a bell rings, the boys begin to
play the games when it rings a second time, they leave off, unfold the paper, on which is a " first-
aid " question, and answer it to the best of their ability. When the bell rings a third time, all stop
and give in their answers. Each pair then moves to the next table, where the same performance is
gone through. The same questions must, of course, be asked each pair of boys at each table.
When the game is finished, every boy's marks are added together for both competitions, and the
highest score wins. This game may be found useful for asking such questions as : What would
you do if your clothes-or those of an- other person-caught fire ? How would you treat a bad burn I
How would you treat a frostbite ? How would you treat a foreign body in the eye or ear ? etc., etc.
9. AMBULANCE ELEMENTS.
The players are divided into two sides, and toss up to decide which should begin.
He who commences tosses a ball or handkerchief to any one on the opposite side, saying the
name of some artery as he does so. The one to whom the ball is thrown immediately calls out
where the artery is situated before the thrower can count ten. Should he fail to do this, he must
cross over to the opposite side. The Ride wins which has most players at the end of a given time.
The name of an artery is only given as an example. It might be required, for instance, that upon
giving the name of any fracture, the requisite number of bandages should be called out, or
anything else of the kind. This game may be found useful for filling up odd minutes.
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CHAPTER XII -- GAMES FOR STRENGTH.
1. THE STRUGGLE.
Two Scouts face each other about a yard apart, stretch arms out sideways, lock fingers of both
hands, and lean towards each other till their chests touch, push cheat to chest, and see who can
drive the other back to the wall of the room or on to a goal line. At first a very short struggle is
sufficient to set their hearts pumping, but after practice for a few days the heart grows stronger
and they can go on a long time.
2. WRIST PUSHING.
This game can be played by one boy alone. Stand with both your arms to the front about level
with the waist, cross your wrists so that one hand has knuckles up, the other knuckles down and
clench the fists. Now make the lower hand press upwards and make the upper hand press
downwards. Press as hard as you can with both wrists gradually, and only after great resistance
let the lower push the upper one upwards till opposite your forehead, then let the upper press the
lower down, the lower one resisting all the time.
These two exercises, although they sound small and simple, if carried out with all your might,
develop most muscles in your body and especially those about the heart. They should not be
carried on too long at a time, but should be done at frequent intervals during the day for a minute
or so. "Wrist Pushing" can also be played by two boys half facing each other, each putting out the
wrist nearest to his opponent, at arm's length, pressing it against the other wrist, and trying to
turn him round backwards.
3. SCRUM.
Two teams of Scouts form up in line and stand face to face across the middle of the room. The
Scouts grasp one another round the waist in order to make each line compact.
When the whistle is blown, the opposing teams lean towards one another, and push steadily
with their heads -and shoulders until one line is driven back six yards from the starting place, This
is done three times, and the winning team is the one which gains two "scrums" out of the three.
4. FEET WRESTLING.
Two boys stand facing each other with their hands behind their backs. They have to stand on
one leg, and each tries to push the other over with the leg he is not standing on.
5. STRAIGHT BACK.
One boy has to lie flat on his back on the ground, while another lifts him up by the head-he
must try to keep perfectly rigid until he is upright. If he can do it, it is a sign that he has a strong
back.
6. BRIDGE.
The Scouts stand in single file, No. 1. facing his Scouts. No. 2. bends at the hips and puts his
arms around the hips of No. 1. Nos. 3, 4 and 5, etc., take the same position as No. 2, forming a
straight line of Scouts, bend forward at the hips, and holding the hips of the Scouts in front of
them. Team No. 2, then, in a manner similar to " A Foot and a half " takes along jump and jumps
astride the back of one of the Scouts. Other members of No. 2 follow suit until the men are piled
up three and four high. The object of the game is to try and upset the Scouts who are endeavoring
to bear the burden.
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7. TOURNAMENTS.
Each of the bigger boys chooses a small one and gives him a " pick-a-back." These mounted
knights divide into two companies who challenge one another to combat, either in separate duels
or in a general melee. The " knights " try to pull each other to the ground, and the " horses " may
assist by putting their weight into the pull or by charging their opponents. When a rider's foot
touches the ground he may not take any further part in the game. The tournament is finished when
all the riders of one company have been unhorsed.
8. KNEEL TO YOUR SUPERIOR.
Two boys stand facing each other, and lock fingers of both hands, and see who can make the
other kneel down by pressing his wrists downwards.
