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2388 lines
123 KiB
Plaintext
2388 lines
123 KiB
Plaintext
SOURCE: /mnt/d/GoogleDrive/Cercetasi/carti-camp-jocuri/gamesscouts.pdf
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CONVERTED: 2025-01-11
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==================================================
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--- PAGE 1 ---
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Games For Scouts
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Publication approved by The Boy Scouts Association
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Games for Scouts
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Games Teaching Tests: Indoor and Camp Fire Games
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Outdoor and Camp Games
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BY
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A. W. N. MACKENZIE
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GLASGOW
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BROWN, SON & FERGUSON, LIMITED
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52 DARNLEY STEEET
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First Edition - - 1929
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Third Edition - 1955
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Reprinted - - 1962
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BROWN, SON & FERGUSON, LTD., GLASGOW, S.I
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Printed and Made in Great Britain
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Downloaded from:
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“The Dump” at Scoutscan.com
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http://www.thedump.scoutscan.com/
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Editor’s Note:
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The reader is reminded that these texts have been written a long time ago. Consequently, they may use some
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terms or express sentiments which were current at the time, regardless of what we may think of them at the beginning
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of the 21st century. For reasons of historical accuracy they have been preserved in their original form.
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If you find them offensive, we ask you to please delete this file from your system.
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This and other traditional Scouting texts may be downloaded from The Dump.
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Page 1
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--- PAGE 2 ---
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Games For Scouts
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FOREWORD
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THIS—
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OR
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—THIS
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INDEX.
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PART I.
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GAMES TEACHING TESTS.
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NOTE:—New matter added in this Edition is marked with an *
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Scout Law Game (for 11 players)
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(for 21 players)
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Scout Law Yarn
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Knotting Relay Race
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Blindfold Knotting Relay Race
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“Man Overboard”
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“Man Overboard” (Second Version)
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*Roping the Donkey
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Shank Tug
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•Knot Pairs
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Stretcher Team Race
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Fireman’s Lift Race
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“Broken Bones” Race
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The Problem of the Wounded Scouts
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*The Dilemma
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Signalling Game
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Kim’s Game (by Patrols)
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*What’s in the Picture?
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Headquarters
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Seeing What You See
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Page 2
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--- PAGE 3 ---
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Games For Scouts
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“Observation
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Whose Hand?
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Who Has Moved?
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Errors in Uniform
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Description of Stranger
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* Kim’s Memory
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Scout Pace
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Scout Pace Relay Race
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North, South, East and West
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Eight Point Compass Game
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Sixteen Point Compass Game
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*Dutch Compass Game
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Emergencies
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Weights and Measures
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Sniff and Say
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*Noises in the Jungle
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Feeling the Bags
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PART II.
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OUTDOOR AND CAMP GAMES.
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Ammunition Dump
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Ankle Toss
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Backwards Team Race
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*Bobby
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Bucket Cricket
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“Cargo Boats arid Cruisers
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Catch the Train Race
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*Chariot Race
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Chinese Tennis
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Crab Race
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Dispatch Bearer
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Distance Judging (Blindfold)
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*Escaped Convict
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*Flag Football
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Flower Code Game
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*Forgotten Knife
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Four-Legged Race
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*Fugitive
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*Glory of Africa
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Hat Ball
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*Holy Trees of the Incas
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“Hostile Raiders
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Indians and Settlers
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Joining Camps
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Leap Frog Relay Race
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Location by Sound
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Observation Race
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Opposite Numbers
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Over the Hill
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Passball Match
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Potato Pairs
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*Puddock
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Rival Dispatch Bearers
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Rodeo
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Search for Prince Charlie
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Searching Jfor Fugitives
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*Ships in a Fog
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Sleeping Pirate
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Spot the Colours
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*Spy Hunt
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Staff Relay Race
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*Staff Relay Race (Jump)
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Page 3
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--- PAGE 4 ---
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Games For Scouts
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*Staff Relay Race (Obstacle)
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Stagger Relay Race
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*Stalking and Reporting
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Stalking Contest
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Stoolball
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Tent Pegging (Blindfold)
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Tracking Irons
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Treasure Hunts
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What Have You Seen?
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Which Whistle?
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*Whiffle-Poof, About the
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Whistling Relay Race
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PART III.
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INDOOR AND CAMP FIRE GAMES.
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*Advertisements
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*Ask Your P.L
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Bean Bag Relay Race
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Blindfold Obstacle Race
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Blind Old Man
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*Blow It Out
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Blunderfoot
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Boy’s Name, Girl’s Name
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Buzz
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Bye!
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Carthorses
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Caught Napping
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*Celebrities
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Clock Tick
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Codes, About Secret
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Courier
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Courier Relay Race
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Court of Buns and Coffee
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Cross Courier
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Crows and Cranes
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Crows, Cranes and Crabs
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Deer and the Stalker
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*Dick Turpin’s Ride
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Draw a Face as I Do
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Dick Turpin’s Ride (Second Version)
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Earth, Air and Water
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*Earth, Air, Water, Fire
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Giants and Dwarfs
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Giant Sneeze
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Goal
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“Goodness Nose” Race
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*Grasshopper
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Hoop Relay Race
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Indoor Obstacle Match
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Irish Schoolmaster
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I’ve Been to Paris
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*Jam Jars
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*John, Jack, Jim and Joe
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Joywheel
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Ladders
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*Little Drops of Water
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Man Who Lost His Memory
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Message Passing Relay Race
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More Haste, Less Speed
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My P.L. Went to Camp
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Musical Bumps
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Nose-Rings
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Page 4
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--- PAGE 5 ---
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Games For Scouts
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Oblique Courier
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*Pandemonium
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Pass Faster
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Passing Clothes Pins
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Pass Penny
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*Pat and His Pig
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*Plus and Minus
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Potato Spoon Relay Race
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*Precipice
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Problem Pictures
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Questionnaire
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Quicksight
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Rapid Questions
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*Restaurants
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*Round the Course
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Sculptor
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Ship’s Alphabet
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Snatch Hat
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*Snatch Hat (Further Method)
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Soccer Relay Race
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Spelling Bee
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Spies
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*Stone Age Football
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Tails
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*Thread the Needle
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Unedited Manuscript
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Weavers’ Relay Race
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What Is It?
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*What Would You Do?
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Wheel Spokes
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Whiz Buzz
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Who are you Pushing?
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Zig-Zag Pass Faster
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Zig-Zag Relay Race
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PART I.
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Games Teaching Tests
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GAMES TEACHING TESTS.
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Scout Law Games.
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For 11 Players. – Ten Scouts are drawn up in two ranks
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of 5 each, in Indian file. The front players of each file are given
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the numbers of two Scout Laws, say A the 3rd and 7th; the
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second players other two, say the 5th and 8th, and so on until all
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the Laws have been allotted and each player has been given two.
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The players fall in in a circle in any order with a further
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Scout in the centre who is “IT.” When ready the Umpire shouts
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out a word or phrase indicating a certain Law. Thus he might
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say “Thrift” for the 9th, or “Tin can-dog’s tail” for the 6th. The two Scouts who have been
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given the Law indicated must immediately attempt to change places while “IT” tries to get
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into one of the vacated places.
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Page 5
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--- PAGE 6 ---
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Games For Scouts
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If a player in the circle fails he becomes “IT” and “IT” takes his numbers. If one of
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the two players does not recognise his Law he becomes “IT” and “IT” takes his place and
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numbers. If “IT” fails the Umpire shouts another word or phrase.
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For 21 Players. – Twenty Scouts are drawn up in four ranks of 5 each in Indian file.
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They are given two Laws each as in the preceding game, and then fall in in a circle in any order
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with “IT” in the centre.
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The four Scouts given the indicated Law attempt to change places while “IT”
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tries to secure one of the vacated places. If a player in the circle fails he becomes “IT” and
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“IT” takes his numbers. If a player does not recognise his Law he becomes “IT” and “IT”
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takes his place and numbers. If “IT” fails the Umpire shouts another word or phrase.
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Scout Law Yarn (for teams of 5). – Teams are drawn up in Indian file two paces apart.
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The front players of each file are given the numbers of two Scout Laws, say 3rd and 7th; the
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second players other two, say 5th and 8th, and so on. The Umpire then commences telling a
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story, each sentence of which illustrates a Scout Law. At the conclusion of each sentence the
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first Scout to recognise the Law illustrated as being one of the two assigned to him takes one step
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smartly to the right and, if correct, counts one mark to his team.
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Sample Story. –
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“To-night, on my way to Headquarters, a boy waiting for a tram amused himself by
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attaching a tin can to a dog’s tail.”
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“He also displayed particular interest in watching the efforts of a boy trying to push a
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heavy barrow up the hill.”
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“When his tram came along it was very full, so he pushed an old lady aside and
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scrambled on board.”
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“The conductor found a shilling on the floor. The boy said it was his. It wasn’t.”
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“He had been a member of his school team, but had lost his place through not
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obeying his Captain’s instructions.”
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“So he went to the match the next Saturday and backed the other fellows.”
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“He was very nasty to the boy next to him in school because his father was only a
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tradesman.”
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“His own father was wealthy so he simply chucked his money about.”
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“Although he despised the poverty of the next boy he did not hesitate to copy from his
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exercise book when he got the chance.”
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“He was caught at this by his teacher and was given a good hiding, which he took like a
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man.” Etc., etc.
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Scout Law Yarn (for full Patrols). – The above game can also be played by full
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Patrols, Nos. 1 (the P.L.’s) and Nos. 8 (the Seconds) being allotted two Laws each and
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the remainder one each. It is thus simplified and can be made an inter-Patrol competition.
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Knotting Games.
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Knotting Relay Race. – Teams of five drawn up in line. Nos. 1, 2, and 3 of each team
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have each a piece of rope. On the word “Go” No. 1 ties a
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bowline on his rope and passes it to No. 2; who joins it to
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his own rope with a reef and passes it to No. 3; who joins
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the ropes with a sheetbend and passes it to No. 4; who ties a
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sheepshank and passes it to No. 5; who ties a clove-hitch
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round a pillar.
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When No. 5 has tied his clove-hitch he shouts
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“Right.” The Umpire notes the order in which the teams
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finish. After a player shouts “Right” nothing further may
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Page 6
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--- PAGE 7 ---
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Games For Scouts
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be done to the rope. The team which finishes first with all the knots correctly tied wins.
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Blindfold Knotting Relay Race. – After the players have become proficient in the
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preceding game they should compete blindfolded.
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“Man Overboard.” – This and the knotting games following it are examples of how
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interesting a simple Scouting practice, such as the tying of a knot,
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can be made by the aid of a game or contest.
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A chalk line is drawn on the floor near one end of the
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clubroom. This represents the edge of the deck of a ship. It is
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imagined that there is a wreck at the other end of the clubroom, and a
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“brave sailor” jumps overboard with the end of a coil of rope and
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attempts to swim to the wreck.
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The “Captain” (Scouter) notices, however, that the coil of rope is not going to be long
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enough, so he calls to a “deck hand” (the competing Scout) for more rope.
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The “deck hand” has to pick up another coil and join it to the end of the rope which is
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attached to “the brave sailor” before it is pulled overboard. He may not, of course, step over the
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edge of the deck to do so, and the “brave sailor” must move forward steadily all the time.
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A sheetbend is the best knot, and the Scouts who succeed score one point for their
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Patrols.
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NOTE. – It is a good plan for the “Captain” to tie a piece of white tape on the first
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coil of rope at a certain distance from the end, and when the tape crosses the edge of the deck he
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then calls for more rope. This ensures that every competitor will have an equal chance.
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“Man Overboard” (second version). – This is the same as the preceding game excepting
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that on the words “More rope” the “deck hand” fixes the rope attached to the “brave
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sailor” to an article or pillar on the deck by means of a clove-hitch preparatory to his tying
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the sheetbend.
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Roping the Donkey. – Seven players from each competing Patrol are drawn tip in Indian
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file each player holding a short piece of rope. In front of each team is a player from another
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Patrol who is the “donkey” for that team.
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On the word “Go” No. 1 hands his rope
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to No. 2 who ties the two ropes together with a reef
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knot. The rope is handed back to each player
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in turn who attaches his rope with a reef knot.
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When this has been done No. 7, carrying
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the rope, gives chase to the “donkey,” who hops on
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one leg in his efforts to delay capture, which is indicated by “tagging.” No. 7 then ties the
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rope by a sheetbend to the “donkey’s” neckerchief and leads him to No. 1, who ties him to a
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form or table leg with a clove-hitch.
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Once the “donkey” has been captured by No. 7 he does not struggle.
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The Patrol to finish first, with all knots correctly tied, wins.
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Shank Tug. – Two Scouts compete against each other. A sound piece of rope is
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required. The players have a tug-of-war and at the same time each endeavours to tie a
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sheepshank at his own end of the rope. The first to succeed wins.
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NOTE. – It will only be possible to tie the knot in somewhat after the following
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manner. Pull with the left hand. With the right hand pick up a bight of the rope in the slack
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behind the left hand. This is brought forward and held just in front of the left hand on the rope
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which is under strain. The left hand then quickly turns a second bight over the first, and
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Page 7
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--- PAGE 8 ---
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Games For Scouts
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one end of the knot is made. The player then slips his left hand over the three strands of the
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knot and turns his back to his opponent. It will not now be found difficult to finish off the other
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end of the knot. This is not easy to describe, but an experienced “knotter” should have no
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difficulty in following the movements.
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Knot Pairs. – Two players from each Patrol compete, each player holding a length of
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rope in the right (or left) hand. The other hand is placed behind the back and may not be used.
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On the word “Go” each pair of players tie the required knot using one hand only each.
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The first pair to finish, with the knot correctly tied, score a point to their Patrol and
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another lot of pairs come forward to tie another (or the same) knot on the word “Go.”
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First Aid Games.
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Stretcher Team Race. – For teams of three. Two members of each team stand at the starting
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line each wearing an overcoat and carrying a scout staff.
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The third players (or patients) are drawn up, say, 50
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yards away. On the word “Go” the players of each team
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at the starting line race to their patients, improvise a
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reliable stretcher from the two staves and overcoats, and
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load their patient on the stretcher.
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Fireman’s Lift Race. – For teams of two. The
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stronger member of each team stands at the starting
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line and the second (or patient) 20 yards from the finishing line. On the word “Go” each
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competitor at the starting line races to his patient, loads him with the correct Fireman’s Lift
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and carries him to the finishing line.
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“Broken Bones” Race. – For teams of 5. Four members of each team stand at the starting
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line equipped with a stretcher and triangular bandages. The fifth player (the patient) is at the
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far end of the course. On the word “Go” each stretcher team races to its patient, ascertains
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the nature of his injury (which is written on a label attached to the patient), treats him and
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conveys him back to the starting line. The team which returns first with the injury properly
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treated wins.
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NOTE. – The label should read: – “Broken collar bone; patient conscious.”
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The team which realises that it is unnecessary to load a patient on a stretcher who is
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suffering from a broken collar bone and consequently walks its patient back should win
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easily.
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The Problem of the Wounded Scouts. – Patrols are out of camp on some activity and
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are told that when they return to camp they are to act as they think best.
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Patrols return to camp at intervals of, say, 15-20 minutes. They find the camp
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disordered and evident signs of a struggle.
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Filling the foreground there is a Scout labelled: – “Shot through the
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periphery . . . dead.”
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In not quite such an easily noticed position is another labelled: –
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“Broken left leg . . . unconscious.”
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Some distance off and well hidden (but with a spoor leading to him) is
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another labelled: – “Bleeding to death . . . wound in palm of left hand.”
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At the camp fire there are three mugs (the clue to the third Scout).
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Page 8
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--- PAGE 9 ---
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Games For Scouts
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Marks awarded for: – Patrols who put out a watch to prevent further attack. Patrols
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who realise that there is a third Scout – find and treat him. Patrols who treat broken leg on
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the spot and carry patient into a tent afterwards.
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Minus marks awarded for: – Patrols who fuss round dead Scout and prepare to bury
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him or who send for the doctor. Patrols who carry Scout with broken leg before setting the
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limb or who tie granny knots on the wrong leg or who administer artificial respiration. Patrols
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who fail to realise that there is a third Scout.
