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2079 lines
157 KiB
Plaintext
2079 lines
157 KiB
Plaintext
SOURCE: /mnt/d/GoogleDrive/Cercetasi/carti-camp-jocuri/bp_games.pdf
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CONVERTED: 2025-01-11
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==================================================
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--- PAGE 1 ---
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The Scout Library, No. 4
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Scouting Games
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by Sir Robert Baden-Powell
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Author of "Scouting for Boys,"
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"Yarns for Boy Scouts,"
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"Boy Scouts Beyond the Seas," etc.
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sixth edition
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--- PAGE 2 ---
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FOREWORD TO SIXTH EDITION
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The training of the Boy Scouts is done mainly by means of games, practices and competitions
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such as interest them, and at the same time bring into use the attributes of manliness and good
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citizenship which we desire to inculcate into them.
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There is, therefore, an aim, physical or moral, underlying those which are given in the
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following pages. These games do not exhaust what it is possible to give; they are but samples or
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suggestions upon which imaginative Scoutmasters will easily contrive better ones and more of
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them, suited to their local conditions. But in devising these the higher aim should always be kept
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in view; that is the instructor should think of what points he wishes to teach. and then invent a
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game or display in which to bring them into practice. In playing these Games it should be
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remembered that they improve very much on the second and third trial, as minor rules have often
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to be introduced to suit local circumstances. A time limit should generally be imposed to bring
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them off successfully.
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Through these games, apart from their health - and joy giving properties, we can instill the
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sense of fair play, discipline, and self-control - in a word, good sportsmanship, among our future
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men. Then in addition to the games mentioned in this book we have adopted other activities in the
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Scout movement in the shape more particularly of swimming and climbing. These are for the fuller
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development of the boys morally as well as physically. Morally, because swimming gives a sense
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of mastery over one of the elements and of fitness for service to them as a result of exercising
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pluck and perseverance; and climbing similarly gives a sense of self-reliance and power through
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achievement in overcoming a difficult adventure.
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They are good physically, because both activities are the better agents for developing health
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and strength in that they are not artificial like " physical jerks," " setting-up drill," etc., but are
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natural and appeal to the boy so that he continues to practice them voluntarily in his spare time.
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In these days when so large a proportion of the manhood is physically unsound and incapable
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of 'any great strain of hard work, Scoutmasters are rendering a really valuable service to the
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nation in turning out a new generation of citizens healthier in body and mind than their
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predecessors. The games described in the previous editions have been carefully checked in the
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light of fuller experience, and improvements made.
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R. S. S. B. P.
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Scouting Games -- 2 -- Sir Robert Baden-Powell
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--- PAGE 3 ---
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CONTENTS
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CHAPTER I - SCOUTING GAMES
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Flag Raiding - The Rival Dispatch Bearers - Dispatch Running - Reading the Map - Relay Race -
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Flying Columns - Numbers - Surveying the Country - Scout Meets Scout - Telegraph Cutting - The
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Signallers' Game - The Traitor's Letter - Joining Forces - Spider and Fly - Scouting in the Open -
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Plant Race - Where's the Whistle? - Fugitives - Tails - Compass Points - spot your Staves - One
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Tree Away - What Is It ? - Finding Places.
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CHAPTER II - STALKING GAMES
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Deer Stalking - Stalking and Reporting - Scout Hunting - Shadowing - Ambushing - Mimic
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Battle.
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CHAPTER III - TRACKING GAMES
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Seeking the Scoutmaster - The Treasure Hunt - The Torn Manuscript - The Lion Hunt - Wool
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Collecting - Sharp-Nose-Climbing.
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CHAPTER IV - INDOOR GAMES
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Kim's Game - Debates and Trials - Scout's Chess - Farmyard - Thimble Finding - Scout's Nose -
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Spotting the Spot - How Long ? - Old Spotty-Face - Quick Sight - Nobody's Airship - Blow Ball -
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"Artists" - A Memory Game - Questions - Who Said That ? - Celebrities - Patterns - Round the Ring
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- Badger Pulling.
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CHAPTER V - GENERAL GAMES FOR CAMP OR PLAYGROUND
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Catch the Thief - Bang the Bear - Shoot Out - The Bull Fight - Basket Ball - Knight Errantry -
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Find the North - Cock Fighting - Camp Billiards - stool Kicking - Take the hat (For Two Patrols) -
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The Staff Run (For Four Patrols) - Pass it On - Toilet Tag - Bomb-Laying - Baiting the Badger - Ring
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Catching-Shooting - Kick it and Run - Tub Tilting - Balancing the Board - An Obstacle Race -
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Finding the Numbers - Snatch the Handkerchief - Hit the Bucket.
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CHAPTER VI - CYCLISTS' GAMES
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De Wet - The Biter Bit - Brigand Hunting - Ambuscades - Hunting the Spies.
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CHAPTER VII - TOWN GAMES
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Shadowing - follow the trail - Catching the Dodger - The Signature Collecting - What's Wrong ?
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- Far and Near - Morgan's Game - Shop Window - Taking Notes.
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CHAPTER VIII - NIGHT GAMES
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The Escaped Smoker - The Path-Finder - Tracking by Smell - Will-o'-the-Wisp - Showing the
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Light - Night Outposts.
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Scouting Games -- 3 -- Sir Robert Baden-Powell
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--- PAGE 4 ---
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CHAPTER IX - WINTER GAMES
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Siberian Man hunt - Arctic Expedition - snow Fort - Fox-hunting - The Dash for the Pole - Clear
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the Line - Skin the Snake - Soccer Relay.
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CHAPTER X - SEAMANSHIP GAMES
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Smugglers Over the Border - Treasure Island - Smugglers - A Whale Hunt - Water Sports.
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CHAPTER XI - FIRST-AID GAMES
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Wounded Prisoners - The Red Cross Hero - The Ill-fated Camp - Injuries - Ambulance Knights -
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Ambulance Rounders - Ambulance French and English - Ambulance Hotchpotch - Ambulance
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Elements.
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CHAPTER XII - GAMES FOR STRENGTH
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The Struggle - Wrist Pushing - Scrum - Feet Wrestling - Straight Back - Bridge - Tournaments -
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Kneel to your Superior.
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CHAPTER XIII - DISPLAYS
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Foreword - The "mercury" Display - Good Turns - Treasure Camp - How Livingstone was
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Found - The Diamond thief - Play the Game - The Storming of Delhi - The S.A.C. - Pocahontas -
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Kidnapped - Saving Life.
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Scouting Games -- 4 -- Sir Robert Baden-Powell
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--- PAGE 5 ---
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CHAPTER I -- SCOUTING GAMES.
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1. FLAG RAIDING.
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This game is for two patrols, or a larger number divided into two parts, each under one Patrol-
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leader. Three flags (signalling flags will do) are posted within a given tract of country at about 20
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yards apart. It rests upon the judgment of the leader of the defending party to choose the spot. He
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then posts his patrol not less than 200 yards from the flags, and the game begins. The attackers
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send out Scouts to discover (1) where the flags are, (2) where the outpost is placed. They then try
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and reach the flags and carry them off without being seen by the outpost. One Scout may not take
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away more than one flag. The defending patrol may not come within the 200 yards of the flags, and
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to capture one of the raiders they must have at least two Scouts within 10 yards of him, and call
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out "hands-up". At a signal given by one of the Patrol-leaders or an umpire, to show that time is
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up, all must stand up in their places, to see how near the raiders are, and the exact position of the
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outpost. It is a great point for the Patrol-leaders to keep their own patrols in touch. If they like the
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attackers can arrange a false alarm on one side, while a single Scout makes for the flags from the
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opposite direction and secures one. At night lanterns can be substituted for flags.
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2. THE RIVAL DISPATCH BEARERS.
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The game is played between two rival patrols, which for convenience we will name the Wolves
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and Peewits. From each patrol one Scout is selected as dispatch bearer. The Scoutmaster takes
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up a position at a certain spot, preferably in the middle of a wood, or if in a town at the junction of
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several streets, and the chosen Scouts start from opposite points about two miles distant from the
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Scoutmaster and attempt to reach him. It is the duty of the remainder of each patrol to try to
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prevent the rival dispatch carrier reaching his goal. Thus the Wolves will watch the stretch of
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country over which the chosen Peewit is likely to come, and as the winning patrol is decided by
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the first dispatch carrier to reach the Scoutmaster, the Wolves will do all they can to capture the
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Peewit and secure the dispatch. The Peewits in their turn will naturally try and effect the same
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result. When the carrier has his dispatch captured he must not of course continue. The patrols
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must keep 200 yards away from the starting and finishing point, thus giving the dispatch-bearer a
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better chance of reaching the Scout- master. To be captured, the dispatch-bearer must be actually
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held by one of the defenders, though no fighting is allowed.
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3. DISPATCH RUNNING.
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A Scout is chosen to carry a dispatch to a besieged place which may be a real village or
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house, or somebody stationed at an appointed spot. The dispatch-runner must wear a, colored
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rag, at least two feet long, pinned to his shoulder, and with this in its proper place he must reach
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his goal. The enemy besieging the place must prevent him reaching the headquarters, but cannot,
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of course, go within the lines of the supposed defenders (i.e. within 300 yards of the headquarters-
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certain boundaries should be decided upon beforehand). To catch him the enemy must take the
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rag from his shoulder. They know he starts from a certain direction at a certain time, the spot
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should be a mile or so from the besieged town-and they may take any steps to capture him they
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like, except that they may not actually witness his departure from the starting-place. The game
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may be played in a town with two houses chosen as starting-place and besieged town
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respectively, and the dispatch-runner can adopt any disguise (except that of a woman), so long as
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he wears the rag pinned to his shoulder.