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CHAPTER XIII -- DISPLAYS
The following are a few suggestions for displays, which are interesting and instructive for both
the Scouts and the onlookers. It is worth a little trouble on the part of Scoutmasters to provide a
display after camp or on some occasion at home to show the parents of the boys and others
interested in Scouting some actual work and result. It lends additional interest to work in a
number of incidental things connected with camp life, as in the display described below. For
instance, in the camp, before the attack by the Indians, the Scouts were to busy them- selves with
cooking, signalling, and camp games, such as jumping and boxing, instead of doing nothing. It
gives the spectators a good impression of the activity of a Scouts' camp, besides showing them
the kind of things done in camp. Any Scouts not taking part in the display can be well employed
by " forming fence " round, to keep the space clear; they make a more picturesque barrier than
ropes and posts.
1. THE "MERCURY" DISPLAY. From The Scout, October 9, 1909.
It is not a bad thing to devise beforehand a display for the last day before breaking up camp, to
which to invite friends and people of the neighborhood. The details of this can then form the items
for instruction and practice during the camp. They will then be of the highest interest to the boys,
and will be the medium of inculcating discipline at rehearsals, and of giving valuable instruction if
the subjects are well selected.
This, as an example, is what we arranged for our display on the Hamble River, where we had
the use of the Training Ship Mercury, as well as suitable ground ashore.
PART I. - AFLOAT.
The Mercury is at sea, becalmed in the tropics ; the crew indulge in water sports (swimming
races, walking the greasy pole, riding hobby horses, diving, water polo, life-saving exhibition). A
whale is sighted. Boats away. Whale hunt. Ship on fire. Fire stations. Ship abandoned. Raft built
and towed by boats.
PART II. - ASHORE.
A Red Indian encampment, teepees, and fires, with a few Indians in charge. Distant singing.
Red Indians in warpaint enter and break off to their fires and tents. Look-out men posted. Camp
sports, marksmanship with bows and arrows or javelins, bang the bear, cock fighting, etc. Look-
out man reports distant ship on fire. Excitement. Chief calls the braves together into a big circle
and gives an excited address in gibberish. War dance and Ingonyama chorus. A second look-out
man reports enemy coming ashore. Indians strike tents, retreat into the woods, leaving Scouts
and rear-guard to watch and gradually to retire as enemy approach. Boats and raft effect a landing.
Set up tents and shelters. Light fires, cook food (exhibition of camp cooking of bird in clay, bread
twisted on club, etc., matmaking). Sentries posted. Signalling. Camp games (boxing, jumping, tug-
of-war). Alarm smoke signal by look-out men. - Camp prepared for defense. Tents dropped. Fires
extinguished. Scouts form in two ranks, front rank kneeling, to receive charge, one party
meantime having gone out and taken cover to ambush the enemy. Enter Red Indians crawling, till
collected in sufficient strength. They then rise and charge the camp. On coming near the
defenders they suddenly find themselves counter-attacked by the ambuscade on their flank. They
at once recognize that they have been out-scouted. Halt, hands up, making the Scout sign. This is
responded to by the whites. They fraternize. Shake hands. Form up in a great semi-circle and sing
" There's a King in the Land To-day " (from " King of Cadonia God Save the King.
2. GOOD TURNS.
Patrol of Scouts out on knight errantry expedition. Halt and sit easy for a rest. Cook tea.
HORSE AND CART.
Enter heavily loaded cart, driver out of temper with the horse which is covered with lather
(soap suds). Scouts go to its relief. Loosen hamerein, give bucket of water, wipe off sweat, give
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the horse hay. At the same time give driver tea and food. He reclines comfortably enjoying it, while
horse eats. Then driver rises, lights pipe with burning stick handed by a Scout from the fire, and
goes on his way, patting the horse. Scouts meantime sprinkle sand in front of horse to make the
road less slippery, and man the wheels and help the cart off.
WOMEN AND CHILDREN.
The Scouts continue resting after the cart has gone. Enter woman carrying a baby and
dragging a crying child by the hand. Scouts give her tea. Then one takes the baby in his arms,
another takes the child astride on his back and the mother follows them, but she goes very feebly.
The other Scouts watch her for a bit. Then two run forward, and making a cross-wrist seat carry
her out sitting between them.
MAKING HURDLES FOR FARMERS.
(A lot of whippy brushwood, a dozen upright stakes, bill hooks, mallet, etc., are required.)