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The Dilemma. – An open-air First-aid and Tracking game.
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For teams of 5.
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The standard of diagnosis, treatment and transport as well as the time occupied should
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be taken into account in assessing the marks scored.
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The Umpire takes away two members of the first team, both blindfolded.
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(Wooded country is best.)
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After reaching his destination the patient’s bandage is removed and he is
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labelled as to his injuries.
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Then the other player’s bandage is removed; he diagnoses the patient’s
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injuries, starts in search of the remainder of his team who return with him to the
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patient, who is treated and conveyed to a point, indicated by the Umpire, near the starting point.
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The next team then go through the same ordeal and so on until all have competed.
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Signalling Game.
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Teams of equal numbers are seated on the floor in two rows in Indian
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file facing the Umpire, who stands at one end of the room. At the
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Umpire’s end of each line two small circles are drawn close together and in
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each circle is an Indian club (or bottle) standing on end.
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Beginning with the player of each team nearest the circles they are
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allotted a letter of the alphabet each; the first “A,” the second “B,” and
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so on, (When there are 13 players, or less, in either team, they may be
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allotted two letters each.) The Umpire signals any letter. The player on
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each side who has been given that letter must immediately rise, sprint to his
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circles, reverse the positions of the Indian clubs (or bottles) and resume his
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seat in his original position.
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The player who completes the course first counts one point to his
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side. A point cannot be scored by a player if a club falls down or is not placed wholly within a
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circle.
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After inspecting the circles the Umpire signals another letter and so on. The team
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scoring the highest total of points wins.
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||
Variations of Kim’s Games.
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||
Kim’s Game by Patrols. – A table is prepared with a large assortment of small articles
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||
on it. No article should be duplicated. Each Patrol in turn is allowed two minutes to examine the
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||
exhibits on the table during which time the other competing Patrols are
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||
allowed to make as much uproar as they choose but must not touch the
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Patrol who are looking at the articles on the table.
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||
When all of the Patrols have examined the articles they are
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given five minutes for the Patrol Leaders to write down their lists.
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||
Patrol Leaders will use their discretion as to whether they will, or will
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||
Page 9
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||
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||
--- PAGE 10 ---
|
||
Games For Scouts
|
||
not, accept the articles suggested by Scouts in their Patrols.
|
||
One mark is allowed for each correct item and one is deducted for each imaginary
|
||
one. The Patrol scoring the most marks wins.
|
||
What’s in the Picture? – Cut a picture from any newspaper or magazine
|
||
and paste it on strong white paper or cardboard.
|
||
The picture should have a considerable amount of detail in it.
|
||
Hand the picture to each Patrol in turn giving them 30 seconds per
|
||
Patrol to scrutinise it.
|
||
Then set a number of questions to test the observation and memory
|
||
powers of the Patrols; each P.L. to submit his Patrol’s majority view on each
|
||
question in writing.
|
||
The sample picture given is purposely of a simple nature and is taken from the
|
||
Boy’s Own Paper.
|
||
The Patrol giving the most correct series of answers wins.
|
||
Suitable questions for the picture given might be: –
|
||
1. What is the Artist’s name?
|
||
2. How many boys are sitting up in bed?
|
||
3. Is the man wearing boots or shoes?
|
||
4. How many bed-knobs are visible?
|
||
5. What is lying on the floor?
|
||
6. How many hands are visible?
|
||
7. Is the man wearing a collar?
|
||
8. What is he holding in his right hand?
|
||
9. Is the man’s right or left hand the higher?
|
||
10. How many people are there in the picture?
|
||
Headquarters. – Patrols are allowed two minutes to make a mental photograph of the
|
||
clubroom and its contents. They then go outside and the Umpire makes a few
|
||
alterations, such as opening a closed window, exchanging positions of wall charts,
|
||
altering time of clock, etc., etc.
|
||
Patrols are then recalled and are given five minutes to decide on what
|
||
the alterations are. Scouts report anything noticed to their own Patrol Leaders and
|
||
not to the Umpire. Patrol Leaders report in turn to the Umpire, when called on,
|
||
and indicate what they think the alterations are.
|
||
One point is allowed for each correct item and two are deducted for each
|
||
imaginary one. Patrol Leaders will use their discretion as to what alterations
|
||
Page 10
|
||
|
||
--- PAGE 11 ---
|
||
Games For Scouts
|
||
suggested they will intimate to the Umpire.
|
||
Seeing what you see. – Two simple articles, say a pencil and a box of matches, are
|
||
placed on a table. Patrols are allowed one minute each to examine and
|
||
freely handle the articles. The Patrol Leader presenting the most
|
||
accurate and full description of the articles wins.
|
||
For example, a Patrol Leader saying “A green pencil and a box of
|
||
Swan Vestas” would lose to one who said “A green unpointed copying ink
|
||
pencil, about 9 inches long, made by Messrs. George Rowney & Co., and a box
|
||
of Swan Vestas, manufactured by Messrs. Byrant & May, containing 24
|
||
unused matches.”
|
||
Observation. – You have often seen a penny postage stamp, haven’t you?
|
||
Can you describe such a stamp accurately?
|
||
Get a piece of paper and a pencil and write down all the details you can
|
||
remember.
|
||
When you have done this, (and you will be surprised how little you do
|
||
remember), get another sheet of paper and a penny stamp.
|
||
Make another list of the details with the stamp before you. Look at it
|
||
closely. Make sure that you have missed nothing.
|
||
Now compare your two lists and you will see the difference between seeing things and
|
||
observing them.
|
||
Try this game out with other articles such as a penny, a pen-knife, a postal order,
|
||
etc.
|
||
Whose Hand? – Equal numbers of Patrols are formed up on opposite sides of the room.
|
||
One side is allowed a minute to memorise the hands of the other side and these are allowed a
|
||
minute to memorise the hands of the first side. One side then goes
|
||
behind a curtain and a certain number of hands are put through.
|
||
The remainder, by Patrols, decide as to the ownership of the
|
||
hands exhibited.
|
||
The sides then change over and the same number of
|
||
hands are put through the curtain and the Patrols outside the
|
||
curtain decide as to whose hands they are. The Patrol with
|
||
the most correct wins.
|
||
This game can also be played as “Whose feet?”
|
||
“Whosenose?” “Whose shadow?” “Whosevoice?”
|
||
Who Has Moved? – For four Patrols. Two Patrols are
|
||
seated in a circle and the other two Patrols are given a few
|
||
seconds to note the positions of the players. The Patrols who are not seated are then taken out of
|
||
the room. Not more than six, but not necessarily any, of the seated players
|
||
change places.
|
||
The two Patrols then re-enter the room and are given a minute for each
|
||
Patrol Leader to report, quietly, to the Umpire what the changes are. The teams
|
||
then change places and, after seeing the positions of the seated players, the Patrols
|
||
which previously were seated leave the room and return to ascertain and report
|
||
the changes. One mark is allowed for each correct item and two are
|
||
deducted for each imaginary one. The Patrol with the most marks wins.
|
||
Errors in Uniform. – An officer appears in the clubroom with definite errors
|
||
in uniform. No reference whatever is made to these inaccuracies.
|
||
Page 11
|
||
|
||
--- PAGE 12 ---
|
||
Games For Scouts
|
||
After a reasonable interval the Officer leaves the room and the Patrols are informed that
|
||
the Officer concerned had certain errors in uniform and are given five minutes to consult by
|
||
Patrols as to what the errors were. (Patrol Leaders need not accept all suggestions submitted
|
||
by Scouts.) Patrol Leaders report in turn. One mark allowed for each correct item and two marks
|
||
deducted for each imaginary one.
|
||
Description of Stranger. – A stranger enters the clubroom ostensibly to see one of the
|
||
Officers or, preferably (so that all will have a definite opportunity of seeing him), to give >a short
|
||
item of instruction. Soon afterwards the stranger leaves and then each Patrol is given a sheet
|
||
of paper to fill up, in five minutes, the following particulars:—
|
||
Approximate age; height; build; colour of eyes; colour of hair; colour of moustache;
|
||
colour of suit; colour of tie; colour of shoes; colour of sox; any other points noticed.
|
||
The sheets are handed in, the stranger returns and the descriptions are compared
|
||
with the genuine article. The most accurate and full description wins.
|
||
Kim’s Memory. – Each competing Patrol is provided with a pencil and sheet of paper.
|
||
The Umpire has prepared a list of 25 words beginning with the same
|
||
letter, which he reads over twice. Each Patrol then writes down on its
|
||
sheet as many of the words as it can remember.
|
||
It is well to use short words and, if possible, all of a Scouting nature.
|
||
A point is scored for each correct word and a point is deducted for
|
||
each imaginary one.
|
||
The Patrol with most points wins.
|
||
As an example a suitable list of words for the letter “S” might be: –
|
||
Scout, signal, staff, starman, sign, sheet-bend, sixer, stag, shoulder-knot, surveyor, scouter,
|
||
singsong, six, salute, sheep-shank, second, swimmer, shorts, sprain, stretcher, star, second-class,
|
||
sea-scout, stalker, swift.
|
||
Scout Pace Games.
|
||
Scout Pace, Kim’s Game. – The course is a half
|
||
mile from Headquarters to a shop window. The members
|
||
of each Patrol must leave and return together. Patrols at
|
||
intervals go at Scout Pace to the shop window, examine
|
||
the goods on show for one minute, and return to
|
||
Headquarters at Scout Pace.
|
||
If the course is covered in 13 minutes by any Patrol it scores 50 points. One point is
|
||
deducted for each second over or under time. Patrols then prepare a list of the articles on sale in
|
||
the window; one point is given for each correct item and one deducted for each imaginary one.
|
||
The Patrol with the highest total wins.
|
||
Scout Pace Relay Race. – The course is half a mile out and back. Patrol Leaders are
|
||
responsible for placing their men so that each competitor actually runs.
|
||
The first player of each team holds a neckerchief, and on the word “Go” he goes, at
|
||
Scout pace, to the second player and hands him the neckerchief; he in turn goes, at Scout
|
||
Pace, to the third player; the third to the fourth, and the fourth to the fifth who is standing at the
|
||
half-mile. The fifth player runs back to the sixth, and so on, the eighth player handing the
|
||
neckerchief to the Umpire. The Patrol which finishes nearest to 12 minutes wins.
|
||
Page 12
|
||
|
||
--- PAGE 13 ---
|
||
Games For Scouts
|
||
Compass Games.
|
||
North, South, East and West. – Scouts are formed up in open formation.
|
||
The four sides of the room are named North, East, South and West
|
||
respectively. Whenever the Umpire names a direction the players immediately
|
||
jump to face in that direction. Scouts who make a mistake, or who move too
|
||
late, sit down in their places until only one remains standing.
|
||
When the players have become thoroughly proficient the game should be
|
||
stopped suddenly and another direction indicated as North.
|
||
Eight Point Compass Game. – Scouts are formed up in open formation.
|
||
The four sides of the room are named North, East, South and West
|
||
respectively. The corners of the room are named to correspond with the intermediate compass
|
||
directions. Whenever the Umpire names a direction the players jump to face in that direction.
|
||
Scouts who make a mistake, or who move too late, sit down in their places and remain seated until
|
||
only one player remains standing. To add variety and to increase alertness when the Umpire
|
||
calls S.W. nobody may move. Any player moving sits down.
|
||
When the players have become thoroughly proficient the Umpire should stop the game
|
||
suddenly and indicate another direction as North.
|
||
Sixteen Point Compass Game. – Sixteen players take part in this game.
|
||
A circle is marked on the floor, and sixteen small cards are prepared each giving one of the
|
||
sixteen compass points. These cards are placed back up on a table. Each player takes one of
|
||
the cards at random. The Umpire finds the player who has picked up the North card and places
|
||
him anywhere on the circle. On the words “This is North – Fall in,” the others take up their
|
||
appropriate places in the circle. After the players have become thoroughly proficient the Umpire
|
||
should take any player (say E.S.E.), place him anywhere in the circle, and say “This is
|
||
E.S.E.– Fall in.”
|
||
Dutch Compass Game. – Fifteen players take part in this game.
|
||
The players stand in a circle, 10 to 12 feet in diameter.
|
||
The Umpire stands in the centre of the circle holding a scout staff upright with one end on
|
||
the ground.
|
||
On the words “Fall in” players take up positions on the circle
|
||
(facing inwards) to represent the compass points, the Umpire indicating where
|
||
a space is to be left to represent North. He commences by calling a compass
|
||
direction, say E.S.E., and simultaneously releases his hold of the staff.
|
||
The player occupying the E.S.E. position on the circle must catch
|
||
the staff before it has fallen. If he succeeds he returns to his place and
|
||
another direction is called.
|
||
When a player fails he goes to the North space on the circle and the
|
||
place he left becomes the new North, all of the players immediately picking
|
||
up their new compass points. The Umpire calls a new direction.
|
||
Emergencies.
|
||
Emergencies. – A Saturday afternoon game for City Troops.
|
||
Each Patrol is handed a list of lesser known places in the City where certain
|
||
“incidents” are supposed to have taken place. These “incidents” are described to the Patrols
|
||
who then proceed to the places indicated and investigate the best means of dealing with
|
||
each problem.
|
||
Locations and incidents are arranged beforehand and the number of incidents should
|
||
equal the number of Patrols competing.
|
||
Page 13
|
||
|
||
--- PAGE 14 ---
|
||
Games For Scouts
|
||
A time limit is set and marks deducted for exceeding (but not given
|
||
for being under) this limit. The following is an example: –
|
||
4 Patrols – 4 Locations (A– B– C and D.)
|
||
Patrols will visit locations in following order: –
|
||
1st Patrol— A— B—C—D.
|
||
2nd „ —B—C—D— A.
|
||
3rd „ — C— D— A— B.
|
||
4th „ — D— A— B— C.
|
||
Time limit 2 hours.
|
||
Incidents. –
|
||
“A” – At 102 Sauchiehall Lane an old man has fallen down the
|
||
stone steps and broken a thigh.
|
||
“B” – At 172 St. Vincent Crescent screams are heard from top floor. On entering building
|
||
it is found to be on fire and access to top floor cut off by flames.
|
||
“C” – At 792 Somerset Street a woman rushes out with a baby who is apparently
|
||
choking.
|
||
“D” – Near 15 Park Lane sounds of breaking glass are heard and on investigation a
|
||
front room window is seen to be broken and the house is obviously being burgled.
|
||
NOTES. –
|
||
“A” was situated near the local Ambulance Depot.
|
||
“B” was close to a yard in which was kept a very long ladder and ropes. A fire
|
||
alarm was near by.
|
||
“C” was in a back-court near the Children’s Hospital.
|
||
“D” was close to a sub-police station.
|
||
On return Patrols prepare and hand in reports of what they would have done had the
|
||
incidents really happened.
|
||
Extra marks should be given for reporting the nearest doctor, telephone, fire alarm,
|
||
policeman on point duty, etc., relevant to an incident being investigated.
|
||
This game will repay the little extra trouble taken beforehand to prepare it, and
|
||
provides valuable training in Pathfinding and in First Class work.
|
||
Estimation of Distances, Weights, etc.
|
||
Weights and Measures. – This is an inter-Patrol competition.
|
||
The Umpire has a small spring-balance, a measuring tape and a watch.
|
||
Each Scout has a paper bag. A bucket of sand and a spoon are provided for each
|
||
Patrol.
|
||
The Umpire orders something like this in turn:
|
||
“No. 1 of each Patrol put 1 lb. of sand in your bag.” (1 mark per oz.)
|
||
“No. 2 cut a piece of string 11 inches long.” (1 mark per ½ inch).
|
||
“No. 3 put 2 ozs. of sand in your bag.” (2 marks per ½ oz.)
|
||
“No. 4 open your mouth for 30 seconds. Go!” (1 mark per second.)
|
||
“No. 5 estimate the weight of this parcel.” (1 mark per oz.)
|
||
“No. 6 estimate the length of this piece of rope.” (1 mark per 2 inches.)
|
||
“No. 7 estimate the length of the clubroom” (1 mark per foot.)
|
||
“No. 8 estimate the height to the ceiling.” (1 mark per foot.)
|
||
Each competitor is allowed half a minute to complete his task, which must then be
|
||
stopped and not touched again.