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4. READING THE MAP.
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This is a test in map-reading and remembering the map read. The Scoutmaster or Patrol-leader
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in command takes his patrol into a strange town or an intricate part of the country and through
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them he wishes to find out particulars about the neighborhood; so he shows the Scouts a map of
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the district and appoints to each a place to be visited, showing the route on the map, and pointing
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out churches, inns, etc., to be noted on the way. Each Scout should have a fixed distance to go
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Scouting Games -- 5 -- Sir Robert Baden-Powell
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--- PAGE 6 ---
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and a certain number of points to be noted. Then they start off, and as they return the Scoutmaster
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or Patrol-leader takes down their reports. The winner is the Scout who brings in the best report in
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the shortest time.
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5. RELAY RACE.
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One patrol is pitted against another to see who can get a message sent a long distance in the
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shortest time by means of relays of runners (or cyclists). The patrol is ordered out to send in three
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successive notes to be obtained from a certain house, or tokens such as sprigs of certain plants,
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from a place say two miles distant, or further if the patrols are on cycles. The leader takes his
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patrol out and drops Scouts at convenient distances, who will act as runners from one post to the
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next, and then back again for the second note or token. The runners should be started at certain
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intervals. By arranging with neighboring Scoutmasters long distance relay practices can be
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carried out, for a hundred miles or more. Each Scoutmaster or Patrol - leader should be
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responsible for forwarding the message through his own district by relays of Scouts on cycles. An
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example of this was given at the Jamboree, when despatches were carried to Olympia by relays of
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Scouts from places more than 100 miles away. An interesting series of records could be set up,
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and districts compete with one another in carrying messages over fixed distances of road. The
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times could be published In the Scout.
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6. FLYING COLUMNS.
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For any number of patrols to compete. A force is in need of help, and a military motorist on his
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way to the nearest garrison comes across a Scouts' camp. He gives to each Patrol-leader a hasty
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idea of the situation and shows him a rough map explaining that the distressed force is two miles
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along a certain road, and between the Scouts' camp and that force are the enemy's out- posts. The
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Patrol-leaders are to take their patrols in the shortest time to the force in distress without being
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seen by the enemy. The distressed force should be represented by any conspicuous spot, and the
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enemy's outposts by people with red flags stationed on the road between the Scouts' camp and
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the other force. As soon as they see any of the patrols they should blow a whistle, and those
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scouts are to be considered captured (or else they may notice to which patrol the Scouts they
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have seen belong and count it against them). The patrol which gets to the distressed force in the
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shortest time, and without any of its Scouts being seen wins.
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7. NUMBERS.
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This game is admirable for training the eyesight and teaching the art of advancing under
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cover. Every Scout has a three figure number, pinned on the front of his hat. The number should
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be drawn in black and be quite decipherable at a distance of a hundred yards (the figures at least 3
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in. in height). The troop is then divided up in the following manner: Two or three patrols are
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marched 300 yards from the camp, and instructed to advance on the camp under cover. As the
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work of defending is easier than attacking, only one patrol remains in camp to defend it. When the
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attacking party advance, their movements are watched eagerly by the defenders, who, having
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chosen good cover so that their hats are not visible, are waiting for the enemy to get within range.
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So long as the number is too indistinct to read, they are supposed to be out of range. The nearer
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the attackers approach, the more careful are they not to look over the top of a bush long enough
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for the defenders to read their number. Of course a good ;Scout looks round the side, and not
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over the top of a bush or rock ; and if he looks at all in this game he must be very sharp, for no
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hats may be removed or turned round and no hands used to conceal the number. If the defenders
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are able to read the numbers they call them out and the umpire writes them down. The attackers
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also call out the numbers of any defenders who expose themselves, and the umpire attached to
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the attacking party makes a note of these numbers. When only 50 yards separate the two parties
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the umpires call out the names of those who are shot, and those boys ,must not take any part in
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the rest of the fight. When the commander of the attackers considers that he has advanced as
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near as he can under cover, he gives, the order "charge " and the attacking party sweep over the
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open space in front of the camp the defenders call out the numbers as fast as they can read them.
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Scouting Games -- 6 -- Sir Robert Baden-Powell
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--- PAGE 7 ---
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If the attackers reach the camp with more men than survive in the defending side, then they have
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won. But if the final charge enables the defense to pick off nearly all their enemies the camp is
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saved.
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8. SURVEYING THE COUNTRY.
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As soon as a camp has been pitched the first thing to be done is to find out about the country
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round; and this makes an excellent subject for a patrol competition. Each Patrol-leader is served
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out with a sheet of paper upon which to make a sketch map of the country for perhaps two miles
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round; he then sends out his Scouts in all directions to survey and bring back a report of every
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important feature-roads, railways, streams, etc.-choosing the best Scouts for the more difficult
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directions. The patrol whose leader brings to the commandant the best map in the shortest time
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wins. The Patrol-leaders must make their maps entirely from the reports of their own Scouts.
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9. SCOUT MEETS SCOUT.
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This game can be played with equal success in either the country or town. Single Scouts, or
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complete patrols or pairs of Scouts, to be taken out about two miles apart, and made to work
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towards each other, either alongside a road, or by giving each side a landmark to work to, such
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am a steep hill or big tree. The patrol which first sees the other wins. This is signified by the
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Patrol-leader holding up his patrol flag for the umpire to see, and sounding his whistle. A patrol
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need not keep together, but that patrol wins which first holds out its flag, so it is well for the
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Scouts to be in touch with their Patrol- leaders by signal, voice or message. Scouts may employ
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any ruse they like, such as climbing into trees, hiding in carts, and so on, but they must not dress
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up in disguise. When a troop is meeting for any purpose it is a good practice to arrange that on
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nearing the place of assembly each patrol should try to be the first to see the others.
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10. TELEGRAPH CUTTING.
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An invading army always tries to destroy all communication in the invaded country, so the first
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thing to be destroyed is the telegraph system-and the defenders send out men to protect the
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wires. Choose a road with telegraph wires, and one which has good cover on either side. The
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defenders should have two patrols to the attacker's one, and only that amount of ground which
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will allow one defender to each telegraph post should be protected. The defenders need not
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necessarily keep to the road but may send out Scouts to discover where the enemy are in force
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and likely to attack. The attackers have to tie three scarves round a post (or double that number if
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there are two patrols attacking) before the line is broken. The defenders can put them out of action
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by merely touching, but if the defenders are less in number at any point they must retreat until
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reinforcements arrive. So the point of the game is for the defenders to keep in touch along the
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line, and be ready to bring up a relieving party immediately the enemy threaten to attack any spot.
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11. THE SIGNALLERS' GAME. (A GAME FOR GOOD SIGNALLERS)
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The troop must be divided up into three parties or patrols, as follows: A. Patrol, B. Patrol and
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C. Patrol. A. Patrol will be the smallest, but must all be good signallers, and c. Patrol the largest.
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First, the A. Patrol goes out and takes a position on high ground, or up in a church steeple, or the
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roof of a house, so as to command a good view of a certain stretch of country. This patrol will take
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Morse or Semaphore flags, or other signalling apparatus. The B. Patrol will go out and keep under
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cover in this certain stretch of country overlooked by the signallers or A. Patrol. On going out the
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B. Patrol will endeavor to keep under cover and dodge or trick the signallers by appearing in
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different places and disappearing and will finally take up a concealed position. After B. Patrol has
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been out fifteen minutes, C. Patrol will advance; then the signallers will signal down to the C.
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Patrol, or attackers, the position of the hostile B. Patrol, and other details that will help the patrol
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to advance unseen and surprise the enemy or B. Patrol. To win, the C. Patrol must capture the
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Scouts of the B. Patrol by surrounding their hiding-places. If the C. Patrol pass by more Scouts of
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the B. Patrol than they capture, it counts a win for the hostile B. Patrol. A time-limit of, say, two
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hours should be put upon the game.
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Scouting Games -- 7 -- Sir Robert Baden-Powell
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--- PAGE 8 ---
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12. THE TRAITOR'S LETTER.
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The best situation for this game is a wood or copse, but it can be played on other ground if
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necessary. The idea is this: The troop is divided into halves; one half camps one side of the wood
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and one half the other. These halves are called respectively "French" and "Prussians." In the
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Prussian camp is a traitor who has made an agreement with the French that he will place a letter
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containing important information of Prussian plans in a tree which he will mark in a certain way.
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This tree should be near the center of the wood. When the game commences, the "traitor" places
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the letter in the tree and retires again to his own camp. His perfidy is supposed to have been
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discovered during his absence, and on his arrival he is arrested. He refuses to divulge the hiding-
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place of the letter. He is sentenced to be shot, which sentence is supposed to be carried out, and
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henceforth he takes the part of onlooker. At a given signal from the umpire, the Prussians set out
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to recover their letter, and try to prevent the French obtaining it, while the French simultaneously
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leave their camp intent on obtaining the letter, and watching the Prussians. Each Scout is armed
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with a tennis-ball or with fir-cones if they are to be found. The "traitor" should be careful when
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hiding the letter to snap a twig or two, and leave an impression of his boot here and there, in order
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to give the Prussians a chance of finding the letter. The French, of course, have to look for a tree
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marked in a particular way. When two opponents meet, the one first hit by a ball or fir-cone will be
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"out of action," and the Scout so hit is on his honor to take no further part in the game. One mark
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counts against the French or Prussians for every man out of action. Four marks count to the side
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who obtains possession of the letter. The side whose marks total most are the winners.
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13. JOINING FORCES.
