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2065 lines
137 KiB
Plaintext
2065 lines
137 KiB
Plaintext
SOURCE: /mnt/d/GoogleDrive/Cercetasi/carti-camp-jocuri/Outdoor Games.pdf
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CONVERTED: 2025-01-11
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==================================================
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--- PAGE 1 ---
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The New “Gilcraft” Series.— Number Three
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OUTDOOR GAMES
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FOR SCOUTS
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Edited by
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JOHN THURMAN
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Camp Chief, Gilwell Park
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And
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BOB HERBERT
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Field Commissioner
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This Canadian Sea Scouts Homeport electronic edition
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is based on the 1952 New Gilcraft Series No 3 edition.
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Many thanks to those Canadian Scouters who
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assisted in the production of this 2005 e-edition.
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--- PAGE 2 ---
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Outdoor Games for Scouts
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CONTENTS
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CHAPTER PAGE
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I.....TEAM GAMES .....................................................................5
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II....OBSERVATION AND SENSE-TRAINING GAMES ...........11
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III...WIDE GAMES ....................................................................18
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IV...STREET GAMES.................................................................27
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V....NIGHT GAMES...................................................................36
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VI...ALL SORTS AND CONDITIONS OF GAMES.....................45
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The Gilcraft books were written by members of the 1st Gilwell Park Scout Group,
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i.e., Scouters who hold the Wood Badge. The contents were approved by the Camp
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Chief of Gilwell and the General Editor of the Association.
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Page - 2 -
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--- PAGE 3 ---
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Outdoor Games for Scouts
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OUTDOOR GAMES
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FOR SCOUTS
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FOREWORD
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The Gilcraft book of Scout Games contained pretty well all the games that had ever appeared in The
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Scouter or on Training Courses. Those of you who have seen Indoor Games for Scouts will know that I
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discarded all that were complex or difficult or unplayable, as some were. Those that seemed meant to be
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played out-of-doors I put aside and sent to the Camp Chief at Gilwell Park. I also added all those series of
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outdoor games which have appeared in The Scouter under my editorship, and the best of the games from
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the old Gilcraft Wide Games which was never a very satisfactory book.
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The Camp Chief has added all those games he has played at Gilwell Park since he became Camp Chief,
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and together with his collaborator, Bob Herbert, he has arranged this collection of games.
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So in these two books you now have, I think we can say without being accused of immodesty, two
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volumes of very varied, very excellent games which should inspire you to additional variations to fit your
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own circumstances.
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Rex Hazlewood.
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Introduction
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This book is a companion to the Gilcraft Indoor Games Book.
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It is as well to remind ourselves that Scouting at its best leads us out of doors. Over and over again, B.-P.,
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our Founder, warned us against the dangers of “Parlour Scouting” and urged us to be players and not
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merely watchers.
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To find an exact line of demarcation between “Indoor” and “Outdoor” games is neither necessary nor
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possible, but we can at least affirm that most so-called “Indoor Games” can be played outdoor, and many
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are better fun thus played.
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Although this book is divided into sections they must not be regarded as watertight compartments. For
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example, most of the camp games can be played just as well at any other time where there are facilities.
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Indeed, many of the games can be adapted for indoor use.
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Valuable as this book should prove, the best games book of them all should be the one you personally
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build for yourself. Whenever you see or play a new game, make a note of it; take the best from this book
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and from the many other games books and gradually you will build up sufficient material to cover all your
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requirements—a good complete but never finished book.
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It is essential that we try to play our outdoor games suitably attired. Nobody can enjoy a game of football
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dressed in long trousers, jacket and waistcoat. Whenever possible encourage your Scouts to wear the
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dress suitable to the game. Scouts like to do the job properly. If they are playing cricket, with a little help
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and encouragement they will be able to turn out in flannels. For the normal camp games, gym shoes,
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shorts and a singlet is the ideal kit. If it is at all possible shower-baths should be available after all games
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and the Scout should be encouraged to make a complete change of clothing. Once there is a tradition
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established in these matters Scouts will take a pride in their physical development.
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Page - 3 -
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--- PAGE 4 ---
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Outdoor Games for Scouts
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Games must be enjoyable if they are to benefit the players; discipline there must be but fun and laughter
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are essential ingredients of the playing of games.
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When night games, wide games, straight games, etc., are played, especially when using disguises, it is
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desirable that the police and other interested parties should be notified.
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“Helping other people at all times” does include not making a nuisance of ourselves to the public. It is in
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this matter of courtesy that the Scouter must needs keep other peoples’ point of view alongside his own.
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Variety remains one of the spices of living and so variety in the games we offer to Scouts is essential for
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it will add to their enjoyment and offer real training in resourcefulness and adaptability. Favourite games
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there are and they will remain, and right it is that they should, but the Troop (an actual one) that had
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played British Bulldog exclusively for eighteen solid and rather bitter months was in some danger of
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getting a one-track approach to games and was hardly offering its Scouts a fair pick in the lucky dip of
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life.
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Page - 4 -
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--- PAGE 5 ---
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Outdoor Games for Scouts
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CHAPTER I
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Team Games
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Most of the games in this section are for two sides or teams. Where ages and physical development are
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too wide apart the quickest and easiest method is to line up the Troop, tallest on the right and shortest on
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the left; number—odd numbers form one side and evens the other. Sometimes the marrying of two Patrols
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achieves the best result.
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Some of the major field games should be considered, for example, Basket Ball, Football, both Association
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and Rugger, Hockey and Cricket, etc. But it is not necessary for these to be described here.
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Most team games require two particular conditions for their success, the one a fair, firm and intelligent
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referee or umpire, the other a clearly defined playing area. Those idealists who proclaim that because “A
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Scout’s honour is to be trusted” referees and all such are redundant are begging the question. Most players
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of organised games are good sports and not without personal honour, yet it is fair to claim that without
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referees and umpires none of us would ever have been “offside,” still less “L.B.W.” The plain fact is that
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a sound referee adds greatly to the enjoyment of the game from the players’ point of view, and not least of
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a Scouter’s duties is to know absolutely the rules of each and every game his Scouts are likely to play.
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As to “marking out the ground,” sufficient to say that it should be done clearly and beyond dispute, that it
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should be adapted to the number of players taking part and, indeed, to their age.
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Such matters, too, as fixing time limits before the game begins are important. Limits which once fixed
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should be as inexorable as to make those Laws of Medes and Persians seem like shilly-shallying.
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These things do matter, for without order in our games there is no pleasure, purpose or profit, and
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because we are Scouts what we attempt should be done both properly and well.
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1. Hurley Burley
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Ground, with goal at each end, is divided into two equal parts. Players form two teams,
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even numbers. Object of game is to get ball through opponents’ goal. Players may kick
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and handle the ball, but must pass if touched when holding the ball.
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2. Nuts and Raisins
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Two teams; one team tries to pass a football about among its own members, the others
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trying to intercept. A point is scored for five clear undropped consecutive passes; no
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tackling, only interception is allowed. The first player to touch a dropped ball may pick it
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up unmolested. Team with most points in (say) eight minutes, wins.
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This is a very skilful and exciting game.
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3. Pitchball
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Rope or mark off a pitch about 12 to 15 yards square. Teams of eight, each fielding in
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turn. Fielding side stand two to each side of the square, armed with a tennis ball. Batting
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side enters square one by one, armed with a cricket stump or mallet handle, or other
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suitably sized stick. Fielders have to throw the tennis ball at the batsman, and go on
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throwing it until they hit him. Every time they miss him, i.e. the ball enters the square
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without hitting him, he gets one point; if he hits it with his bat, he gets two; if he knocks it
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Page - 5 -
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--- PAGE 6 ---
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Outdoor Games for Scouts
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back out of the square the way it came, he gets three, and a really lusty swipe gets four.
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Batsman (but not side) is out if” caught,” as in cricket. Fielders must not enter square; if
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they do, the batsman scores one point. He cannot be out to a throw from a “trespassing”
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fielder. If the ball goes “dead” inside the square, any fielder may recover it, but he must
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return outside before throwing. Two, three or four innings each, and the side which
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scores the most points wins.
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Variation. Use two balls.
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4. Ring the Peg
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Old horseshoes provide a good outdoor game. Favourite relaxation with cowboys on
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round-ups. A tent peg is placed in the ground about 20 feet away. Each player with three
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shoes tries to “ring” the peg. Single points are scored by the shoes which are nearest to
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the peg when the throws are measured at the end of the round. When a shoe lands against
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the peg but doesn’t encircle it, the throw scores three, while a clear “ring” counts five.
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First player scoring one hundred points wins the game, which can also be played with
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teams, two opposing players throwing alternately with three shoes each, same shoes then
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being used by the next two opposing players.
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5. Deck Tennis
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Played over a net about 5 feet high by throwing a rope ring from side to side. One team
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each side of net; any player dropping the ring falls out. Team lasting longest wins.
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Thrower of a shot falling outside a marked base-line falls out.
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6. Rounders
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Two teams; one batting, others fielding. Batters queue up behind home base. Four other
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bases are arranged at corners of hexagon with sides up to 30 yards according to space and
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numbers. Bowler stands 15 feet from batter. Ball served must be pitched between knee
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and shoulder of batter. Three are allowed, but batter must run for any he hits. If he can
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run round all four bases without being hit he scores a rounder; but if he is hit between
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bases he is out. He can be brought back by any rounder scored by his team. Only one
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batter can be at a base at one time. If any more, all but last arrival are out. Ball is dead as
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soon as in bowler’s hands, and no batter can then move from a base until next batter starts
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running from home base. A full catch puts all batters out. As rules vary considerably they
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should be agreed beforehand. (This is essential in any team game.)
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7. Squaw
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Two teams of any size, played on a small football ground. Each player has a short stick.
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A goal is scored by throwing or carrying the “squaw” (two small balls of tightly rolled
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leather joined by about 5 inches of cord) with the stick through the goal. No rules but a
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very sensible referee who is sole judge of fair play. The “squaw” may not be touched
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with the hand.
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This is a fast and exciting game.
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Page - 6 -
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--- PAGE 7 ---
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Outdoor Games for Scouts
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8. Stool-ball
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Equipment can be improvised. Two wickets are made by fixing board about 1 foot square
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on a post between 4 and 5 feet high. Bat is like a ping-pong bat, about 8 inches across.
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Wickets are 16 yards apart; bowling crease 10 yards in front of each. Batters send in two
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batsmen. Bowling is by one bowler standing at crease in front of batsmen; ten balls to an
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over. Batsmen is out if ball hits board (the post and back do not count), or if caught or run
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out. No stumping. To be run out, ball must hit wicket, or if a fielder with ball in hand
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touches wicket before batsman.
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9. Hit the Board
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Two sides equal numbers. One in and one fielding. The side in, stand by board about 2
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feet square and one at a time, as in rounders, hit the ball as far as they can with hand. If
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caught by fielders, striker is out. If fielded after touching ground, fielder stands still and
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has a free throw at board which, if hit, gets striker out. Fielding side score two. If he
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misses, other side score one. If ball goes over boundary, fielder throws from where it
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passed the line. Boundary line according to skill of players and size of ground available.
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Innings go on until all side is out. Board can be fixed on pole, or laid flat on ground.
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10. Change Hockey
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A football and four stumps (or improvised substitute) are all the equipment required.
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Teams line up on either side of the pitch with the ball and stumps at the centre. On the
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word “Go” the first two of each team run forward, pick up a stump each and try to knock
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the ball across the opponents’ line—or into a goal if desired—to score a goal. At the
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command “change” by the umpire, those playing drop their stumps and the next pair from
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each team take their place.
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11. Wheelbarrow Ground Ball
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A football and stumps to make a goal are required. The teams, in pairs, make up
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wheelbarrows. These wheelbarrows form up in the usual way for football and the game
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proceeds. Only the barrow man may hit the ball—with one of his hands—and by passing,
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etc., the teams attempt to score goals. The ball must be kept on the ground. Don’t play
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this for too long and change barrow and wheeler frequently.
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12. Trap Ball
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Two teams; one fielding, one batting. A flat stone is required for a base, a tennis ball, and
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a stick of handy size which can be wielded with one hand. The batters in turn bounce the
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ball on the stone and try to hit it with the stick. If the ball is hit it is fielded by one of the
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other side, and batter places his stick on the stone and gives a number to the holder of the
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ball, who stays in the place where he fielded it. For example, if the batter gives “Two,”
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the fielder throws the ball, trying to place it within two “stick” lengths from the base. If
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he does so, then the batter is out; if not, then the batter scores two and continues to bat
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until out. The batter may also be out by failing to hit the ball twice in succession. A catch
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puts out the whole team. Batters may say any number they wish up to six or even “hit the
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base,” no score being counted for this. The team scoring the most points wins.
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Page - 7 -
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--- PAGE 8 ---
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Outdoor Games for Scouts
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13. Two-ball Football
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A rag form of football played on an ordinary ground but with two balls. The off-side rule
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is entirely ignored, both balls are kept in play, and a referee is appointed to follow the
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play of each ball. If both balls go through the same goal at the same time, two goals are
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scored.
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14. Over the Net
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A ground about the size of a tennis-court is required, with a net or rope stretched across
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the middle, 6 or 7 feet from the ground. Teams of six play with a football. The object of
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the game is to hit the ball over the net so that the opposing side cannot prevent it from
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falling on the ground. The ball may be held, but not carried; it may not be thrown, but be
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held in one hand and hit with the other. Players between the net and the ball may hit it on
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towards or over the net, but may not hold the ball. No one may touch the net. To start the
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ball into play, the server hits off from the corner. All fouls, ball on ground, and “outs”
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give the opposing side service; no scoring is possible except by those serving. This is an
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excellent game for after tea-time in camp.
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15. “A Horse, a Horse”
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Form two teams, each with an equal number of pairs of “horse and rider.” Remaining
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Scouts on each side are unhorsed riders. Riders armed with short sticks.
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The “ball” is a short heavy club or billet of wood. “Goals” are scored by striking (not
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throwing) it against a suitable tree or post at the opposite end of the pitch. No boundaries
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are necessary, but a halfway line for the “kick-off.”
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Any fair tackle is allowed, of ball, rider or horse, but only mounted riders may tackle.
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Unhorsed riders follow the ball and try to grab any horse who is momentarily riderless.
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Horses must go where their riders wish, regardless of which side they started on. There is
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no limit to the number of times a rider may remount.
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A rider must dismount to pick up ball off ground, and must remount before proceeding.
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Horses may not touch the ball.
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Can be played either in or outdoors according to circumstances.
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16. American Cricket
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Rules as for ordinary cricket with these exceptions:
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(1) The wickets need not be full 22 yards apart.
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(2) Bowling must be with tennis ball, under-arm, FULL PITCH. Anything
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that bounces between the wickets is a no-ball. This means that game can
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be played on any open ground, without prepared surface.
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(3) There is one bowler at each end of pitch and the ball is bowled from
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whichever end the ball happens to be, i.e. there are no set overs.
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You can play the game with any numbers and with any old piece of wood for a bat.
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Page - 8 -
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--- PAGE 9 ---
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Outdoor Games for Scouts
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17. Bucket Cricket
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No. 1 of batting team takes his place on an upturned bucket in centre of circle (18 feet
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radius), with a bat 18 inches long. Other teams by throwing under-arm from outside circle
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try to hit bucket with ball. Teams bat in turn. If batter hits ball—two runs; if ball is not hit
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but misses bucket—one run. If ball hits bucket, is caught full pitch, or batter falls off
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bucket, he is out. Team with most runs wins.
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18. Balloon and Ball Football
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Each team lines up on its own goal line, a balloon or football bladder is put in the centre.
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Each team tries, by throwing tennis balls, to drive the balloon over the other goal-line.
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The balloon may only be propelled by a thrown ball, not a ball held in the hand, and
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never by any part of the person. Each time the balloon goes over the line a goal is scored.
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Variation. Players may stretch out or leave their places to obtain tennis balls but may
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only throw when kneeling on both knees behind their own goal-line.
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19. Attack and Defence
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A ground about 60 yards long with a half-way line. One team at each end guarding a
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number of objects (one for each member of the team). Each team tries to capture its
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opponents’ treasure and defend its own. A player can only be caught when out of his own
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half and not when he is returning with a capture. Prisoners are put behind their captors’
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base and must be released before any more objects can be taken. Only one prisoner or
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object can be released or taken at a time. Team with most objects and fewest men
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prisoners wins.
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20. Aunt Sally
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Two skittles or clubs are stood up one at each end of a line about 40 feet long. Troop
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divided into two teams, A and B. One Scout from A guards that team’s skittle, and one
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from B the other. Scouts are paired off, one A with one B, and take up any convenient
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position in room or field. The object is to knock over the other team’s skittle with a ball.