|
||
The Umpire (having timed the mouth-openings) weighs and measures the different
|
||
items. A correct estimate counts 100 marks. Suggested deductions are shown after each
|
||
item. The Patrol with the highest total wins.
|
||
Page 14
|
||
|
||
--- PAGE 15 ---
|
||
Games For Scouts
|
||
Tracker.
|
||
Sniff and Say. – A dozen small blue bottles from the chemist’s are required for this
|
||
game. Each bottle is numbered and is half filled with some liquid.
|
||
Each player in turn is allowed one sniff at each bottle and must then
|
||
write down what he thinks is in each bottle, numbering his list according to
|
||
the numbers on the bottles. The most correct list wins.
|
||
Suitable liquids are: – Water, turpentine, paraffin, vinegar, petrol, eau-
|
||
de-cologne. weak ammonia, Worcester sauce, metal polish, Yorkshire relish,
|
||
methylated spirit, castor oil, quinine, limejuice.
|
||
Noises in the Jungle. – The Umpire takes up his position
|
||
behind a screen or partition. (If this is not possible the players are
|
||
blindfolded.)
|
||
Various noises are heard by the players who report by Patrols to
|
||
the Umpire afterwards as to what the noises were and the order in
|
||
which they occurred.
|
||
The most correct report wins.
|
||
Suitable noises might be: –
|
||
Drawing a cork – dropping a pin – pouring out liquid – sharpening
|
||
a pencil – dropping a book – brushing a boot – moving a chair – dropping
|
||
a rubber – tearing a sheet of paper – shuffling a pack of cards –
|
||
signalling with morse flag – striking a match – rubbing the hands together – winding a watch –
|
||
clicking two pennies together – erasing with india-rubber and so on.
|
||
Before each noise a warning call of “Right” should be given.
|
||
Feeling the Bags. – A number of strong similar paper bags are placed on a table. A
|
||
variety of things are placed in the bags, such as sugar in one, buttons in another, peas, tea,
|
||
sand, pepper, salt, rice, breadcrumbs, prunes, washing soda, etc. The bags are numbered.
|
||
Each player in turn is allowed to feel each bag once, and must then write down what he
|
||
thinks is in each bag, numbering his list according to the numbers on the bags. The most correct
|
||
list wins.
|
||
PART II.
|
||
Outdoor and Camp Games.
|
||
FOREWORD.
|
||
In outdoor and camp games considerably more relish and enthusiasm are given to games
|
||
which are written round historical episodes, local legends and scenes from famous stories.
|
||
The first game in this chapter (“The Search for Prince Charlie”) is an example of the
|
||
idea suggested.
|
||
Page 15
|
||
|
||
--- PAGE 16 ---
|
||
Games For Scouts
|
||
OUTDOOR AND CAMP GAMES.
|
||
About the Whiffle-Poof.
|
||
(Reproduced by kind permission of the Editor of The Scout.)
|
||
All hail the Whiffle-poof; for this strange beast has come to stay.
|
||
What, you may ask, is it?
|
||
Well, the Whiffle-poof is a little instrument for laying a trail. It is made of a piece of
|
||
wood about 3 inches in diameter and 10 inches long. This is driven full of nails, as may
|
||
be seen in the accompanying sketch.
|
||
When dragged through the grass, the ploughed field, the road or the underbush, it
|
||
is bound to leave a trail – a trail that may be followed, but none too easy a trail, for the
|
||
Whiffle-poof is an eccentric animal.
|
||
Sometimes it travels sideways, sometimes it turns somersaults, sometimes it jibes,
|
||
tacks and comes about, and sometimes it hops along like a porcupine grasshopper.
|
||
Then again, one must be somewhat of an expert to tell in what direction the Whiffle-
|
||
poof is travelling. Only last summer I saw Scouts following the trail backwards; I do not
|
||
mean that they were walking backwards, but they were going in the wrong direction, and
|
||
landed at the starting point of the trail before they discovered their mistake.
|
||
Woodcrafter Jeckley at the Culver camp came up to Captain Beard and said that he
|
||
wanted to show him something; he then led the Captain to the trail of a Whiffle-poof. Jeckley
|
||
was very mysterious and secret about it, because there had been talk of a strange animal in camp,
|
||
and he did not know whether or not it was a joke.
|
||
“That,” said Captain Beard solemnly, after examining the marks, “is the trail of a
|
||
Whiffle-poof.”
|
||
“Gee-whiz! is that so? Don’t tell anyone I asked you,” said Jeckley, “but please,
|
||
sir, what is a Whiffle-poof?”
|
||
“Follow the trail and find out,” was the response.
|
||
About half an hour later Jeckley again came to Captain Beard and asked if a Whiffle-poof
|
||
could climb a tree. He was told that he was following a strange animal and the trail might do all
|
||
sorts of queer things. Jeckley once more started on the trail and did not appear again for more
|
||
than an hour – then he came again to Captain Beard with the animal in his hand, and, holding it
|
||
up for inspection, said: – “Huh! Whiffle-poof!”
|
||
Jeckley later became one of the most persistent and best trailers in the camp.
|
||
A Scout who can trail a Whiffle-poof beast for a couple of miles across country, over all
|
||
kinds of ground, may be put down as a good trailer; such a Scout could trail a man or a deer; in
|
||
fact, we may call him a real genuine Scout, a worthy descendant of the old Buckskin men.
|
||
Tracking Irons.
|
||
Get your shoemaker to drive good hefty hobnails into the soles of an old pair
|
||
of boots in some definite formation, say an arrow, or circle, or other shape.
|
||
Before starting out the boots should be exhibited to the pursuers so
|
||
they may know the spoor of the beast they are tracking.
|
||
This type of tracking iron is much more satisfactory and comfortable
|
||
than those which have to be strapped to the feet.
|
||
Page 16
|
||
|
||
--- PAGE 17 ---
|
||
Games For Scouts
|
||
The Search for Prince Charlie.
|
||
A recruit or Tenderfoot acts as Prince Charlie. Three or four of the best Scouts in the
|
||
Troop act as his attendants. The remainder of the Troop
|
||
represent the English Army. (The number of boys detailed
|
||
to act as the Prince’s companions depends upon the nature of
|
||
the ground and upon their experience in Scouting as compared
|
||
with the other Scouts in the Troop.)
|
||
In the simpler form of the game, the Prince’s
|
||
attendants have to prevent his capture for a given period. In
|
||
the more complex form they have to convey the Prince to any
|
||
one of a number of given places within a certain period.
|
||
In the first form of the game the Prince’s party loses
|
||
only if the Prince is captured. In the second form, only if
|
||
he fails to gain one of the given places within the time limit.
|
||
During the game the Prince will do whatever his attendants request and will not act on his
|
||
own initiative. The Prince will wear a neckerchief loosely slipped through the back of his belt and
|
||
if this is removed he will be considered captured.
|
||
The Spy Hunt.
|
||
Have you ever tried a Spy Hunt? It is a
|
||
splendid bit of fun for a town Troop on a Saturday
|
||
afternoon.
|
||
All that is required is the assistance of some
|
||
friend of the Scouter (who is not known to the boys) for
|
||
the space of two or three hours. He should not be
|
||
outstandingly distinctive either in features or dress. The
|
||
following particulars, which are merely given as an
|
||
example, could be issued in the form of a circular to all
|
||
of the members of the Troop. Any comments
|
||
necessary are given in brackets after each clause of the
|
||
“circular.”
|
||
Great Spy Hunt.
|
||
Date – 1st April, 1958.
|
||
Time – 3 p.m. to 5 p.m. (Two hours are generally sufficient.)
|
||
Area – Boundaries: South, West Regent Street; East, West Nile Street; North,
|
||
Sauchiehall Street; West, Douglas Street.
|
||
Description of Spy – Height 5 ft. 8 ins. – Age about 25 – Complexion pale – Clean
|
||
shaven – Eyes brown – Rather thin faced – Wearing dark grey suit, black shoes, white soft
|
||
collar, light fancy tie, soft slate colour felt hat.
|
||
(The description should not go into too much detail and there should be no
|
||
extraordinary feature about the “Spy.”)
|
||
Challenge—”Excuse me, sir, but are you Mr. McDonald of Tooting? “
|
||
(If any boy believes he is on the track of the “Spy “ he must address him, word for word,
|
||
in the previously arranged form such as the above. This makes certain that no member of the
|
||
public, mistaken for the “Spy,” can take offence.)
|
||
The “Spy” has the right of answering “No” if the challenge is incorrect in any
|
||
particular.
|
||
Scouts must work independently.
|
||
If correctly challenged the “Spy” will note the name of each successful Scout and the
|
||
time of his challenge.
|
||
Page 17
|
||
|
||
--- PAGE 18 ---
|
||
Games For Scouts
|
||
Scouts will not wear uniform but will wear the metal Tenderfoot badge so that the “Spy”
|
||
may know when he is in danger.
|
||
About Secret Codes.
|
||
Scouters will have realised that games put to their Scouts involving the
|
||
successful solving of code messages immediately rivet the attention. In
|
||
addition, Scouts delight in having secret codes for their Patrols and the following
|
||
simpler types of code are put forward in the hope that they may be of
|
||
assistance to the harassed Scouter in evolving clues for games and to the
|
||
Scouts as a basis for Patrol or Troop codes.
|
||
Code No. 1.
|
||
The simplest known code is the one where A is represented by Z, B by Y,
|
||
C by X, D by W, E by V and so on through the alphabet.
|
||
Sample Message. HVMW IVRMULIXVNVMGH.
|
||
Solution. SEND REINFORCEMENTS.
|
||
Code No. 2.
|
||
This is another adaptation of the type of code used in “No. 2 Treasure Hunt” where the
|
||
idea is fully explained.
|
||
Sample Message.
|
||
Solution. LOOK UNDER TABLE FOR FURTHER CLUE
|
||
Code No. 3.
|
||
For this code each person in the secret must have a copy of the key. Match figures
|
||
are designed (a different one to represent each letter) to cover the entire alphabet.
|
||
Page 18
|
||
|
||
--- PAGE 19 ---
|
||
Games For Scouts
|
||
Solution.
|
||
FIND CLUE IN BOX.
|
||
Code No. 4.
|
||
This is a very clever and yet simple code system which is specially baffling. It is
|
||
easy to write and can be read quickly while the unauthorised can find nothing to work on.
|
||
Here is a sample sentence based on the system: – VGASFKCLPQJVHJVZCLM.
|
||
The key in this case is the number 32013 and the deciphering of the message will show
|
||
you how the cryptogram has been devised. Beginning at the left hand, write down the agreed
|
||
on figures, one above each letter.
|
||
3201332013320133201
|
||
VGASFKCLPQJVHJVZCLM.
|
||
To ascertain what V stands for count back as many places as are indicated by the
|
||
figure above it; for the next letter, G, 2 places; A having a nought remains A. Proceeding thus,
|
||
V becomes S; G becomes E; A remains A and so on. The correct translation of the Code message
|
||
being – SEARCH ALONG THIS WALL.
|
||
This method contains every requirement of a good cryptogram, is baffling even to
|
||
experts, and once the general idea is known the key figures can be changed at any agreed on
|
||
time.
|
||
Code No. 5.
|
||
This code makes no use of letters but substitutes characters.
|
||
The key diagram is pretty well self-explanatory; thus the top left hand sector of the left
|
||
diagram represents A and with a dot in the centre it represents B; similarly the bottom sector
|
||
of the right diagram represents W and with a dot in the centre represents X.
|
||
Key Diagram to Code No. 5.
|
||
Sample Message.
|
||
Solution. RETURN AT ONCE.
|
||
Treasure Hunts.
|
||
The Treasure Hunt is an excellent game for training the pathfinding and deductive
|
||
powers of the boys, and it never fails to hold their
|
||
interest.
|
||
The details of Treasure Hunts are dependent
|
||
on local conditions, but the following examples may
|
||
prove of guidance.
|
||
No. 1 Treasure Hunt (where all clues are
|
||
handed out at beginning of hunt).
|
||
Each Patrol was given a bundle of sealed and
|
||
numbered envelopes and a sheet of paper stating the
|
||
boundaries. They were informed that the Treasure
|
||
was the name of the shopkeeper on the building for which they were to search and that each
|
||
Page 19
|
||
|
||
--- PAGE 20 ---
|
||
Games For Scouts
|
||
envelope contained a further clue. The envelopes were to be opened in the order 1, 2, 3, etc.,
|
||
as Patrols found that they could not proceed further without more information.
|
||
All Patrols had to return to Headquarters within 2½ hours whether they had
|
||
found the Treasure or not.
|
||
The winning Patrol was the one which found the Treasure, having opened the
|
||
fewest envelopes.
|
||
Envelope No. 1 said –
|
||
A white building 1¼ miles (as the crow flies) from Headquarters in an N.E.
|
||
direction.
|
||
Envelope No. 2 said –
|
||
The building has the same number of chimney stacks as the Chief Scout has children and
|
||
the same number of chimneys as there are Scout Laws. One of the chimneys is minus a top
|
||
piece.
|
||
The building is on the ROUKEN GLEN/BISHOP-BRIGGS tram route.
|
||
Envelope No. 3 said –
|
||
Envelope No. 4 said –
|
||
Close to a re-built railway bridge.
|
||
Envelope No. 5 said –
|
||
Opposite a bowling green.
|
||
No. 2 Treasure Hunt (where only one clue is given and the others have to be
|
||
picked up). Patrols start off together, each with a copy of
|
||
the first clue and with instructions to return in two hours.
|
||
1st Clue. – A piece of paper with “Try what a little
|
||
heat will do” written on it.
|
||
Explanation. – Under the message was the second clue
|
||
written in milk (or lemon juice) which is brought out by heat.
|
||
2nd Clue. – “Follow the sun’s way for 50 yards to the arrow’s mother.”
|
||
Explanation. – 50 yards west was a yew tree (from which arrows are made).
|
||
Pinned to the yew tree was the 3rd clue which said:
|
||
3rd Clue. – “EeleSeEsSsSsLlEnLeEeLsLlEeEs,
|
||
EsInLsNe EsLsNe SnLsEeEs, liLlEsLs. LnNiSlLs
|
||
EsInLsEnLs.”
|
||
Explanation. – From the top left-hand corner, from left
|
||
to right, the squares spell A, B, C and so on to Y. As the clue
|
||
states Z is not necessary. The clue reads – “Sixty yards east,
|
||
then ten west, gate. Clue there. “Pinned by a drawing pin beneath
|
||
the bottom spar of the gate was the 4th clue which said –
|
||
4th Clue. – “Find a red stone, find a rustic seat. Both can
|
||
be seen from here. Midway between is further help.
|
||
(Please replace this clue).” Which proved to be
|
||
XXV
|
||
5th Clue. – Scout signs in
|
||
the form of twigs laid thus
|
||
Explanation. – The clue means: “Go this way for 25 paces,” which gave the
|
||
6th Clue. – Scraped on a path: – 1 5 WALL
|
||
Page 20
|
||
|
||
--- PAGE 21 ---
|
||
Games For Scouts
|
||
A message was hidden behind a loose stone in a wall in direction of arrow saying –
|
||
7th Clue. – “Tree with unnatural fruit 75. Bring fruit.” (Replace clue.)
|
||
Explanation. – An apple (the Treasure) attached to a fir tree. As no direction was given,
|
||
Scouts had to make a circle 75 yards round the clue till they found the unnatural fruit.
|
||
Treasure Hunt No. 3 (based on knowledge of Scoutcraft and Tests).
|
||
Each Patrol is handed copies of all clues and is told that the Treasure is a piece of
|
||
money.
|
||
NOTE. – In this case the Treasure was a penny stuck edgeways in the ground in long
|
||
grass.
|
||
Clue No. 1. – “Proceed to the N. corner of wall surrounding Vicarage garden. From
|
||
there you will see several clumps of trees. One of these clumps is almost exactly N.N.E. There
|
||
is a single larch tree in the clump. Make your way to it.”
|
||
Clue No. 2. –
|
||
No. 3. – “Look in direction in which sun sets and you will see a white five-barred gate.
|
||
Proceed to gate calculating distance from larch to gate on the way.”
|
||
Clue No. 4. – “Follow path (to left) from gate to point where it joins main road. Draw
|
||
rough journey map from gate to main road.”