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The troop should be divided into four equal sections (if it consists of four patrols, so much the
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better). Patrol No. 1 proceeds to an agreed spot perhaps a mile distant, while Patrol No. 2 is
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dispatched an equal distance in exactly the opposite direction, the rest of the troop (Patrols 3 and
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4) remain at the base as a united force. The game now begins:- Patrols I and 2 represent allied
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armies each at warfare with the force lying between them, namely, the united Patrols 3 and 4. The
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supreme object of the allies is to effect a junction of their forces without coming into contact with
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the enemy, who outnumber either force by two to one. Accordingly they send out Scouts and
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dispatch-runners to ascertain the position of the enemy, and also to get into touch with their
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friends. If they are successful in evading their mutual enemy, and in joining up their full forces,
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then they are considered winners. On the other hand, the whole duty of the combined patrols is to
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prevent this junction from taking place by hindering all attempts at communication, and, if
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possible, by surrounding or ambushing one or other of the allies, and by capturing them, making a
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union impossible. If they succeed in preventing a junction until the time limit has expired they
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claim the victory.
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14. SPIDER AND FLY.
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A bit of country or section of the town about a mile square is selected as the web, and its
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boundaries described, and an hour is fixed at which operations are to cease. One patrol (or half-
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patrol) is the " spider," which goes out and selects a place to hide itself. The other patrol (or half-
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patrol) goes a quarter of an hour later as the " fly " to look for the " spider." They can spread
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themselves about as they like, but must tell their leader anything they discover. An umpire goes
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with each party. If within the given time (say about two hours) the fly has not discovered the
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spider, the spider wins. The spiders write down the names of any of the fly patrol that they may
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see ; similarly the flies write down the names of any spiders that they may see, and their exact
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hiding-place. Marks will be awarded by the umpires for each such report. The two sides should
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wear different colors, or be distinguishable from each other in some manner.
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Scouting Games -- 8 -- Sir Robert Baden-Powell
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--- PAGE 9 ---
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15. SCOUTING IN THE OPEN.
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A certain bit of country is chosen, the side of a hill if possible, about five miles across each
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way (it should be much less if you are only out for a few hours) ; the boundaries of the ground
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have to be clearly under- stood by everybody before starting. Then, in the early morning, four boys
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go out to act as hares. They can go together or separately, wherever they please, and though they
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may hide whenever they like, they should, as a rule, keep moving from one part of the ground to
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another. Each hare wears a red sash across his shoulder. An hour after the hares have started, the
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rest of the party, generally numbering sixteen, go out as hunters to find them. The hunters can go
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all together, or singly, or in pairs-any way they please ; but as a rule, the best fun is for the hares
|
|
to go singly and the hunters in pairs. It is well for the hunters to wear a colored sash across their
|
|
shoulders - Grey, yellow or blue-so that they can be distinguished from ordinary country people
|
|
moving about the ground. Thus the game is for the hunters to go looking about till they see a
|
|
hare, and then they run after him and try to catch him. They only catch him when they touch him.
|
|
This all gives excellent practice to both hunters and hares in hiding, stalking, tracking, and getting
|
|
across country, and is a most exciting game. Towards the evening the game ends, and all make
|
|
their way home.
|
|
16. PLANT RACE.
|
|
Start off your Scouts, either cycling or on foot, to go In any direction they like, to get a
|
|
specimen of any ordered plant, say a sprig of yew, a shoot of ilex, a horseshoe mark from a
|
|
chestnut tree, a briar rose, or something of that kind. Choose one that will tax their knowledge of
|
|
plants and will test their memory as to where they noticed one of the kind required. Quickness
|
|
should be encouraged by making the first successful Scout who arrives home winner of the game.
|
|
17. WHERE'S THE WHISTLE ?
|
|
Here is the description of a capital game which can be played in an open field where there is
|
|
no cover. A number of Scouts are blindfolded and placed in a line at one end of the field. Then a
|
|
Scoutmaster or Patrol-leader goes to the other end, and blows his whistle every now a-ad then.
|
|
The business of the blindfolded Scouts Is to reach the whistle-blower and touch him. The latter
|
|
may stoop down, but be must not move about As soon as a Scout touches the person with the
|
|
whistle, he slips off his scarf and is out of the game. The whistle-holder should see that no boys
|
|
run into hedges or ditches; if he notices any of them straying, he must blow his whistle and so
|
|
attract their attention in the right direction. Points are awarded in accordance with the order in
|
|
which the Scouts reach the whistle-holder, the highest points, of course, going to the one who
|
|
first reaches his destination.
|
|
18. FUGITIVES.
|
|
Here is a Scouting game which Patrol-leaders will find useful when engaged in patrol work,
|
|
apart from the rest of the troop.
|
|
Each Scout in the patrol has a round disc of white cardboard, with a number printed plainly
|
|
upon- it, pinned on to the back of his shirt or sweater. One member of the patrol is then chosen as
|
|
the " fugitive," while the rest act as hunters. The " fugitive," who wears tracking-irons, or leaves
|
|
some kind of trail behind him, is given, say, 'ten minutes' start. The rest of the patrol then start out
|
|
and endeavor to track him down. As soon as a " hunter " can get near enough to the fugitive,"
|
|
without being seen, to take down his number, the latter is caught. But if the " fugitive " can, by any
|
|
means, turn the tables and get any of his pursuers' numbers, the latter are out of action. As soon
|
|
as a number is taken down, the Scout who takes it must call it out, to let his captive know he is out
|
|
of action. This game necessitates some careful stalking, and there is no " horse-play " in the
|
|
shape of ankle-tapping. A sharp Scout in the patrol should be chosen for the fugitive," as he has
|
|
not only to elude perhaps six or seven pursuers, but he must also endeavor to " capture them,
|
|
unless he wishes to get killed himself.
|
|
Scouting Games -- 9 -- Sir Robert Baden-Powell
|
|
|
|
--- PAGE 10 ---
|
|
19. TAILS.
|
|
When engaged in scouting games, many troops make use of " ankle-tapping " with staves to
|
|
decide the issue of the day. This is a very exciting mode of attack and defense, but at the same
|
|
time is rather dangerous, and does not need much actual scouting work. A far better way of
|
|
deciding which side is victorious is as follows. Scouts- on both sides wear their scarves tucked
|
|
lightly in their belts, and the object of each ride is to capture as many of these 11 tails " as
|
|
possible. To creep up behind a hostile Scout and grab his " tail before he discovers you, calls for
|
|
far more caution and scouting than does ordinary ankle-tapping. Again, a Scout may suddenly
|
|
discover that his own tail is missing just as he is going to capture an enemy's, which all adds to
|
|
the fun of the game. Of course, if desired, colored pieces of cloth or handkerchiefs can be used
|
|
instead of the Scout scarves.
|
|
20. COMPASS POINTS.
|
|
This game will be found excellent practice in learning the points of the compass.
|
|
Eight staves are arranged in star fashion on the ground all radiating from the center. One staff
|
|
should point due North. One Scout now takes up his position at the outer end of each staff, and
|
|
represents one of the eight principal points of the compass. The Scoutmaster now calls out any
|
|
two points, such as SE and N., and the two Scouts concerned must immediately change places.
|
|
Any one moving out of place without his point being named, or moving to a wrong place or even
|
|
hesitating, should lose a mark. When changing places, Scouts must not cross the staves, but
|
|
must go outside the circle of players. when three marks have been lost the Scout should fall out.
|
|
As the game goes on blank spaces will occur. These will make it slightly more difficult for the
|
|
remaining boys. To make the game more difficult sixteen points may be used instead of eight.
|
|
When played indoors the lines of the compass may be drawn in chalk on the floor.
|
|
21. SPOT YOUR STAVES.
|
|
This game is played in the same way as an ordinary paper chase, except that the hares are
|
|
provided with a number of small circular gummed labels, such as are used by shopkeepers for
|
|
marking the price on goods. Every time trail is dropped not more than two labels should be
|
|
dropped with it. As soon as the trail is picked up by a hound, he blows his whistle. The other
|
|
hounds immediately proceed to the spot and search for the two labels. When found they should
|
|
be tuck on to the finder's staff, and at the end of the chase the Scout with the most labels wins.
|
|
This tends to keep up the interest of the smaller Scouts who otherwise would soon be inclined to
|
|
lag behind.
|
|
Scouting Games -- 10 -- Sir Robert Baden-Powell
|
|
|
|
--- PAGE 11 ---
|
|
22. ONE TREE AWAY.
|
|
For this game a base is marked out, usually by a circle of trees with scarves attached, on fairly
|
|
level ground free from stumps and loose stones. The next ring of trees encircling this base is the
|
|
Defense Line, which is explained later. The party is divided into two sides, stormers and
|
|
defenders, in alternate games, which may last from ten to twenty minutes each. The defenders
|
|
remain in the base while the stormers retire out of sight. As soon as they have taken up their
|
|
positions, the umpire blows his whistle three times and the attack commences; the defenders
|
|
leaving the base and sending Scouts well forward to obtain all possible information of the
|
|
enemy's movements. The object of the stormers is to get as many men as possible into the base,
|
|
untouched by the defenders before the umpire's whistle finishes the game. Each man gaining the
|
|
base untouched scores a point in favor of the stormers; he should sit down well within the base
|
|
line in order not to obstruct his own side. No stormer may be touched so long as he has one hand
|
|
on the trunk of a tree, and should he be unduly crowded by the defenders he may order them "One
|
|
Tree Away." A tree affords protection to only one stormer at a time and may not be held by a
|
|
defender. If a stormer is touched he must at once proceed to the Prisoners' Camp near the base,
|
|
where he can watch the game and be out of the way of the combatants. When the game has
|
|
started no defender may enter tho Defense Line mentioned above except in actual pursuit of a
|
|
stormer; on missing or touching him he must at once go outside again before attempting to tackle
|
|
another. Patrol flags tied to small sticks (not poles) may be borne by some of the stormers, and a
|
|
stormer who carries his, flag into the base may demand the release of a prisoner.