Scouts under Patrol-leader's direction plant a row of 3 foot stakes 18 inches apart and weave the
withies in and out of these to make wattle-hurdles. Other Scouts with hoe go weeding. Old farmer
comes in and sees what he thinks are boys up to mischief on his ground, tiptoes out again and
fetches whip. Steals quickly up behind the group, but when about to attack he sees what they are
doing. Patrol- leader (in dumb show) explains that they are hoeing his weeds and mending his
fences and chopping firewood for him. Old farmer (in dumb show) says: " Do you mean, you are
doing all this for me ?" "Yes." He goes off mightily pleased and comes back with a basket of
apples (or other good things) and offers them to the boys, but the Patrol-leader (again dumb
show) thanks him but says they do not require any reward. The farmer, much surprised, says : "
Well, I'm blowed ! " (in dumb show), and then insists on giving something to each Scout, which
they then grinningly accept and eat. And as he toddles off again they sing "Be Prepared" chorus to
him to show that they are pleased.
THE FOUNDLING.
(For this a rough perambulator made out of an old box and four small wheels must be
prepared beforehand. These should be packed inside the box at first, as the Scouts have to put it
together, pretending to build it.)
SCOUTS Resting. Enter, all alone, a little child who has lost her way: as she wanders about the
scouts look at her and one gets up and calls to her and finally goes to her and leads her in to the
others. They make a pet of her, give her food, and with hammer, etc., set to work to make the
perambulator. When it is finished the distracted mother enters, looking everywhere for her child,
and at last finds her among the Scouts. Great Delight. The Scouts put the child into perambulator
and the mother goes off gratefully waving to them and dragging the perambulator.
BLIND MAN. Enter a lot of urchins jeering at a blind man who is feeling the way with his stick.
Boys knock his hat off and kick his stick away. The Scouts run to his rescue, drive off the boys,
and hunt them till they capture them. They tie each prisoner's wrists together with a neckerchief,
push his elbows well back and pass a staff through both elbows, and behind his back, thus
trussing him. Meanwhile one Scout (or two) help the blind man to find his hat and stick and then
lead him off and put him on his way. Patrol-leader then acts as if addressing the prisoners. He
explains to them about being Scouts, whose duty it is, instead of bullying people, to help them in
every way. The prisoners then want to become Scouts. They are promptly unbound. They make
the sign and take the oath. The other Scouts all shake hands with them. Fall in. All march off
together singing " Ingonyama."
3. THE TREASURE CAMP. By P. W. Everett.
TIME: 8 p.m. on a Summer Evening.
Two patrols of Scouts represent explorers in a strange country returning from an expedition,
and bringing treasure down to the coast. They camp for the night, and place box containing
treasure at the back of their tent. Two sentries in overcoats are on guard, one on either side of the
camp. Other Scouts light fire, prepare evening meal, and finally roll themselves up in their coats
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and turn in The sentry on guard at rear of camp notices the bushes move, and goes to investigate.
A Scout, dressed to represent native thief, rises to his feet and confronts him, raising a spear. As
the sentry prepares to defend himself, two more natives creep up behind him, throwing a thick
cloth over his head and binding his hands and feet. One of the natives puts on sentry's hat and
overcoat and stealthily approaches back of tent, while the other two thieves take bound sentry
into hiding. The first thief reaches tent and extracts box without being discovered. He is
laboriously dragging it towards cover where his two pals are hiding when the other sentry
becomes suspicious of his movements, an alarm is raised, the Scouts are roused and come
running up, and the thief with the treasure is captured. They also find the gagged sentry, and bring
him into camp and revive him. Meanwhile the other two thieves have made off across country. The
prisoner is bound and a guard set over him. After a short interval the prisoner asks for water,
which the guard goes to fetch. While he is gone the sentry is overpowered by the two other
thieves, who have crept up again to find out the fate of their comrade. They set him free, and all
three go off.
Almost immediately the Scouts find what has happened, and a party sets off on the trail of the
thieves. One of the Scouts is seen to fall, evidently shot. A second Scout signals to camp for
assistance, while the rest of the party continue tracking the thieves. Meanwhile the injured Scout
is carried into camp on a stretcher and his wounds attended to. After an interval the rest of the
party return, bringing back in triumph the three captured thieves securely bound. There has
evidently been a terrific fight, as one of the Scouts has his arm in a sling, another a bandaged foot,
one of the thieves a bandaged head, but can walk, while a second is unconscious and is carried
by one of the Scouts. The party reach camp, and the victorious Scouts dance their famous war
dance round the captured thieves. The camp is then struck, and the whole party depart, the
thieves under escort.