|
||
Clue No. 5. –
|
||
Cross bearing: –
|
||
No. 1 – Chimney stalk and W. edge of fir wood.
|
||
No. 2 – Railway signal and flagpole, Treasure here.
|
||
NOTE. – In addition to points scored for finding the Treasure further points should be
|
||
awarded for estimation of height and distance and for the journey map.
|
||
No. 4 Treasure Hunt.
|
||
The Torn Paper. – Two teams start simultaneously to find the Treasure.
|
||
Theme. – An old man lay dying and before passing away he handed to his sons a
|
||
sheet of paper describing minutely how they should proceed to find a valuable treasure which
|
||
he had hidden for safety.
|
||
(see next page)
|
||
Page 21
|
||
|
||
--- PAGE 22 ---
|
||
Games For Scouts
|
||
Unfortunately they were seen by one of a gang of desperados
|
||
who determined to steal the sheet of paper at all costs.
|
||
Scenting danger, the sons decided to tear the paper in
|
||
two and to hide the pieces in different places. When ready to
|
||
start out on their quest they were horrified to discover that the
|
||
desperados had, a moment before their arrival, found one of the
|
||
pieces of paper and started off in search of the treasure also. The
|
||
sons, with the other half of the paper to guide them,
|
||
immediately followed.
|
||
Sample Torn Message. – See page 21.
|
||
No. 5 Treasure Hunt.
|
||
The Blazed Trail. – The Scoutmaster went for a stroll and, from his starting point, he
|
||
noted some readily distinguished object, such as an isolated fir tree, and noted it down.
|
||
From this spot he walked to his next object (or “blaze”), say, the east corner of a
|
||
shed, noted it down and so on until his “blazes” were complete.
|
||
Patrols were each given a list of the consecutive “blazes” to be followed en route to the
|
||
Treasure. To avoid Patrols tumbling over each other on the hunt the starting point was indicated
|
||
in a simple code message which had first to be deciphered.
|
||
On the last “blaze” (which was a spruce tree) the following message was pinned: –
|
||
“Find a rose which never bloomed.”
|
||
The Treasure, which was hidden inside the rose of a watering can, near the spruce tree,
|
||
was a message saying: –
|
||
“Congratulations! You win.”
|
||
Patrols might be sent over different routes, of the same distances, to the Treasure. The
|
||
“blazes” could be a different colour of woollen thread for each Patrol which could be tied on
|
||
trees, fences, gates, etc.
|
||
The Dispatch Bearer.
|
||
A good game for a single Patrol.
|
||
A player is chosen as the Dispatch Bearer and he has to
|
||
go from one known spot (or building) to another. The game is
|
||
played over the area between these two places and the
|
||
boundaries, beyond which no player may go, are known to all of
|
||
the players. At no time during the game may the Scouts
|
||
searching for the Dispatch Bearer approach nearer to his
|
||
destination than 200 yards (or other distance as circumstances
|
||
dictate).
|
||
The Dispatch Bearer carries a neckerchief loosely slipped
|
||
through the back of his belt, and to be considered captured the neckerchief must be removed by an
|
||
opponent. He leaves his starting point at a known time, and the “enemy” have their forces
|
||
ready on the ground to intercept him but no one may see him starting off.
|
||
Amongst the “enemy” there is a “traitor” whose job it is to do his best to let the
|
||
Dispatch Bearer through. They know that there is a “traitor” in their ranks but they do
|
||
not know which player it is. (The Umpire will have found an opportunity of quietly detailing
|
||
the “traitor” previously.)
|
||
If the leader of the “enemy” has reason to suspect a player on his side as being the
|
||
“traitor “ he may not put him out of the game (nor imprison or tie him in any way) but should
|
||
keep him under observation or give him a job where he can do least damage.
|
||
If the Dispatch Bearer gets through within a stipulated time he wins.
|
||
Page 22
|
||
|
||
--- PAGE 23 ---
|
||
Games For Scouts
|
||
The Rival Dispatch Bearers.
|
||
One player is nominated by each competing Patrol to act as a Dispatch Bearer. It is
|
||
the aim of the Dispatch Bearers to go from a known spot (or building) across a section of road.
|
||
The one to get across first to score the highest points for his Patrol; the second next
|
||
most and so on. The boundaries, beyond which no player may go, are known to all of
|
||
the players.
|
||
Each Dispatch Bearer carries a neckerchief loosely
|
||
slipped through the back of his belt and, to be considered
|
||
captured, the neckerchief must be removed by an opponent.
|
||
At no time during the game may the Scouts searching for
|
||
Dispatch Bearers approach nearer to the road, which is the
|
||
objective, than 200 yards (or other distance as circumstances
|
||
demand).
|
||
The Dispatch Bearers leave their starting point at a
|
||
fixed time, and the remainder of the Scouts are ready on the
|
||
ground to intercept them, but must not see them leave. It
|
||
is the job of the Scouts to capture Dispatch Bearers from the other Patrols and to do their
|
||
utmost to assist their own Patrol Dispatch Bearer through.
|
||
Stalking Contest.
|
||
This must take place in long grass or heather.
|
||
The Umpire is in a central position, and the players are
|
||
placed in all directions at an equal distance from him of not
|
||
less than from 30-50 yards.
|
||
On a blast of the whistle the Umpire stands up and all
|
||
players stalk towards him. As he spots the stalkers they stand up in their places. The player
|
||
who gets nearest to the Umpire wins.
|
||
Stalking and Reporting.
|
||
Players are informed that the Scoutmaster will go through a
|
||
certain area of country the boundaries of which are known to all of
|
||
the players. They are instructed that they must stalk him and that
|
||
afterwards each will write a report on his various movements.
|
||
All Scouts leave ten minutes in advance of the Scoutmaster
|
||
and hide in cover within the area awaiting his arrival.
|
||
The Scoutmaster should sit down occasionally: fan himself
|
||
with his hat, blow his nose, mop his brow, hum to himself, etc., so that the Scouts may
|
||
have something to report about.
|
||
Each time the Scoutmaster sees a Scout he notes his name and deducts marks
|
||
from the total which that Scout scores on his Report.
|
||
The Escaped Convict.
|
||
(Reproduced by kind permission of the Editor of The Scout.)
|
||
A notorious convict has escaped from prison, and, being an
|
||
inveterate smoker, the first thing he does is to steal a large supply
|
||
of cigarettes and matches.
|
||
On a dark night a message is brought to the Scouts that he
|
||
has been seen in a wood close by, still smoking. The Troop at once
|
||
turn out, and, encircling the wood, silently try to find their man by
|
||
using their eyes, ears and noses, as well as they can.
|
||
Page 23
|
||
|
||
--- PAGE 24 ---
|
||
Games For Scouts
|
||
The man who is playing the part of the “Convict” is obliged to keep his cigarette in full
|
||
view all the time and to strike a match every three minutes.
|
||
Unless the Scouts are very sharp the chances are that the “Convict” will slip
|
||
through, and they will, after a few minutes, see the match flickering away behind them. The
|
||
“Convict” moves about as he wishes within the area.
|
||
The Scout who tracks down the “Convict” wins.
|
||
When the agreed on time limit has expired or the “Convict” has been caught all players
|
||
should rally on a whistle signal.
|
||
The Fugitive.
|
||
This game is played within a stipulated area of ground affording good
|
||
cover and the boundaries of which are known to all of the players and beyond
|
||
which no player may go.
|
||
One of the players is a desperate criminal fleeing from justice and it
|
||
is the business of the other players to drive him forward.
|
||
The “Fugitive” has 15 minutes start.
|
||
If he succeeds in breaking back he wins or if he succeeds in hiding so
|
||
that the pursuers pass him, he wins.
|
||
If at the end of the agreed on time limit the “Fugitive” is still in front
|
||
of any of the pursuers they win; if behind the pursuers they lose. (All pursuers
|
||
must move forward all the time and may not move back in the direction of the
|
||
starting line at any part of the game.)
|
||
If a pursuer comes on the “Fugitive” in a hiding place that individual pursuer is the
|
||
winner. (The “Fugitive” has full liberty of movement within the stipulated area.)
|
||
Pursuers must act absolutely independently of each other and may neither speak,
|
||
signal nor communicate in any way one with the other. They can, of course, watch each
|
||
other’s movements and use their wits accordingly.
|
||
Opposite Numbers.
|
||
Two Patrols compete against each other. Each approaches a certain detailed spot from a
|
||
different direction, and each Scout in one Patrol has to find a
|
||
particular Scout in the other. Thus the Patrol Leader must find
|
||
the Patrol Leader, the Second the Second, and so on. As soon as
|
||
a Scout sees his corresponding number he stands up and shouts
|
||
out his name.
|
||
If a Scout of one Patrol sees a Scout of the other but not
|
||
the one he wants, he may inform the Scout of his own Patrol who
|
||
is looking for that one. This ensures that the Patrol which
|
||
knows how to keep in touch stands the best chance of winning
|
||
the game. Whenever a Scout has been spotted he may take no further part in the game. The
|
||
Patrol which finds the most opponents wins.
|
||
Searching for Fugitives.
|
||
Two or more Patrols take part.
|
||
The game should be played over ground which
|
||
provides good cover.
|
||
Definite boundary lines should be indicated and
|
||
known by all players. One Scout is chosen from
|
||
each Patrol, and they are given five minutes in which
|
||
each conceals himself anywhere within the boundaries.
|
||
Page 24
|
||
|
||
--- PAGE 25 ---
|
||
Games For Scouts
|
||
Once hidden they may not move out of their places of concealment.
|
||
The Patrol Leaders are then called, and each is told that he and his Patrol should
|
||
capture any one of the fugitives (excepting the one from his own Patrol), whom they must bring
|
||
back to the place indicated by the Umpire, escorted by the whole Patrol (except their own
|
||
Patrol fugitive).
|
||
This means that each Patrol must make an organised search and must be in touch all
|
||
the time, so that as soon as a Scout spots a fugitive he can summon the rest of his Patrol and
|
||
march the fugitive back to the Umpire. A Scout spotting a fugitive may not shout to
|
||
the remainder of his Patrol, nor blow a whistle, but must use some other method of attracting
|
||
their attention. If a Patrol comes across its own fugitive it should pay no attention, as
|
||
otherwise they might attract a member of some other Patrol to the spot.
|
||
The winning Patrol is the one to arrive first at the Umpire with its captured fugitive.
|
||
Indians and Settlers.
|
||
One Patrol (Indians) competes against four or five Patrols (Settlers.) A piece of ground is
|
||
marked out which is the prison. The Indians get ten minutes start and hide anywhere within
|
||
a wooded piece of country, the boundaries of which are known to all of the
|
||
players.
|
||
After ten minutes the Settlers move out of the
|
||
prison to capture the marauding Indians. The Indians may
|
||
leave their places of concealment if they wish and may resist
|
||
capture. After capture they may, at any time, struggle to
|
||
escape.
|
||
Each Indian when captured must be taken to the prison but may escape at any time if
|
||
he is able to do so. The Settlers should have a guard at the prison to prevent this. Prisoners
|
||
may not be tied in any way. After the agreed on time limit, if any of the Indians are still at
|
||
liberty the Settlers lose.
|
||
The Hostile Raiders.
|
||
(Reproduced by kind permission of the Editor of The Scout.)
|
||
For this game the players are divided up into three groups – A,
|
||
B and C. A group will be the smallest and C group the largest.
|
||
First the A group goes out and takes up position on high ground,
|
||
or other point of vantage, so as to command a good view of the
|
||
agreed on stretch of country. This group will take signalling apparatus.
|
||
The B group will go out and keep under cover in the denned
|
||
area in which the game is played which is overlooked by the signallers of A group. The B group
|
||
players will endeavour to mislead or dodge the A group by appearing in different places and
|
||
disappearing again, or other subterfuge.
|
||
After B group have been out for 15 minutes, C group will advance. Then A group will
|
||
signal down to C group the position of the hostile raiders, the best route to advance and
|
||
other details which will help C group to advance unseen and surprise the enemy.
|
||
To win, C group must capture the players of B group by seeing them in hiding or
|
||
movement and state to the Umpire the exact position and name and Patrol of the Scout seen.
|
||
If C group pass by more of B group than they capture within the time limit it counts a win for
|
||
the hostile raiders or B group.
|
||
This game involves sending, reading, advancing under cover, “freezing,” skirmishing,
|
||
keeping touch, watchfulness and the Scout motto: – “Be Prepared.”
|
||
Page 25
|
||
|
||
--- PAGE 26 ---
|
||
Games For Scouts
|
||
Joining Camps.
|
||
This game was played by five Patrols. Each Patrol Leader was given a rough
|
||
sketch map of the district showing Camps A and B. The Otters and Curlews were sent out to
|
||
their camps, A and B respectively, which were to the N.E. and N.W. of the starting place.
|
||
Their job was to attempt to join forces and the other three Patrols had to prevent them.
|
||
Touching counted as capture.
|
||
The three sides started operations at a fixed time, excepting that the three Patrols
|
||
acting together sent out two spies from each Patrol a little before the fixed time for starting.
|
||
Each spy had a neckerchief tied round his arm. He could not take prisoners but could be
|
||
captured by the Otters or Curlews. The spies worked in pairs, one keeping in touch with
|
||
enemy movements while the other carried information to the Patrol Leaders.
|
||
The Otters and Curlews could capture spies only; their job was to avoid capture and
|
||
to join forces.
|
||
The Otters and Curlews had a few minutes “pow-wow” as to their plan of campaign
|
||
before moving off.
|
||
Cargo Boats and Cruisers.
|
||
(Reproduced from The Scouter by kind permission of Mr. H. N. Linstead, St. Paul
|
||
Winch-more Hill Troop.)
|
||
Story. –
|
||
There are four ports, Liverpool, New York, Hong Kong and Singapore, each of which
|
||
must be visited by each cargo-boat to unload a cargo and to take in a fresh cargo. A cargo-boat
|
||
may be stopped anywhere on the high seas by a cruiser, and its cargo taken. It may only load
|
||
and reload once at the same port, but may run for safety to any port if chased by a cruiser. A
|
||
cruiser may not come too close to a port or it will be shelled by the port defences.
|
||
Dramatis personae: –
|
||
The Cargo-boats .. One quarter of the Troop.
|
||
The Cruisers .. Three quarters of the Troop.
|
||
The Port Defences Four Scouters, Rovers or Patrol Leaders.
|
||
Properties: –
|
||
Four Trees – (The ports).
|
||
Four name cards for ports.
|
||
Four nails to fix name cards. (Use stone-age hammer.)
|
||
Cargoes: –
|
||
As many cards as there are Scouts, with the name of the cargo written on (e.g. pig-
|
||
iron, missionaries, etc.)
|
||
Receipts: – The same number of cards bearing the words – “Receipt for cargo.”
|
||
Notes: – 1. Start with cargo-boats with one cargo each distributed among ports. They
|
||
may call at the other ports in a prearranged order, or the order of ports may be left to each cargo-
|
||
boat’s choice.
|
||
2. Receipts and surplus cargoes distributed among port defences before start.
|
||
3. Before game starts all ships visit all ports to learn their situation.
|
||
4. Capture by touching; cargo handed over to capturing cruiser.
|
||
5. Port defences shell by calling name of cruiser, which puts about. Defences use
|
||
discretion when to do this.
|
||
6. Port defences take cargo when cargo-boat arrives and give receipt and fresh
|
||
cargo.
|
||
7. If receipt cards give out, they may be endorsed by port defences “Good for
|
||
two” and initialled.
|
||
Page 26
|
||
|
||
--- PAGE 27 ---
|
||
Games For Scouts
|
||
8. Score by receipts (cargo-boats) and captured cargoes (cruisers). Deductions may
|
||
be made by port defences for bad seamanship (exposure, noise, etc.) and additions for good
|
||
seamanship.
|
||
The Holy Trees of the Incas.
|
||
(Reproduced from The Scouter by kind permission of Mr. H. N. Linstead, St. Paul
|
||
Winchmore Hill Troop.) Story: –
|
||
A Spanish General in Peru is anxious to discover the treasure
|
||
chamber of the Incas. The natives refuse to disclose its whereabouts, but the
|
||
General learns by torturing a captive that if he has the leaves of the rum, greep
|
||
and blug trees in his possession, the natives will be compelled to lead him to
|
||
the treasure. He therefore sends out three parties of his soldiers into the forest
|
||
to search for these trees and to bring him the leaves.