|
|
23. WHAT IS IT ?
|
|
Two Scouts (preferably ones with the Naturalist Badge) start out and make certain signs such
|
|
as a number, word, sketch of animal or bird, etc., with chalk on trees or the pavement. Signs or
|
|
sketches may also be made in the dust or mud, on the ground or on banks. The two Scouts should
|
|
also decide upon an uncommon sign to signify "What is it ?" such as a circle with a line drawn
|
|
through it Pieces of wood bearing this sign may be taken out and stuck in plants and places where
|
|
it is impossible to chalk the sign. The remainder of the troop start out say ten minutes after the
|
|
first two, either as a body or separately, and take notebooks and pencils with them. The game
|
|
consists of entering in their notebooks the signs which they observe. Where the "What is it ?"
|
|
sign is noticed they must mark in their books the nature of the article which bears the sign, such
|
|
as "An Oak," or "An Iron Fence," etc. There must be no co-operation between one another. Marks
|
|
should be given according to the number of signs, etc., observed, and for the correct answers to
|
|
the " What is it ? " sign. Besides being very interesting this game develops observation powers,
|
|
strengthens the memory and is a good botany instruction. When the game is over all chalk marks
|
|
should be rubbed out, and care must be taken not to deface private property.
|
|
24. FINDING PLACES.
|
|
The Scoutmaster goes for a walk in the country a day or two before this game is played, taking
|
|
with him a supply of plain postcards. On each card he writes a short description of various places
|
|
he passes, such as "Wooden bridge over stream with three willows near," or "White five-barred
|
|
gate near ruined cottage." On the day the game is played these cards are distributed among the
|
|
Scouts, who are allowed a certain time, according to local conditions, to discover the places
|
|
described on their cards and report to the Scoutmaster, who remains at the starting-point all the
|
|
time. The Scout who returns first wins the game.
|
|
Scouting Games -- 11 -- Sir Robert Baden-Powell
|
|
|
|
--- PAGE 12 ---
|
|
CHAPTER II -- STALKING GAMES.
|
|
1. DEER-STALKING.
|
|
The Scoutmaster acts as a deer, not hiding but standing, and moving occasionally now and
|
|
then. The Scouts go out to find the deer, and each tries in his own way to get up to it unseen.
|
|
Directly the Scoutmaster sees a Scout he directs him to stand up as having failed. After a certain
|
|
time the Scoutmaster calls "Time," and all stand up at the spot which they have reached, and the
|
|
nearest wins. The same game may be played to test the Scouts in stepping lightly. The umpire
|
|
being blindfolded. The practice should preferably be carried out where there are dry twigs, stones,
|
|
gravel and so on lying about. The Scout may start to stalk the blind enemy at one hundred yards
|
|
distance, and he must do it fairly fast-say in one minute and a half to touch the blind man before
|
|
he hears him.
|
|
2. STALKING AND REPORTING.
|
|
The umpire places himself out in the open and sends each Scout or pair of Scouts away in
|
|
different directions about half a mile off. When he waves a flag, which is the signal to begin, they
|
|
all hide, and then proceed to stalk him, creeping up and watching all he does. When he waves the
|
|
flag again, they rise, come in, and report each in turn all that he did, either in writing or verbally, as
|
|
may be ordered. The umpire meantime has kept a look-out in each direction, and every time he
|
|
sees a Scout, he takes two points off that Scout's score. He, on his part, performs small actions,
|
|
such as sitting down, kneeling up, and looking through glasses, using handkerchief, taking hat off
|
|
for a bit, walking round in a circle a few times, to give Scouts something to note and report about
|
|
him. Scouts are given three points for each act reported correctly. It saves time if the umpire
|
|
makes out a scoring card beforehand, giving the name of each Scout, and a number of columns
|
|
showing each act of his, and what mark that Scout wins, also a column of deducted marks for
|
|
exposing themselves.
|
|
3. SCOUT HUNTING.
|
|
One Scout is given time to go out and hide himself. The remainder then start to find him. The
|
|
object of the hidden Scout is to got back to the starting-place as soon as he can without being
|
|
caught. The seekers advance from the starting-place in a circle, gradually expanding outward so
|
|
the further the Scout goes from home to hide himself, the further apart the seekers will be when
|
|
they reach his hiding-place, but he will then have a longer distance to go to reach home again.
|
|
4. SHADOWING
|
|
A Patrol is told off to shadow a party of the enemy, who are advancing through the country
|
|
(consisting of another patrol or the rest of the troop). The patrol told off to shadow the rest must
|
|
follow on as closely as possible, but it is best to send on one or two Scouts ahead, to signal when
|
|
it is safe to advance. As soon as the enemy see a Scout shadowing them they can give chase, and
|
|
if they overtake him he is a prisoner, and has to march with the main body. They can also split up
|
|
into two parties and join again further on, or leave some behind in ambush. It is only necessary to
|
|
touch the shadowers to make them prisoners. If they cannot throw them off their tracks within a
|
|
certain distance (two miles or so), or else capture more than half of them, they must own
|
|
themselves defeated; and then another patrol takes the place of the shadowers. (This can be
|
|
practiced along a route march-it has the advantage of always covering fresh ground in the
|
|
advance.)
|
|
5. AMBUSHING.
|
|
The main body advances along a road, with Scouts thrown out on either side to prevent any
|
|
danger of surprise. Two patrols (the enemy) are following them behind, and attempt to ambush
|
|
them by one patrol getting in front and the other attacking in the rear. They shadow the main body
|
|
Scouting Games -- 12 -- Sir Robert Baden-Powell
|
|
|
|
--- PAGE 13 ---
|
|
as it advances until a suitable part of the country is reached, when one patrol attempts to get
|
|
ahead by going round in a semi-circle and joining the road again further on. If they can do it, they
|
|
hide in an ambush and attack the main body when it comes up; the other patrol which has been
|
|
following behind should then immediately attack in the rear. For it to be a successful ambush the
|
|
patrol in the rear should be able to attack immediately the ambush is reached, and so should
|
|
follow closely behind. If the patrol making the semi-circle are seen, they should be followed and
|
|
the ambush discovered; both they and the other patrol behind can be captured, just as in 11
|
|
Shadowing," by merely being touched.
|
|
6. MIMIC BATTLE.
|
|
For this game two sides are needed, the numbers being settled among the players.
|
|
The ammunition is a quantity of paper bars. Every Scout has a plate, and the parties take up
|
|
positions within throwing distance of each other. If the ground isn't flat, toss up for the advantage
|
|
of the slope. Each Scout lies flat on his stomach, and just in front of him props up his plate by
|
|
sticking the rim into the ground. At the word "go " each warrior aims a ball at an opponent's plate.
|
|
When a plate is knocked down, the Scout to whom it belongs is " put out of action." The side
|
|
which succeeds in " killing " most opponents in a given time wins.
|
|
Scouting Games -- 13 -- Sir Robert Baden-Powell
|
|
|
|
--- PAGE 14 ---
|
|
CHAPTER. III -- TRACKING GAMES.
|
|
1. SEEKING THE SCOUTMASTER.
|
|
The Patrol-leaders of a troop are each handed a sealed envelope, and being told that the
|
|
envelopes are important, are put upon their honor not to open them before a certain time. This
|
|
waiting makes the game more exciting. When the moment for opening the envelopes arrives, they
|
|
find inside a rough outline map of some particular district, and instructions stating that :-All are to
|
|
meet at a certain point, the patrols will form themselves, and each patrol, proceeding by its special
|
|
route, will make for the place depicted in the map where the Scoutmaster will be hiding,. Naturally,
|
|
the boundaries of the place must not be too confined, or the Scoutmaster's discovery will quickly
|
|
take place. A reward is offered to the patrol which first finds their Scoutmaster, so each patrol
|
|
should work together, searching the ground carefully in extended order. If the Scoutmaster is still
|
|
concealed at the expiration of half an hour, or some agreed upon time-after the troops' arrival at
|
|
the spot, he blows a whistle and the game is at an end. Then the troop could go on with other
|
|
Scouting work. The spot selected should contain undergrowth in plenty and should be physically
|
|
suited for concealment. In the envelope of each Patrol-leader would be placed a paper showing
|
|
the route his men must follow to reach the spot, and these routes should be equal in length,
|
|
otherwise one patrol will have an advantage over another. This is done so that the patrols shall
|
|
feel they are working on their own. The sealed orders would teach the Scouts to restrain their
|
|
curiosity. This game can be played after dark if necessary,
|
|
2. THE TREASURE HUNT.
|
|
The treasure hunt needs observation and skill in tracking, and practically any number can take
|
|
part in it, Several ways of playing the game are given below :
|
|
1) The treasure is hidden and the Scouts know what the treasure is; they are given the first
|
|
clue, and from this all the others can be traced. Such clues might be -
|
|
a) Written on a gatepost: " Go west and examine third gate on north side of stream ";
|
|
b) on that gate Scout's signs pointing to a notice-board on which is written: " Strike south
|
|
by south-east to telegraph post No. 22,"
|
|
and so on. The clues should be so worded as to need some skill to understand, and the
|
|
various points should be difficult of access from one another. This method might be used as a
|
|
patrol-competition, starting off patrols at ten minutes intervals, and at one particular clue there
|
|
might be different orders for each patrol, to prevent the patrols behind following the first.