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Scouter starts game by bouncing ball in middle. Scout getting ball tries to pass it to
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another Scout in his team in a more favourable position. Ball must be thrown, not hit,
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except by guard who can hit the ball away, but not kick it. No pairs should be within 5 or
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6 feet of skittle. If numbers allow, two balls and two guards add to the fun.
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21. Ankle Football
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Rules are the same as in ordinary Association football except that players must keep hold
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of their ankles with their hands. Try playing it with a balloon on a windy day! Goals
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should be close together.
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22. Handball
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Rather like football—played, as its name implies, with the hands. Goals about 8 feet
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wide. Sides to suit occasion, but six—goalie, two backs, and three forwards—has been
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found most successful. No corners or off-side. Ball may only be played with one hand at
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Page - 9 -
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--- PAGE 10 ---
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Outdoor Games for Scouts
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a time, except by goalie, who can stop or fist out with two, but must not hold. Any other
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means of propelling or stopping the ball, e.g. feet, forbidden. No obstructing opponents,
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or holding the ball in any way. Instead of the usual” kick-off” the ball is placed in the
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centre, and the teams line up on own goal-lines and see who can get there first when the
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whistle blows. This is a very strenuous game and five minutes each way will generally be
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found quite long enough.
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23. End Ball
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Half of each team stand at each end of the ground (18 yards by 26 yards); they are the
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“catchers.” The other halves stand in half of the ground remote from their own catchers.
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The object of these is to throw a football a fair catch to their own catchers without it
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being touched by the other throwers. Catchers may not move out of a space 1 yard by the
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width of the ground. No thrower may move with the ball; he may throw it to another of
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his own throwers if in a bad position. Team making most catches wins.
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24. Four-Goal Football
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Four goals arranged at points of cross, two or more footballs. One scorer at each goal.
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Four teams — object, playing normal soccer rules (except for offside), to score as many
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goals as possible in any goal except your own. Winners are team with fewest goals
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against.
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25. Non-Stop Cricket
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Two concentric circles—one 20 feet diameter, one 10 feet diameter. Log in centre as
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wicket. Baseball bat or cricket stump as bat; tennis ball. Fielding side all outside larger
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circle—all are bowlers from circle perimeter. Ball must pitch inside inner circle. As soon
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as a player is out (caught or bowled) next man in, and if he is bowled out before he’s in,
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he’s out ! Runs scored from log to edge of circle and back. Any number on each side. A
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good, firm, unexcitable umpire is essential.
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Page - 10 -
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--- PAGE 11 ---
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Outdoor Games for Scouts
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CHAPTER II
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Observation and Sense-training Games
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Some Scouters seem to have the idea that any game which contains a training content is necessarily less
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fun than a game which has very little training value. It is important to remember that Scouting is a
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||
Movement for training boys and not a Movement merely for entertaining them. It is clear from the
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Founder’s writings and from all that he said to us that it was his intention that we should train Scouts and
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that the playing of games was one of our training methods. All this presupposes that any game we play
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should have a purpose and that the fun is there for good measure and is not the principal motive.
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The importance of this particular section of the book lies in the fact that, unless we make a conscious
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effort to develop the natural senses of our Scouts, all other activities of Scouting become difficult and, on
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occasion, impossible.
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In the wider sphere there is no question whatever that the man who has his senses acutely developed is in
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a position to benefit more from all that life has to offer and, through being able to benefit, is able to make
|
||
a more important contribution. This is not the place to go into great detail, but it is as well to remind
|
||
ourselves that such activities as Knotting, Mapping, First Aid, Pioneering, Estimation, Reporting, etc.,
|
||
are only carried out effectively if Scouts have been trained to be observant. To take one example; it is no
|
||
uncommon thing to see Scouts struggling earnestly and manfully to tie a knot correctly, but without much
|
||
hope because they do not really know at what they are aiming, and if only they had a mental picture of
|
||
the finished knot they are seeking to produce they would be able to work much better towards an accurate
|
||
completion.
|
||
All this amounts to saying that, whether indoors or outdoors, sense-training games should occur pretty
|
||
frequently in our programmes because they do improve the quality of all our Scouting, and they do, above
|
||
all, build up that alertness of mind which is the hallmark of the trained Scout.
|
||
One other aspect of the matter needs mentioning. We have prided ourselves for over forty years on our
|
||
willingness to render service to the public in a vast variety of ways, and yet it is manifestly impossible to
|
||
render service unless we are trained, first of all, to carry it out and, secondly, to be sufficiently alert to
|
||
observe the need for service.
|
||
Practically all the games that follow are what one might call basic, in that it should be possible with a
|
||
little ingenuity and imagination to build an infinite variety of games that grow out of the root of the basic
|
||
game. There is always a danger, in presenting sense-training games, of falling into the error of training
|
||
the memory (which is a good thing in itself) and misleading ourselves and our Scouts to the idea that we
|
||
are training them to use observation. Some years ago there was an unusual Scouter; unusual in that he
|
||
was orderly above normal, and in his Troop Headquarters could be found carefully labelled boxes and
|
||
drawers for almost every conceivable activity in which the Troop took part. Amongst these drawers was
|
||
one which bore the caption “Kim’s Game,” and in it was the usual assortment of miscellaneous objects.
|
||
In course of time his Troop, so he believed, became quite incredibly good at “Kim’s Game” and it was
|
||
rare for any boy to score less than twenty-one marks out of a possible twenty-four. What the Scouter
|
||
failed to realise was that the contents of his carefully labelled drawer had become part of the tradition of
|
||
the Troop. His Scouts would have scored just as many marks had he merely announced” Kim’s Game
|
||
“and not bothered to open the drawer. This, of course, is a classic example of the error. It was a splendid
|
||
piece of memory training, but when these same Scouts were faced with a different assortment of articles
|
||
the results left a great deal to be desired. All this adds up to saying that in any form of Kim’s Game,
|
||
dealing with any of the senses, there is a need to vary the situation and the articles.
|
||
Page - 11 -
|
||
|
||
--- PAGE 12 ---
|
||
Outdoor Games for Scouts
|
||
Finally, sense-training must be progressive if it is to have any effect. We must begin with simple things
|
||
and gradually, almost imperceptibly, lead our Scouts on to complicated and more difficult things.
|
||
26. Unknown Country
|
||
EACH Patrol is sent out on a different hike of about 3 to 5 miles and does a log similar to
|
||
that for the First Class journey; but they must bear in mind that it is unknown country.
|
||
This means that No NAMES of places, etc. can be used or Nat. Grid references; road
|
||
signs, etc. are ignored. They are told their log should give enough information for others
|
||
to be able to follow their route and know where they can camp. For the S.M.’s
|
||
information only they hand in a tracing of journey on 1-inch or 2-½-inch map.
|
||
Later each Patrol attempts to follow the logs of the others; their log showing with what
|
||
success. S.M. checks with his tracing.
|
||
Winning Patrol is that whose log was most easily followed and gave most information
|
||
about the country.
|
||
27. Long Distance Kim’s Game
|
||
For this game a number of articles should be arranged against a background 50 or 60
|
||
yards away — for example, a stuffed bird perched on a branch, a Cub cap hanging on a
|
||
bush, an axe masked in a log, a coil of rope wound round a tree trunk. The degree of
|
||
difficulty can be made progressively greater. In the early stages of the game the articles
|
||
should be of contrasting colour to that of the background and should be red, blue and
|
||
yellow, etc. As the Scouts become more efficient they can not only learn to pick out
|
||
something from a familiar background but will be learning at the same time the use of
|
||
camouflage. For the Sea Scout, a variety of the game consists in having the articles
|
||
arranged on some stretch of beach or on the side of a river, the Scouts going past in their
|
||
boat and spotting as they go.
|
||
28. Vertical Kim’s Game
|
||
Select a suitable tree about 50 feet high with many stout branches. Suspend about two
|
||
dozen articles ranging from a mallet to a fine pair of antlers; some should blend with the
|
||
background, e.g. a Cub cap, and others should be more obvious. Scouts study the tree for
|
||
six minutes either from the tree itself or from the ground. Allow four minutes for
|
||
descending the tree and compiling the necessary list.
|
||
29. Kim on the Run
|
||
A number of fair-sized objects, the initial letters of which spell the name of a town, are
|
||
collected by the S.M. and put into a box or a sack. He then tells the Scouts that he is
|
||
going to wander about within a defined area of woodland, holding up these objects one
|
||
by one, for (say) one minute each. The boys have to stalk him and remember the objects
|
||
they see until the end of the game. Patrols are then given paper and pencil to write the
|
||
objects down, then to take the initial letters of them, and so discover the town. The
|
||
objects need not necessarily be held up in the correct order. Any boy seen by the S.M.
|
||
during his wanderings has a point deducted, and is sent back to base to begin again.
|
||
Page - 12 -
|
||
|
||
--- PAGE 13 ---
|
||
Outdoor Games for Scouts
|
||
Patrols receive three points for each object they get correct, plus a bonus of ten for
|
||
solving the town.
|
||
30. Camouflage
|
||
There is nothing original about camouflage, but very few Scouts practise either the art of
|
||
camouflage themselves or that of detecting the camouflage of others; observation comes
|
||
into both these practices. While the rest of the Troop is occupied in the H.Q., take one
|
||
Patrol out of doors and, while you stand on a base-line beyond the limits of which you
|
||
must not move, place the individual Scouts in positions from which they can see you and
|
||
in which they are at least partly visible to you, though protected by natural camouflage
|
||
from being obvious.
|
||
EXAMPLES:
|
||
No. 1 can be up a leafless tree which is silhouetted against a bright sky, with his arms and
|
||
legs conforming to the natural curves of the branches;
|
||
No. 2 can be lying in a hedge, with his face clearly visible though in shadow, the light
|
||
colour of his face being dark compared with an old sheet of newspaper which is lying a
|
||
few yards farther down the hedge and which distracts the observer’s eye;
|
||
No. 3 can be standing upright and almost fully visible in a sparse clump of bushes, bare
|
||
arms behind his back, knees covered by stocking-tops, face almost completely covered by
|
||
scarf, with dappled sunlight and shadow falling on him through the bushes;
|
||
No. 4 can be lying in a pile of logs, his hair and eyes just visible beyond the end of one
|
||
log, perhaps a shoe visible at the other end, and the back of his shirt just visible above
|
||
one of the logs but conforming to the general colour and alignment;
|
||
No. 5 can be lying along the farther slope of the roof of a low building, with his head
|
||
(and possibly hand) just visible round the side of a chimney-stack;
|
||
No. 6 can be lying in long grass or weeds, where it is fairly easy to choose a lighting and
|
||
colour scheme in which he is visible but hard to spot.
|
||
When all are placed (and it isn’t really difficult to choose a set of surroundings fairly
|
||
similar to the ones suggested) tell them to “freeze” and to watch the base-line. The rest of
|
||
the Troop are then led (with their arms linked and their eyes shut) to the base-line, where
|
||
they are told they are being watched by six Scouts, all of whom are at least partly visible.
|
||
The observers must remain within the limits of the base-line, and on opening their eyes
|
||
they should individually and in silence try to see how many of the six they can spot. After
|
||
a short interval, call out to each of the six in turn, telling him to move slightly, and note
|
||
how many of the observers have spotted him. If they have been at all skillfully placed, it
|
||
will take a very good Scout indeed to spot six out of six at the first attempt.
|
||
31. Pin Point
|
||
Select a panoramic photograph, or picture postcard, of country unfamiliar to the Scouts,
|
||
say, of a view near your Camp. Provide them with the requisite map, including the scene.
|
||
Indicate to them the exact position from which the photograph was taken. Ask them
|
||
either to pin-point on the map two or three features on the photograph or to point out the
|
||
exact place on the photograph of selected points on the map.
|
||
Page - 13 -
|
||
|
||
--- PAGE 14 ---
|
||
Outdoor Games for Scouts
|
||
This requires a very close examination and reasoning if the scene is sufficiently rugged. It
|
||
is valuable training in visualising the solid reality from two plane surfaces, a training in
|
||
observation that is becoming more and more valuable in these days of diagrams,
|
||
blueprints and the use of visual aids.
|
||
32. Kim’s Rounders
|
||
Divide into two teams. Half policemen, half robbers. Twenty-four articles, large and
|
||
small, are set out on the ground as for Kim’s game. The policemen observe the articles
|
||
for one or two minutes; they then sit some way away with their backs to the articles. One
|
||
policeman and one robber come forward; the policeman stands with his back to the
|
||
articles and the robber steals one of them. When the robber says “Go,” he starts running
|
||
around a circular course (as for “Rounders“). On the word “Go” also the policeman turns
|
||
round and when he can name the correct object stolen he can intercept and “tag” the
|
||
robber. Only completed “rounders” count. Each man has his turn and then the sides
|
||
change over. It is surprising how, when large objects are stolen, the policemen often fail
|
||
to see what is gone.
|
||
The side with the most “rounders“ wins. Referee (S.M.) needed.
|
||
33. Players and Spectators
|
||
Patrols compete in pairs. One Patrol Leader is handed a postcard containing an “incident”
|
||
which he must tackle with his Scouts, while the rival Patrol prowls round at a radius of 20
|
||
yards or so, trying by observation and deduction to discover the nature of the problem
|
||
with which the first Patrol is faced. After ten minutes or so, the roles of “player” and
|
||
“spectator” are reversed. Each Patrol Leader then writes down on a second postcard his
|
||
own idea of the instructions issued to his rival. The cards are read out and the Scouter-
|
||
observer sums up and awards points.
|
||
“Incidents” might be:
|
||
(1) “Out in the Sahara Desert with your Patrol, one member has been overcome by
|
||
thirst and heat, and after a brief period of sun-madness, during which he wounds
|
||
one member of the Patrol with a knife, he lapses into a coma. Rig up a shelter to
|
||
protect him from the sun while a stretcher is improvised. Shade must be provided
|
||
while the stretcher-party are on the move towards the distant oasis.”
|
||
(2) “Exploring the Amazon, you have wandered into a great area of swamp-grass
|
||
through which you must force your way. The swamp-grass grows to a height of
|
||
eight or nine feet, and you at last decide to turn back. But you are lost! Your
|
||
sense of direction has been hopelessly confused. You decide to stay where you
|
||
are and send a signal of distress to the main party on the edge of the swamp. You
|
||
do this by erecting a signalling mast above the swamp-grass and sending the
|
||
S.O.S. by raising and lowering a flag.
|
||
(Materials provided: Scouts’ staffs, sisal, flag, small galvanised iron block, pegs and
|
||
mallet.)
|
||
34. The Blind Traveller
|
||
This game can best be played by pairs of Scouts, although single Scouts can also play it.
|
||
The two Scouts board a bus, and one of them then closes his eyes and keeps them closed.
|
||
Page - 14 -
|
||
|
||
--- PAGE 15 ---
|
||
Outdoor Games for Scouts
|
||
The idea is that the “blind” Scout should be able to judge where the bus is at any time,
|
||
and, if possible, give a running commentary on the progress of the bus, e.g. “We have
|
||
just turned into Crescent Road. We have stopped opposite Maureen Avenue. We are
|
||
slowing down to turn into Greenhill Road,” and so on. His companion checks his
|
||
remarks, and next time they can change round.
|
||
It goes without saying, of course, that Scouts would not travel for this purpose only, when
|
||
buses are likely to be crowded, and that perhaps the best occasions will be when Scouts
|
||
are travelling to or from school or work, or out of town for a hike.
|
||
The main value of the game is that it may enable a Scout to be of service to the
|
||
community when travelling on a foggy day, or at night, because he will have acquired a
|
||
good sense of locality and will be able to tell other passengers where they are. The game
|
||
requires self-control against the temptation to open the eyes, it shows the value of
|
||
eyesight—and it is good fun.
|
||
35. Trilby
|
||
The following instructions—but printed in reverse by means of a typewriter carbon, are
|
||
given to every Patrol when they arrive for a Troop Meeting:
|
||
WANTED
|
||
Information is required of the movements of a youth who travels about the town each
|
||
night and acts in a most suspicious manner.
|
||
He usually wears a TRILBY HAT and waits until he knows that he is being followed.
|
||
Your Patrol is to trail him and keep him in sight, observing his actions that are of a
|
||
suspicious nature.
|
||
DO NOT CHALLENGE HIM OR LET HIM SEE YOU
|
||
KEEP TOGETHER AS A PATROL
|
||
If you lose him, retrace your steps until you see him again. He sometimes works with a
|
||
confederate.
|
||
Make a report of the route he takes and his suspicious actions.
|
||
PARTICULARS OF HIS STARTING-PLACE WILL BE GIVEN BY PHONING
|
||
371811 AND GIVING YOUR PATROL NAME. GOOD HUNTING.
|
||
36. “Where would You Expect?”