|
||
Vocabulary: –
|
||
Rum .. red.
|
||
Greep .. green,
|
||
Blug .. blue.
|
||
Properties: –
|
||
Three trees in a wood.
|
||
Three lots of leaves (red, green and blue, shoulder-knot braid).
|
||
Notes: –
|
||
1. Have one and a half times as many of each kind of leaf as there are soldiers
|
||
in each party.
|
||
2. Each soldier can only pick one leaf of each colour.
|
||
3. Put leaves high and low on trees so that soldiers must look up and down
|
||
and may have to climb.
|
||
4. A lone soldier finding a tree can lead his party to it.
|
||
Score: –
|
||
The party with most leaves wins. (Useful as inter-Patrol competition.)
|
||
The Glory of Africa.
|
||
(Reproduced from The Scouter by kind permission of Mr. H. N. Linstead, St. Paul
|
||
Winchmore Hill Troop.)
|
||
(Following “The Holy Trees of the Incas,” the three trees remaining, but Peru becoming
|
||
Africa for half-an-hour.)
|
||
Story: –
|
||
A party of diamond hunters have found a large diamond and are trekking back to
|
||
civilisation with it. They find that they are pursued by natives, and therefore conceal the
|
||
diamond. Their camp is surrounded, they are captured, with one exception, and are eaten. The
|
||
only survivor reaches civilisation and reveals that the clue to where the diamond is hidden
|
||
will be found in a cigarette tin by the camp fire. Two parties set out to find this, following the
|
||
drops of blood along the trail of the survivor.
|
||
Notes: –
|
||
1. Start the two parties from opposite ends of Africa; have two trails, two camp
|
||
fires and two tins.
|
||
2. Trails of small pieces of red wool or red paper.
|
||
3. The messages in the tins are: –
|
||
“Dig beneath the birch bark under the green greep tree.”
|
||
“Dig beneath the birch bark under the blue blug tree.”
|
||
4. Bury under a strip of birch bark under each of the two trees the following message: –
|
||
“Search for the Glory of Africa under the red rum tree.”
|
||
Page 27
|
||
|
||
--- PAGE 28 ---
|
||
Games For Scouts
|
||
5. Bury the diamond under the rum tree.
|
||
Properties: –
|
||
The three trees.
|
||
Two deserted camp fires.
|
||
Two cigarette tins.
|
||
Wool or paper.
|
||
Four messages.
|
||
One large “diamond.”
|
||
Winners: –
|
||
First party finding “diamond” wins. (Useful as inter-Patrol competition.)
|
||
The Forgotten Knife.
|
||
The Scoutmaster takes the Troop into wooded country and all sit under an average tree
|
||
for a rest or for instruction. Unnoticed by the Scouts the Scoutmaster sticks an
|
||
old knife in the ground at the foot of the tree on leaving.
|
||
Next day he says something like the following: –
|
||
“Yesterday we stopped for a talk on birds under an oak tree!”
|
||
“Unfortunately I left my knife sticking in the ground at the foot
|
||
of the tree.” “On the word ‘Go’ Patrols will proceed to recover the knife.”
|
||
The Patrol which returns with the knife wins.
|
||
What Have You Seen?
|
||
The Troop leaves camp and after proceeding some distance, say a mile, they
|
||
are halted, and by Patrols are asked to describe in turn all that they have passed; e.g.,
|
||
pedestrians, traffic, buildings, cross roads, hedges shops, walls, etc. The Patrol giving
|
||
the most accurate account wins.
|
||
Over the Hill.
|
||
Scouts are taken out of camp and are required to ascertain, from the indications
|
||
around them (such as the condition of roads, signs of smoke, vehicles passing, etc.) what is over
|
||
the brow of a hill. A certain line is indicated beyond which Scouts may not go in prosecuting
|
||
their inquiries.
|
||
Each Scout reports separately to the Umpire, after which all proceed to the crest of the
|
||
hill to ascertain the facts.
|
||
Ships in a Fog.
|
||
Patrol Leaders are first taken away and the finishing line is indicated to
|
||
them by the Umpire.
|
||
Meantime the other members of the Patrols are blindfolded and, when
|
||
the Patrol Leaders return, they are assembled at the starting line, it being left to
|
||
each Patrol Leader to decide as to what formation his Patrol will adopt; such as
|
||
joining hands, linking arms, Indian file clasping waists, or other method.
|
||
On the word “Go” each Patrol Leader will guide his Patrol to the
|
||
finishing line by whatever method he considers best; such as by shouting compass directions, by drill
|
||
commands, by whistle blasts, or some other method.
|
||
The Patrol Leader to deliver his complete Patrol first at the finishing line wins.
|
||
The Sleeping Pirate.
|
||
A Scout is seated, blindfolded, with a knife stuck in the ground immediately in front of
|
||
him. He represents a Pirate who has fallen asleep while sitting on guard over a valuable treasure
|
||
Page 28
|
||
|
||
--- PAGE 29 ---
|
||
Games For Scouts
|
||
(the knife), which he has stolen. He is seated in the centre of a circle of 6 yards
|
||
diameter.
|
||
Each of the other players, starting at least 12 yards
|
||
away from the knife, tries to recover the treasure and to
|
||
convey it outside of the circle without being spotted by
|
||
the “Pirate.” The “Pirate,” whenever he hears any
|
||
movement, points to the spot where he thinks that the
|
||
noise has come from. If he points to anyone that player
|
||
retires from the game.
|
||
The player who succeeds in conveying the treasure outside of the circle without
|
||
being spotted by the “Pirate” wins. If all of the players are spotted the “Pirate” wins.
|
||
Blindfold Distance Judging.
|
||
Place a stick in the ground at a reasonable distance (say 40 yards) in front of a
|
||
starting line along which the players stand.
|
||
Point out the stick to the players. Each player in
|
||
turn is blindfolded and must walk to where he thinks the
|
||
stick is. When he stops the bandage is removed from his
|
||
eyes and he stands still.
|
||
Scouts who are in danger of being trodden on
|
||
should quietly step aside to allow the following
|
||
player to pass and should then resume their positions. Players should not talk to following
|
||
players as that is liable to be of assistance to them. The player nearest to the stick wins.
|
||
Blindfold Tent Pegging.
|
||
A tent peg is driven into the ground. Each Scout, in turn, stands 6 yards away from it
|
||
with a mallet in his hand.
|
||
With eyes closed he turns round six times and then, with eyes still closed, walks to
|
||
the spot where he thinks the peg is and strikes it with the mallet. The Scout who goes nearest
|
||
wins.
|
||
Location by Sound.
|
||
Patrols are blindfolded and placed in line at one end of a field.
|
||
The Umpire goes to the other end of the field and blows his
|
||
whistle every now and then. The blindfolded Scouts have to reach
|
||
the whistle-blower and touch him. The latter may stoop down
|
||
to avoid being touched but may not move out of his
|
||
position.
|
||
As each player touches the whistle-blower he drops out
|
||
of the game. Some one should see that no Scouts run into ditches, walls, etc. Points are
|
||
awarded in accordance with the order in which Scouts touch the whistle-blower – that is the first
|
||
1, the second 2, and so on.
|
||
At the end each Patrol’s points are totalled and the Patrol with the smallest total wins.
|
||
Which Whistle?
|
||
For this game two whistles of slightly different tone are needed. Two
|
||
Patrols are placed in centre of field and both whistles are sounded once or
|
||
twice so that all are given an equal opportunity to distinguish one from the
|
||
other. Patrols are then blindfolded and each Patrol is told to which whistle it
|
||
must go.
|
||
The whistle-blowers station themselves at equal distances from the centre
|
||
Page 29
|
||
|
||
--- PAGE 30 ---
|
||
Games For Scouts
|
||
of the field in any direction and commence blowing periodically. Each Scout as he touches the
|
||
correct whistle-blower is out of the game. The whistle-blower may not stoop to avoid a
|
||
Scout touching him.
|
||
When a whistle-blower is touched by a Scout who is searching for the other whistle he
|
||
quietly says, “Wrong,” and the Scout concerned proceeds with his search. The Patrol which
|
||
finishes first wins.
|
||
Observation Race.
|
||
Competitors are blindfolded and stand at the starting-line with their backs to the
|
||
course. An assortment of extraneous articles is placed alongside the course at intervals, such as
|
||
a wheelbarrow, a boy with a dog, a tent peg, a walking stick and so on.
|
||
The handkerchiefs are removed from the competitors’ eyes and they race to the
|
||
winning post. The first to arrive at the winning post scores the number of points that there are
|
||
competitors, the second one less and so on.
|
||
UMPIRE
|
||
.
|
||
At the winning post competitors stand with their backs to the course and repeat
|
||
quietly (or write down), all that they have seen alongside the course. One mark is added to the
|
||
previous score for each correct item, one is deducted for each item omitted, and two are
|
||
deducted for each imaginary item added.
|
||
Care should be taken to ensure that the contest cannot be won by a competitor by merely
|
||
arriving first at the winning post. This can be arranged by placing a sufficient number of
|
||
articles along the course.
|
||
Spot the Colours.
|
||
This game is played over a, specified piece of ground. In advance the Umpire prepares a
|
||
number of green, grey, brown, blue, red and white cards and distributes them over the ground by
|
||
dropping them in grass, pinning others to trees, and so on. Within a specified time Patrols have
|
||
to collect as many of those cards as they can.
|
||
Green cards count 6 points; gray, 5 points; brown, 4 points; blue, 3 points; red, 2
|
||
points and white, 1 point. The Patrol with the highest total wins.
|
||
Chariot Race.
|
||
For teams of five.
|
||
The five players of each team stand in line toeing the
|
||
starting line, with arms linked (or clasping hands).
|
||
Opposite each team a handkerchief is laid on the grass at the
|
||
far end of the course.
|
||
On the word “Go” each team races to its handkerchief, which
|
||
Page 30
|
||
|
||
--- PAGE 31 ---
|
||
Games For Scouts
|
||
is picked up by the centre player with his teeth, and returns to its original position on the
|
||
starting line.
|
||
If any member of a team lets go his hold that team is disqualified.
|
||
The team to finish the course first wins.
|
||
Crab Race.
|
||
Players compete in couples. At the starting line each couple stand back to
|
||
back, with elbows linked, side on to the course. On the word “Go” each couple run
|
||
sideways, with elbows still linked, to the finishing line.
|
||
Catch the Train Race.
|
||
Each player stands at the starting line with a
|
||
suitcase in the right hand, an overcoat over the right arm,
|
||
and an open umbrella in the left hand. On the word “Go”
|
||
players race to the finishing line.
|
||
Four-Legged Race.
|
||
Players compete in teams of three. Each team stands at the starting
|
||
line with the ankles of the centre player tied to the nearer ankles of the
|
||
outside players. On the word “Go” each team races to the finishing line.
|
||
Backwards Team Race.
|
||
Players compete in teams of three. Each team stands at the starting line with elbows
|
||
linked, the centre player facing the winning post and the two outer players facing the opposite
|
||
direction. On the word “Go,” with elbows still linked, the centre player guides his team to
|
||
the winning post.
|
||
Ankle Toss.
|
||
The equipment required is a bag of sand weighing about 1 lb. A zero line is marked on
|
||
the ground. Patrols of equal numbers compete. The first player of one Patrol, standing on the
|
||
zero line, balances the bag on his instep and kicks it as far forward as possible. The first player
|
||
of the other Patrol, at the spot where the bag landed, balances the bag on his instep and kicks it
|
||
back in the opposite direction. The game is continued until each player has had one kick for
|
||
his team.
|
||
The team on whose side of the zero line the bag finishes loses.
|
||
Flower Code Game.
|
||
This is a good game to make the study of botany interesting to your boys.
|
||
The Scouter writes a message such as the following: – “Don’t go this way; burns all in
|
||
spate.”
|
||
Each boy is given a copy of this message, and they are all sent out simultaneously to find
|
||
a wild flower or plant beginning with every letter in the message. Leaves of trees could also be
|
||
included.
|
||
Thus the word “Don’t” could be daisy, oak, nettle and tare.
|
||
The search will teach the boys where to find difficult, flowers, plants, and leaves
|
||
when wanted.
|
||
A letter repeated must have a different flower, plant, or leaf each time.
|
||
Scouts hand to the Umpire the flowers, etc., in the order of the letters in the message
|
||
and get their opportunity to do so in the order of their return.
|
||
This game can also be played as an inter-Patrol 2ontest, the Patrol Leader detailing the
|
||
various flowers, etc., wanted amongst his boys.
|
||
Page 31
|
||
|
||
--- PAGE 32 ---
|
||
Games For Scouts
|
||
The individual or Patrol first to complete the message correctly wins.
|
||
Leap Frog Relay Race.
|
||
Patrols are formed up in Indian file four paces apart. On the word “Go” each No. 1
|
||
player steps three paces forward and bends a back.
|
||
Each No. 2 immediately jumps over and makes a back two
|
||
paces in front of No. 1.
|
||
Each No. 3 now jumps over Nos. 1 and 2 and makes a
|
||
back and so on until all are down and ready for No. 1 of each file. He
|
||
immediately jumps over all the backs and returns to his starting
|
||
position and so on until only one player is left as a back and all the
|
||
others have resumed their starting positions. The Patrol first home
|
||
wins.
|
||
Whistling Relay Race.
|
||
Posts are stuck in the ground in the four corners of a square. Each team
|
||
has four players. The first runners of each team stand at the starting post,
|
||
the second runners at the second post, and so on. The first
|
||
runners are whistled the first two lines of popular songs. (A
|
||
different song for each team.) Each player is provided with a
|
||
biscuit. On the word “Go” the first runners run to the second
|
||
runners and, after they have consumed their biscuits, whistle
|
||
their two lines. The second runners go to the third runners’ the
|
||
third or the fourth, and the fourth to the Umpire.
|
||
The team whose fourth runner arrives first, having
|
||
consumed his biscuit, and whistles the same two lines that were issued to his
|
||
team, wins.
|
||
N.B. – The biscuit may be dispensed with.
|
||
Staff Relay Race.
|
||
Two Patrols play against other two. We will call them, A, B, C and D. A and B stand in
|
||
Indian file facing each other 50 feet apart. C and D do the same, standing at least 15 feet to the
|
||
side of their opponents. The Umpire stands in the centre of the parallelogram thus formed.
|
||
A staff (or other article) is handed to the first Scout of each of two of the Patrols
|
||
standing side by side. Upon a given signal these two run to the Scouts heading the other two
|
||
Patrols, hand them the staves and retire from the game.
|
||
The two who now have the staves return them to the first of the remaining Scouts of the
|
||
other Patrols, after which they retire from the game and so on until all of the Scouts have run
|
||
with the staves. The last player on either side runs with his staff to the Umpire in the centre.
|
||
The side which gets its staff to the Umpire first wins.
|
||
Obstacle Staff Relay Race.
|
||
This game is the same as the previous one except that a ditch, fence, or other
|
||
obstacle has to be crossed by each player as he runs with the staff.
|
||
Page 32
|
||
|
||
--- PAGE 33 ---
|
||
Games For Scouts
|
||
Jump Staff Relay Race.
|
||
(Borrowed from The Ulster Scout.}
|
||
Provide each team with a staff, or a piece of rope will do.
|
||
Teams are in Indian file. Game commences with No. 1 in each
|
||
team holding the staff. On command “Go” he runs round an object
|
||
placed in front of the team and on coming back No. 2 grasps one end
|
||
of the staff and they run with it held close to the ground while their
|
||
team jump over it. That is to say, No. 1 and 2 run down on opposite
|
||
sides of their team holding the staff at either end.
|
||
Upon arriving at the rear, No. 1 takes his place at the end of
|
||
the line, while No. 2 runs round the object, and on returning, hands
|
||
one end of staff to No. 3, when the same performance is gone through.
|
||
This time No. 2 stays at the end of the line.
|
||
Finally, when No. 1 again gains the stick he brings it to the Umpire. The team
|
||
which first gets its staff to the Umpire wins.
|
||
Stagger Relay Race.