|
|
2) The clues may be bit, of Colored wool tied to gates, hedges, etc., at about three yards
|
|
interval, leading in a certain direction, and when these clues come to the end it should be known
|
|
that the treasure is hidden within so many feet. To prevent this degenerating into a mere game of
|
|
follow-my-leader, several tracks might be laid working up to the same point, and false tracks could
|
|
be laid, which only lead back again to the original track.
|
|
3) Each competitor or party might be given a description of the way-each perhaps going a
|
|
slightly different way, the description should make it necessary to go to each spot in turn, and
|
|
prevent any "cutting" in the following way: " Go to the tallest tree in a certain field, from there go
|
|
100 yards north, then walk straight towards a church tower which will be on your left," etc. All the
|
|
descriptions should lead by an equal journey to a certain spot where the treasure is hidden. The
|
|
first to arrive at that spot should not let the others know it is the spot, but should search for the
|
|
treasure in as casual a manner as possible.
|
|
3. THE TORN MANUSCRIPT.
|
|
A secret hiding, place is known to exist somewhere in the neighborhood, but the only clue to it
|
|
is a torn piece of paper upon which the key to it was once written. (A description of the way to the
|
|
spot could be written on a piece of paper, and then the paper torn down the middle roughly, and
|
|
half given to each of two competing patrols.) The key was torn in two purposely for safety, just as
|
|
in a bank the two chief clerks each have a key, but it needs both keys together to open the safe.
|
|
Scouting Games -- 14 -- Sir Robert Baden-Powell
|
|
|
|
--- PAGE 15 ---
|
|
Two parties have got hold of this; key, and each with their half are trying to find the spot, because
|
|
some old smugglers' treasure is thought to be hidden there.
|
|
4. LION-HUNTING.
|
|
A lion is represented by one Scout, who goes out with tracking irons on his feet, and a
|
|
pocketful of corn or peas, and six lawn-tennis bars or rag balls. He is allowed half an hour's start,
|
|
and then the patrol go after him, following his spoor, each armed with one tennis-ball with which
|
|
to shoot him when they find him. The lion may hide or creep about or run, just as he feels inclined,
|
|
but whenever the ground is hard or very greasy he must drop a few grains of corn every few yards
|
|
to show the trail. If the hunters fail to come up to him neither wins the game. When they come near
|
|
to the lair the lion fires at them with his tennis-balls, and the moment a hunter is hit he must fall
|
|
out dead and cannot throw his tennis- ball. If the lion gets hit by a hunter's tennis-bah he is
|
|
wounded, and if he gets wounded three times he is killed. Tennis-balls may only be fired once;
|
|
they cannot be picked up and fired again in the same fight. Each Scout must collect and hand in
|
|
his tennis-balls after the game. In winter, if there is snow, this game can be played without
|
|
tracking irons, and using snowball instead of tennis-balls.
|
|
5. WOOL COLLECTING.
|
|
Cut up some skeins of wool into pieces about a foot long - the cheapest kind will do, but do
|
|
not select very bright colors. With this lay the trail across country. It goes without saying that the
|
|
permission of the farmers over whose land you travel is first obtained, and patrols are given strict
|
|
orders to shut all gates after them, and not to break through fences. Do not put all the wool on the
|
|
ground, but tie some of the pieces to gates and hedges, on low branches of trees, and so on,
|
|
leaving about twenty yards between each piece. Then two or more patrols are started on the trail,
|
|
the idea being to follow the trail as expeditiously as possible, and at the same time to collect all
|
|
the pieces of wool. When a Scout sees a piece he gives his patrol-call loudly in order that the rest
|
|
of the boys of both patrols may know where the trail was last sighted, and he at once hands over
|
|
the wool he has found to his Patrol- leader. While the scouting is in progress no boy may give his
|
|
patrol-car except when he has hit off the trail. The patrol wins whose leader has at the end of the
|
|
run collected most pieces of wool. Marks will also be given for ingenuity displayed by the Scouts
|
|
in spreading out and making the best use of their numbers. This game gives a good opportunity
|
|
for the Scoutmaster to notice who are the best individual trackers. If the trail is ingeniously laid
|
|
the resourcefulness of the Scouts will be put to a severe test. This form of scouting has one great
|
|
advantage over the use of tracking irons. The signs to be found are not all on the ground, so
|
|
Scouts learn to look upward for signs and not keep their noses always on the ground.
|
|
6. "SHARP-NOSE."
|
|
One Scout goes off with half a raw onion. 'He lays a "scent " by rubbing, the onion on
|
|
gateposts, stones, tree trunks, telegraph poles, etc. The troop follow this trail blindfolded - the
|
|
Scoutmaster, however, is not blindfolded, so that he may warn his boys of any danger (as when
|
|
crossing roads). The Scout or patrol which arrives at the end of the trail first wins the game. The
|
|
boy who lays the " scent " stays at the end of the trail till the first " scenter " arrives.
|
|
7. CLIMBING.
|
|
No fellow can justly call himself a Scout until he can both swim and climb. Climbing is as good
|
|
an activity as any in this book. It supplies a field of adventure and sport that cannot be beaten
|
|
whether you take to rock climbing, tree climbing, mountain climbing, or even the most dangerous
|
|
of the lot - house climbing. Moreover, it is by being able to climb that many Scouts have been able
|
|
to save life or prevent accidents. But climbing of any kind is not a thing that every fellow can do
|
|
right off without practice, so my advice to every Cub and Scout is to teach it to yourself. One of
|
|
the first things to learn is to be able to keep your balance, and for this the practice of "Walking the
|
|
Plank" and "Stepping Stones" has been devised and is most valuable. Walking the Plank is
|
|
Scouting Games -- 15 -- Sir Robert Baden-Powell
|
|
|
|
--- PAGE 16 ---
|
|
practiced on an ordinary plank set up on edge, and you walk along it from end to end. Every day
|
|
you raise it a few more inches above the ground until you can use it as a bridge. Stepping Stones
|
|
are imaginary stones across a river, marked out on the floor by chalk circles, pieces of card- board
|
|
or flat stones, tiles, etc. in a zigzag course at varying distances.
|
|
The difficulty and sport of this game is added by carrying a flat board with a ball upon it, and
|
|
he who crosses the " river " without missing his footing and without dropping the ball wins the
|
|
competition.
|
|
Some fellows get jolly good at these games with practice, and once they have gained a good
|
|
balance in this way they generally make good climbers. Many troops have now set up for
|
|
themselves a climbing apparatus on which you can practice exercises that will make you good for
|
|
almost every kind of work, whether it is climbing trees or masts or rocks or mountains or chimney
|
|
stacks. This apparatus is made of a few timbers or scaffolding poles, securely lashed together
|
|
with climbing ropes suspended from the top bar, and on such an apparatus you can invent all
|
|
manner of stunts and competitions, such as will make you an adept climber.
|
|
Scouting Games -- 16 -- Sir Robert Baden-Powell
|
|
|
|
--- PAGE 17 ---
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CHAPTER IV -- INDOOR GAMES.
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1. KIM'S GAME. HOW TO PLAY IT.
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THE Scoutmaster should collect on a tray a number of articles-knives, spoons, pencil, pen,
|
|
stones, book and so on-not more than about fifteen for the first few games, and cover the whole
|
|
over with a cloth. He then makes the others sit round, where they can see the tray, and uncovers it
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|
for one minute. Then each of them must make a list on a piece of paper of all the articles lie can
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|
remember-or the Scoutmaster can make a list of the things, with a column of names opposite the
|
|
list, and lot the boys come in turn and whisper to him, and he must mark off each of the things
|
|
they remember. The one who remembers most wins the game.
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2. DEBATES AND TRIALS.
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|
A good way of spending an evening in the camp or clubroom is to hold a debate on any
|
|
subject of interest, the Scoutmaster or a Patrol-leader acting as chairman. He must see that there
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|
is a. speaker on one side prepared beforehand to introduce and support one view of the subject,
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|
and that there is another speaker prepared to expound another view. After their speeches he will
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|
call on the others present in turn to express their views. And in the end he takes the votes for and
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|
against the motion, by show of hands, first of those in favor of the motion, secondly of those
|
|
against. The best way to choose a popular subject for debate is to put up a paper some time
|
|
before on which Scouts can suggest the subjects they like. The proper procedure for public
|
|
meetings should be used, such as seconding the motion, moving amendments, obeying
|
|
chairman's ruling, voting, according votes of thanks to chair and so on.
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|
In place of a debate a mock trial makes an interesting change. The Scoutmaster or Patrol-
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|
leader, as before, appoints himself to act as judge, and details Scouts to take the parts of prisoner,
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|
police-constable, witnesses, counsel for prisoner, counsel for prosecution, foreman and jury (if
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|
there are enough Scouts). The procedure of a court of law must be followed as nearly as possible.
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|
Each makes up his own evidence, speeches, or cross-examination according to his own ideas.
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|
The prisoner, of course, is not found guilty unless the prosecution prove their case to the jury.
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|
The story in Scouting for Boys (" Winter's Stab") makes a good subject for a trial, or one of the
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|
stories in The Scout.
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3. SCOUT'S CHESS.