|
||
Prepare a dozen to a score of specimens of common plants, taking care to pick them
|
||
without their flowers, e.g. the rosettes of leaves of daisy, dandelion and foxglove; a sprig
|
||
of groundsel; seedlings of beech, sycamore and oak; the dry erect stems of last year’s
|
||
thistles; portions of the shoots of bramble and rose. These should be readily recognised,
|
||
but experience shows they are not! Use them as a spotting competition, or, better still, in
|
||
Kim’s Game form.
|
||
The requirement can be made: “Where would you expect to find this object?”
|
||
Page - 15 -
|
||
|
||
--- PAGE 16 ---
|
||
Outdoor Games for Scouts
|
||
37. Morgan’s Game
|
||
Patrols go to a hoarding or shop window and look for one minute. Best report of the
|
||
advertisement or shop window wins.
|
||
38. “Have You Got the Body?”
|
||
A certain gang of four or five body-snatchers are known to be operating in a given area.
|
||
They may have any disguise but must wear a “burr” (one of those plant seeds that stick to
|
||
you), or a piece of cotton wool in the left ear, or one black and one brown shoe-lace. The
|
||
Troop looks for them. They award a point to any Scout saying to them, “Have you got the
|
||
body?” They will probably have a rendezvous near the churchyard at a given time.
|
||
39. Agitators
|
||
The police descriptions of three or four well-known agitators are distributed. They are
|
||
known to be arriving at the local station between X and X +½ hours. Patrols will take up
|
||
unobtrusive positions to watch exits and will follow the agitators till they reach their
|
||
homes. Reports to be turned in to the local police station
|
||
Variation: Agitator carrying a well-marked suitcase will arrive by train—the suit-case to
|
||
be followed and a report made of each place where it changes hands.
|
||
40. “A Dog’s Life “or “Follow Your Nose”
|
||
Patrol A and Patrol B divide equally into “dogs” and “masters.” The masters in Patrol A
|
||
take charge of the dogs in Patrol B and vice versa. The dogs are then blindfolded and led
|
||
round the town to various shops and places which have distinctive smells (shopkeepers
|
||
previously asked to co-operate). E.g. a boot repairer, a grocer, a draper, a wine shop, a
|
||
cycle shop, a telephone box and a public lavatory.
|
||
The dogs have to name the places they are taken to (2 points each), and on returning to
|
||
H.Q. draw a sketch map of the itinerary (5 points).
|
||
41. The Buttonhole Game
|
||
All Scouts are instructed to make a list during the coming week of all buttonhole badges
|
||
which the can see and identify. The list should be under various headings, e.g. (a) Scout
|
||
badges, (b) other youth organisation badges, (c) adult organisation badges, e.g. Rotary,
|
||
Toc H, etc., (d) Service badges, (e) advertising badges. Points are awarded according to
|
||
the number listed, but the method of scoring ought to be varied in each locality by factors
|
||
like population, etc., rare badges in the district being given higher scores. As a check and
|
||
to encourage real observation, each Scout should be warned that when he brings in his list
|
||
he will be required to draw as accurately as possible one badge in his list selected by his
|
||
S.M.
|
||
The game could, in more populated areas, be played while engaged in some other
|
||
occupation on a Saturday afternoon. Opportunity should also be taken to draw attention
|
||
to the importance of Scouts wearing their own buttonhole badge.
|
||
Page - 16 -
|
||
|
||
--- PAGE 17 ---
|
||
Outdoor Games for Scouts
|
||
42. Tinker, Tailor, etc.
|
||
A given section of road is selected on which there is a reasonable number of passers-by.
|
||
Game should be played at night, and road should only be lit by ordinary street lamps,
|
||
brightly lit shops being avoided. S.M. takes up his position at one end and as an
|
||
interesting person passes him he gives an agreed signal. Patrols are instructed to observe
|
||
these people and submit report which must include description and results of their
|
||
deduction as to his or her occupation. Disposition of Patrol is left entirely to P.L. Could
|
||
be played in daylight, given suitable cover.
|
||
43. The Eccentric Windows
|
||
Arrange with a number of local shopkeepers to whom you will have explained the game
|
||
and the training behind it (twelve to twenty-four if possible) to exhibit in their window
|
||
one article which they normally would not sell, e.g. a packet of garden seeds shown in a
|
||
tobacconist’s window. Scouts are given locality in which to observe and a time limit, they
|
||
then report back and submit a list of the shops concerned, together with the name of the
|
||
articles seen. One mark awarded for each correct article and one mark deducted for each
|
||
incorrect article. Very often a large article will escape the attention of even the most
|
||
careful observer.
|
||
Page - 17 -
|
||
|
||
--- PAGE 18 ---
|
||
Outdoor Games for Scouts
|
||
CHAPTER III
|
||
Wide Games
|
||
Wide Game is a term that has come into use in Scouting, but too few Scouters understand the meaning of
|
||
it or apply it. The term indicates various types of games that are played by a number exceeding one
|
||
Patrol over a sufficiently wide area of ground, or even water for that matter. Such games can be of a
|
||
fairly simple nature, such as an easy trail or treasure hunt, or of a somewhat complicated nature,
|
||
involving a good deal of previous preparation and large numbers of Scouts from different Troops.
|
||
In the early days of Scouting such games were more commonly known as Field Days, a term which has a
|
||
military significance but which still indicates the idea of the game very well—a day spent in the fields and
|
||
woods.
|
||
In the original edition of Scouting for Boys appear such wide games as ”Scout meets Scout,” “Despatch
|
||
Runners” and ”Lion Hunting,” which were all highly popular. Aids to Scouting, written by B.-P. shortly
|
||
before the South African War and used to train boys as well as soldiers before he wrote Scouting for
|
||
Boys, contained the game called “Flag Raiding,” which appears in later editions of Scouting for Boys,
|
||
and has proved itself in various forms, probably the most popular Wide Game of them all.
|
||
If a Wide Game is to be successful it must be understood by all. Discuss the game in the Court of Honour
|
||
and make sure that the Patrol Leaders know exactly what is expected of them. It is a good plan to take the
|
||
Patrol Leaders over the ground on which the game is to be played.
|
||
Keep the games as simple as possible; if two sides are to meet in opposition then make certain that they
|
||
do.
|
||
Have a means of starting the game off and a signal to mark the finish, the firing of a rocket, gas rattles,
|
||
etc.
|
||
Probably the best method of ”lives” is for each Scout to tie a piece of wool above the elbow, a different
|
||
colour for each team. “Dead” Scouts can get a fresh life from an umpire, on payment of a forfeit, e.g.
|
||
answering a question on one of the Scout tests or by tying a knot, etc.
|
||
At the conclusion of the game the umpires award marks for number of lives captured, for achievement of
|
||
jobs, etc., and declare the winner. The umpire might well give a short summary of the result and point out
|
||
faults in stalking, etc., and give praise where due.
|
||
The final proceedings could be tea and a Camp Fire.
|
||
44. S-Boats
|
||
The Cuckoos, Owls and ‘Peckers assemble at appointed spot on a dark night. The game is
|
||
to be played over cleared woodland through which a path runs. Twenty yards to the north
|
||
of the path stand four trees at intervals, on each of which a lantern is hung. Between the
|
||
trees stretches a cord on which seven cannon crackers are tied. The lanterns mark the
|
||
mouth of the” harbour “across which a” boom” (the cord) hangs.
|
||
The Owls become “coastal motor-boats” whose duty it is to cruise silently up and down
|
||
the appointed “channel” (the path). The Cuckoos and ‘Peckers become “steam pinnaces,”
|
||
and sail south out to sea to their starting-point. Each pinnace has on board three matches
|
||
in a match-box.
|
||
Page - 18 -
|
||
|
||
--- PAGE 19 ---
|
||
Outdoor Games for Scouts
|
||
Upon the signal for the outbreak of hostilities the “pinnaces” make for the shore as
|
||
silently as the “seaweed” (dry leaves) and “rocks” (tree stumps) will allow! When they
|
||
reach the neighbourhood of the “channel” they are liable to attack by the “motor-boats”
|
||
and, if touched, must give up the match-box and the matches. Once over the channel they
|
||
are in water too shallow for the “motor-boats” to follow them, and can make for the
|
||
“harbour boom” unharmed. They cruise along the “boom” until they find a “mine”
|
||
(cannon cracker), which they explode at the expense of one match. They return unharmed
|
||
to the starting-point.
|
||
Note.—The details of the game and of the method of scoring can be varied according to
|
||
the different sites on which the game may be played. As actually played on the site
|
||
described, both “motor-boats” and “pinnaces” sustained a considerable number of
|
||
scratches to their “paint work” and the iodine brush had to be freely applied. When
|
||
played by younger boys, an open fire would be preferable. Limits of time—half an hour.
|
||
45. Smugglers’ Treasure
|
||
The members of one Patrol are the Smugglers, who are trying to dispose of their goods to
|
||
the Pedlars (Patrol 2), whilst the Coastguards (Patrol 3) attempt to prevent them. The
|
||
goods can be in the form of coloured counters, each colour representing a different value.
|
||
The Smugglers and Pedlars start at positions about a quarter of a mile apart and work
|
||
inwards to meet each other, while the Coastguards start from a position somewhere
|
||
midway between the two, and try to prevent the exchange of goods taking place. If a
|
||
Smuggler or a Pedlar is caught with a counter on him, he must surrender it to his captor.
|
||
He may then remain in the game for the purpose of sidetracking the Coastguards and
|
||
warning his own men of danger. When a Pedlar receives a counter he must take it back to
|
||
the S.M. at his base before collecting any more. At the end of the game the side in
|
||
possession of the greater value of counters is the winner. Counters still in the hands of the
|
||
Smugglers do not score for either side.
|
||
46. XYZ Game
|
||
Required: For each Patrol an X object, a number of Y cards and a number of Z objects.
|
||
Each P.L. is told the area of the game and the time he must report to one of several
|
||
umpires scattered about the area. This time is reckoned as zero hour for the game to
|
||
commence. He is given by an umpire an envelope containing the object X, which
|
||
qualifies his Patrol to take part in the game, and several cards, Y, which will be carried by
|
||
members of the Patrol.
|
||
Each Patrol has three objectives
|
||
(1) To obtain as many Y cards as possible by searching Scouts from other Patrols in
|
||
the area. The Y card can be hidden anywhere on the Scout’s person, but he must
|
||
submit to search by any other Scout who touches him on the back and gives the
|
||
password (the name of the X object). The searched Scout must give up to his
|
||
searcher all Y cards found on him. (It is obviously to the advantage of the
|
||
searcher to scram as quickly as possible!)
|
||
(2) To report on any suspicious characters seen within “an area within the area”
|
||
between certain hours. This gives practice in accurate observation and reporting,
|
||
Page - 19 -
|
||
|
||
--- PAGE 20 ---
|
||
Outdoor Games for Scouts
|
||
and helps to bring together all the competing Patrols and thus adds to the
|
||
excitement.
|
||
(3) After a given time to obtain as many objects, Z, as possible from a given hedge
|
||
or ditch or wall or garden, etc. These should be camouflaged but not hidden. If
|
||
there are a number of patrols they must find and report to an umpire wearing a
|
||
blue flower or something before searching for objects, Z. (This again brings the
|
||
Patrols together as the game draws to an end.)
|
||
The P.L.s are told the time for the game to end and then are given a few minutes to report
|
||
back to Headquarters to hand in reports, objects X, Y and Z and, if possible, to have a
|
||
grand tea together to finish off an exciting afternoon.
|
||
47. The Query Hunt
|
||
Each Patrol Leader is told to report to a certain umpire on an arranged more or less
|
||
circular route which all Patrols, starting from various umpires, will follow. One umpire
|
||
(lay members, Scouters, Rovers, etc.) for every three Patrols and five-minute intervals in
|
||
starting off each Patrol on its hunt along the route should be sufficient.
|
||
The P.L. receives his instructions which include a rough sketch map of the route his
|
||
Patrol must follow. Along the route there are about twenty occasions when he must look
|
||
for, or estimate, or sketch something, or discover some information, or overcome some
|
||
slight obstacle. These questions must depend on the district, but here is the sort of thing
|
||
What is the time on the Town Hall clock when you arrive? Find out who winds it up.
|
||
There are a number of headmasters who live near the route. Discover one and get his
|
||
autograph.
|
||
What number bus passes along Street, and what is its destination?
|
||
Obtain the signature of the driver of the first fire engine for duty at the Central Station
|
||
and of the Sergeant on duty at the Police Station in Street.
|
||
What is the score at half-time in the match v. (the local game)?
|
||
These sketch maps are places within the area. Identify them as you go along and mark in
|
||
road names.
|
||
Somewhere on your route either make a plaster cast or cook a damper.
|
||
Make a sketch of the leaf of a tree in the garden of No. 17 —— Road. (Is this house on
|
||
the phone?)
|
||
Say how you found the answer.
|
||
If you see a Scouter with anything wrong with his uniform give him the password
|
||
“Gunga Din “—and then watch him for one minute (e.g. the Scouter could throw away a
|
||
matchbox containing a brief message in Morse).
|
||
Note any water hydrants you see en route.
|
||
What is the height of St. Michael’s Church?
|
||
What time does the last train for leave the station to-night?
|
||
Find a bus ticket with the number adding up to 21.
|
||
Page - 20 -
|
||
|
||
--- PAGE 21 ---
|
||
Outdoor Games for Scouts
|
||
Ring up 555-2440 (D.C.’s number, e.g. D.C. gives points for ability and courtesy).
|
||
When you get to the Recreation Ground gate go 70 yards N.E., 25 yards S.S.E., 50 yards
|
||
due E., 100 yards S.E., 150 yards W.S.W. Where are you now?
|
||
Look out for any evidences of the town’s historical associations, etc.
|
||
This game, which is a grand outing for all Patrols in a district, is good fun and can be fine
|
||
publicity for the Movement. It needs a couple of Scouters, or better still, a bunch of
|
||
Senior Scouts to spend an evening or two preparing it—they’ll get a lot of fun and a fine
|
||
game will be their reward.
|
||
48. Treasure Seekers
|
||
The original explorers had left caches of food on their return journey after hiding the
|
||
treasure. They had also left caches of food on the outgoing journey as they did not know
|
||
that their party would return together. The explorers had to come back without the
|
||
treasure as they lost their leader who alone knew its whereabouts. He had left a map at his
|
||
home.
|
||
The Game.—Two rival parties, each with a copy of the map, set out to get the treasure.
|
||
Both these parties can divide and half of each go by the two separate ways, thus each
|
||
stalking and waylaying the rival party. This is primarily a stalking game and stalking
|
||
should begin at once. Each member of the game carries a handkerchief as his life, and
|
||
this may be taken by the opposite side. If he loses his life, he goes to the “hospital,”
|
||
which is neutral ground (the hospital is shown on the map), and signals his name from
|
||
there (international signalling is a convenient form), and this is replied to from the base
|
||
by the umpires. Each individual is given a separate code name. This is signalled back to
|
||
him by the umpire. This he signs beside his own surname in the “hospital,” and this
|
||
entitles him to take a new “life.” On losing his life a second time an individual becomes a
|
||
prisoner, when he may no longer take active part in the game, but merely try to warn his
|
||
friends of lurking danger. Each member of both sides must visit two at least of the three
|
||
food caches on the outgoing and return journeys, otherwise he has died of starvation. This
|
||
is shown by each member signing his name on a sheet in the food cache. The caches are
|
||
not marked on the map, but are visible from the route shown if this route is followed.
|
||
Everyone tries to go the whole route in the end, though some may ambush the other side
|
||
to begin with.
|
||
No fighting is allowed inside the hospital boundary.
|
||
Only one person may signal at a time.
|
||
Everyone who has not correctly read his code name is penalised.
|
||
Points.—One for each name at each cache ; 2 for each captured handkerchief; 5 for each
|
||
prisoner; 20 for the treasure ; 10 points lost if the code name is wrongly read.
|
||
49. Interception
|
||
Three parties are formed, one (raiders) greater than either of the others, but less than both
|
||
together. The two smaller parties are sent to bases known to each other, but unknown to
|
||
the raiders. The two plan to join forces, all plans to be made by means of despatch-
|
||
runners, and each despatch to be sent by duplicate runners. False messages and codes
|
||
allowed. After an interval—about forty-five minutes—the bases set out to join forces.
|
||
Meanwhile the raiders have sent out Scouts to obtain information as to the position of the
|
||
Page - 21 -
|
||
|
||
--- PAGE 22 ---
|
||
Outdoor Games for Scouts
|
||
bases and, by capturing despatch runners, to discover their plans for joining forces. From
|
||
information obtained, they try to intercept the joining of the bases. They may not attack
|
||
either party until it has left its base. No “mobbing” of despatch-runners is allowed, but it
|
||
is permissible in the final attack. (“Mobbing” means the attacking of one by two or more.