4. HOW LIVINGSTONE WAS FOUND.
This little play, which tells of a dramatic incident in the history of two of Britain's great men,
can be quite easily performed. It is a story that is known world-wide-the finding of Livingstone,
one of the finest "peace Scouts" the country has ever seen, by H. M. Stanley. This sketch could
form an item in a performance by Scouts, for the benefit of their funds, a small sum for admission
being charged. It can quite easily be acted in a small space, and out of doors.
Scene : JUNGLE IN CENTRAL AFRICA.
(Enter savage warriors escorting their chief, drumming and singing the chant of their tribe. At
the center of the stage they form up round the chief in a semicircle. Native Scout runs in, R., bows
down to the King, and speaks excitedly.)
SCOUT Sir, a white jackal is within hail. A white man approaches near to thee.
CHIEF Has he with him a multitude of men ? They tell me white men never come
singly. They come in hordes like locusts, bearing with them noise-making
weapons that spit fire and sting men to death.
SCOUT No, sir; he is alone, save that he has with him two natives to show the way
and to bear his baggage.
CHIEF What brings him here ?
SCOUT I know not, lord; but he gave me this token as a sign of peace towards you.
(Hands small wooden cross to chief.)
SCOUT (turns and cries). But see, my lord, he comes without waiting your
permission.
(Enter LIVINGSTONE, followed by two natives carrying bundles of bedding, clothing and food
on their heads.)
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LIVINGSTONE (stops, R., raises his right hand, and cries). Hail, O chief!
CHIEF (aside to his attendants). So this is a white man who does not kneel or even
bow to me; tell him, one of you, that such is not our custom.
(A native crosses to LIVINGSTONE and whispers to him, and imitates bowing, etc., to show
him what to do.)
LIVINGSTONE (aloud). No, I bow not to any native man. I salute him to show that my right
hand is not armed, and that I recognize him as a man, but I kneel only to God.
(Walks up to CHIEF and shakes him by the hand.)
Good-day to you; I am glad to meet you and your people.
CHIEF (replies). All hail, white man.
LIVINGSTONE. I see you - have my token there. It means " good-will and peace between us."
That cross has four arms, like the human race, for there are four great
divisions of man-the whites in Europe, the blacks in Africa, the red in
America, and the yellow in Asia; but human beings all of them, forming the
four branches of one great family. The whites are better off than either the
black, the red, or the yellow, because they have the knowledge and the love
of God, which raises them above the rest.
CHIEF But what do you here all alone, or have you more behind you, that you boldly
come thus into my land and presence ? Know you not that, with one signal to
my men, I could have you killed at any moment ?
LIVINGSTONE What matters that ? You cannot kill what is within me that is, my soul. My
body you could kill, 'tis true, but my soul you cannot touch-it goes back to
God above, who lent it to this body while on the earth. You will not kill me, for
I have come to do you good-to tell you that you, too, have got a soul.
CHIEF What, one like yours that will not die, although I die ? I wish I had. Can you
perhaps bestow one on me ?
LIVINGSTONE No; God Himself has done that long ago. It only needs that you should
develop it by working well for God.
CHIEF Good sir, this seems a wondrous matter that you show to me. Sit down and
rest you here many days, and teach me all this thing. On slaves! (Natives run
forward.) Fetch hither food for this good man, and clean a hut and place his
goods within. Feed, too, his men and let them rest.
(Natives spread blankets on The ground. CHIEF sits in the center, LIVINGSTONE near and hall
facing him. Natives squat all round.)
CHIEF Now tell me more of whence you came and why you came, and whither you
go from hence.
LIVINGSTONE I am but an ordinary man, and years ago, when but a little boy, I worked at
spinning cotton in a great big mill in Scotland, far away across the seas. But
in the long, dark evenings after work I loved to read from books, which you
poor natives do not understand as yet, and in these books were told me all
the wonders of the plants and flowers, the birds and beasts, and foreign
lands, that made me want to wander. So I came across the seas a long
voyage in a ship, on which I learnt about the stars, and what their places are
up in the heavens. Then, when I reached this land, I wandered across the
deserts and forests of the South. I saw its mountains and its vales, its
running rivers, and the mighty falls of water called " the Smoke that Sounds
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(native name for the Victoria Falls). Then, as I roamed across the land, I saw
the plants and beasts which I had read about. (Laughs.) Too close I saw the
beasts, for one-a lion-once caught me and .near mauled me to the death. See
here his marks upon my arm. But, like all Scouts, I had learnt well the art of
curing wounds, and so I made a cure by cooking leaves and making thus
some bandages.