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|
The first thing needed is a rough map or plan of the surrounding country, on a very large
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|
scale. It can be chalked on the floor or a table in the clubroom, or on the wall, and be kept
|
|
permanently. On the map should be marked all paths and roads, and if in the country, the fields,
|
|
with the gaps in the hedges and places to get through carefully marked. Then something is
|
|
needed to represent Scouts'; ordinary chessmen will do, or if the map is on the wall, small flags to
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|
stick in the wall. With these, various kinds of Scouting games can be played. Each " Scout " can
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|
move one inch (or other distance according to the scale of the map) each turn. The best game is
|
|
for one dispatch runner to try and get from one place to another on the map without being
|
|
overtaken by the enemy, one patrol, who should only be allowed to walk (i.e. go half the distance
|
|
which the runners allowed to go each turn). To capture him two Scouts should get within two
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|
turns of him, by driving him into a comer. They can, of course, only go along the recognized paths
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|
and tracks,
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4. FARMYARD.
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This Is not a new game, but it is both amusing and instructive, and teaches Scouts to make the
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|
correct cries of different domestic animals. It can be played round the camp fire when the day is
|
|
done. The Scoutmaster relates a story of a visit to a farmyard, having first divided the Scouts into
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|
groups of different farmyard animals. (If sufficient animals can be thought of, each Scout can
|
|
represent one animal.) A good story can be made from these few suggestions : Small, spoilt boy,
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|
not a Scout, just recovering from an illness, is sent by doting, foolish parents to stay with an uncle
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Scouting Games -- 17 -- Sir Robert Baden-Powell
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--- PAGE 18 ---
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and aunt at a farmhouse. Makes his departure by train, and directions from over-careful parents
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|
rather absurd, and not the kind of thing a Scout would allow. First day of visit most successful,
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|
Tommy still feeling too weak to be mischievous. On the second morning, however, Tommy wakes
|
|
early and goes out before his aunt is about. He visits in turn all the animals in the yard and causes
|
|
disaster wherever he goes. Pigs, he considers, should be allowed to run in the garden, hens and
|
|
ducks wherever they please, and small chicks should be able to swim as well as small ducks, and
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|
he drives a brood into the pond, all being, drowned; horses are let out of the stable, sheep driven
|
|
out of the orchard, cows turned into the road, doves freed from cages, turkeys and geese sent in
|
|
all directions, and the whole farmyard turned upside down.
|
|
As the narrator mentions each animal, the Scouts representing them make the correct "cry,"
|
|
and this should be done seriously and as well as possible; at the word "farmyard," whenever it
|
|
occurs, all the Scouts make these cries together, and if done well, this should be quite realistic.
|
|
The part of donkey and goose should be reserved as a punishment for any who fail to make their "
|
|
cry " at the proper time, or who make the wrong "cry."
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|
5. THIMBLE FINDING.
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|
The patrol goes out of the room, leaving one behind who takes a thimble, ring, coin, bit of
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|
paper, or any small article, and places it where it is perfectly visible, but in a spot where it is not
|
|
likely to be noticed. Then the patrol comes in and looks for it. When one of them sees it he should
|
|
go and quietly sit down without indicating to the others where it is, and the others, if they see it,
|
|
do the same. After a fair time any one of those sitting down is told to point out the article to those
|
|
who have not yet found it. The first one to see it is the winner, and he sends the others out again
|
|
while he hides the thimble.
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|
6. SCOUT'S NOSE.
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|
Prepare a number of paper-bags, all alike, and put in each a different smelling article, such as
|
|
chopped onion in one, coffee in another, rose-leaves, leather, aniseed, violet powder, orange peel
|
|
and so on. Put these packets in a row a couple of feet apart, and let each competitor walk down
|
|
the line and have five seconds' sniff at each. At the end he has one minute in which to write down
|
|
or to state to the umpire the names of the different objects smelled, from memory, in their correct
|
|
order.
|
|
7. SPOTTING THE SPOT.
|
|
Show a series of photos or sketches of objects in the neighborhood such as would be known
|
|
to all the Scouts if they kept their eyes open-for instance, cross-roads, curious window, gargoyle
|
|
or weathercock, tree, reflection in the water (guess the building causing it), and so on, and see
|
|
who can recognize the greatest number; or else let each Scout contribute a picture or sketch of
|
|
something remarkable passed during the last outing.
|
|
8. HOW LONG ?
|
|
A good camp practice is to see that all Scouts have a piece of paper and pencil, and to make
|
|
them write down answers to various questions regarding lengths and heights. For instance: "
|
|
What is my height when I'm wearing my hat ? " " How long is the camp table ? " Of course that
|
|
boy wins who most nearly gives the correct number of inches.
|
|
9. OLD SPOTTY-FACE.
|
|
[This is an adaptation of the game in Mr. E. Thompson Seton's Birch Bark Roll of the
|
|
Woodcraft Indians,(Published at 1s. net by A. Constable & Co.) and is recommended for regular
|
|
practice as an eye strengthener and for developing the sight.]
|
|
Prepare squares of cardboard divided into about a dozen small squares. Each Scout should
|
|
take one, and should have a pencil and go off a few hundred yards, or, if indoors, as far as space
|
|
will allow. The umpire then takes a large sheet of cardboard, with twelve squares ruled on it of
|
|
Scouting Games -- 18 -- Sir Robert Baden-Powell
|
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|
|
--- PAGE 19 ---
|
|
about three-inch sides if in the open, or one and a half to two inches if indoors. The umpire has a
|
|
number of black paper discs, half an Inch in diameter, and pin.3 ready, and sticks about half a
|
|
dozen on to his card, dotted about where he likes. He holds up his card so that it can be seen by
|
|
the Scouts. They then gradually approach, and as they get within sight they mark their cards with
|
|
the same pattern of spots. The one who does so at the farthest distance from the umpire wins.
|
|
Give five points for every spot correctly shown, deduct one point for every two inches nearer than
|
|
the furthest man. This teaches long sight.
|
|
10. QUICK SIGHT.
|
|
"Quick Sight" can be taught with the same apparatus as used in Spotty-Face, by allowing the
|
|
Scouts to come fairly close, and then merely showing your card for five seconds, and allowing
|
|
them to mark their cards from memory. The one who is most correct wins.
|
|
11. NOBODY'S AIRSHIP.
|
|
The players divide into two sides (four or five a side is best); between them a string or tape is
|
|
fastened across the room about the height of their faces; then a small air-balloon is thrown in, and
|
|
each side tries to make it touch the ground on the other side of the tape. It must be hit over the
|
|
tape, and in hitting it, hands must not go over the tape.
|
|
12. BLOW BALL.
|
|
The players divide into two sides and take their positions at each end of a wooden table about
|
|
6 feet long. A ping-pong ball (or any light celluloid ball) is placed in the center, and each side tries
|
|
to blow it off the table at the other end-if it goes off the sides it does not count, but is put back in
|
|
the center again. The game soon develops strong lungs, but needs composure just as much-
|
|
because the best player is the one who can blow without laughing at the faces of those opposite
|
|
him as they blow. It is best to play kneeling or sitting round the table. A more complicated way for
|
|
five players a side is to have a goal at each end marked on the table ; then each side has a
|
|
goalkeeper, two forwards, stationed at the other end to blow into the enemy's goal, and two backs
|
|
to pass the ball to their forwards.
|
|
13. ARTISTS.
|
|
Players sit round a table, each with paper and pencil. The right-hand one draws a picture, in
|
|
separate firm strokes, of an ordinary figure or head-putting in his strokes in unusual sequence so
|
|
that for a long time it is difficult to see what he is drawing. Each player looks over to see what the
|
|
man on his right is drawing and copies it stroke by stroke. When the right-hand artist has finished
|
|
his picture, compare all the rest with it.
|
|
14. A MEMORY GAME.
|
|
In order to play this game successfully, it is necessary that the list of words and sentences
|
|
given below be memorized by one of the players, who acts as leader. This leader, turning to his
|
|
next neighbor, remarks: "One old owl." The latter turns to his neighbor, and gives the same
|
|
formula. So it passes around the circle till it comes to the leader again, who repeats it, and adds
|
|
the formula: "Two tantalizing, tame toads." again it goes around, and again, and each time the
|
|
leader adds a new formula, until the whole is repeated, up to ten. It is safe to say, however, that no
|
|
society will ever get that far. Those who forget part of the formula are dropped from the circle.
|
|
Here is the whole:
|
|
One old owl.
|
|
Two tantalizing, tame toads.
|
|
Three tremulous, tremendous, terrible tadpoles.
|
|
Four fat, fussy, frivolous, fantastic fellows.
|
|
Five flaming, flapping, flamingoes fishing for frogs.
|
|
Scouting Games -- 19 -- Sir Robert Baden-Powell
|
|
|
|
--- PAGE 20 ---
|
|
Six silver-tongued, saturnine senators standing strenuously shouting: " So-so."
|
|
Seven serene seraphs soaring swiftly sunward, singing: " Say, sisters."
|
|
Eight elderly, energetic, effusive, erudite, enterprising editors eagerly eating elderberries.
|
|
Nine nice, neat, notable, neighborly, nautical, nodding nabobs nearing northern Normandy.
|
|
Ten tall, tattered, tearful, turbulent tramps, talking tumultuously through tin trumpets.
|
|
15. QUESTIONS.
|
|
The Scouts all sit down, either on the floor or on forms, and the Scoutmaster or Patrol-leader
|
|
asks each boy in turn various questions on subjects of general knowledge. A mark is given for
|
|
each correct answer, and the boy who gains the most marks naturally win the game. The
|
|
questions would vary, of course, according to locality, but here are some which one troop were
|
|
asked. What does K.C.B. mean? On what railway is Peterborough Station ? How would you get
|
|
from London to Torquay ? What is the test for the Fireman's Badge ? When is the Chief Scout's
|
|
birthday ? When is Trafalgar Day ? Why does a Scout wear the fleur-de-lis ? Where are the
|
|
Headquarters of the Boy Scouts' Association ? What was last week's cover of THE SCOUT ? Next
|
|
time you want something to do at your clubroom, try this game. Not only will it test your
|
|
knowledge, it will also increase your stock of useful and interesting information.