|
||
“No mobbing” implies that only one may attack one at a time.) A despatch runner
|
||
“killed” is searched while he counts 60 slowly. A raider killed by a despatch-runner lets
|
||
the runner go and, after counting 60 slowly, comes into action again. Cleverness is
|
||
required on the part of Leaders in using Scouts and, what is more difficult, in
|
||
reassembling them for the final attack.
|
||
50. Prisoners’ Base
|
||
Four bases at points of a 40-yard square; two teams in diagonally opposite bases. Each
|
||
player has three small cards, one of which is given up to a captor. Each team tries to get
|
||
as many cards as it can; prisoners go to the base to the right of their captors and can be
|
||
released. A player is safe in his own base. Team with most cards at end wins ; unreleased
|
||
prisoners’ cards count to their captors.
|
||
51. Secret Camps
|
||
The Patrols go out for a one-night Camp within a half-mile radius (or a little more) from
|
||
an agreed spot. Time limits are fixed, but the details can be worked out. The main ideas
|
||
are (a) to discover opponents’ sites, (b) kill off (by an agreed “lives” system) any of the
|
||
members (an agreed number of reserve lives are necessary), (c) capture any agreed
|
||
articles of equipment, etc., by stealth and cunning. (This could be made a tough and
|
||
resourceful enterprise.)
|
||
52. Cycle Treasure Hunt
|
||
Object .—To follow route, observing the rules of the road; to collect treasure named on
|
||
instruction sheet.
|
||
Preparation.—Course of three to four miles marked out with arrows or Scout signs and
|
||
to include field paths, rough country, cross-roads, and T-junctions; cyclist repairing
|
||
“puncture “; umpires.
|
||
Unit.—(a) Individual members of a Troop, and/or (b) Patrols of the same Troop or
|
||
Association, and/or (c) Troops of the Association.
|
||
Suggested Treasure (according to season of the year): Foxglove (2 pts.), sheep’s wool (2
|
||
pts.), ashen keys (2 pts.), honeysuckle (2 pts.), feather (2 pts.), hazel catkins (2 pts.),
|
||
longest worm (2 pts.), largest snail (2 pts.), stone weighing 2 ozs. (2 pts.), tadpoles (1 pt.
|
||
each), etc.
|
||
Additional points awarded by Umpires :—Correct approach to cross-roads (5 pts.),
|
||
correct approach to T-junction (5 pts.), offer of help to mender of puncture” (5 pts.), road
|
||
worthiness of cycle (10 pts.).
|
||
Umpires’ points are prepared “tokens” awarded on the spot to cyclists deserving them.
|
||
Winner is the Unit to collect most points.
|
||
Page - 22 -
|
||
|
||
--- PAGE 23 ---
|
||
Outdoor Games for Scouts
|
||
53. Trails
|
||
Red ochre.—As for paper-chase but less messy. Red ochre = blood of fugitive.
|
||
Natural—Normal track aided by signs made from natural means, e.g. oak leaf on thorn,
|
||
etc.
|
||
Wool.—Using different colours.
|
||
Whiffle-poof —Light log spiked with 4-inch nails, dragged to leave a trail, etc.
|
||
54. Martian Flag-raiding
|
||
Martian Scouts play flag-raiding just like humans, but Martians are three-legged monsters
|
||
with four arms. They usually have two life-lines (on their outside arms) and bases about
|
||
100 yards apart, otherwise they use the same rules as we do.
|
||
55. “The Black Death”
|
||
The Troop is divided into two sides, “Diseases” and “Antidotes.” The S.M. (or, if the
|
||
S.M. is a little rheumaticky, a Senior Scout!) starts off in well-wooded country,
|
||
accompanied by the Antidotes. A few minutes later the Diseases set out from a pre-
|
||
arranged base and attempt to get through to the S.M. and lay him low with all kinds of
|
||
obnoxious complaints—measles, yellow fever, housemaid’s knee, etc. ! These complaints
|
||
are printed on slips of paper and issued one at a time by the leader of the Diseases to the
|
||
members of his side. The Antidotes surround the S.M. wherever he goes and attempt to
|
||
prevent the Diseases reaching him. All catching, however, must be done out of the S.M.’s
|
||
sight. The S.M. does all he can to help the Antidotes, such as leading the Diseases into
|
||
ambushes, and so on. A captured Disease surrenders his slip of paper to his captor, and
|
||
then tries again. In addition, on one slip of paper “The Black Death” is printed. For this
|
||
dread disease there is no antidote, so should an Antidote catch the boy bearing this slip,
|
||
he himself becomes a Disease, and transfers to the other side. In this way the Antidotes
|
||
may be decreased in numbers indefinitely, but as a counteraction one of the Antidotes is
|
||
appointed “Penicillin,” and any Disease caught by Penicillin becomes an Antidote. The
|
||
“Black Death” does not try to get through, but concentrates on luring the Antidotes into
|
||
catching him. If “Penicillin” and “Black Death” meet, nothing happens, except that they
|
||
can warn members of their sides about each other.
|
||
56. The Mysterious Colonel
|
||
The President of France is trying to get someone to form a Cabinet. He has asked in turn
|
||
the leaders of the Radical and Democratic parties to attempt this, but neither of them feel
|
||
at liberty to do so owing to the fact that the notorious Colonel de la Rogue is still at large.
|
||
It is known that he is being sheltered by a notorious scoundrel, Baron Milhaud, but his
|
||
whereabouts is still a mystery. On entering his previous residence the police find him
|
||
flown, but having left behind him the body of the famous French detective, Monsieur
|
||
Gastronomie. In his hand were found the contents of packet A, which, it is suspected,
|
||
may lead to the hide-out of the notorious Colonel.
|
||
Owing to the possession by the aforementioned Colonel of certain information regarding
|
||
the financial policy of the two political parties, it is deemed wise not to hand him over to
|
||
the police. Instead of this a certain American gentleman, who has a private yacht (the
|
||
Page - 23 -
|
||
|
||
--- PAGE 24 ---
|
||
Outdoor Games for Scouts
|
||
California) in the neighbourhood, is willing to dispose of him. The whereabouts of the
|
||
yacht is as yet uncertain, but it is probable that the contents of packet B may do much to
|
||
elucidate this mystery.
|
||
The Radicals will be represented by the Owls and Wolves, the Democrats by the Rams
|
||
and Stags. Each of them has copies of packets A and B leading to the mysterious Colonel
|
||
and the yacht California. (A is in some sort of code, B contains “sailing directions”
|
||
which give the position of the California at different times.) It is thus very important that
|
||
they find both.
|
||
The game is competitive in the strictest sense of the word and lives will be won. At the
|
||
beginning each person is given one life which he may put on when he likes; when this is
|
||
broken he can only get a new life from Baron Milhaud (the S.M.’s name slightly
|
||
disguised). No one may fight without a life, and the notorious Colonel (a lay figure about
|
||
the size of a ventriloquist’s dummy) must be surrendered should the person carrying him
|
||
have his life broken. The winner is the party that gets the Colonel to the California.
|
||
57. The Air Raid
|
||
(A game for about five Patrols of Air Scouts and five Patrols of Scouts.)
|
||
A target area is chosen containing a cross-road. The Air Scout crews fly over, taking
|
||
reconnaissance photos. The time for this is thirty minutes—the Air Scouts are allowed
|
||
cycles. A Patrol of five parachutists is dropped and establishes an underground H.Q.; this
|
||
is done by placing a small pennant on some building in the area as inconspicuously as
|
||
possible but so that it can be seen on careful inspection. The parachutists adopt any
|
||
disguise they like but must wear a life-line on the left arm. The Boy Scouts then arrive.
|
||
The five P.L.s are wearing (1) heather in the hat, (2) armlet on left arm, (3) armlet on
|
||
right arm, (4) bandage on left leg, (5) bandage on right leg. They hunt for parachutists
|
||
and try to kill them, and also look for underground headquarters.
|
||
After thirty minutes the air-raid warning is given, and Boy Scouts establish A.A. posts
|
||
(ambushes) on each of the four roads leading to the cross-road. After ten minutes the Air
|
||
Scouts attack on cycles, one bomber crew (Patrol) on each road. One Air Scout in each
|
||
crew is the bomb and wears an armlet. The A.A. gunners have a supply of paper bombs.
|
||
Any air crew hit by a bomb must bail out (dismount) and is taken to the A.A. post
|
||
captain. He is then searched for the R.A.F. secret code, which is hidden so that it can be
|
||
found without moving shirt or shorts. If it is not found on one minute’s searching he has
|
||
won (and shows the A.A. captain where it was hidden to verify compliance with the
|
||
above rule). The A.A. captain gives him a life and thirty seconds’ start, and he tries to get
|
||
to the cross-road. He may be killed en route by having his life broken. The parachutist’s
|
||
job has been to evade capture and at the same time identify which P.L. had which of the
|
||
five distinguishing marks.
|
||
The score should balance out like this:
|
||
For Air Scouts
|
||
Underground H.Q. not discovered ..................................5
|
||
A.A. P.L.s identified ..............................................3 each
|
||
Bomb reaches cross ...............................................5 each
|
||
Bailed-out crew reaches cross ................................2 each
|
||
Member of air crew reaching cross unhit .................1 each
|
||
Page - 24 -
|
||
|
||
--- PAGE 25 ---
|
||
Outdoor Games for Scouts
|
||
For Boy Scouts
|
||
Underground H.Q. found . ............................................. 5
|
||
Parachutists captured. . ........................................... 3 each
|
||
Bomb destroyed (by a hit with paper ball).................5 each
|
||
Secret code captured . . ........................................... 2 each
|
||
Air crew hit . . ........................................................ 1 each
|
||
The A.A. can’t be killed. If possible there should be an umpire at each ambush to decide
|
||
on hits with the paper balls. If they are well chalked it helps.
|
||
58. Light that Lamp
|
||
The story behind this game (which is excellent for a Saturday afternoon game, or you can
|
||
add it to your ideas book for next year’s Camps) is that a lighthouse-keeper, one stormy
|
||
night, discovers that he has run out of fuel for his lamp, so he sends an urgent radio
|
||
message to shore, asking for a fresh supply. It is too rough to take this by boat, so it is
|
||
sent over by aerial railway. With luck, it arrives just in time to prevent a ship foundering
|
||
on the rocks.
|
||
Before the game starts, the aerial railways are erected—one for each Patrol. These are
|
||
made by stretching lengths of rope between trees, or better still, from the top of a slope to
|
||
the bottom. On each rope a bucket is slung by the handle, and lines of sisal cord are
|
||
attached by which to pull it along. We are now ready to begin. One end of the rope is the
|
||
lighthouse and the other is the top of the cliffs. The space between is the sea and must not
|
||
be crossed. The P.L.s are the lighthouse keepers, and the rest the coastguards. The
|
||
scheme now is for each P.L. to light a fire, but all fuel for this fire, plus paper and
|
||
matches, must be sent across to him in the bucket It is a race between the lighthouse-
|
||
keepers to see who can get his lamp burning within a given time (say fifteen minutes). At
|
||
the end of that period a ship (the S.M.) arrives, and ten points are awarded for each lamp
|
||
that he sees lit. The buckets are, of course, sent backwards and forwards continually to
|
||
keep up the supply of fuel till the ship arrives, and much excitement and amusement is
|
||
caused especially when the sticks fall out half-way across.
|
||
If the angle of the rope is steep enough, a push should suffice to send the bucket down,
|
||
but if done on the level, between two trees, a double line will naturally be necessary for
|
||
hauling it each way.
|
||
59. “Sabotage”
|
||
First of all a line, consisting of about 300 yards of uninsulated wire, is erected through
|
||
some woods. The height of this line should vary, at times suspended high in the tree tops,
|
||
but for the most part worming its way through the undergrowth, only a few feet from the
|
||
ground. A telephone is then attached to each end, using an “earth” return. If you cannot
|
||
obtain (or afford) ex-army instruments (which are sometimes on the market), a simple
|
||
telephone may be made by using ordinary wireless headphones and a 9-volt battery. One
|
||
lead from the ‘phones is connected to the plus terminal of the battery and the other to the
|
||
line: the minus terminal is then connected to the earth. Our line is now ready to carry
|
||
messages, and we can begin our game of “Sabotage,” which is played as follows: Let us
|
||
suppose that four Patrols are taking part. One Patrol are the British, one the Americans,
|
||
and two a party of international crooks. The British supply one boy to act as the Prime
|
||
Minister, and he operates one ‘phone, while a boy from the Americans acts as President,
|
||
Page - 25 -
|
||
|
||
--- PAGE 26 ---
|
||
Outdoor Games for Scouts
|
||
and operates the other. A list of some thirty secret “code” words has previously been
|
||
prepared, and it is the job of the Prime Minister to transmit these (one at a time) at two-
|
||
minute intervals throughout the game. The President, on receiving them, writes them
|
||
down in order on a prepared sheet of paper. So far so good. But the international crooks
|
||
are determined that these code words shall not get through, and they set out from a pre-
|
||
arranged base to sabotage the line and render conversation impossible. This is done by
|
||
“earthing” the line and thus causing a short-circuit. The earthing apparatus consists of a
|
||
length of wire with a paper-clip on one end for clipping on to the line and a metal skewer
|
||
on the other for plunging into the ground. The line is guarded by the British and
|
||
Americans, and if a crook is caught he must be brought to one of these bases and his
|
||
captor is awarded a point.
|
||
The prisoner is then given “twenty” to go off and try again. If a crook succeeds in
|
||
earthing the line, this may stop communication. The English and Americans must then
|
||
examine the wire until the earthing apparatus is discovered. For every code word which is
|
||
thus silenced, two points are awarded to the crooks. It may be found, especially in dry
|
||
weather, that it is necessary to earth the line in as many as half a dozen places at once
|
||
before speech is rendered entirely inaudible, and it is therefore advisable to have a
|
||
quantity of spare earthing apparatus ready to hand out to crooks who succeed in getting
|
||
through. Earthing apparatus found by the English and Americans must be brought
|
||
straight back to base. As an additional excitement, one crook can be made a “tapper.”
|
||
Instead of earthing apparatus, he is given a pair of headphones (fitted with clip and
|
||
skewer) and his job is to “tap the line “and eavesdrop on the conversations. For every
|
||
code word he overhears by this method, he is awarded five points. This game is not at all
|
||
complicated once the rules have been made clear.
|
||
60. Spies among Us
|
||
Two sides start from points about 500 yards apart. Each boy is given half of a message
|
||
written on a slip of paper. The object of the game is for the members of one side to meet
|
||
those of the other and find somebody with the missing half of their particular message.
|
||
Before comparing notes, however, a sign is given to each boy to prove that he is willing
|
||
to “risk” the exchange—” risk,” because on each side there is a spy. Instead of having a
|
||
half message on their slips of paper they have merely the word “Spy.” Thus, if after
|
||
agreeing to compare notes a boy gets caught by a spy on the opposite side, he must give
|
||
up his slip of paper to that deceiver and return to a prearranged base without giving away
|
||
the name of the boy to others. The first pair to reach the base with a message that makes
|
||
sense are the winners.
|
||
Page - 26 -
|
||
|
||
--- PAGE 27 ---
|
||
Outdoor Games for Scouts
|
||
CHAPTER IV
|
||
Street Games
|
||
“It is impossible for us to get out to do our Scouting; our Headquarters is in the centre of a city !”One
|
||
hears this so often, but the Scouter of a country Troop dreams of the adventures to be had in the streets of
|
||
a big city.
|
||
Following are a few street games and there are many more to be found by adaption, invention and
|
||
observation.
|
||
Don’t forget the Highway Code!
|
||
It is as well to remind ourselves of the need not to be a nuisance to members of the public. This must
|
||
mean obtaining permission from the necessary Authority before using any area, e.g. a market square
|
||
which may well be quite free of people during a summer evening and yet it is only right to obtain
|
||
permission from the Authority concerned before playing a game over it.
|
||
Opportunities will vary tremendously from city to city; some are delightfully designed for our purpose
|
||
with escalators, subways and the like, whilst others may seem more mundane, but the plain fact is that all
|
||
towns and cities have streets and, whilst this type of the out-of doors is essentially different to the woods
|
||
and fields, it is certainly better than being confined to a church hall or schoolroom.
|
||
Not least of the considerations is that this type of game will give our Scouts a real knowledge of the
|
||
locality in which they live and, whether or not they are going on to get the Pathfinders Badge, it is a poor
|
||
Scout who cannot direct a stranger about the streets of his own town.
|
||
Street games provide a good opportunity for bringing into Scouting members of Group Committees and
|
||
the like, and they can all play some part as thinly-disguised anarchists or foreign strangers. The more we
|
||
bring Committee members into touch with real Scouting, experience shows that the better do they attend
|
||
to our affairs at Committee meetings.