CHIEF What, canst thou also cure the sick and wounded?
LIVINGSTONE Of course I can.
CHIEF (to attendants). Then bring me quick my injured son, Lompolo.
LIVINGSTONE (continuing). And everywhere across the land I found men like yourselves,
kind-hearted and willing to receive me, and I seldom departed without leaving
them more peaceful and more happy for the thought that they had souls
within them that would never die, but only live according to the good they
did, as I will shortly show to you ; but here comes your son.
(Enter LOMPOLO, being supported. He has a bad wound on his arm. He sinks down, and
Livingstone takes off covering, puts on fresh medicine, and bandages him, talking all the time.)
LIVINGSTONE This is not the right dressing; I Will give you better. There, that will do you
good' (and so on).
(While he is busy with the patient a noise is heard without. A native runs in and kneels to the
Chief.)
NATIVE Oh, chief, another white man comes, with hordes of native men armed with
spears and guns. They threaten that if you will not come forth to meet them
they will do us harm such as we shall not easily forget.
(Enter STANLEY. About to go up to the CHIEF, but sees LIVINGSTONE, at work on LOMPOLO.
Stops short, strides up to LIVINGSTONE, takes off cap, and says- )
STANLEY Dr. Livingstone, I presume.
(LIVINGSTONE rises, stares for a moment, and then shakes hands with him.)
STANLEY To think we have met at last. For months have I been seeking you, hoping
and fearing alternately-for it seemed as though I should never find you. You
moved with so small an escort that it is difficult to trace your journeys.
LIVINGSTONE I am glad to meet you. You are the first white Man I have seen for months. At
the same time I do not know why you should wish to find me; but if there is
aught you wish me to do-why, let me do it to the best of my ability.
STANLEY perhaps you do not know that all your countrymen are hanging on your fate,
and want you safely home, and I have been sent to find you and bring you
back to your home and native land.
LIVINGSTONE But what is it they want of me? I do not see how my help can be of use to
them, when it is of use here. What is it they want of me ?
STANLEY Naught but to see you back again. You have been lost to them for years. They
know your work, they love you for it, and would even see you home again.
LIVINGSTONE I have but one home, and that is
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STANLEY No, but I have been sent to bring you forth from this-to bring you back to
Scotland and your own people once more.
LIVINGSTONE I fail to understand it. You, too, whom I have never known before, Who are
you ?
STANLEY I am a Celt, like yourself; for you are a Scotsman. I was born in Wales. My
name was Rowlands, but I went to sea, and as a cabin boy I reached America,
and there, from office stool, I worked my way up till my employer took me as
his son and gave his name to me-Stanley. I took to literary work, became a
journalist, and as such have been sent to view this country and to search for
you. I have been searching for you for this many months, until at last I began
to fear that you were a "Will-o'-the-Wisp" who never would be found.
LIVINGSTONE Well, now you have found me, go you back to those who sent you, tell them I
am well and happy, but am busy here.
STANLEY (astonished). But will you not come back home with me ?
LIVINGSTONE My home is where my work is-my work is here, so here is my home.
STANLEY And is that all you have to say ?
LIVINGSTONE Yes, that is all. If you will eat and rest I shall be glad. If you will not, then all I
can say is farewell. I must go to work upon this injured boy.
(He turns and goes back to LOMPOLO, after shaking hands with STANLEY. STANLEY wheels
about and departs. The sick boy is raised by the natives and carried out, attended by
LIVINGSTONE and followed by the Chief.)
5. THE DIAMOND THIEF.
(Best performed in the open air and in dumb show.)
A party of prospectors have been out into the wild country in South Africa, and have found a
magnificent diamond. They are now making their way back to civilization with it. Horse-sickness
has killed off their horses, and so they are doing their journey on foot, carrying their blankets,
food, and cooking-pots.
As the heat of the day comes on they camp for a time, meaning to push on again at night. They
rig up blanket tents and light fires and cook their food, weave mattresses, sing songs of home,
play cards, etc. The diamond is taken out of the sardine tin in which it is kept for all to look at and
admire. It is then put carefully back. The box is placed out in the open where it can be seen, and
one man is told off as sentry to guard it. The remainder have their food, and then gradually lie
down to sleep.