|
||
The equipment required is a stout stick 3 feet long, for each competing Patrol. Two
|
||
lines are drawn – a starting line and another at the end of the course.
|
||
On the word “Go” the leading player of each Patrol runs down the course, places one end
|
||
of his stick on the ground, his forehead on the other end, and with closed eyes circles six times
|
||
around the stick.
|
||
He then returns by the shortest possible route to the starting line and hands the stick to
|
||
the next player behind the starting line.
|
||
The race is continued until all the players have completed the course. Look out for
|
||
falls.
|
||
Ammunition Dump.
|
||
Teams of equal numbers are drawn up in Indian file, three paces apart.
|
||
A line is drawn 12 paces in front of the leading players.
|
||
On this line, and in front of each file, is placed a heap of miscellaneous articles, such as
|
||
umbrellas, hats, shoes, etc. There should be one article less than the number of players in the
|
||
file.
|
||
On the word “Go” the leading player of each file runs forward and picks up his
|
||
assortment of articles and proceeds down one side of his file, handing each player one article,
|
||
and up the other side collecting the articles.
|
||
He then runs forward to the 12 paces line, deposits the articles, and returns to the last
|
||
place in his file. Whenever he has done so the new leading player of the file runs forward, gathers
|
||
up the articles, distributes and collects as before and re-deposits them on the 12 paces line.
|
||
Page 33
|
||
|
||
--- PAGE 34 ---
|
||
Games For Scouts
|
||
This is continued until all of the players have completed the course. The first team to
|
||
finish wins. If an article is dropped it must be picked up immediately by the player who
|
||
dropped it.
|
||
Potato Pairs.
|
||
Pails are placed in a row. One pail is required per pair of competitors, who, starting
|
||
from a line about 30 yards away, run
|
||
forward, hand in hand, until they reach a
|
||
line 3 yards in front of the pails.
|
||
On this line, and opposite each pail,
|
||
six potatoes are placed. Each player has to
|
||
throw his three potatoes into his own pail. If
|
||
he misses, he must get the potato back
|
||
again to the 3 yards line. If one player of
|
||
the pair gets his three potatoes into the pail
|
||
he may assist his partner by throwing back the potatoes which miss. The two players who
|
||
arrive first back at the starting point, hand in hand, are the winners.
|
||
Bobby.
|
||
(Borrowed from The Ulster Scout.)
|
||
Required: – Potatoes for each Patrol (one less per Patrol than the number of Scouts in
|
||
Patrol), 1 Scout knife, 1 dish, and 1 paper bag per Patrol.
|
||
Layout: – Patrols in Indian file at one end, paper bag and knife in front of each Patrol;
|
||
opposite each Patrol potatoes and dish.
|
||
The Game: – On the signal to go, first Scout lifts knife, runs down,
|
||
peels one “spud,” runs back, lays down knife, touches second Scout who does
|
||
likewise; and so on until all the Murphies have lost their skins. Last Scout
|
||
lifts knife and bag, runs down, puts peelings in bag, cleans knife, lays
|
||
dish, knife and bag side by side, runs back and Patrol comes to the
|
||
alert.
|
||
Points given for (a) 1st finished; (b) neatness of ground; (c) the way potatoes are
|
||
peeled.
|
||
Points deducted for (a) every piece of peel lying about; (b) any Scout running with knife
|
||
open; (c) any Scout who tries to peel himself.
|
||
Rodeo.
|
||
The area for this game is as shown in diagram. About 12 players (the “Steers”) are
|
||
drawn up behind the line AA and the “Cowboy” in the square X. The Umpire blows a whistle
|
||
and the “Steers” rush for the line BB. The “Cowboy” may only tackle the “Steers” while
|
||
passing through his den (X). He tackles in Rugby fashion, and the “Steers” may hand him off or
|
||
elude him. Any “Steer” passing outside of the side lines is out of the game. (For this purpose a
|
||
judge should be posted at the end of each line.)
|
||
Each “Steer” pulled down by the “Cowboy” stays to assist him to pull others
|
||
down. Next the “Steers” run from BB back to AA, and so on until only one is left who
|
||
becomes the “Cowboy” for the next game.
|
||
Page 34
|
||
|
||
--- PAGE 35 ---
|
||
Games For Scouts
|
||
Hat Ball.
|
||
The hats of all the players are bunched together (hollows up) so that no hat is obscured by
|
||
another. A dead line is drawn 10 feet from the hats; all the players keep outside this line.
|
||
“It” begins by throwing a soft ball into one of the hats. For each time he misses a chip is
|
||
put into his hat and if he misses three times in succession the Umpire nominates another “It.”
|
||
As soon as “It” succeeds in dropping the ball into a hat, the owner of the hat runs forward for
|
||
the ball and the others run away. The owner must not follow beyond the dead line, and must
|
||
throw the ball at someone. If he hits anyone the player struck becomes “It”; if the thrower
|
||
misses, a chip goes in his hat and he becomes “It.”
|
||
The Scout who has least chips in his hat wins or the Patrol with the smallest total of
|
||
chips is the winning Patrol.
|
||
Bucket Cricket.
|
||
Equipment required: – A. bucket, tennis ball and a bat (or piece of wood 18 inches long).
|
||
Patrols toss for choice of innings. The bucket is turned upside down and the first player of the
|
||
batting side mounts it, holding the bat in his hand. The fielding side have to try to hit the bucket
|
||
with the ball.
|
||
If the ball stops within 6 yards of the
|
||
bucket it must be taken out to that distance (in the
|
||
same line in which it was last thrown) before it is
|
||
thrown again. A circle should be drawn.
|
||
Each time the batter hits the ball it
|
||
counts two runs; each throw which fails to hit
|
||
the bucket, but is not hit by the batter, counts one
|
||
run. When the bucket is hit, or the ball is caught off
|
||
the bat before touching the ground, or the batter
|
||
falls off the bucket, that batter is out and the next
|
||
player of that Patrol takes his place. When all of one side have been dismissed the other
|
||
side takes the bat. The side which scores the most runs wins.
|
||
When there are less than five aside both sides should field.
|
||
Puddock.
|
||
Requirements: – Three cricket wickets; a stick about 9 inches long, to act as a bail; a tennis
|
||
ball and a wooden club or hand bat.
|
||
The Pitch: – As for cricket but with single wicket at
|
||
bowler’s end and with two wickets at batsman’s. end (as for
|
||
cricket but with centre stump removed). The bail is laid
|
||
along the top of the wickets.
|
||
The Game: – One player bats at a time. (When numbers are
|
||
few both sides should field.)
|
||
The game is commenced by the bowler bowling underhand
|
||
Page 35
|
||
|
||
--- PAGE 36 ---
|
||
Games For Scouts
|
||
to the batsman in an effort to pass the ball between the wickets without removing the bail. (A
|
||
rule might be made that full pitches only could be bowled.)
|
||
If the ball goes past it is returned to the bowler.
|
||
If the bowler succeeds in passing the ball between the wickets, without removing the
|
||
bail, the batsman is out.
|
||
If the batsman hits the ball and is caught, (either direct or from the first bounce) he is
|
||
out.
|
||
If the batsman touches the ball with his “bat” he must attempt to score two runs by
|
||
running to the bowler’s end and back again. The ball is promptly returned by a fieldsman to the
|
||
bowler, who immediately tries to bowl the ball between the stumps, irrespective of where the
|
||
batsman is. If the bowler succeeds the batsman is out, if he fails he bowls again with the batsman
|
||
defending his wicket.
|
||
If a batsman is caught or bowled while running between the wickets those two runs do not
|
||
count to his credit.
|
||
Each side bats in turn and the team scoring most runs wins.
|
||
Chinese Tennis.
|
||
A piece of ground is marked out 50 feet by 30 feet. The size of the ground may be
|
||
varied according to the number of players; these dimensions are for teams of 12 aside.
|
||
The back and side lines are marked and a rope is strung across the middle about 4 ft. 6
|
||
ins. or 5 feet from the ground, dividing the playing area into two courts. Each side occupies a
|
||
court. A large rubber ball or football is used.
|
||
A player of one team stands behind his team’s back line and bats (not throws) the ball
|
||
with his hand or hands either over the rope or to another player on his side.
|
||
The ball is then volleyed from player to player, with the object of getting it over the
|
||
rope so that it will hit the ground in the other side’s court.
|
||
Only the serving side scores. When the serving side wins a rally it counts one point; when
|
||
it loses the other side gets the service.
|
||
When a team has scored 10 points the sides change courts. The team scoring 20 points
|
||
first wins the game. A referee is essential.
|
||
Rules: –
|
||
(1) The ball may be batted either with one hand or both, but must not be bounced, thrown,
|
||
caught or kicked. If the serving side faults in this way they lose the service and the defaulting
|
||
player retires from the game until a point has been scored by either side. If the other side
|
||
faults in this way the defaulting player retires until a point has been scored and the serving side
|
||
retakes the service.
|
||
(2) A player may bat the ball three times in succession but not oftener. If a player on
|
||
the serving side bats the ball more than three times they lose the service; if one of the other
|
||
side does so they lose a point.
|
||
Page 36
|
||
|
||
--- PAGE 37 ---
|
||
Games For Scouts
|
||
(3) The server is allowed a second service if his first fails. Two successive failures forfeits
|
||
the service to the other side.
|
||
(4) As soon as the ball touches the ground that rally is over. If the ball hits the ground in
|
||
the serving court the service is forfeited; if in the other court a point is won by the serving side.
|
||
(5) If the serving side knocks the ball out of the court the service is forfeited; if the other side
|
||
does so the serving side scores a point.
|
||
(6) Each time the serving side scores a point they have the next service.
|
||
Stoolball.
|
||
Stoolball wickets, bats and balls are different from cricketing ones. Each of the pair of
|
||
wickets consists of a board mounted on a stake, which is driven firmly into the ground. The
|
||
board should be one foot square and of wood, or good strong cardboard. The stake should be a
|
||
trifle below the top of the board which should be 4 ft. 8 ins. from the ground to the top. The bat
|
||
is of wood, with an almost circular face and a short handle. The regulation bat should not be
|
||
more than 7½ ins. in diameter and is thicker in the centre than at the edges. A small size
|
||
tennis racquet will do in emergency. The proper ball for Stoolball is a “Best Tennis No. 3”
|
||
but an ordinary tennis ball will do to begin with. With two of the wickets described, two bats and
|
||
a ball the equipment is complete. The wickets are set up facing each other 20 yards apart.
|
||
The bowler, when play begins, stands between the two wickets, 10 yards from the one
|
||
at which he is bowling – so that the bowling crease, which must not be more than a yard long,
|
||
is 10 yards from either wicket. An over consists of eight balls bowled alternately to each
|
||
wicket. The batting side sends in two players to bat, as in cricket, while the other side fields. As
|
||
each player is “out” his place is taken by another member of his side who has not already batted.
|
||
The bowler bowls underhand and must not throw or jerk; if he does so it is a “no ball” and
|
||
counts a run. There are no “wides.”
|
||
The batter is out when the ball bowled hits the wicket (not the stake); when he is
|
||
caught; when, while running, the ball is so thrown as to hit the front face of the wicket; if he
|
||
stops with his person a ball which otherwise when bowled would have hit the face of the wicket;
|
||
or if he is run out – that is to say, if, when running, preparing to run or pretending to run, the
|
||
ball is thrown in and strikes the wicket while he is at the moment in such a place between the
|
||
wickets that he cannot touch his wicket with his bat.
|
||
The non-batter may also be run out if he cannot, with bat in hand, touch his wicket.
|
||
Each batter must touch his wicket with the bat before taking each bowl and on completing
|
||
each run. Both batters must run between the wickets. All other rules are in accordance with the
|
||
laws of cricket. A Scorer and an Umpire for each wicket should be appointed.
|
||
Passball Match.
|
||
A circle is marked on the ground, 40 feet in diameter. The game is played within this
|
||
circle. One Patrol goes in with a ball, say the Otters.
|
||
On the word “Go” two Scouts from another Patrol (say the Tigers), rush into the
|
||
circle and try to touch the ball. The Otters throw the ball from one to another in attempting to
|
||
prevent one of the Tigers from touching it. As soon as a Tiger touches the ball he retires and
|
||
Page 37
|
||
|
||
--- PAGE 38 ---
|
||
Games For Scouts
|
||
immediately another Tiger takes his place. The game is thus continued until every Tiger has
|
||
touched the ball and left the circle. If the ball is thrown
|
||
out of the circle it frees the Tiger who has been in longer
|
||
than the other.
|
||
If an Otter is forced out of the circle while holding
|
||
the ball it releases the Tiger who forces him out. When the
|
||
Tigers are all free the Umpire takes the exact time that they
|
||
took to release themselves and the two Patrols change
|
||
places, the Tigers having the ball and two Otters rushing in
|
||
on the word “Go.” The Patrol taking the shorter time to
|
||
free itself wins the match.
|
||
Flag Football.
|
||
Requirements: – A football and two tripods made
|
||
from signalling flags, to act as goals, and erected at
|
||
either end of ground.
|
||
Rules, etc. – Any number of players a side.
|
||
Each team has one goalkeeper who defends his team tripod
|
||
and only he may use both hands and feet to stop the ball.
|
||
A circle is drawn round each tripod (size according to space
|
||
available) and only the goalkeeper may enter the circle.
|
||
It is not essential to mark off boundaries, all available space
|
||
being used.
|
||
The ball is passed continually from player to player.
|
||
A goal is scored by a player knocking down the other team’s tripod with the ball from
|
||
outside the circle, but no player other than the goalkeeper may kick the ball. A kick is a
|
||
foul and gives the opponents a free throw from the circle edge, from which a goal may not
|
||
be scored direct.
|
||
PART III.
|
||
Indoor and Camp Fire Games
|
||
Giant Sneeze.
|
||
Players are formed up in a circle and numbered in fives. Each No.
|
||
1 player takes TISSUE, No. 2 A – CHEW, No. 3. – HASH, No. 4 –
|
||
HATCHET, and No. 5 CHEETAH.
|
||
The leader is in the centre, and simultaneously with the raising
|
||
of his arms all players take a loud and deep inhalation of breath (as one
|
||
does preparatory to sneezing). On the dropping of his arms each player
|
||
shouts the word allotted to him.
|
||
The result should be a particularly explosive sneeze.
|
||
Page 38
|
||
|
||
--- PAGE 39 ---
|
||
Games For Scouts
|
||
A Goal.
|
||
Players are formed up in a circle and numbered in fours. Each No. 1 player takes “Play up,
|
||
Queen’s” (or whoever the local favourites are); No. 2’s take “Well played, sir,” No. 3’s take “Now
|
||
pass,” and No. 4’s a prolonged “Shoot!”
|
||
The Referee stands in the centre of the circle. On a signal
|
||
with his upraised right hand the No. 1’s commence re-peating –
|
||
“Play up Queen’s.”
|
||
On a similar signal the No. 2’s join in with their slogan,
|
||
slightly louder. On a similar signal the No. 3’s join in louder
|
||
still.
|
||
Then the No. 4’s at the pitch of their voices, the others, as
|
||
loudly as possible, shouting anything appropriate to an exciting football match.
|
||
Whenever the Referee raises both arms above his head there is instantaneous silence.
|
||
After a pause of two seconds the Referee gives a short toot on his whistle, whereupon all the
|
||
players, at the pitch of their voices, shout a prolonged “GOAL.”
|
||
NOTE: – The words and syllables in italics are those on which emphasis should be put.
|
||
A Bye.
|
||
This item is exactly the same as “A Goal” up to the point where the Referee gives a short
|
||
toot on his whistle.
|
||
Instead of yelling “Goal” the players give vent to a staccato and eager “A” followed by a
|
||
protracted and disappointed “OO-OO-OOH.”“
|
||
Draw a Face as I do.
|
||
Players are seated in a circle. The Umpire says to the player on his right,
|
||
“Draw a face as I do,” and then, with the index finger of his left hand draws a face as
|
||
in sketch. (The outline clockwise; right eye; left eye; nose downwards; mouth right to
|
||
left.)
|
||
Each player in turn attempts the feat and at the conclusion of his effort the Umpire
|
||
says “Right” or “Wrong” as the case may be. The game is continued round and round the
|
||
circle until everyone has got it correct.