|
||
61. Monopoly for Pathfinders
|
||
The Troop is assembled in a room with a blackboard on which the S.M. will keep a tally
|
||
of Patrol property. At the word “Go” pairs of Scouts of the same Patrol run to any of the
|
||
sites advertised for sale, and when they find a site not already seized they claim it. One
|
||
Scout remains on guard and the other returns to the S.M. to register his claim and receive
|
||
a small piece of chalk. With this he returns to the site, and after drawing his Patrol sign
|
||
outside the front door of the property, preferably on the pavement, the pair move on to
|
||
find another site, which is to be claimed and registered similarly.
|
||
If a Patrol gains all the sites in a “trick,” the value of these sites is doubled.
|
||
The Patrol having acquired the greatest capital assets at the time fixed for the end of the
|
||
game wins.
|
||
Price List
|
||
£150 each A Bishop, a Judge, etc.
|
||
£125 each Doctors
|
||
£110 each Specified Shops
|
||
Page - 27 -
|
||
|
||
--- PAGE 28 ---
|
||
Outdoor Games for Scouts
|
||
£100 each Town Crier, City Surveyor, Coroner, Fuel Overseer, Clerk to Magistrates
|
||
£90 each Electricity Showrooms, Gas Company Showrooms, Waterworks
|
||
£60 each Police Station, Ministry of Labour, Newspaper Office
|
||
£50 Cathedral
|
||
£45 each Churches and Chapels
|
||
£40 each Railway Station, Bus Station
|
||
£35 each Factory, Brewery
|
||
£30 each Stationers, Drapers, Butchers, Grocers
|
||
£25 each D.C.’s house, A.D.C.’s house
|
||
£10 each Cinemas
|
||
£5 eachPublic-houses
|
||
Each Scouter must work out with the Court of Honour his own scale of values.
|
||
62. A Bomb on the Town Hall Steps
|
||
Challenge the Troop that they would not be able to put an attaché case on the Town Hall
|
||
steps without S.M. noticing it.
|
||
63. Blindfolded Prisoners
|
||
Patrols are guided round a short route, and on return to Headquarters each Scout draws a
|
||
rough sketch of the journey.
|
||
64. Express Delivery
|
||
Patrols are supplied with a set of envelopes which are identical but with a different
|
||
address for each Scout. The name of the recipient, house, street, etc., should be
|
||
represented by morse, semaphore, or better still, by picture symbols. The object of the
|
||
game is for each Scout on receiving his envelope to decipher the address, and when he
|
||
has accomplished this he will mark the envelope with his Patrol sign, deliver as quickly
|
||
as possible, but before placing in letter-box mark time of delivery. It is obvious that the
|
||
co-operation of some Scout friends is necessary, the envelopes being subsequently
|
||
collected, the winners being the Patrol having delivered their post in the quickest time.
|
||
65. Secret Message
|
||
As representing members of the Underground Movement, Patrols are given different
|
||
addresses where they will call to collect their secret message. As it is suspect that there is
|
||
a traitor in each party, individual Scouts are only given certain words of the message
|
||
which are mixed as far as possible. The words must be memorised until the Scouts return
|
||
to Headquarters, the winners being the Patrol first to decipher their message, and deliver
|
||
it correctly to the S.M. To make the game more difficult the suspected traitor can be
|
||
given false words which do not form part of the original message, and in addition on
|
||
leaving Headquarters each Patrol may receive certain code words which must be given at
|
||
the address before the message is delivered.
|
||
Page - 28 -
|
||
|
||
--- PAGE 29 ---
|
||
Outdoor Games for Scouts
|
||
66. Convoy
|
||
Convoys represented by Patrols are sent to follow a circular journey along which at
|
||
intervals are small articles representing mines and submarines which have to be spotted.
|
||
These obviously must be placed so that they can be readily observed, and not hidden in
|
||
impossible places. On completing the journey the leaders submit a report of the mines
|
||
and submarines seen, and their approximate position. Every mine or submarine missed
|
||
represents respectively a damaged ship or sinking for which half and one mark are
|
||
deducted. The mines and submarines can be represented by cotton reels or any suitable
|
||
article of similar size. In some districts it might be advisable to give some approximate
|
||
idea of the danger zones.
|
||
67. Post Cards
|
||
One Patrol is despatched to a point approximately one mile away from the Headquarters
|
||
with three post cards, each addressed to one of the three remaining Patrol Leaders. Their
|
||
instructions are that they are to endeavour to post the cards in any post box within a
|
||
defined area round the Headquarters. The defending Patrols simply have to stop them.
|
||
The P.L. of the attacking Patrol distributes the cards as he thinks fit, and any disguise and
|
||
method of transport is permitted. As an incentive to the defending P.L.s leave the post
|
||
cards unstamped. A variation is for the attacking Patrol to ‘phone any prearranged
|
||
number from any call-box in the area.
|
||
68. Shadowing
|
||
The Patrols shadow a Scouter through the streets of a town for twenty minutes. Scouter
|
||
times route to reach a bus stop just as a bus moves out, hoping that the Scouts will either
|
||
miss the bus or have no money, but see what happens.
|
||
69. Challenge from another Scout Troop
|
||
Give three bags of white powder to the neighbouring S .M., whose Troop would win if
|
||
they could get near enough to throw the bombs on to the walls of own Headquarters.
|
||
70. Challenge
|
||
The cordon-breaking type of game is always popular. This can be in the form of a straight
|
||
game, but it is usually better to introduce it in some special way, e.g. as a challenge from
|
||
a P.L. to the Troop, pinned upon the notice board a week in advance, and stating that he
|
||
will try and get from A to B without being stopped, or by wrapping the instruction round
|
||
a stone and “delivering” it to the Troop via a skylight or window at some quiet time.
|
||
For the following two games you must decide on an “area of operations,” limited by
|
||
certain streets and landmarks, and a time limit: this latter may be marked by sending off a
|
||
rocket, at which the game ends and Scouts return to Headquarters.
|
||
Page - 29 -
|
||
|
||
--- PAGE 30 ---
|
||
Outdoor Games for Scouts
|
||
71. Highway Robbery
|
||
Each Patrol has £20, in the shape of metal discs or something equally applicable. The
|
||
whole Patrol has to go out into the “Great Unknown” carrying the money with them. The
|
||
Patrol Leader may split the money up among his Patrol as he thinks fit. Each boy has to
|
||
wear a number pinned to his uniform but covered by his coat so that he can show it on
|
||
demand (like a police badge).
|
||
The last used number must be 8 and the first used must be 1. For example, if there are
|
||
only 5 boys in the Patrol they could use, say, 1, 2, 4, 5, 8, but they must use 1 and 8. They
|
||
must not let the other Patrols know who has which numbers.
|
||
On meeting a Scout from another Patrol, the Scout challenges him and numbers are
|
||
shown. The lowest number forfeits the gold he is carrying to the other fellow. If a Scout
|
||
is challenged and is carrying his own gold and some he has won, and he loses, he must
|
||
hand over all the gold in his possession. The only number which can beat 8 is 1, so No. 1
|
||
is not only powerful but also very vulnerable as all the other numbers except 8 can beat
|
||
him. The idea is for Scouts to find out who is who and circulate it round their own Patrol
|
||
so that they will know whom they can challenge and beat and those they must avoid.
|
||
72. A Bomb to Blow the Cobwebs Away
|
||
Each Scout must have paper and a pencil to collect the autograph of any other Scout he
|
||
meets: no duplications. One Scout is carrying a bomb (an alarm clock set to go off at a
|
||
certain time) which is liable to go off at any moment. The Scout who is carrying the
|
||
bomb may present it to any other Scout who gives him in exchange his sheet of
|
||
autographs. If a Scout is seen and hailed by the bomb-carrier, be is honour bound to take
|
||
the bomb, handing over his list of autographs. He then hunts for another Scout to pass the
|
||
bomb on in exchange for a list of autographs.
|
||
It is better for Scouts to move about alone or at the most in pairs. Each Scout must report
|
||
to any one of four places (some distance apart) every five minutes and never twice
|
||
running at the same place: this keeps them all moving. Marks are awarded as follows: the
|
||
total number of autographs gained in the Patrol divided by the number of boys operating
|
||
in that patrol.
|
||
The boy who has the bomb when it “explodes” must immediately return to Headquarters
|
||
and report to Skipper.
|
||
73. Besieged
|
||
The Troop Headquarters is a besieged camp and the Troop is divided equally into
|
||
besiegers and besieged. Each of the besieged is given a task: he must go out, pass through
|
||
the enemy lines, go to a distant telephone box, obtain by telephone a message from a still
|
||
more distant ally, and bring the message back to Headquarters. An accomplice is needed
|
||
to sit at the other end of the telephone and give the messages. There is scope for the
|
||
originality of the S.M. in concocting messages which will exercise the memory and
|
||
appeal to the sense of humour. The bearer should not write the message down—though as
|
||
a variation this might be done, and then, if captured, his captor must search him for the
|
||
message.
|
||
At the beginning of the game the besiegers will take up their stations outside the Troop
|
||
Headquarters.
|
||
Page - 30 -
|
||
|
||
--- PAGE 31 ---
|
||
Outdoor Games for Scouts
|
||
Each will receive a slip of paper on which is written:
|
||
“Follow Jimmy,” “Follow Jack,” etc., so that each of the opposite side when he sets out
|
||
on his journey will have a shadower. Care should be taken to pair off boys about equal in
|
||
size. Instructions are given to the besieger not to attack his opposite number until he starts
|
||
on the return journey, and it is as well to make the message carriers give some sign (such
|
||
as removing their neckerchief) when they are returning. Any method of capture can be
|
||
used so long as it is clearly understood by everybody. If the message carrier is captured
|
||
he must give up his message, and his captor then has the task of getting it to his own
|
||
Headquarters. The original message carrier can, however, obtain first aid by touching the
|
||
nearest doorknob, and then attack his opponent again. If his attack succeeds the message
|
||
is considered to have been destroyed. No attacks can be made within 100 yards of the
|
||
Headquarters, as this area is considered to be defended by guns—this makes it necessary
|
||
for the besiegers to follow their opponents.
|
||
The besieged do not know who will be following them; the besiegers do not know the
|
||
destination of the ones they have to follow.
|
||
A time limit should be fixed, and points can be given for the number of messages brought
|
||
in correctly.
|
||
This game has several good points—it provides practice in the use of the telephone and in
|
||
message carrying; it is easy to arrange; boys can be matched against each other evenly; it
|
||
is just as suitable for a small Troop as a large Troop; it provides plenty of fun.
|
||
74. Artist’s Pathfinder
|
||
A number of drawings are made of things to be observed in the immediate
|
||
neighbourhood of H.Q., and Patrols are sent out to identify them with a given time limit.
|
||
The things must not be too obvious— quotations from notices, trade signs, gargoyles, or
|
||
other decorations of houses, hydrants, motor signs, names of houses, unusual trees, etc.,
|
||
bench marks.
|
||
75. Secret Trail
|
||
Two Patrols are sent out to follow a circular route in opposite directions. The one back
|
||
first wins. This can be done on bicycles if preferred. The clues are written on a sheet of
|
||
paper in the form of disguised names of streets, public-houses, mapping, conventional
|
||
signs, compass directions, etc. All the streets on the route must be included in some form.
|
||
Patrols must describe their route on return.
|
||
76. Pathfinder Enquiry
|
||
Patrols are given a time limit in which to collect answers to various questions about the
|
||
neighbourhood, buildings of historical interest, heights of towers, dates of dated
|
||
buildings, numbers of bus routes, distances to neighbouring towns. A rough sketch may
|
||
be asked for, and the use of telephone box included, if a friend is available to answer the
|
||
calls. Points are set opposite the questions graduated in accordance with their difficulty.
|
||
Page - 31 -
|
||
|
||
--- PAGE 32 ---
|
||
Outdoor Games for Scouts
|
||
77. The Kidnapped Scouter
|
||
The Scouter is taken away by half the Scouts and hidden. They then proceed to prevent
|
||
the other half from recapturing him, but must not remain within a certain distance. The
|
||
Scouter remains in hiding until discovered and then moves as directed by the Scout who
|
||
finds him. He may be captured and recaptured during the course of the game. The side in
|
||
possession of the Scouter at a given time limit wins. “Lives” may be introduced, though
|
||
any system of ”killing” is liable to abuse by over-zealous players. If there is a park with
|
||
winding paths and shrubberies, it adds to the success of this game.
|
||
78. Secret Ops
|
||
This is a pursuit game, the “bare bones” of which are as follows:
|
||
There are twice as many pursuers as runners. At the start all are at H.Q. and the pursuers
|
||
only are issued with some kind of life: meanwhile the runners are deciding on their
|
||
destination, which must be more than a mile from H.Q. The exact position of this secret
|
||
but conspicuous destination, if approved by the umpire, is written down and sealed in an
|
||
envelope which is handed to the chief pursuer or to the second umpire who will
|
||
accompany him with spare “lives.”
|
||
At H hour the runners emerge from H.Q. and must move out of the immediate vicinity,
|
||
e.g. 5 lamp-posts in any direction. The umpire watches them out and then allows the
|
||
pursuers out of H.Q.
|
||
The object of the runners is to get all their party to the secret destination by H hour plus
|
||
thirty minutes, without the pursuers following them in.
|
||
The pursuers’ aim is to keep contact (in spite of the risk of being made casualties) well
|
||
enough to pounce on the secret rendezvous, which they must do between H plus thirty
|
||
minutes and H plus thirty-two minutes. During this period—indicated by the umpire
|
||
raising a flag—the runners must stay put and cannot bump off the pursuers as they come
|
||
in.
|
||
The pursuers are allowed to open their sealed envelope at H plus twenty-eight minutes, so
|
||
that if they are really near and are well organised they have a chance to get in.
|
||
The pursuers win if the runners do not all get there in time; or if they themselves follow
|
||
in with more than half their number.
|
||
The runners win if they all get in, followed by less than half the pursuers.
|
||
Story: One possible setting is for the runners to be armed bandits making a getaway from
|
||
unarmed police. The bandits’ rendezvous turns out to be an airfield where they have
|
||
chartered a ‘plane. The timely arrival of the police in force reveals the intending
|
||
travellers to be wanted men and there is no take-off, but if one bandit misses the ‘plane
|
||
the gang’s plans are discovered and they are caught on the other side. When the envelope
|
||
is opened it is found to contain a radio message from a police patrol.
|
||
Details of time and distance may not suit every locality, but the game as described has
|
||
been played repeatedly with success.
|
||
Page - 32 -
|
||
|
||
--- PAGE 33 ---
|
||
Outdoor Games for Scouts
|
||
79. Quest
|
||
Each Patrol is required to obtain as many as possible of the following:
|
||
1. The D.C.’s birthday. Day and month only!
|
||
2. Proof that you have seen and spoken with the L.A. Secretary this evening.
|
||
3. A policeman’s autograph.
|
||
4. The Christian name of the lady cashier at the local cinema.
|
||
5. The title and time of showing of the feature film at the local cinema.
|
||
6. A holly leaf.
|
||
7. An exact pint of rain water.
|
||
8. A ginger hair.
|
||
9. A cancelled tram or bus ticket with serial number containing two sevens.
|
||
10. A 1945 penny.
|
||
11. The time of the next high tide at —.
|
||
12. The date of the next full moon.
|
||
13. An empty 20-Player’s carton.
|
||
14. The time the last train leaves the station to-night.
|
||
15. The bus fare between — and
|
||
16. The name of the person living at — Street.
|
||
17. Lighting-up time to-night.
|
||
18. A soldier’s cap badge.
|
||
19. A safety match.
|
||
20. The inscription on the name plate of the doctor living nearest to your Troop room.
|
||
Instructions should be varied according to your locality.
|
||
80. Street Attack
|
||
Suitable for district where houses are grouped with evens one side of the road and odds
|
||
on opposite side. Dark evenings preferable. Divide Troop into two sides, odds and evens.
|
||
Odd team to get to the odd side of a street some distance away with a message for a
|
||
certain odd-numbered house. Prevented by evens who can only attack when the odds are
|
||
on the even side of a street or in the road. Route can be restricted at first but as local
|
||
knowledge increases give free choice of route. Arrange method of killing (paper arm-
|
||
band) and for renewal of life. Fix time limit. Weave a yarn round the game.
|
||
81. Cycle Kim’s Game
|
||
Scouter takes small party (three or four), ride for five or ten minutes round side streets.
|
||
Return and write down names of streets in correct order. Later give description of people,
|
||
shops, signs, etc., in various streets.
|
||
82. Secret Service
|
||
Everyone to come to Troop Meeting in some disguise except for a couple from each
|
||
Patrol, who are to station themselves where they will not be seen, and not within fifty
|
||
yards of Headquarters. They are to try and recognise the other Scouts and later give
|
||
details of disguises.