When the camp is all still the sentry gets tired of standing, and presently sits down and begins
to nod. While he is dozing the diamond thief sneaks into sight, creeps near to the camp, and
crouches, watching the sleeping man; when the sentry wakes up for a moment with a start the
thief crouches flat. Eventually the sentry reclines and goes to sleep. Inch by inch the chief creeps
up, till he stealthily removes the sentry's gun (or pistol) out of his reach ; then he swiftly glides up
to the diamond box, seizes it, and steals quietly away without being discovered, dodges about,
walks backwards, and wipes out his tracks as he goes in order to confuse pursuers.
The leader wakes with a yawn, and, looking round, starts when he sees there is no sentry
standing about. He springs up, rushes to the sleeping sentry, shakes him up, and asks him where
is the diamond. Sentry wakes up confused and scared. Remainder wake and crowd angrily -
together, threatening and questioning the sentry. Then one suddenly sees the footprints of the
thief ; he follows in jerks of a few paces along the trail ; the rest follow and help to pick it up, first
one and then another finding it, till they go off the scene. The leader is about to follow them when
he stops and waves them onward, and then turns back to the sentry, who is standing stupefied.
He hands him a pistol, and hints to him that, having ruined his friends by his faithlessness, he
may as well shoot himself. The leader then turns to follow the rest, looking about for them. A
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shout is heard in the distance just as the guilty sentry is putting the pistol to his head. The leader
stops him from shooting himself, and both stand listening to shouts in the distance.
Remainder of the men return, bringing in with them the thief and the diamond all safe. They
then sit round in a semi-circle, the leader on a mound or box in the center, with the diamond in
front of him. The thief, standing with arms bound, is tried and condemned to be shot. He goes
away a few paces and sits down with his back to the rest and thinks over his past life. They try the
sentry, and condemn him as a punishment for his carelessness to shoot the thief. All get up. They
start to dig a grave. When ready the thief is made to stand up, his eyes are bound. The sentry
takes a pistol and shoots him. Remainder then bring a blanket and lift the dead man into it and
carry him to the grave-to the opposite side from the audience, so that every one can see the
"body" lowered into the grave. They then withdraw the blanket, fill in the grave, and trample the
earth down. All shake hands with the sentry to show that they forgive him. Finally they pack up
camp and continue their journey with the diamond. Or another alternative is to hang the thief on a
tree and to leave him hanging.
At the foot of the tree which is to form the gallows dig a small trench beforehand; carefully
conceal it with grass, etc., and hide in it a dummy figure made to look as much as possible like the
Scout who is to be hanged. When the prisoner is taken to execution, make him lie down to be
pinioned close to this trench. .,While the scouts are busy round him in binding him and putting on
the noose, they of course substitute the dummy for the real boy, who then slides into the ditch
and hides there.
N.B.-The grave is managed thus. A hole must be previously prepared near to the edge of the
arena. Then a tunnel is made by which the " corpse " can creep out of the grave and get away
underground. This is done by digging a trench and roofing it with boards or hurdles and covering
it over with earth and turf again, so that the audience will not notice it. The grave, too, Is made in
the same way, but shallower and partly filled up with sods ; the diggers remove the top earth,
then, hidden by the rest crowding round, they remove the board and pile up the sods on the
surface. As soon as the " corpse " is lowered into the grave he creeps away down the tunnel, and
so goes off the scene. The diggers throw in some earth, jump down and trample it, then pile up the
sods on top till they make a nice-looking grave. The whole thing wants careful rehearsing
beforehand, but is most effective when well done, especially if accompanied by sympathetic
music. It is a good display for an open-air show to attract a crowd when raising funds for your
troop.
6. PLAY THE GAME - A POEM By HENRY NEWBOLT.
Scene I. - Tableau of boys playing cricket.
RECITATION.
There's a breathless hush in the close to-night
Ten to make and the match to win
A bumping pitch and a blinding light,
An hour to play, and the last man in.
And it's not for the sake of a ribboned coat.
Or the selfish hope of a season's fame,
But his captain's hand on his shoulder smote
[Action : The captain steps up to the batsman, puts his hand on his shoulder, and says
to him urgently-]
"Play up! Play up ! And play the game !"
Scene II. - Tableau. Soldiers in a hard-fought fight retreating-a young officer among them.
RECITATION.
The sand of the desert is sodden red-
Red with the wreck of the square that broke
Scouting Games -- 50 -- Sir Robert Baden-Powell