|
||
The chief mistake usually made is that some players, paying so much attention to the
|
||
order of placing the eyes, etc., do not realise that the figure is drawn with the left hand.
|
||
Giants and Dwarfs.
|
||
When not carried on too long this makes an excellent
|
||
physical development game.
|
||
The players march round the room and on the order
|
||
“GIANTS” they march on tip-toe attempting to touch the
|
||
ceiling with their finger tips.
|
||
On the command “DWARFS” the hands are lowered to
|
||
the shoulders, the players assume an almost sitting position, and
|
||
they march round thus until the command “STEADY” is
|
||
given when they march normally until the command “Giants” or
|
||
“Dwarfs” is given again.
|
||
Pat and his Pig.
|
||
For two players.
|
||
Three parallel chalk lines are drawn on the floor: – a centre line, a line 5 feet on
|
||
one side of it and a line 10 feet on the other side.
|
||
Page 39
|
||
|
||
--- PAGE 40 ---
|
||
Games For Scouts
|
||
The “Pig” takes up his position along the centre line with his hands on the floor.
|
||
“Pat” grasps the “Pig” by the ankles and on the word “Go” tries to force the “Pig” to
|
||
the 10 feet line while the “Pig,” as pigs are alleged to do,
|
||
tries to go in the opposite direction to the 5 feet line.
|
||
“Pat” may neither cross nor twist the “Pig’s” ankles.
|
||
This game should not be continued too long as it is
|
||
very strenuous, particularly for the “Pig.”
|
||
The Joy Wheel.
|
||
Four players lie on their backs on the floor at right angles to each other with feet
|
||
interlaced in the centre. A fifth (light) player sits on the feet. Four further players stand, each
|
||
midway between the heads of two of the prone players, and grasp the near hand of the prone
|
||
player on either side. The standing players commence to move round in a circle the
|
||
result being a human joy wheel.
|
||
Quicksight.
|
||
Two pieces of cardboard, about a foot square, are
|
||
each divided into twenty-five squares. Each player is
|
||
given one of the pieces of cardboard, 5 pennies and 5
|
||
pebbles. (Other articles can of course be substituted.)
|
||
The first player places these on the squares in any
|
||
pattern he fancies, and when this has been done, the
|
||
other player is allowed to see it for five seconds and the
|
||
squares are covered up. From memory the second player attempts to reproduce the pattern on
|
||
his board.
|
||
One point is allowed for each placed correctly and one deducted for each that is
|
||
wrong.
|
||
The second player then sets his board and the first player is given a five seconds survey
|
||
and then has to reproduce the pattern on his board. The player with the most points wins.
|
||
Rapid Questions.
|
||
The District Commissioner’s game. Patrols are drawn up in Indian file two paces apart.
|
||
Only the leading player in each Patrol can answer the question put. After
|
||
each question has been dealt with each leading player goes to the last
|
||
place in his file.
|
||
Questions are put by the Umpire and may be on any subject. The
|
||
method of answering is for each leading player, as he gets the answer, to raise
|
||
his right hand. Players get an opportunity of replying in the order in which
|
||
they raise their hands. They should go forward to the Umpire and whisper the
|
||
answer when called on.
|
||
Page 40
|
||
|
||
--- PAGE 41 ---
|
||
Games For Scouts
|
||
The first player giving the correct answer scores the same number of marks as there are
|
||
competing Patrols; the next scores one less and so on.
|
||
After each leading player has had an opportunity of answering, the Umpire gives the
|
||
correct answer, the leading players go to the last places in their files and the next question is
|
||
put.
|
||
The following may be of assistance in drawing up your questions: –
|
||
“What day of the week is it?”
|
||
“What is the 4th Scout Law?”
|
||
“How many legs has a rabbit?”
|
||
“How many Vs on the face of a clock?”
|
||
“What is the difference between a strain and a sprain?”
|
||
“Why does a dog run away with his tail drawn in between his legs?”
|
||
“What compass direction is opposite to S.S.E.?”
|
||
“Is a whale a fish or an animal?”
|
||
“Who is the Patron Saint of Wales?”
|
||
“What is the Chief Scout’s birthday?”
|
||
“How many ribs has an umbrella?”
|
||
“What is correct mourning for Scouts?”
|
||
“What is your Scoutmaster’s address?”
|
||
“Why has a rabbit got a white tail?”
|
||
“What is the Scout sign for ‘I have gone home’?”
|
||
“What is the essential badge for Queen’s Scout?”
|
||
“Who is the Chief Scout for Wales? “
|
||
Ask Your P.L.
|
||
An Umpire is required for each competing Patrol and each Umpire is provided with the
|
||
same list of questions.
|
||
The Umpires stand in line, facing their respective Patrols, as far away as
|
||
possible.
|
||
Patrols are drawn up in Indian file, the leading player holding a
|
||
neckerchief, and the Patrol Leader occupying the rear position.
|
||
On the word “Go” the first players race to their respective Umpires and
|
||
are assailed with question No. 1.
|
||
If the reply is satisfactory the Umpire replies: – “Right,” and the player concerned runs
|
||
beyond the starting line and hands the neckerchief to the next player, who races to the Umpire to
|
||
try his luck with the next question.
|
||
If the reply is not satisfactory the Umpire says – “Ask your P.L.,” and the player
|
||
concerned races to his P.L., secures the correct answer (or has the knot or other test required
|
||
demonstrated) and returns to the Umpire to try again.
|
||
The game is continued until each player (excepting the Patrol Leader) has completed
|
||
the course and has returned to the starting line. (In the event of Patrols not being equal in
|
||
numbers some members of the smaller Patrols will require to answer two questions each to give
|
||
the same number of tests to each Patrol.)
|
||
The Patrol to finish first wins.
|
||
Questionnaire.
|
||
Players seated in a circle each with pencil and sheet of paper. Each player in turn
|
||
asks a question, which must be a sensible one requiring a short answer. The player asking a
|
||
question must know the correct answer himself. Each player writes down what he considers
|
||
is the correct answer to each question. The player with the most correct answers wins.
|
||
Sample Questions: – “Who is the world’s richest man?”
|
||
Page 41
|
||
|
||
--- PAGE 42 ---
|
||
Games For Scouts
|
||
“Who wrote Dr. Marigold?”
|
||
“In what direction does the Queen’s head face on a shilling?”
|
||
“Where is Nairobi?”
|
||
“Who was the last Prime Minister?”
|
||
“What is the 4th Scout Law?”
|
||
“Have fish teeth?”
|
||
Ceremonial and Rules for the Conduct of the
|
||
Meetings of the Most Honourable Court of
|
||
Buns and Coffee.
|
||
There shall be elected a Most Worshipful Master, a Worthy President, the remaining
|
||
members being Worthy Brethren.
|
||
The M.W.M. shall take his seat at the head of the Court, the W.P. opposite to him, the
|
||
W.B.’s occupying the remainder of the seats.
|
||
When all are assembled, the M.W.M. shall say in stern voice, “I declare the Court
|
||
open.”
|
||
Whereupon the members thereof shall seat themselves with due decorum, their arms folded
|
||
upon the bosom.
|
||
Should a W.B. espy another W.B. behaving himself in a manner unseemly, he shall rise to
|
||
his feet and address himself to the M.W.M. in manner following, to wit: – “Watch; hand
|
||
over the dido.” Upon which the M.W.M. will hand to him the dido, saying – “I hand over
|
||
the dido, Worthy Brother.” The W.B. receiving same shall say to the M.W.M. – “I receive
|
||
the dido, M.W.M., to punish the Worthy Brother So-and-so, for (Here state the misdemeanour)
|
||
in the Court of Buns and Coffee. What shall his punishment be?”
|
||
Then shall the M.W.M. taking into account the heinousness of the offence, pronounce
|
||
sentence; as, for instance, “Two on the right Flipper”; “One on each Flipper;” “Three on
|
||
the right Flipper, Severe.”
|
||
Then shall the W.B. in possession of the dido say to the Offender “Right (or Left)
|
||
Flipper to the front.” And the same being done shall adminster due punishment.
|
||
Nota Bene: – Should the Offender offer resistance or otherwise refuse to take the
|
||
punishment, the W.B. may if he thinks fit and proper exclaim “Assistance”; whereupon the W.B.’s
|
||
immediately on the right and left of the Offender shall seize him and hold him in such position as
|
||
shall render it possible for the punishment to be adminstered. The same having been done, the
|
||
W.B. shall turn to the M.W.M. and shall say unto him, at the same time proffering the
|
||
dido: – “I return the dido, Most Worshipful Master,” and the M.W.M. receiving the dido
|
||
shall say unto him – “I receive the dido, Worthy Brother.” The W.B. shall then return to
|
||
his seat, and fold his arms upon his bosom in manner seemly. On the conclusion of the business,
|
||
the M.W.M. shall say – “I declare the Court Closed.”
|
||
The Problem of the Man Who Lost His Memory.
|
||
On a table are laid out a few articles and each Patrol, in turn, is taken up to the table
|
||
and told a tale something after the following: –
|
||
“A man was put off a train at Glasgow and
|
||
handed over to the police on a charge of having
|
||
travelled beyond the place for which he had
|
||
purchased a ticket (Manchester to Carstairs).
|
||
“On arresting him the policeman discovered
|
||
that the man had lost his memory and they are
|
||
endeavouring to find out who he is.
|
||
“The articles laid out on this table were all that were found in his possession.
|
||
Page 42
|
||
|
||
--- PAGE 43 ---
|
||
Games For Scouts
|
||
“Each Patrol will be allowed three minutes to examine the articles and will then retire
|
||
until they are asked to come forward to state all that they can ascertain about the man.”
|
||
The winners are, of course, the Patrol which brings forward the most reasonable and
|
||
valuable deductions.
|
||
Suitable articles might be: – A comb, nail file and toothpick (denoting careful and cleanly
|
||
habits) – a handkerchief with a laundrymark (for ascertaining who he is) – a few coins of small
|
||
value (denoting poverty or robbery) – a used bus ticket (where he is likely to have been
|
||
recently) – a railway diary with a page folded down, or pencilled, say at Ayr – (where he lived
|
||
or travelled frequently to). A few pencils and a fountain pen (indicating probable occupation).
|
||
At the end the Umpire should sum up and give his deductions.
|
||
Problem Pictures.
|
||
In this game the Scoutmaster sets a number of deduction problems
|
||
in the absence of the boys. There should preferably be one picture for each
|
||
competing Patrol, but each picture should be different.
|
||
The Patrols are then called in and each one given five minutes in which
|
||
to study a picture, before changing over with another Patrol.
|
||
After all Patrols have had their turn at every picture the Patrol
|
||
Leaders, speaking for their respective Patrols, are asked to state concisely
|
||
what they have been able to deduce from the pictures.
|
||
In order to make the above description clear the following are examples of possible
|
||
pictures: –
|
||
Picture No. 1. – A chair, a shepherd’s crook, a hat with a game bird’s feather in it, a
|
||
newspaper thrown down and open at the agricultural page and a pair of wash leather gloves lie
|
||
on the floor. The Patrol will be asked to give some description of the man who recently
|
||
occupied the chair.
|
||
Deduction. – The man was interested in agriculture because of the newspaper and the
|
||
shepherd’s crook. He was probably interested in shooting – the game bird’s feather in the hat.
|
||
The crook denotes a shepherd, a farmer or a laird, but the wash-leather gloves prove that he
|
||
was probably of the laird class, since neither shepherds nor farmers commonly wear wash-
|
||
leather gloves. Other points might of course be scored, but the above is sufficient for purpose
|
||
of explanation.
|
||
Picture No. 2. – A chair with stool in such a position that the sitter could rest his leg
|
||
upon it. Near by a table on which is a pipe, a book with bookmarker inserted, an empty telegraph
|
||
envelope, several spent matches in an ashtray, a stick, and a rug on the floor. The
|
||
Patrol will be told that someone has recently vacated the chair. Why did he do so and what
|
||
kind of person was he?
|
||
Deduction. – The person who recently departed was a man, since he owned a pipe. He
|
||
probably left on receipt of the telegram, but expected to return because he left his pipe. He had
|
||
been there some time as he had lit several matches. He was either lame or an invalid because of
|
||
the rug and stick, but probably lame, because of the stool obviously used as a leg rest. His
|
||
lameness was slight or temporary as, in his agitation on receipt of the telegram, he left his
|
||
stick behind. He was a careful reader, or lover of books, since he marked his place before
|
||
opening the telegram, and so on.
|
||
When setting your pictures it is as well to act the parts so as to ensure no detail being
|
||
omitted or wrongly set.
|
||
What Would You Do?
|
||
An inter-Patrol competition.
|
||
The Umpire reads out a problem to all of the Players. (Four sample problems are
|
||
given here for the guidance of Scoutmasters.)
|
||
Page 43
|
||
|
||
--- PAGE 44 ---
|
||
Games For Scouts
|
||
Each Patrol then retires to its corner and the members
|
||
consult as to the best move under the circumstances.
|
||
At the time limit decided on each Patrol Leader brings
|
||
forward to the Umpire the opinion of his Patrol, in writing.
|
||
The most reasonable solution in the opinion of the Umpire
|
||
wins.
|
||
Patrol Leaders might be allowed to speak briefly on the
|
||
reasons for their particular solutions, and
|
||
the other Patrol Leaders might be
|
||
given the opportunity of criticising
|
||
the solutions of the rival Patrols.
|
||
(If this is done it is advisable for one solution to be taken
|
||
up and the discussion completed on that one before the next is
|
||
considered.)
|
||
Following the discussion the Umpire could intimate his
|
||
decision.
|
||
Problem No. 1. – At 2 p.m. you leave Headquarters with
|
||
an important dispatch which must reach its destination by
|
||
3.30 p.m. You have a five-mile walk before you, and decide
|
||
to take a short cut through an orchard. Half-way through the orchard you see a savage
|
||
bulldog dashing towards you and you take temporary refuge in an apple-laden tree. To
|
||
your dismay you find that the dog intends to wait till you
|
||
come down. Time is passing; your dispatch must be delivered
|
||
by 3.30. What would you do?
|
||
Problem No. 2. – You are walking along a badly-lit street
|
||
in which you appear to be the only person. Suddenly from a
|
||
dark entry a roughly dressed man dashes out and runs swiftly up
|
||
the street. You notice bloodstains
|
||
on his clothes as he passes. What
|
||
would you do?
|
||
Problem No 3. – Late one
|
||
night you are walking along a
|
||
lonely country road. A farmer has
|
||
built an overflow stackyard in a field a mile from his house. On
|
||
passing this field, you are horrified to see a number of men
|
||
setting fire to the stacks. You are about to dash for help
|
||
when one of the gang who has been on the lookout, and who
|
||
is armed with a big stick, steps from behind a tree and
|
||
confronts you.
|
||
What would you do?
|
||
Problem No. 4. – You are sent with an important written
|
||
dispatch, and there is every likelihood of you being captured
|
||
and searched, even to the extent of being completely stripped.
|
||
If, however, no dispatch is found on you, you will be liberated.
|
||
How and where would you hide this dispatch?
|
||
The Unedited Manuscript.
|
||
Players are seated in a circle, in tailor fashion.
|
||
The Scoutmaster says something like the following: –
|
||
“I don’t suppose you fellows know that I am a bit of an
|
||
author?”
|
||
Page 44
|
||
|
||
--- PAGE 45 ---
|
||
Games For Scouts
|
||
“Well I am! Indeed, I have here a story which I have written and I
|
||
intend to read a part of the first chapter to you to see if you like it.”
|
||
“The manuscript has not been revised in any way so it is quite
|
||
possible that errors may have crept in here and there.”
|
||
“If anybody spots a mistake he will spring to his feet. He will then
|
||
be called upon to state what the mistake is. If correct, he counts a mark to
|
||
his Patrol; if wrong, his Patrol scores a minus mark.”
|
||
“Mr. (Jones) will be the Umpire and will decide who rises first.”
|
||
Sample Story.
|
||
This yarn concerns one, John Smith, a Boy Scout.
|
||
One spring evening John was out tracking on a lonely stretch of seashore when he was
|
||
pounced upon by Pirates who dragged him, struggling, to their cave.