|
||
Page - 33 -
|
||
|
||
--- PAGE 34 ---
|
||
Outdoor Games for Scouts
|
||
83. Moving Jewels
|
||
One team to have number of jewels (beans) to move from one place to another. Other
|
||
team to prevent them. Must yield to search if caught. Or four Patrols having different
|
||
starts and destinations, each against other. Opportunity for Patrol planning, ingenuity and
|
||
“selling the dummy,” etc.
|
||
84. Running the Gauntlet
|
||
Here is an observation game suitable for a Local Association Scout Week. It takes the
|
||
form of a combined Wide Game in which every Troop in the district can take part. It
|
||
teaches every Scout a little more about the art of keeping his eyes and ears open; one has
|
||
only to read Scouting for Boys over again to realise the emphasis B.-P. placed on training
|
||
in observation.
|
||
It serves still another purpose. The Association will be in the local public eye for a whole
|
||
afternoon; the best type of publicity for Scouting is simply that of smart, cheerful Scouts
|
||
doing plain, simple honest-to-goodness Scouting. What better local “public relation”
|
||
work for Scouting can there be than a successful Wide Game in the district?
|
||
This game can be organised by a D.S.M. with the assistance of two or three Troop
|
||
Scouters. First of all select a suitable day. The best time is undoubtedly a Saturday
|
||
afternoon in early autumn, when the main camping season is over. It is essential that a lot
|
||
of “general public” should be around, and one can think of no more suitable setting than
|
||
the average city suburb or town High Street on a Saturday afternoon with its shopping
|
||
crowds and others just out.’’
|
||
A route of, say, two or three miles is determined by the D.S.M. Some careful thought
|
||
should be given to this. The route should ideally be part country, part town or suburb.
|
||
One route started at a suburban station, wandered along the entire length of a typical High
|
||
Street with shops, an ancient church, old buildings, garages, cinemas, and so on, then out
|
||
past straggling modern houses, through a poultry farm, a fairly extensive wood, a lonely
|
||
lane with thick hedgerows, another wood, a stretch of main road and to a final point—a
|
||
clubhouse on a golf links.
|
||
To make certain this route is thoroughly understood by all Troop Scouters, the D.S.M.
|
||
prepares a simple map on a relatively large scale, and gives a copy to every Troop taking
|
||
part. The map and a brief description of the game and its simple rules should be studied
|
||
by each Troop for at least a week before the game.
|
||
Now the D.S.M. makes Top Secret arrangements with a neighbouring Association to
|
||
borrow some personnel who are prepared to disguise themselves and act as “the hunted”
|
||
on the set route. A mixed bag of Senior Scouts, Rover Scouts and Scouts is essential. Old
|
||
and young Scouters, thin and lanky types, rotund and portly, greying or bearded, young
|
||
fresh-faced P.L.s, Scouts and Rover Scouts. Absolute secrecy by “the hunted” is essential
|
||
if the game is to be successful. As a rough guide, depending on the size of the L.A., about
|
||
thirty could form the strength of” the hunted.”
|
||
The theme of the game is that “the hunted” will appear on all or part of the set route of
|
||
two or three miles between the hours of 2:45 p.m. and 5:00 p.m. on the set day. They will
|
||
be in disguise.
|
||
All Troops with their Scouters gather at a central meeting-place at 2.15 p.m. Here the
|
||
D.S.M. addresses them briefly on the game and what it is all about. He hands written
|
||
Page - 34 -
|
||
|
||
--- PAGE 35 ---
|
||
Outdoor Games for Scouts
|
||
descriptions of the normal physical appearance of all thirty members of “the hunted” to
|
||
every Troop half an hour before the game starts. These descriptions, of course, give no
|
||
clues to the disguise adopted by “the hunted.” They are merely normal physical
|
||
descriptions, e.g. “Man about 38, 5 feet 10 inches, 13 stone, well built. Greying hair
|
||
brushed well back. Fresh complexion. Blue eyes, etc. etc.
|
||
“Boy, aged 16, 5 feet 9 inches, slim, lightly built, mop of blond, untidy hair. Prominent
|
||
ears, deep scar on left ankle, etc. etc.
|
||
The Troops are told that all these thirty people will be in disguise and will make every
|
||
attempt to avoid being challenged, but have strict orders not to leave the route between
|
||
the times stated. A password is given. If one of “the hunted” is challenged correctly he
|
||
must admit his identity and hand over a red counter. Each one of the hunted has ten
|
||
counters. Obviously he will want to keep his counters, for when his ten are handed over
|
||
he is out of the game. One of “the hunted” could jump on a bus on the route to avoid a
|
||
challenge, for instance.
|
||
At the end of the game each Troop hands in its bag of red counters—the Troop with the
|
||
highest number wins the game. It is worth making it rather a special show and having one
|
||
of those tiny cups or shields for an annual competitive Scout Wide Game in the
|
||
Association Scout Week.
|
||
Let the afternoon finish with tea for all, and an evening of Camp Fire and plenty of
|
||
impromptu turns with each Troop making some contribution to the programme.
|
||
85. The Atom Bomb
|
||
The story: A spy has discovered the secret of the Atomic bomb, but being hotly pursued
|
||
hides the formula in an old building. Later he writes the precise location of the formula
|
||
around the edges of a 6-inch Ordnance map of the centre of the town, tearing the map
|
||
into six pieces so that it becomes necessary to hold all six before the formula can be
|
||
traced The six pieces are then concealed in various places, the last being hidden in the
|
||
cell in the town jail where he is imprisoned when eventually caught. Shot when escaping,
|
||
he manages to reach friends and give them the clues to find the map fragments before he
|
||
dies. The Secret Service of the other side know the friends of the spy and will try to
|
||
shadow them and recover the formula for themselves.
|
||
The clues might be:
|
||
(1) The fireman of the 3:15 train to knows something, but beware of the driver.
|
||
(2) Enquire at the G.P.O. for a letter addressed R. U. Shore.
|
||
(3) The little bell of St. Phillips goes ding dong, ding ding dong.
|
||
(4) There are some old barges on the canal near the bridge. One has been recently
|
||
occupied.
|
||
(5) Go to Toni’s Milk Bar and demand a No. 2 Special. Beware of the man with the
|
||
limp. (Prearranged No. 2 Special was a green drink with map fragment wrapped in
|
||
green oiled silk inside.)
|
||
(6) He was made to dwell in a dungeon cell.
|
||
Senior Scouts or Committee Members must get together to prepare this type of game.
|
||
Page - 35 -
|
||
|
||
--- PAGE 36 ---
|
||
Outdoor Games for Scouts
|
||
CHAPTER V
|
||
Night Games
|
||
The fun and value to be had from night games is enormous. Many a Scout has had his fear of the dark
|
||
overcome through gradual training in “Night Scouting.” It may be easy to make a sketch map of a
|
||
strange village in broad daylight, but try it in the pitch dark and complete silence—no questions to be
|
||
asked.
|
||
This section allows for full use of the Scouter’s imagination :—Bank Robberies, Fifth Columnists,
|
||
Rockets, etc.
|
||
Once again it is advisable to warn the police and other interested parties. The police may even co-
|
||
operate with you.
|
||
Good training in Night Scouting can well be given in the daylight, using masks. These masks should not
|
||
be blindfolds but should be so made that the wearer can dimly distinguish objects, so that he gets
|
||
somewhere near night game conditions.
|
||
In planning night games it is always as well to consult the weather pundits and study the state of the
|
||
moon. The game that can be a success on a really dark night may be quite impossible when the moon is at
|
||
the full, and vice versa. It is essential to go over the ground in daylight before the game is played, so that
|
||
the boundaries are known and understood and the area over which the game is played is reasonably
|
||
familiar to most of those taking part, and especially the Patrol Leaders.
|
||
Good night games are grand Scouting, but experience shows that there are few forms of Scouting that can
|
||
so easily flop if the planning and previous reconnaisance leave anything to be desired.
|
||
Generally speaking, a night game should be of shorter duration than an ordinary Wide Game. Forty-five
|
||
to sixty minutes is about right, but it depends a great deal on the area to be used and the number taking
|
||
part. All these points do need to be thought out and made clear before the game takes place. There is
|
||
nothing quite so depressing for a boy as to be taking part in a game which he does not understand and in
|
||
which, so far as he is concerned, nothing ever happens. Spending an hour under a hawthorn bush on a
|
||
wet night may possibly be good for the soul, although that is arguable, but it is certainly not the kind of
|
||
picture the average boy has of what he expects Scouting to give him. A night game, above all else, does
|
||
need real action if it is to be a success.
|
||
As a Wide Game, the background story can make or mar a night game. If the story is too long or too
|
||
complex no one will understand it or take any notice of it, and yet if it is not there at all the romance of
|
||
Scouting suffers a jolt. In any case, a background story does need translating into terms of realism, both
|
||
in the written instructions and in the action that takes place. For example, in relation to one boy the story
|
||
may well be that he is the High Priest of the Hittite Fire- Worshippers and must guard a collection of
|
||
idols which have been gathered together as a result of exploration in the Lower Reaches of the Amazon.
|
||
That is all very well, but the Scout also needs to know that he, Bill Smith, upon pain of a severe grilling
|
||
from his Patrol Leader, has to guard the area bounded by four oak trees which contains fourteen old
|
||
signalling flags.
|
||
We so often fail by taking insufficient trouble before starting, and once the game starts it is quite futile to
|
||
try to issue supplementary instructions or to make clear things that should have been made clear when
|
||
the Troop met to plan the game.
|
||
Page - 36 -
|
||
|
||
--- PAGE 37 ---
|
||
Outdoor Games for Scouts
|
||
86. Spies in Camp
|
||
Three or more Patrols needed. One Patrol, distinguished by white bands on arms, act as
|
||
Spies. Each is given a piece of firewood (not as a weapon). Other Patrols are Guards. The
|
||
Camp Fire is burning briskly. All Spies leave Camp and take up positions at an agreed
|
||
distance from Camp.
|
||
Guards then encircle the Camp, at least 50 yards from fire. At “Go” Spies try to creep
|
||
into Camp and put wood on fire; anyone who does so remains by fire. Guards can capture
|
||
by taking away wood.
|
||
87. Overnight Raid
|
||
This is a simple raid. It will be described as actually played as part of an overnight
|
||
scheme, but it could easily be done as a straight game.
|
||
Two Troops of six Patrols were doing overnight hike camps at points nearly a mile apart.
|
||
They reached the sites in the afternoon, and while setting up Camp, etc., small parties in
|
||
relays scoured the given area of 3 square miles on bikes to find their opponents. This was
|
||
a Wide Game in itself with an independent force of “gremlins” to make it more difficult;
|
||
but that’s another story. Each side set up a base 5 yards square in the open, the corners
|
||
marked by sheets of paper pegged to the ground. In each base was a candle in a jam-jar,
|
||
and a bottle tied to a stake to support a rocket.
|
||
At half an hour before H hour, lamp signals were made to each camp (with previous
|
||
warning to keep a look out) giving particulars of opponents’ base just in case. Umpires,
|
||
two to each camp, issued lives, in the form of a foot length of 1-inch paper gumstrip. It is
|
||
put through the back of the belt and gummed to itself to form a ring. It shows up well at
|
||
night.
|
||
Each Troop was divided into three parties of two Patrols each—attack wave 1, wave 2,
|
||
and defenders. At H hour the candles were lit and the first rockets put in. Wave 1 was
|
||
free to go. Wave 2 was free to go at H+½. At H+ 1 hour, assuming the first rocket had
|
||
been let off, another is put in the bottle. (This ensured that the game didn’t peter out—an
|
||
important point in Wide Games.) At H+ 1¼ hours the game ended, and at H+1½, cocoa,
|
||
made by the umpires, was served—to home forces only!
|
||
Further points: (1) tents and cocoa fire are out of bounds except to dead men, who will
|
||
always find an umpire warming himself there ! After due delay new lives are given; (2)
|
||
the base is taboo to defenders; (3) each side has 50 yards of stout string to make
|
||
triplines—to be examined by umpires before game starts: this took the place of the
|
||
stockades which are sometimes built in night-raid games and make attack extremely
|
||
difficult; (4) if rocket score is 1—1, the earlier wins; if 2—2, the earlier to put up second
|
||
rocket wins.
|
||
88. Lighting the Beacon
|
||
This is just a raiding game to be played at night over 300 to 400 yards of rough country.
|
||
At each end of the course an electric torch is tied to a tree in the centre of a well-defined
|
||
area of about 50 yards radius. If the trees are fairly easy to climb the torches may be put
|
||
on the higher boughs. Two umpires must take up positions on the edge of these bases so
|
||
that they can see the torch if it is switched on. Each of two opposing sides endeavours to
|
||
light one beacon and prevent the other side from lighting the other. Each side must be
|
||
Page - 37 -
|
||
|
||
--- PAGE 38 ---
|
||
Outdoor Games for Scouts
|
||
divided equally into attack and defence, and some system of “lives” is used— bracelets
|
||
of gummed paper is quite a good one, one side wearing them on the left wrist, the other
|
||
the right. Defenders may not go within 50 yards of their own torch except to extinguish it
|
||
when it has been lit. When an attacker has succeeded in lighting the beacon he must at
|
||
once return and change places with a defender, and all defenders must confine themselves
|
||
to defence until so relieved. New lives may be obtained from the umpire at the home
|
||
base.
|
||
The umpires will count the number of seconds that the torch remains lit. The game is
|
||
played for half an hour, and the winning side is the one that has had their beacon burning
|
||
for the longest time at the least cost in lives—deduct three from the “time” score for each
|
||
life lost.
|
||
89. Laying the Ghosts
|
||
Best played in Camp. The necessary information and instructions should be given on the
|
||
night previous to the playing of the game, in the form of a Campfire yarn. Here is a bare
|
||
outline of the yarn (place-names should be made to fit the locality of the camp and
|
||
descriptive details added, ad lib):
|
||
Some three hundred years ago the young Sir Marmaduke Penman of Nibthwaite Grange
|
||
fell in love with the lovely Lady Lucy Lamplight of Lowick Hall. They used to meet at
|
||
the bridge above the sawmill, half-way from Lowick to Nibthwaite. (This is where the
|
||
camp is situated.) Although the lady was attracted by Sir Marmaduke she preferred a
|
||
more adventurous type, and compared him unfavourably with Sir Rudolph Restless of
|
||
Abbot Park, who at that time was away on a voyage of exploration. At last she promised
|
||
that if Sir M. would follow Sir R.’s example, she would marry him on his return. M.
|
||
departed to discover new lands. Some years later he returned and, on a moonlit night, he
|
||
made his way across the fields to claim his lady. By the bridge he saw two figures, and
|
||
stopping in the shadow of a hedge he recognised his lady and Sir R. R. Jumping to the
|
||
wrong conclusion that his lady had tired of waiting for him, he waited till Sir R. departed,
|
||
followed the lady and strangled her. Later, finding that he had misjudged her, he threw
|
||
himself into the river and was drowned.
|
||
And every year on the same date the ghosts of Sir Marmaduke and the lady re-enact the
|
||
tragedy.
|
||
Now the local Council, thinking that visitors are deterred from visiting the place by these
|
||
ghostly disturbances, have approached the Council of Psychical Research to find a
|
||
remedy. They have been informed that if at the moment when the ghosts re-enact the
|
||
tragedy, they can be encircled in a ring of human sympathy (symbolised by the linking of
|
||
hands in a circle round the ghosts by living people) they will disappear for ever. But the
|
||
ghosts are shy of living people, and if disturbed will seek some other place for their
|
||
performance.
|
||
The date for the appearance of the ghosts is August __th (i.e. the next night). It is a good
|
||
plan to send the Scouts to bed early the next night, and let them get up for the ghost hunt
|
||
when they hear the sound of a horn which is Sir Marmaduke’s way of announcing that he
|
||
is on the move. P.L.s should have a concerted plan of action, and should discuss with
|
||
their Patrols how to maintain contact in the dark. The make-up and acting of the ghosts
|
||
will contribute to the success of the game, and add spice to what can be good practice in
|
||
silent and organised movement by night. The game has been played with success, and
|
||
Page - 38 -
|
||
|
||
--- PAGE 39 ---
|
||
Outdoor Games for Scouts
|
||
one “ghost” will never forget the consternation and panic flight of one Patrol when he
|
||
made an unexpected appearance in a moonlit glade.
|
||
90. Time-bomb
|
||
A time-bomb is required for this game, which can take the form of a cooking timer or an
|
||
alarm clock. Two teams are chosen, one represents the saboteurs and the other the guards.