|
|
16. WHO SAID THAT ?
|
|
This is a memory test, and is well worth trying in your clubroom. Throughout the evening, and
|
|
unknown to the others, one Scout should, in a handy notebook, jot down some twenty of the most
|
|
striking remarks made in the general conversation. Towards the end of the evening he then slips
|
|
away, and on each of twenty sheets of paper, put a-side for the purpose, he writes one of the "
|
|
sayings " in a bold hand. Blue or black crayon should be used for this, so that each sentence may
|
|
be clearly seen when the sheets &e fastened up. The sheets are numbered, pinned up together,
|
|
and turned over one by one-a sufficient time being allowed for competitors to write on slips of
|
|
paper "Who Said That ?"
|
|
17. CELEBRITIES.
|
|
A good game can be devised by cutting, from the papers a selection of portraits of celebrities,
|
|
pasting each portrait on a numbered card and inviting the company to name them; soldiers,
|
|
monarchs, statesmen, preachers, and athletes will be the most readily recognized.
|
|
18. PATTERNS.
|
|
For this game get two draught boards and tan white and ten black draughtsmen. You have one
|
|
board and your friend the other. Divide the draughtsmen equally, each having five white and five
|
|
black. Then while you look another way, your friend arranges his men on his board in any
|
|
formation he likes. When he has done this he allows you to look at his board for a few seconds;
|
|
then he covers it over and you have to arrange your men in the same way on your board, within
|
|
two minutes. You take it in turn to place the men in position, and whoever replaces them correctly
|
|
the most times wins.
|
|
19. ROUND THE RING.
|
|
This is a good game for the fun it gives and for developing the wrists and arms. About one
|
|
dozen players sit down in a ring with their feet pointing inward. The feet make a circle just big
|
|
enough for another player to stand in. The player inside the circle stands perfectly rigid, and as
|
|
soon as the other players are ready lets himself fall, either backwards or forwards, on to the
|
|
outstretched hands of the players forming, the ring. The members of the ring push the center
|
|
player from hand to hand, and when one of the former lets him fall he changes places with the
|
|
center player, and in his turn is passed round the circle.
|
|
Scouting Games -- 20 -- Sir Robert Baden-Powell
|
|
|
|
--- PAGE 21 ---
|
|
20. BADGER PULLING.
|
|
Here is a good game, called Badger Pulling, which you can play either in your clubroom or
|
|
outdoors. Two boys take part, and two or more scarves are knotted together and hung over the
|
|
players' heads. A line should be drawn between the two players, and the idea of the game is for
|
|
each to try to pull the other over this line, using heads, hands and knees alone. There should be
|
|
no catching hold of the handkerchiefs or the -arms and hands, otherwise the fun will be lost.
|
|
Scouting Games -- 21 -- Sir Robert Baden-Powell
|
|
|
|
--- PAGE 22 ---
|
|
CHAPTER V -- GENERAL GAMES FOR CAMP OR
|
|
PLAYGROUND.
|
|
["Catch the Thief" and "Bang the Bear" are from Mr. Thompson Seton's book The Birch Bark
|
|
Roll of the Woodcraft Indians.. 1s. Constable.]
|
|
1. CATCH THE THIEF.
|
|
A red rag is hung up in the camp or room in the morning; the umpire goes round to each Scout
|
|
in turn, while they are at work or play, and whispers to him: " There is a thief in the camp but to
|
|
one he whispers: " There is a thief in the camp, and you are he-Marble Arch," or some other well-
|
|
known spot about a mile away. That Scout then knows that he must steal the rag at any time
|
|
within the next three hours, and bolt with it to the Marble Arch. Nobody else knows who is to be
|
|
the thief, where he will run to, or when he will steal it. Directly any one notices that the red rag is
|
|
stolen, he gives the alarm, and all stop what they may be doing at the time and dart off in pursuit
|
|
of the thief. The Scout who gets the rag or a bit of it wins. If none succeeds in doing this, the thief
|
|
wins. He must carry the rag tied round his neck, and not in his pocket or hidden away.
|
|
2. BANG THE BEAR.
|
|
One big boy is bear, and has three bases in which he can take refuge and be safe. He carries a
|
|
small balloon on his back. The other boys are armed with clubs of straw rope twisted or knotted
|
|
scarves, with which they try to burst his balloon while he is outside a base. The bear has a similar
|
|
club, with which he knocks off the hunters' hats. If a hunter's hat is knocked off he is counted
|
|
killed; but the bear's balloon has to be burst before he is killed -so be will learn to turn his face to
|
|
the enemy and not his back.
|
|
3. SHOOT OUT.
|
|
Two patrols compete. Bottles or bricks are set up on end, one for each Scout in the two
|
|
patrols ; the patrols take their stand side by side and facing their respective enemy (the two "
|
|
patrols " of bottles or bricks), and await the word " fire." They are armed with twelve stones each.
|
|
As soon as a target falls over a corresponding man of the other patrol has to sit down-killed.
|
|
4. THE BULL FIGHT.
|
|
Twelve players are needed for the game, which is interesting to watch and makes a good
|
|
spectacle for a display. The players: 1 bull, 1 matador, 4 Chulos and 6 scarf-bearers.
|
|
PART I. The bull enters the arena (which should be made by Scouts " forming fence ") with
|
|
four or five 6 in. strips of paper pinned to his back. The Chulos try to tear off these without being
|
|
touched by the bull, but if the bull touches them twice they are dead. The scarf-bearers, who carry
|
|
their scarves in their hand, run in between the bull and a Chulo if he is hard pressed, and by
|
|
waving their scarves in the bull's face, make him follow them. If a Chulo is once touched by the
|
|
bull, he is dead. Only one strip may be taken at a time.
|
|
PART II. When all the, strips are off, or all the Chulos killed, the arena is cleared and the bull
|
|
blindfolded, with a scarf tied round his neck so that one pull at an end brings it off. The matador
|
|
then enters and has to remove the scarf without being touched by the bull. If he succeeds, the bull
|
|
is dead.
|
|
5. BASKET BALL.
|
|
This' is a game something like football, which can be played in a room or limited space. A
|
|
small football is used, but it is never to be kicked. It is only to be thrown or patted with the hands.
|
|
Kicking or stopping the ball with the foot or leg is not allowed. The ball may be held in the hands,
|
|
but not hugged close to the body, nor may it be carried for more than two paces. All holding,
|
|
Scouting Games -- 22 -- Sir Robert Baden-Powell
|
|
|
|
--- PAGE 23 ---
|
|
dashing, charging, shouldering, tripping, etc., is forbidden ; and there is a penalty of a free throw
|
|
to the opposite side from the fifteen foot mark at the net, which forms the goal. The net is hung up
|
|
about ten feet above the ground on a post, tree, or wall, so that the ball can be thrown into it.
|
|
Opposite each goal a path fifteen feet long and six feet wide, beginning immediately under the
|
|
basket and leading towards the center of the ground, is marked out. At the end of this path a circle
|
|
is drawn ten feet in diameter. When there is a free throw, the thrower stands inside this circle, and
|
|
no player is allowed within it or with- in the measured path. Corners, and other rules are the same
|
|
as in Association football; but in ordinary rooms, with side walls, it is not necessary to have "out"
|
|
at the sides. The usual number of players is four or five a side, and these can be divided into
|
|
goalkeeper, back, and three forwards. If there is plenty of room the number of players could be
|
|
increased. A referee is required, who throws up the ball at the start of each half of the game, and
|
|
also after each goal.
|
|
6. KNIGHT ERRANTRY.
|
|
It is an interesting competition for patrols to compete in knight errantry. Two start out with
|
|
orders to return within two or three hours and report, on their honor, any good turns they have
|
|
been able to do in the time, if necessary calling at houses and farms and asking if there is any job
|
|
to be done-for nothing.
|
|
7. FIND THE NORTH.
|
|
Scouts are posted thirty yards apart, and each lays down his staff on the ground pointing to
|
|
what he considers the exact north (or south), without using any instrument, and retires six paces
|
|
to the rear. The umpire then compares each stick with the compass. The boy who is most correct
|
|
wins. This is a useful game to play at night, or on sunless days as well as sunny days.
|
|
8. COCK-FIGHTING.
|
|
Cock-fighting always proves amusing, and our illustration shows a way of playing the game,
|
|
which may be new to some of you. Instead of sitting on the floor, with staff under knees and
|
|
hands clasped round legs in the usual manner, the two combatants get into a squatting position,
|
|
with the staff held as usual. The picture shows this quite clearly. It is then very comical to see
|
|
each "cock" hopping about and endeavoring to upset his opponent.
|
|
9. CAMP BILLIARDS.
|
|
The billiard table consists of a smooth sack placed on a level piece of ground-the " cushions "
|
|
being made of Scout staves. Old golf balls take the place of the usual ivory kind, and instead of a
|
|
proper billiard cue the Scouts use their staves.
|
|
10. STOOL KICKING.
|
|
Here is the description of a good game for you to play either in your clubrooms or out of
|
|
doors. There are about six or nine players, and they all join hands and form a ring round some
|
|
object, which will fall over if touched, such as a footstool stood upright. The players all swing
|
|
round the stool and each one has to do his best to make one of the others knock the stool over as
|
|
they swing round, at the same time avoiding knocking it down himself. When a boy knocks over
|
|
the stool he stands out, and the game goes on until only one player remains.