|
||
The Pirate Chief had poor *Jim dragged before him and demanded to know his name so
|
||
that he could hold him to ransom.
|
||
Although he was mercilessly beaten by the *Smugglers he refused to give his name or
|
||
his address, but, remembering his 7th Scout Law, he just *smiled and whistled.
|
||
John was only a Tenderfoot but he determined to escape.
|
||
He was a mass of bruises from ill-treatment which he had received, but, as he had
|
||
been studying hard to pass his *Ambulance Badge, he was able, after a fashion, to treat his
|
||
hurts.
|
||
John sat on the floor of the *hut for hours trying to think out a plan of escape but he was too
|
||
closely guarded, and soon he would stop his restless *pacing up and down the cave and would fall
|
||
into a troubled sleep.
|
||
The Pirates fed him on seagulls’ eggs which were to be found in abundance on the steep
|
||
rock faces at the seashore.
|
||
At last, at midnight, on a pitch dark night his chance to escape arrived. The guard fell
|
||
asleep and *Jim stealthily sneaked past the prostrate form into the open.
|
||
On leaving the dark cave he blundered along in the brilliant glare of the *full moon.
|
||
He had been a prisoner for *five days and nights and was weary and sore but struggled
|
||
cautiously on.
|
||
The *November night was bitterly cold...................etc., etc.
|
||
(Errors are marked *.)
|
||
My P.L. went to Camp.
|
||
Players are formed up in a circle. The first player commences by saying: – “My P. L. went
|
||
to camp and packed his bag. In it he put (some thing),” and intimates what that something was.
|
||
The next player then repeats
|
||
“My P. L. went to camp, etc.,” puts
|
||
in the article mentioned by the first
|
||
player and then adds another
|
||
himself, and so on round the circle,
|
||
each player in turn repeating, in the
|
||
correct order, all the articles put
|
||
into the bag and adding another.
|
||
Whenever a player gets an
|
||
article in the wrong order, or cannot
|
||
remember the next article within one
|
||
minute, he is out of the game and
|
||
the next player carries on.
|
||
The game is continued round and round the circle until only the winner is left.
|
||
Page 45
|
||
|
||
--- PAGE 46 ---
|
||
Games For Scouts
|
||
John, Jack, Jim and Joe.
|
||
Players are seated in a circle, the Umpire in an armchair (if available).
|
||
The Umpire is called the “Teacher.”
|
||
The four players on his left are respectively – “John,” “Jack,” “Jim”
|
||
and “Joe.”
|
||
The fifth player on his left is No. 1, the next No. 2 and so on round
|
||
the circle, the last player (he on the “Teacher’s” right), being the “Dunce.”
|
||
During the course of the game, no matter where the “Teacher” is seated, he
|
||
continues to be the Umpire.
|
||
The game is commenced by the “Teacher” saying – “Teacher to (say) No. 3.” No. 3
|
||
must immediately make reply, such as – “No. 3 to (say) ‘Jack’.” “Jack” might then
|
||
say – “Jack to (say) No. 8” – and No. 8 might respond – “No. 8 to Teacher” – and so on.
|
||
Whenever a player fails to respond at once, or if the wrong player replies, or if a
|
||
player calls his own number or a number that does not exist in the game he goes to the
|
||
“Dunce’s” seat and everybody who was seated beneath him moves up and immediately takes
|
||
up his new number or name.
|
||
The “Teacher” is equally liable to lose his place with any other player.
|
||
The aim of the game is to get into the “Teacher’s” chair and to stay there.
|
||
The “Teacher” always recommences the game after each failure.
|
||
Once the players have received their original names or numbers they are not again
|
||
renumbered but are responsible for picking up their new names or numbers each time for
|
||
themselves.
|
||
Buzz.
|
||
Players sit round in a circle. The game is a counting one,
|
||
in which, whenever the number 7 comes, or a multiple of 7, or a
|
||
figure with 7 in it, such as 14, 17, 21, 27, 28, 35, 37, etc., the player
|
||
whose turn it is must say “Buzz.” Otherwise he drops out of the
|
||
circle.
|
||
For 71, 72, 73, 74, 75, 76, 78, and 79, you say “Buzz 1,”
|
||
“Buzz 2,” and so on and for 77 you say “Buzz, Buzz.”
|
||
The game is continued until only the winner is left.
|
||
Whenever a player fails, either by not “Buzzing;” by
|
||
“Buzzing” when he shouldn’t or by saying the wrong number, the next player begins again at
|
||
1.
|
||
Whiz Buzz.
|
||
Players sit round in a circle. This is another counting game in which, whenever the
|
||
number 5 comes, or any figure with 5 in it, the player whose turn it is must say “Whiz.”
|
||
Whenever the figure 7 comes, or a multiple of 7, or any figure with 7 in it, the player
|
||
must say “Buzz.”
|
||
In addition, for every figure with both 5 and 7, (such as 57 and 75), or a multiple of both
|
||
5 and 7 (such as 35), the player must say “Whiz Buzz.”
|
||
For 51, 52, 53, 54, 56, 58, and 59 you say “Whiz 1,” “Whiz 2,” and so on, but for
|
||
55 you say “Whiz Whiz.”
|
||
Similarly for 71, 72, 73, 74, 76, 78, and 79 you say “Buzz 1, Buzz 2,” and so on, but for
|
||
77 you say “Buzz Buzz.”
|
||
The game is continued until only the winner is left. Whenever a player fails he drops
|
||
out and the next player commences again at 1.
|
||
Page 46
|
||
|
||
--- PAGE 47 ---
|
||
Games For Scouts
|
||
Plus and Minus.
|
||
Two teams of equal numbers are seated in tailor fashion on the floor in line,
|
||
each player facing an opponent.
|
||
The teams are numbered consecutively
|
||
as shown in diagram, one line being “pluses”
|
||
and the other “minuses.”
|
||
The Umpire shouts out any two
|
||
numbers and the player
|
||
indicated in each line
|
||
immediately springs to his feet. The player to reach the erect posture first
|
||
counts one point to his line.
|
||
For example, if the Umpire shouted “6 and 3”, players No. 9 (6 + 3)
|
||
of the “plus” line and 3 (6-3) of the “minus” line would be the
|
||
contestants.
|
||
Half way through the game the “pluses” should become
|
||
“minuses” and the “minuses” become “pluses.” The team to score twelve points
|
||
Boy’s Name, Girl’s Name.
|
||
Each player is provided with a sheet of paper and writes down the following (or a
|
||
similar list) in the left margin: –
|
||
Boy’s name .. Simon.
|
||
Girl’s name .. Sally.
|
||
Author or Authoress Solomon.
|
||
Actor or Actress Siddons.
|
||
Soldier or Sailor Shackleton.
|
||
Statesman Shaftesbury.
|
||
British Town .. Slamannan.
|
||
Town Abroad .. Seattle.
|
||
British River Spey.
|
||
River Abroad Somme.
|
||
Country or State Scandinavia.
|
||
Colour Sallow.
|
||
Animal .. Seal.
|
||
Bird Swallow.
|
||
Insect or Reptile Snake.
|
||
Fish Shark.
|
||
Tree Sycamore.
|
||
Flower Stitchwort.
|
||
Fruit or Vegetable Strawberry.
|
||
Liquid Sherry.
|
||
Mineral Sapphire.
|
||
The Umpire then intimates any letter in the alphabet, say S. Each player within a
|
||
given time has to supply his list with appropriate words beginning with S. On the call of time
|
||
one of the papers may present the appearance of the above example.
|
||
Each player in turn now reads his list aloud and strikes out those words that others also
|
||
have.
|
||
Each player counts one mark for each word which remains at the conclusion and which
|
||
receives the approval of the Umpire. Another letter is then intimated and the game
|
||
continues. Ten minutes is a fair time limit to allow per letter. Players should reject the first
|
||
solution that occurs to them and search their minds for something less obvious.
|
||
Page 47
|
||
|
||
--- PAGE 48 ---
|
||
Games For Scouts
|
||
Celebrities.
|
||
Cut out from newspapers and magazines photographs and caricatures of well-known
|
||
people.
|
||
Paste each of these on a plain postcard and number them
|
||
consecutively.
|
||
Hand the bundle of postcards to each Patrol in turn, for say three
|
||
minutes, during which time they write down on paper whom they
|
||
imagine each picture represents, giving the appropriate number before each.
|
||
The Patrol with the most correct list wins.
|
||
Advertisements.
|
||
As for “Celebrities,” but substitute popular advertisements (with the name of the
|
||
firm cut out in each case), for pictures of well-known people.
|
||
This game can also be played with pictures of flowers, trees, famous buildings, colour
|
||
shades, etc., etc.
|
||
Spelling Bee.
|
||
Players sit round in a circle. In this game each player in turn adds a letter towards the
|
||
spelling of a word, the object being not to be the one to finish a word but to force a following
|
||
player to do so.
|
||
Thus the first player may say “W” and the next, thinking of “who,” may add “h.” The
|
||
next, running his mind quickly over possible words beginning “wh” may think of “what” and
|
||
make it “wha.” The next player must not add “t,” so, recollecting “whale” will make it “whal.”
|
||
The next player, of course must not add “e” so, remembering that there is a word “whalish”
|
||
makes it “whali.” The next player adds “s” and the next is bound to be the loser.
|
||
Each player drops out as he fails and the game is continued until only the winner is
|
||
left. If a player, when his turn comes round, fails to add a letter in a minute he is out.
|
||
If he suspects that the last letter added does not go to the formation of a word he may
|
||
challenge the last player for his word within the minute. If there is a word the challenger drops
|
||
out: if there is not the player who added the last letter drops out.
|
||
Proper names are not allowed.
|
||
I’ve been to Paris.
|
||
The players sit round in a circle. The leader says to his
|
||
neighbour on the right: – “I’ve been to Paris.” “What did you buy there?”
|
||
his neighbour enquires with interest. “A mangle” is the unexpected
|
||
response accompanied by the appropriate circular action of the right
|
||
hand.
|
||
This statement, question and answer go from player to player,
|
||
right round the circle.
|
||
Next the leader remarks: – “I’ve been to Paris.” “What did you
|
||
buy there?” his right-hand neighbour enquires. “A pair of shears,” he
|
||
answers, suiting the actions to the word by opening and shutting the thumb and first finger of
|
||
the left hand while continuing to mangle with the right.
|
||
This statement, question and answer (and actions) go from player to player right
|
||
round the circle.
|
||
Next time the leader adds a treadle sewing machine, followed by a Chinese figure which
|
||
nods its head, a gun and then a cuckoo clock which says “Cuckoo! Cuckoo!” The final
|
||
purchase is Wrigley’s Chewing Gum.
|
||
Page 48
|
||
|
||
--- PAGE 49 ---
|
||
Games For Scouts
|
||
Each player will therefore, at his final purchase, when his turn comes round, be mangling,
|
||
shearing, treading a sewing machine, nodding his head, closing one eye and alternately saying
|
||
“Cuckoo! Cuckoo!” and rotating his jaws in a circular motion.
|
||
Caught Napping.
|
||
The players sit round in a circle, the Umpire included. The Umpire says “(something)
|
||
flies,” and at the same time beats three or four times on his thighs.
|
||
If that something can fly the
|
||
other players must also immediately
|
||
beat their thighs three or four times,
|
||
but, if the something is not capable of
|
||
flight, they must do nothing. Thus “Fish
|
||
flies,” “Ptarmigan flies,” “Hen flies,”
|
||
should bring an immediate response,
|
||
while “Butter flies,” “Horse flies,”
|
||
“Ostrich flies,” should be received in
|
||
stony silence.
|
||
Each Scout beating his thighs
|
||
when he shouldn’t, or not doing so
|
||
when he should, is out of the game which is continued until only the winner is left.
|
||
What Is It?
|
||
Patrols are in their own corners, each seated in a circle. One player from each Patrol goes
|
||
out and these players decide on some exceedingly out-of-the-way thing which Patrols have to
|
||
discover. For instance, the players who go out may decide on “The tip of the tail of the whale
|
||
that swallowed Jonah.”
|
||
The players then return to the room and each takes his place in the midst of any Patrol
|
||
except his own.
|
||
Questions are then put by the Patrols with a view to finding out what the sentence is.
|
||
The questions may only be answered by “Yes” or “No.”
|
||
The Patrol which correctly discovers the sentence first is the winner.
|
||
The Ship’s Alphabet.
|
||
Players are seated in a circle. Beginning anywhere in the circle the Umpire asks: – “The
|
||
name of the letter?” “A,” the player indicated may say. The Umpire then turns to the next
|
||
player and asks: – “The name of the ship?” and immediately commences counting slowly and
|
||
sternly up to 10. “Arabella” is possibly given before that number is reached. “The name of the
|
||
captain?” to the next player, again commencing to count sternly towards 10. The answer may be
|
||
“Ananias.” “The name of the cargo?” “Apples.” “The port she sailed from?” “Alamba.”
|
||
“The place she is bound for?” “Aden.” “The next letter?” “K,” and so on round the
|
||
circle.
|
||
Each player as he fails to answer in time, or says something which is not applicable,
|
||
moves down one place.
|
||
The Blind Old Man.
|
||
The players are formed up in a circle with another player (the blind old man) in the
|
||
centre who is blindfolded and holds a staff or walking-stick.
|
||
The players in the circle take hands and move round the “old man.” On the third beat
|
||
of his stick on the floor the players stand still and the “old man” points his stick.
|
||
Page 49
|
||
|
||
--- PAGE 50 ---
|
||
Games For Scouts
|
||
The player at whom the stick is most nearly pointing takes hold of the other end of it and
|
||
is called upon by the “old man” to imitate, in turn the noises of a donkey, cat, hen laying, baby
|
||
s
|
||
crying, sheep, dog and duck. (The “old man” may call on the player to imitate Patrol calls.)
|
||
From the noises emerging from the boy holding the other end of the stick the “old man”
|
||
identifies him. If he succeeds they change places. If he is unsuccessful the game is resumed with the
|
||
same “old man.”
|
||
The “old man” gets three chances and then, if still unsuccessful, the Umpire nominates
|
||
another “old man.”
|
||
Earth, Air and Water.
|
||
Players are formed up in a circle with the Umpire in the centre. The Umpire
|
||
suddenly points to one of the players and says – “Earth” (or air, or water) and starts
|
||
counting sternly up to 10.
|
||
The player indicated must, before 10 is counted, name an animal which lives on the earth.
|
||
If the player fails or says something inappropriate, he drops out of the game (or forfeits a
|
||
point.)
|
||
The Umpire, pointing to another player, might next say “Water” and the player
|
||
concerned must, before 10 is counted, name something which lives in the water. Similarly, if
|
||
“Air” is called the player concerned must name a bird, insect or animal which flies before 10
|
||
is counted. Once anything has been stated by one of the players it cannot be repeated by
|
||
another player.
|
||
The Irish Schoolmaster.
|
||
Players are formed in a circle and numbered consecutively. The Umpire takes his
|
||
place between the first and last numbers and commences the game by
|
||
saying: – “What’s this I hear about number (say) 7?” and commences
|
||
counting fairly quickly up to 10.
|
||
If No. 7 does not reply before 10 is counted he goes to the
|
||
last place in the circle. If he is alert he says, “No, sir; not I, sir; No.
|
||
(say) 2, sir.”
|
||
The Umpire immediately commences counting up to 10, and
|
||
if No. 2 is alert he accuses another number; if not he goes to the
|
||
last place in the circle. Each time a player has been sent to the last place
|
||
in the circle, the Umpire recommences with the opening formula finishing up by accusing a
|
||
number.
|
||
Players retain their original numbers throughout the game, and if a player accuses the
|
||
player who is at that time actually at the last
|
||
place in the circle (or if a player does not reply
|
||
with the correct formula) he goes to the last place
|
||
himself.
|
||
Message Passing Relay Race in Circle.
|
||
An even number of Scouts are formed in a
|
||
circle and numbered consecutively. Numbers 1
|
||
and 2 are each whispered different messages
|
||
of equal length.
|
||
On the word “Go” No. 1 whispers his
|
||
message to No. 3; No. 3 to No. 5, and so on
|
||
round to the last odd number.
|
||
At the same time No. 2 whispers his
|
||
message to the next even number in the opposite
|
||
Page 50
|