|
||
The leader of the saboteurs is briefed. He has to get the time-bomb placed— under a
|
||
water trough, in a culvert, drain, etc.—and is told the bomb will go off in twenty minutes
|
||
from the word “Go.” (The alarm is set for twenty minutes duration.) The two teams are
|
||
stationed so that they can just see each other. On the word “Go” the saboteurs move off to
|
||
accomplish their task. The guards’ duty is to keep the saboteurs under observation
|
||
without being seen themselves, watch for the placing of the bomb, then rush in and
|
||
render it harmless. This is purely a game of stalking; there is no scrapping or taking of
|
||
lives, and it has the advantage that the guards must keep out of sight, or, of course, the
|
||
bomb will not be placed. A system of points can be applied, but it is not essential.
|
||
91. Guarding the Lighthouse
|
||
This game requires a tree which is fairly easy to climb and an electric torch. The torch is
|
||
suspended in a tree and switched on; the game is then a question of attack and defence
|
||
with defenders stationed at a reasonable distance from the tree; it can be played in
|
||
silence, for stalking, or the rules can be altered to enable a rough-house to develop.
|
||
92. Arson
|
||
A game similar to the previous one except that the object of the attackers is to set fire to a
|
||
pile of dry bracken, straw, paper, or similar material, placed in the middle of a field. To
|
||
“kill,” the defenders have to shout the name of the attacker when they spot him: he then
|
||
goes back to make another attempt. A misty night is very good for this game, but in this
|
||
case the object of the attack should be rag or paper soaked in paraffin: a good blaze
|
||
improves things.
|
||
93. Star Trail
|
||
Patrols sent off at intervals on a given route which brings them back to H.Q. Their object
|
||
is to record every change of direction, using the stars as their compass.
|
||
94. Night Obstacle Race
|
||
A Patrol competition on a timing basis and run on the lines of an assault course. The
|
||
obstacles must vary according to the terrain available and might include such things as
|
||
scaling a wall, squeezing under a gate (hard luck, Tubby!); walking a scaffold pole,
|
||
swinging over an obstacle on a rope; recognising from a set distance a black scale-model
|
||
‘plane; crossing a stream dry shod with the aid of a pole and length of rope, and so on,
|
||
with endless variations.
|
||
Page - 39 -
|
||
|
||
--- PAGE 40 ---
|
||
Outdoor Games for Scouts
|
||
95. Will o’ the Wisps
|
||
Each of the members of one Patrol is provided with a torch. They are given two or three
|
||
minutes (depending on Camp site and surroundings) to scatter and hide. At the end of this
|
||
time the Scouter (or whoever is in charge of the game) blows a whistle or koodoo. Each
|
||
torch-bearer must then flash his light in a complete circle and at the same time the other
|
||
Patrols set out to locate and capture them. The torch-bearers can hide anywhere but must
|
||
flash their lights in a circle whenever the whistle or koodoo sounds. It is well to have a
|
||
time limit to a round of the game so that on a given signal all uncaptured torch-bearers
|
||
and all searchers may return. The Patrol with most captures becomes the torch-bearers for
|
||
the next round. It is well to decide on an exact definition of “capture”
|
||
96. Night Scavenger Hunt
|
||
The Troop Scavenger Hunt means always a thrilling, ingenious and hilarious evening,
|
||
especially if the items are chosen with malice aforethought. A Night Scavenger Hunt in
|
||
Camp might be equally successful. Some of the items might have to be “prepared,” but
|
||
some serious items of nature study could be included as well as those which need thought
|
||
and imagination to obtain. To those who have never played this sort of game the
|
||
following items may give you ideas of others, to make up about a score or two dozen: a
|
||
baked potato, a pound of pebbles in a paper bag; a beggarman’s knot; a white maple leaf;
|
||
the signature of the village policeman (whom they will probably not know but whose co-
|
||
operation you have previously obtained—don’t forget to invite him to a Camp Fire
|
||
afterwards as an honoured guest); one of the S.M.’s shoes (he has only two—so this item
|
||
calls for incisive leadership); a member of another Patrol, kidnapped, bound and gagged;
|
||
a whittled doll; a moth; five named wild flowers; a feather over 3 inches long; some items
|
||
from a notice board outside the camp; something borrowed from a non-Scout, and so on.
|
||
There is much more real training in leadership and followership in such a game as this
|
||
than is superficially apparent.
|
||
97. The Missing Man
|
||
The Scoutmaster gives out a notice something like the following
|
||
“You have read in the papers this week about the police wanting to interview Edward
|
||
Stiles. Message came through half an hour ago that he is within the area bounded by High
|
||
Street, South Street, Wallace Avenue, Penhill Road, and he will not cross these roads.
|
||
“The police description is as follows: Age, 45—50. Height, 5 feet 10 inches. Build,
|
||
stocky. Eyes, brown. Complexion, sallow. Hair, wavy black. No visual deformity. Dress,
|
||
sports jacket. Collar, white. Tie, blue and white striped. Shirt, brown. Trousers, grey
|
||
flannel. No overcoat or mackintosh. Shoes, brown with criss-cross laces. No hat.
|
||
“We shall help by searching the streets. Smith and his Second will be the ‘nerve centre‘
|
||
at the corner of Lime Crescent and Orange Grove. Ginger and Shorty with their bicycles
|
||
will act as messengers.”
|
||
(Detail remainder of Scouts to go in pairs and search certain roads).
|
||
“Stiles is armed with a weapon which says, ‘Go back to the Hall‘ — this has the effect of
|
||
striking you dumb and you must return immediately. The weapon can only be used
|
||
against Scouts in pairs or by themselves. It cannot be used against three or more Scouts
|
||
together.
|
||
Page - 40 -
|
||
|
||
--- PAGE 41 ---
|
||
Outdoor Games for Scouts
|
||
“If you spot the suspect, summon help without being seen. He is caught when a cordon is
|
||
thrown round him. A cordon is formed by Scouts holding hands. Maybe three Scouts can
|
||
pin him against a wall or seven or eight surround him. Neither Scouts nor suspect are
|
||
allowed to touch each other.
|
||
“I will repeat the description.”
|
||
This game takes usually from twenty to thirty minutes. The object is (1) to get Scouts
|
||
used to the police method of describing people; (2) training in night stalking and
|
||
“Scouting” under conditions of darkness; (3) training in team-work.
|
||
The gradual forming of a silent cordon unknown to the Scout or Rover Scout playing the
|
||
part of “Edward Stiles” is, apart from its training value, a most exciting time.
|
||
98. Treasure by Subtraction
|
||
In this night game a variation on the old treasure hunt theme is introduced by making the
|
||
clues subtractive rather than additive. At the outset the Scouts are presented with an
|
||
apparently meaningless jumble of letters, and the trail consists of a chain of clues which
|
||
enable the hunt to winnow the wheat from the chaff and so make sense of nonsense.
|
||
A typical clue would read thus:
|
||
“Subtract from the following the first four lines of the last hymn sung at evensong at St.
|
||
Christopher’s last Sunday—RWHINOWGOUMALDRTRLUENEV67378 ...(etc.)”
|
||
On inquiry in the right quarters, the Scouts will discover that the hymn in question was
|
||
“Who would true valour see,” and the process of elimination will leave them with the
|
||
instruction, “Ring Marine 67378. The password is “the name of the author of the famous
|
||
play which the Founder referred to in his last message.” On ringing up this number, and
|
||
satisfying the “Voice” of their bona fides, the Scouts will be guided to the second clue
|
||
and told how to solve it. For instance: “Look at the highest point at the 6th H.Q. Subtract
|
||
the names of the proprietors at 27 High Street, 8 The Grove, the White Shop in
|
||
Pamerston Avenue....”(etc.)
|
||
The highest point, of course, is the top of the flagpole, and here the clue will be found
|
||
caught in the lay of the halyard and run right up to the truck.
|
||
It will be seen that the hunt provides scope for a variety of activities as well as the
|
||
exercise of memory, path-finding, and intelligence. Nor is there any reason why a little
|
||
physical adventure should not be included, though this will depend largely upon the
|
||
terrain.
|
||
Here a few suggestions for additional clues:
|
||
(1) A message contained in a sealed tin moored to a sinker in the middle of a duck
|
||
pond or pool, from which the titles, etc., represented by the following abbreviations must
|
||
be subtracted:
|
||
D.L., O.B.E., O.M., Q.V., etc.
|
||
(2) A typed notice in a shop window. Take away the name and address of the printer
|
||
of the cloak-room tickets at the Marine Hotel.
|
||
(3) A message suspended from a tree. Subtract the gauge of the tramlines expressed
|
||
in inches.
|
||
Page - 41 -
|
||
|
||
--- PAGE 42 ---
|
||
Outdoor Games for Scouts
|
||
(4) A buried message sign-posted by the appropriate tenderfoot signs. Subtract the
|
||
last line of Rupert Brooke’s poem The Soldier.
|
||
Provided your Scouts can be depended upon not to make a nuisance of themselves, it is
|
||
generally an easy matter to enlist the co-operation of outsiders in a hunt of this sort. The
|
||
night-watchman at the cross-roads, the sergeant on duty at the Police Station, the
|
||
commissionaire at the Regal, the warden of the Youth Club, the ticket collector at the
|
||
ferry landing, the curator of the Municipal Museum, the librarian, the receptionist at the
|
||
Hotel Metropole. You will, of course, avoid bothering busy people at times when they are
|
||
at their busiest. On the other hand, there can be no doubt that many of the worlds’ night-
|
||
workers are not averse to having the tedium of their common round broken by the
|
||
spasmodic arrival of keen-faced youngsters all avid for information. This may be one
|
||
way in which we can share the fun of Scouting.
|
||
99. Alarm Clock
|
||
A loud-ticking alarm clock, placed on an empty metal box somewhere in a field at night,
|
||
will serve as the target for Scouts to find within a stipulated time. Space them out around
|
||
the perimeter and, even though they have crossed the field scores of times by daylight,
|
||
very few can estimate distance accurately at night to venture on such a quest at a
|
||
swinging stride. Didn’t we all suffer from such delusions during the black-out? The usual
|
||
progress is on all fours to commence with, and there is a reasonable chance that the
|
||
Scouts will find the cutting properties of many forms of vegetation, besides the anguish
|
||
of nettled or thistled skins, before they have crawled far. The rattle or burr of the
|
||
exaggerated alarm, if unchecked by a successful finder, is startling enough to cause
|
||
momentary creepy feelings down the spine even when it is expected. When adept, take
|
||
the Scouts into the next field, and either set them loose separately or as a Patrol.
|
||
100. Prisoner
|
||
A prisoner is firmly secured by his Guardian (or Guardians) to a tree in woodland as
|
||
securely as possible within a limited time (say five minutes). The Guardian then moves
|
||
five to ten paces away to as comfortable a spot as he can find to watch over the captive.
|
||
The umpire may well allow a few moments for the latter to express his feelings about the
|
||
uncomfortableness of his position, and the tight constriction of his bonds. After the
|
||
Guardian has revealed the probable fate of the prisoner if his mates do not release him
|
||
within a given period (for he could not hope to unravel the knots perpetrated in the dark),
|
||
silence is imposed. The umpire then releases from hiding, some convenient distance
|
||
away, the prisoner’s friends, one or more at a time; their task is to find their friend and
|
||
release him without detection. The Guardian’s means of slaying intruders can be left to
|
||
choice, though a torch beam hitting the unwary fair and square is probably the best at
|
||
night. Restrict the number of times the Guardian can press the switch. A cracking twig,
|
||
the fall of loosened earth, a swishing branch and even deep breathing can be heard, and
|
||
the critical moments come when the cordage is being loosened. The Guardian should not
|
||
move from his perch and the prisoner should maintain an honest silence. As a point of
|
||
honour the loosened bonds should be neatly coiled and the precincts of the dungeon left
|
||
before the Guardian is made aware of the escape—if that result is attained. Scouts”
|
||
killed” by the torch should return to the base and be given a new place in the queue
|
||
seeking the release of their friend. Not more than three boys should be on the move at
|
||
once. As the Scouts get expert, alter the conditions to make the release more difficult, e.g.
|
||
Page - 42 -
|
||
|
||
--- PAGE 43 ---
|
||
Outdoor Games for Scouts
|
||
work in a more constricted area, and ultimately it can be developed into an inter-Patrol
|
||
game on the lines of a single flag raid with a human flag. Good umpiring is necessary for
|
||
success.
|
||
101. Fire ! Fire!
|
||
Yet another stunt proved useful in war years. The Patrol is put to bed in a rectangle of
|
||
ground marked out by ropes which leave a gap on one side, say 5 feet across. The Scouts
|
||
must be undressed, properly in their beds, and their goods and chattels by them. On the
|
||
signal” Fire ! “or the wailing of an improvised siren, they must dress correctly before
|
||
making for the exit gap, contact with the ropes meaning the roasting of the stumbler. At
|
||
the end of 100 seconds the gap is narrowed by a foot, to represent fallen and burning
|
||
timber, another foot at 150 seconds, and so on, until the laggards are hemmed in with
|
||
blazing walls. This simple game calls for cool thinking and a good memory, especially
|
||
when there is one excitable Scout in the party: he can do a lot of damage!
|
||
102. Gnomes
|
||
The Gnome’s Route calls for more organisation and equipment. The Scouts are placed on
|
||
a knoll which commands a wide expanse of broken country, each Scout or Patrol with
|
||
pencil, map and a torch. The Gnome carries a hurricane lamp and follows a circuitous
|
||
route for a mile or so. He then waves the lamp above his head in a prearranged signal to
|
||
show he has reached the end of the route before putting out the lamp. The watching
|
||
Scouts are expected to plot the route on the map, by no means an easy task when the
|
||
ground is hilly. The game can be varied by chasing the Gnome, who should then be
|
||
permitted to extinguish his lamp from time to time.
|
||
103. Light and Whistle
|
||
One Scout with a torch and whistle is given five minutes’ start from a clearing in a wood
|
||
or coppice. The other Scouts wait for the “Go” signal and set off to capture him. He must
|
||
show his light and blow his whistle at least once every minute. No other Scout may have
|
||
torch or whistle. The captor takes the place of the captured.
|
||
104. Sabotage
|
||
Each of four Patrols was given a duplicated copy of the same map of an area of broken
|
||
country roughly 400 yards each way, containing two very small copses, with a stream
|
||
running through it and a railway viaduct on one boundary; also an envelope containing
|
||
sealed instructions. Within the shaded area on the map was a gear store where they could
|
||
get most things that they wanted (except when Drake Patrol locked the door and pocketed
|
||
the key), and they could ask their Scouters for anything else they wanted (Livingstone
|
||
Patrol eventually asked for a sextant, and got one). The ideal time for the game, from
|
||
start to finish, was found to be one and a half hours (excluding the time taken in digesting
|
||
instructions and in making verbal reports afterwards). These were the instructions given
|
||
to the Patrols:
|
||
Livingstone Patrol
|
||
Page - 43 -
|
||
|
||
--- PAGE 44 ---
|
||
Outdoor Games for Scouts
|
||
Within the area shaded on the map:
|
||
(1) Build a shelter of natural materials large enough to hold two Scouts.
|
||
(2) Observe your latitude by measuring the angle of elevation of the Pole Star.
|
||
(3) If you find anyone making a sundial, destroy it.
|
||
(4) Do not let any other Patrol know what you are doing.
|
||
(5) Be prepared to make verbal report on your activities at 9 p.m.
|
||
Scott Patrol
|
||
Within the area shaded on the map:
|
||
(1) Make on the ground a camp sundial which will enable the Tenderfoot in your
|
||
Patrol to call you to-morrow morning.
|
||
(2) Find the speed of a train travelling along the viaduct.
|
||
(3) If you find anyone lighting a fire, put it out.
|
||
(4) Do not let any other Patrol know what you are doing.
|
||
(5) Be prepared to make a verbal report on your activities at 9 p.m.
|
||
Grenfell Patrol
|
||
Within the area shaded on the map:
|
||
(1) Light a fire at least 10 feet above ground, and devise a method of using it for
|
||
sending morse in any direction of your choosing.
|
||
(2) Find by direct measurement the speed of sound over a distance of at least 400
|
||
yards.
|
||
(3) If you find anyone building a shelter, destroy it.
|
||
(4) Do not let any other Patrol know what you are doing.
|
||
(5) Be prepared to make verbal report on your activities at 9 p.m.
|
||
Drake Patrol
|
||
(1) Herewith are copies of instructions given to the other three Patrols. Do anything
|
||
you can to make them produce inaccurate results, or to make it difficult for them to
|
||
carry out their instructions (both constructive and destructive) without letting them
|
||
know that you are sabotaging them (i.e. very subtly and not by direct assault).
|
||
(2) Be prepared to make a verbal report on your activities, after the reports given by
|
||
the other Patrols at 9 p.m.
|
||
Page - 44 -
|
||
|
||
--- PAGE 45 ---
|
||
Outdoor Games for Scouts
|
||
CHAPTER VI
|
||
All Sorts and Conditions of Games
|
||
Classify as we may, one is always left with an assortment of things that do not fit anywhere or else would
|
||
fit everywhere. There is an attraction about the miscellaneous section and very often the most prized
|
||
things end up in Sundries.”
|
||
The fact that we have not been able to classify these games exactly surely adds point to the claim that
|
||
Scouting is as full of variety as raspberry jam is of pips, and we should never be content merely to follow
|
||
an exact pattern but should always try to be a little different, providing that in the difference is something
|
||
worth while.
|
||
105. Prisoners’ Escape
|
||
The Scouts are prisoners of war planning to escape. They have to build a bridge between
|
||
two trees in the dark at a height of over 10 feet and get everybody across. The whole
|
||
operation has to be done in silence, and therefore careful planning to the last detail has to
|
||
be done in the Headquarters before starting. Select two trees near the road, and if
|
||
anybody passes along the road the whole Troop has to” freeze” until the footsteps die
|
||
away.
|
||
106. Crocodile Creek
|
||
Select four trees close together to represent trees growing in a creek infested with
|
||
crocodiles. The Scouts have to make a bed at least 4 feet from the ground on which two
|
||
Scouts could sleep out of reach of the crocodiles.
|
||
107. Obstacle Cross-country
|
||
The Scouts have to run over a course of 3 miles, in which there are six obstacles to be
|
||
overcome by means of ropes and staves, e.g. a Scout with a broken leg caught in a tree,
|
||
an electrified fence, a Scout caught in the railway line and an express in the distance, a
|
||
homicidal maniac to be overcome and bound, a first-aid casualty, a code to be
|
||
deciphered, etc.
|
||
108. Desert Island
|
||
Select three trees in line 10 yards apart. The first tree is the shore, the second tree the
|
||
bulwarks of a wrecked ship in a creek, and the third tree a hatchway with the decks
|
||
broken in between. The Scouts have to get into the hatchway and back to the shore.
|
||
Choose the distances so that one thick rope supplied is not long enough. The Scouts have
|
||
first to build a jetty into the creek, then make a monkey bridge from the jetty up to the
|
||
bulwarks 10 feet high and get from the bulwarks to the hatchway along a single rope, also
|
||
10 feet high. Boys may walk from one tree to another under a penalty of two minutes to
|
||
represent swimming. This operation takes one and a half hours, done in star-light.
|
||
Page - 45 -
|
||
|
||
--- PAGE 46 ---
|
||
Outdoor Games for Scouts
|
||
109. Far and Near
|
||
Leader while on a walk carries a card with each player’s name (for scoring purposes). He
|
||
reads out a list of objects that he wants noted. Players report as they note these, and best
|
||
total wins. An object once scored by a player cannot be scored again, but another
|
||
example of the same may be scored by the same or any other player, e.g. match, button,
|
||
patch on clothes, broken window, piebald horse, hairpin (latter to count two.)
|
||
110. Dodge Ball
|
||
Three Patrols at least, or three teams of eight. Square about 30 feet across is marked out.
|
||
One team collects in centre. Other two teams line opposite sides of square, one to each
|
||
side. Object is to kill by hitting with ball. Ball is first thrown to centre team. One of them
|
||
tries to hit one of other two teams who can dodge anywhere outside the square. A catch is
|
||
not a hit. Whoever gets ball then tries to hit one of centre team; the two outer teams are
|
||
thus attacking centre team, which attacks both other teams. To prevent falling out of
|
||
players, Scouter can keep score of hits. When player is hit, ball is thrown out to Scouter
|
||
who throws it to centre team.
|
||
111. Cossack Relay
|
||
Half of each Patrol is mounted, pick-a-back, on the other half. A scarf, or other easily
|
||
grasped article, is placed half-way down the course, and is surrounded by a chalk circle.
|
||
The rider must pick up the object on the outward journey and replace it in the circle on
|
||
the return trip. This is played as an inter-Patrol relay.
|
||
112. Motor-tyre Games
|
||
(1) Used as hoops. Bowling with one hand over straight or crooked course.
|
||
(2) Relay. Tyre for each team in front. Run to tyre, scramble through, and back to
|
||
place to set off next man.
|
||
(3) Short stake in front of each team 4—5 yards away; try to ring the peg three times.
|
||
Variation.—As many throws as necessary but not consecutively. Distance of pegs needs
|
||
adjusting to size of boys.
|
||
(4) Short stake in front of each team, greater distance than in (3). Object is to roll
|
||
tyre with one motion towards peg so that when it falls flat it rings peg. Scores: three for
|
||
ringing peg, two if tyre rests on peg, one if tyre touches peg when flat on ground.
|
||
(5) Used as stepping-stones with second man to move them alternately round course.
|
||
Start again if foot outside tyre. Second then covers course with third moving tyres.
|
||
(6) Two teams of almost any number. Tyre used as ball. Goal scored when tyre
|
||
touches wall or log, etc.
|
||
(7) Relay. Teams in file. At good distance in front, tyre is held vertically, resting on
|
||
ground, by A.S.M. or last man. Every member of team runs up and scrambles through
|
||
tyre in turn.
|
||
Page - 46 -
|
||
|
||
--- PAGE 47 ---
|
||
Outdoor Games for Scouts
|
||
113. Burn the String
|
||
A cord is stretched about 18 inches off ground. Each Patrol has to collect fuel, light a fire,
|
||
and burn through the cord. First to do so wins, but points should be given for organisation
|
||
of the job.
|
||
114. Blindfold Compass Game
|
||
The ideal “pitch” is a soccer ground, though a smaller area would do equally well. In the
|
||
circle stand the P.L.s; each Patrol goes to one of the corners of the field, all Scouts being
|
||
blindfolded, but not the P.L.s. The object of the game is to guide the Scouts from their
|
||
corner to the opposite one, the only directions allowed being compass directions. The
|
||
Patrol wins which first gets all its men at the opposite corner. If a Scout steps over the
|
||
circle he is disqualified, and the P.L. is not allowed out of his circle.
|
||
115. Ships in a Fog
|
||
Each Patrol is blindfold in single file with hands on each other’s shoulders at some
|
||
distance from their leader, who is not blind. Leader, by giving compass directions, tries to
|
||
pilot his ship through a given harbour-mouth formed, e.g. by two trees. First team
|
||
through wins.
|
||
Leader may not address his team by name but must rely on previously arranged sound or
|
||
code signals.
|
||
116. Torch Target
|
||
The Troop is drawn up in line at one end of an open field. The A.S.M. (or T.L.) shines a
|
||
torch from a given spot for thirty seconds or a minute. Each Scout is then asked to give
|
||
his estimate of the distance of the torch, and the estimations are recorded. Each Patrol
|
||
then confers, and gives a collective estimation. Points are awarded on a target basis (i.e.
|
||
five points for within 5 yards, four points for within 10 yards) and the average of the total
|
||
score for each Patrol is added to points gained for the collective estimation. The correct
|
||
distance should, of course, be announced and the torch put on again.
|
||
117. Ill-fated Camp
|
||
Teams are sent in turn to a camp which they find in a state of wild disorder after an
|
||
attack. There is a corpse, a man labelled “Broken left thigh,” tracks leading to another
|
||
labelled “Severe bleeding from right wrist,” and the tracks of possible assailants. Teams
|
||
then act as they think best.
|
||
118. Jungle Escape Day
|
||
This is suitable for a half or whole day expeditions. Two or more Patrols are each
|
||
assigned an area of woodland in which permission has been obtained to light fires and to
|
||
cut specific brushwood. Each Patrol is issued with an instruction sheet giving the story of
|
||
Page - 47 -
|
||
|
||
--- PAGE 48 ---
|
||
Outdoor Games for Scouts
|
||
an airman’s or a sailor’s return to safety after bailing out over, or being cast up on, the
|
||
shore of jungle country. They are reminded that since fellows who have been Scouts
|
||
ought to be pretty good at this sort of thing, here is the very opportunity they need to
|
||
practise. They will want to provide for themselves shelter, warmth, food, and defence, so
|
||
points will be given for the following: a two-man shelter from natural materials, cooking
|
||
fire—several designs given, set of casts of animal tracks, collecting of six leaves— each
|
||
local tree is given a tropical food plant equivalent, well-cooked twist, and a map of their
|
||
portion of the island showing scale and north points. More jobs could be included for
|
||
larger Patrols. Instructions are issued to P.L.s well in advance so that they can make
|
||
preparations. This admittedly removes much of the surprise element but is very necessary
|
||
if the event is being tried for the first time. You will find there is still plenty of room for
|
||
surprises. Scouts can be passed for badges if they complete on their own a job which
|
||
forms an actual test.
|
||
119. Convoy Interception
|
||
This involves a more elaborate organisation and is especially suitable for Senior Scouts,
|
||
though it can be run successfully as a joint affair between Senior and Junior sections of a
|
||
Sea Scout Troop.
|
||
The convoy, consisting of a coxswain with a compass and a signaller, sets off on a given
|
||
course at a set time from one point A, and the intercepting vessel with a similar crew sets
|
||
off at the same time from point B. Compass bearings of each vessel are taken by
|
||
observers at A and B at fixed times and passed by signal, with those times, to signal posts
|
||
at H.Q., which should be between A and B. From these posts they are taken by runners to
|
||
two plotters, who lay them off on a table by means of two arms pivoted at the centre of
|
||
compass roses. The compass roses are fixed to the table at points corresponding to the
|
||
observation posts A and B, so that by laying off the bearing of a vessel from each post its
|
||
actual position can be marked on the table. A convoy controller and an interception
|
||
controller note these positions, judge the courses being steered, and send out course
|
||
alterations to their vessels by a second set of runners and signallers, the aim of the
|
||
interception controller being to make contact between the vessels, and of the other
|
||
controller to avoid it. The game is best played on a large tract of sand or marsh if the
|
||
ships are represented by parties on foot, but it can of course be played afloat if the
|
||
conditions apply. Capture in each case is by throwing a 30-foot life-line to touch any of
|
||
the other crew, but coxswains must be briefed to steer only the courses signalled, unless
|
||
these are taking them into real danger. Once again the need for preliminary explanations
|
||
reduces the surprise element, but this still crops up.
|
||
120. Obstacle Expedition
|
||
This would be best for a Saturday afternoon. Obstacles arranged must depend on local
|
||
conditions, but each Patrol starts at a different obstacle at the same time and makes a
|
||
circular tour. You must, therefore, have someone in charge of each obstacle to explain the
|
||
problem and to mark the Patrol efforts but NOT to interfere with the P.L.’s leadership.
|
||
You must see that the obstacles are out of sight of one another, and it’s as well to blow a
|
||
whistle every twenty minutes when each Patrol must move on to the next obstacle. Have
|
||
a pow-wow afterwards, each “judge” giving his criticisms, in a helpful way. A mock
|
||
presentation might end the game, and the whole gang proceed to your H.Q. for a Troop
|
||
tea.
|
||
Page - 48 -
|
||
|
||
--- PAGE 49 ---
|
||
Outdoor Games for Scouts
|
||
These obstacles ought to be well within most Troops’ powers of organisation:
|
||
Rescue one of Patrol who has climbed a tree, been seized with vertigo and
|
||
become “stuck.”
|
||
Patrol to get across 6-feet high electric cable, to touch which means death.
|
||
A fifteen-foot stream is marked out. On one side is an important “despatch” and
|
||
the Patrol have to get it across to their side. The “stream” is unswimmable.
|
||
Half of Patrol make a bow and arrow and aim at a target: the other half make a
|
||
rat-trap and demonstrate it.
|
||
Patrol blindfold to follow by touch a cord about 4 feet from ground; it should be
|
||
arranged to go across a ditch or two, round trees, and through bushes and
|
||
bracken. Patrol not finishing trail, which should be time-tested previously, lose
|
||
points, other points given for leadership.
|
||
121. Semaphore Search
|
||
This is an outdoor game to be played in a defined area of about half-mile radius. It is in
|
||
effect a form of Kim’s Game but includes also practice in signalling and in recognition of
|
||
plants, trees, etc. It also calls for some organisation on the part of the P.L. and should be
|
||
run as an inter-Patrol competition.
|
||
If the area is not very well known to the Scouts the ordinary features of its vegetation
|
||
may be used as objects to be observed; if it is a very familiar place it may be necessary to
|
||
“plant” some objects—e.g. a clump of rhododendron leaves may be tied to the bough of
|
||
an ash tree, or a bunch of willow-herb (or some other colourful flower) may be stuck
|
||
through the ivy which twines round the elm. The Scouter will have a list of the things that
|
||
he wants the Scouts to observe, and it need not contain more than ten to twelve objects; it
|
||
should include the rarer features of the flora and fauna of the district.
|
||
As the first step the Scouts will be turned loose in the area (under P.L.s) and told to
|
||
observe all they can in fifteen minutes, but not to collect specimens. At the end of this
|
||
period the Scouter (or some expert signaller—perhaps this is a job for the T.L.) will start
|
||
signalling messages with flags from some prominent place on the edge of the area. The
|
||
messages will be form sentences in the of short each asking for one object to be brought
|
||
to one of the Scouters—e.g. “Take the seed of an elm tree to A.S.M.” “Pluck a
|
||
rhododendron leaf from an ash tree and take it to Skip,” etc. Each message should be
|
||
signalled twice, at a good speed the first time and then immediately afterwards at a much
|
||
slower rate. The first Patrol to get the right object to the right Scouter is, of course,
|
||
suitably rewarded with points for the Patrol competition. The signalling should go on
|
||
continuously, one message following another without interval. Thus the P.L. will have to
|
||
keep one or two Scouts reading and send others off to find specimens as occasion
|
||
demands
|
||
It may add a little amusement to include some moving object (e.g. a butterfly or a dog) in
|
||
the things required. Or, if you feel very vicious, ask for a hair of your A.S.M.’s
|
||
moustache.
|
||
The incentive to read a message signalled at a fast speed is very valuable, all the more so
|
||
as most people find it harder to read than to send. Stress should be laid on the need for
|
||
careful observation in the first fifteen minutes and good organisation throughout, and
|
||
objects should be chosen which will test observation.
|
||
Page - 49 -
|
||
|
||
--- PAGE 50 ---
|
||
Outdoor Games for Scouts
|
||
122. Scoops
|
||
Immediately after Flag and Inspection and the usual preliminaries, give each Patrol
|
||
Leader a large double sheet of cartridge paper (about the size, say, of a Daily Herald) and
|
||
tell them to produce a Patrol newspaper. The P.L. must appoint an Editor, maybe himself,
|
||
and the others become reporters. Certain features could be suggested, e.g. interviews with
|
||
the Police Station Sergeant, an Engine Driver, the Mayor, etc., hot news, cartoons, and so
|
||
on.
|
||
123. Polar Expedition
|
||
Play when the temperature is below zero. The Patrols have to get over a crevasse, build a
|
||
rope ladder up a tree, throw a rope to another tree, pull it back with their staves sheer-
|
||
lashed together, cross the rope by the dead man’s crawl and go down the next tree by
|
||
means of another rope ladder. Then give each Scout a word. He has to run a quarter of a
|
||
mile and report the word to the Troop Leader who has to put the words together in the
|
||
right order to make a message.
|
||
124. The Lunatic
|
||
As soon as inspection is over give the following note to the Troop Leader:
|
||
POLICE MESSAGE
|
||
to: 20th Senior Scouts
|
||
from: Chief Constable
|
||
“Raschid Au, a dangerous Indian lunatic, escaped to-day from the County Mental
|
||
Hospital. He was seen entering the School Playing Field five minutes ago. He is dressed
|
||
only in a loin cloth. He speaks no English. He may break out in diabolical laughter and
|
||
betray his whereabouts. He is a homicidal maniac, and very dangerous. Please assist in
|
||
his capture.”
|
||
Previously plan for the biggest Senior Scout to strip to his gym shorts, and give the rest of
|
||
the Troop a run for their money in the dark.
|
||
125. Contests
|
||
For a quick fire Patrol competition try this:
|
||
Each Patrol is required to produce a lobstick and a ten rung rope ladder, with which they
|
||
must scale a tree without touching the trunk. The lobstick consists of a crutch of thorn
|
||
with a stone securely lashed in the fork and a light line secured to the haft by means of a
|
||
rolling-hitch. The only point to watch in the construction of the rope-ladders is that the
|
||
marline-spike hitches are right way up.
|
||
“Anchorage Tug” will keep the Troop happy for half an hour or so on a fine June
|
||
evening. For this you require a patch of turf surrounding a convenient tree or post. At the
|
||
signal each Patrol sets up a three-two-one hold fast in clock-wise fashion round the tree,
|
||
to which a purchase is secured by means of a rope strop. When the anchorages are
|
||
installed (speed is not the object), the strain is applied to each in turn and all hands,
|
||
Page - 50 -
|