|
|
11. TAKE THE HAT (FOR TWO PATROLS).
|
|
A hat is placed on the floor. One Scout from each patrol comes forward. Both lean over
|
|
towards the hat, each placing his right hand over and his left hand under the arms of his
|
|
opponent. The thing to do is to remove the hat with the left hand and get away with it before the
|
|
other fellow hits you on the back with his right hand. The one who succeeds in doing this takes
|
|
his unsuccessful opponent prisoner. The game is continued until one patrol has made prisoners
|
|
of all, or half, of the opposing patrol.
|
|
Scouting Games -- 23 -- Sir Robert Baden-Powell
|
|
|
|
--- PAGE 24 ---
|
|
12. THE STAFF RUN (FOR FOUR PATROLS).
|
|
Two patrols play together against the other two. We will call them A, B, C, and D.
|
|
A and B face each other, with a distance of fifty feet between them, the boys standing one
|
|
behind the other. C and D do the same, taking their position at least fifteen feet to the side of their
|
|
opponents. The Scoutmaster, or whoever directs the game, stands in the center of the
|
|
parallelogram which is thus formed. This is shown quite clearly in the picture. He hands a staff to
|
|
the first boy of each of the patrols standing side by side. Upon a given signal these two run as
|
|
quickly as they can to the boys heading the other two patrols, hand them the staves, and retire
|
|
from the game.
|
|
The two who now have the staves return them to the first of the remaining Scouts of the other
|
|
patrols, after which they retire from the game, and so on. The game is continued until all the boys
|
|
have run with the staves. The object is to see which two of the patrols can finish first. The last boy
|
|
on either side carries the staff to the Scoutmaster in the center. Of course, that side wins whose
|
|
last boy gets to the Scoutmaster first. Naturally, you must remember to have the same number of
|
|
boys on both sides, and each must stand perfectly still until he has received the staff. If you play
|
|
this game outdoors, you can get more fun out of it by arranging so that a ditch, fence, or other
|
|
obstacle has to be crossed by the boys who run with the staves.
|
|
13. PASS IT ON.
|
|
This game can be played either in the clubroom or out of doors, and two or more patrols can
|
|
take part. AU that is required to play it are two hollow rubber balls, or a pair of boxing gloves will
|
|
do very well. The players should be divided into two equal parties, and should stand in two rows
|
|
alongside each other. The leader of each party stands at the head of his line, and when the signal
|
|
to " Go " is given throws the ball between his legs to the man behind him, who passes it on to the
|
|
next, and so on, until it reaches the last man, who has to run with it outside his line and give it to
|
|
his leader. The side which gets the ball back to the leader wins, and the game can be varied by
|
|
throwing the ball over the head instead of between the legs.
|
|
14. TOILET TAG.
|
|
For this game two equal teams are required. Each team formed of one patrol is the best fun,
|
|
but, if necessary, the two teams can be furnished from one patrol. The simplest form of the game
|
|
is to take the hats of all the players and place them in a row in the middle of the ground, the two
|
|
teams standing facing each other on either side of the row about twenty-five yards from it. A
|
|
Scoutmaster or Patrol-leader, standing at one end of the row, then calls a number, and each Scout
|
|
having that number in his patrol runs to the row, and endeavors to obtain the hat nearest the
|
|
Scoutmaster, and return to his place without being " tagged" or touched by the other. Should he
|
|
be tagged, he must replace the hat in the row. The game proceeds until one patrol has secured a
|
|
complete set of hats. If there are more than two patrols, the losers of the first game play another
|
|
patrol, and so on, till all have had a turn. As the two Scouts will probably reach the hat almost at
|
|
the same time, each should pretend to seize it, and thus induce the other to move in one direction,
|
|
while he seizes the hat and moves off briskly the other way. There is much value in securing a
|
|
good start by means of a well-executed feint, and great fun always results when two experts at
|
|
pretense are opposed to each other. No Scout should be called upon a second time until every
|
|
other member of his patrol has been once called upon. The game may be varied in several ways,
|
|
of which the two following are typical:
|
|
1) Instead of aiming at the same hat, each Scout called upon may be required to find his own
|
|
hat among all the hats placed in a heap, and, having found it, to attempt the double task of
|
|
tagging his opponent and of returning to his own place without being tagged. Should he
|
|
be successful when his number is called again, he has only to tag his opponent, and need
|
|
not trouble about securing a hat, as he will, of course, already have got his own. When the
|
|
Scouting Games -- 24 -- Sir Robert Baden-Powell
|
|
|
|
--- PAGE 25 ---
|
|
two Scouts bearing the same number have secured hats, they inform the Scoutmaster and
|
|
drop behind the line, taking no further part in the game.
|
|
2) Other articles of Scout toilet, e.g. scarves, lanyards, water-bottles, may be put down, and
|
|
any player having secured a hat would then aim at another article until his toilet was
|
|
complete. The order in which articles are to be obtained must be definitely laid down by
|
|
the Scoutmaster, when the game begins. In this variation, the patrol to which a Scout who
|
|
first completes his toilet belongs wins the game.
|
|
15. BOMB-LAYING.
|
|
An excellent game for the country is " Bomb-Laying." It is most exciting if the cover is good or
|
|
if the light is just failing. The troop divides into two parties, each commanded by a Patrol-leader.
|
|
Each Scout, with the exception of the Leader, is provided with a small stick about seven or eight
|
|
inches long, and sharpened to a point at one end. These sticks may be cut from trees or bushes (if
|
|
permission is first obtained and no damage is done), or, failing these, the pieces of wood in an
|
|
ordinary bundle of firewood will do very well. Each Scout wears his "life," i.e. scarf, tie, or piece of
|
|
tape, in the back of his belt as a tail, so that it can easily be pulled out. The Scoutmaster then
|
|
defines an area which provides good cover, and the two parties select a " camp " which they think
|
|
can be best defended. The center of each camp is marked by a patrol flag mounted on a staff. If
|
|
the game is played in the dark, then the camps must be marked with a lamp. The camps are an
|
|
area within a twenty-five yards' radius of each flag or lamp. The object of each party is to place
|
|
their "bombs," represented by the sticks, within the other party's camp. When a Scout has planted
|
|
his "bomb" in the opponent's camp, he must take the scarf or tie out of his belt and tie it round the
|
|
stick. A "bomb" is not planted until this is done. A Scout is "killed" when an opponent snatches
|
|
his life from his belt, and when "dead" he can take no further part in the game, but must make his
|
|
way quickly to a definite piece of neutral ground agreed upon before beginning the game. When
|
|
the cover is good it Is often possible to it la a Scout without his noticing it, and when after
|
|
carefully planting the "bomb" the owner discovers he is dead, his feelings are better imagined
|
|
than described. Each party works under the command of its leader, who directs the attack. Thus it
|
|
may prove better to attempt to lay only a few bombs and use the rest of the party for defense. The
|
|
leader must remain in his camp area, and is not allowed to " kill " any of the opposite side. He may
|
|
climb a tree or direct operations from any position within his camp. Scouts who have successfully
|
|
planted their bombs must make their way straight back to their leader and inform him, after which
|
|
they may take part in the de- fence of their own camp-being provided with another life.
|
|
No Scout is allowed to lay more than one bomb. If a Scout who has laid his bomb is caught on
|
|
the return journey, he can be taken back to the captor's camp and made to remove his bomb, and
|
|
then " killed." At the end of an arranged period of time the Scout- master sounds a bugle or
|
|
whistle for operations to cease, and the side which has laid the greatest number of bombs wins
|
|
the game. A very large troop may be split up into more than two parties and a general
|
|
"international warfare" indulged in.
|
|
16. BAITING THE BADGER.
|
|
This is an excellent game for a Scout display, and can be played either in a hall or out of doors
|
|
in a field. A couple of ropes, each about ten feet long, are tied to a heavy weight or driven into the
|
|
ground with tent pegs. The " Badger " holds the loose end of one rope and the "Baiter" the other.
|
|
The Badger has a tin with a pebble in it, while the Baiter carries a cushion or pillow. Both are
|
|
blindfolded. The game is played as follows: The Badger rattles the pebble in the tin, at the same
|
|
time running round the weight, and the Baiter tries to find him and knock him with the cushion.
|
|
Both boys, of course, have to keep their own rope quite taut as they run round to prevent
|
|
themselves from tripping.
|
|
Scouting Games -- 25 -- Sir Robert Baden-Powell
|
|
|
|
--- PAGE 26 ---
|
|
17. RING CATCHING.
|
|
An effective item for a Scout display is Ring Catching. It is also an excellent game for Scouts,
|
|
as it makes them quick with their eyes and nimble on their feet. The game is played as follows:
|
|
One Scout, whom we will call the "Thrower," is armed with half a dozen rope quoit rings, about
|
|
four or five inches in diameter, which he throws to another Scout, who has to catch them one by
|
|
one on his staff. The " Thrower " must deliver the rings fairly quickly, only giving the " Catcher "
|
|
time to come smartly back to the " engage " position, after catching or missing each ring. The
|
|
rings should not be thrown from the same spot each time ; but the " Thrower " should never
|
|
approach within three yards of the " Catcher." Short throws, high throws, and long throws should
|
|
be all given, in order to make the game more exciting. The pole should have a piece of leather
|
|
slipped over it to protect the hands from being hurt by the rope rings. Of course, the range and
|
|
other distances can be made to suit local conditions.
|
|
18. SHOOTING.
|
|
A fairly large circular area is marked out and all the Scouts but one take up their positions
|
|
inside it. The remaining Scout is "armed " with a tennis ball, with which he endeavors to "shoot"
|
|
the Scouts inside the area.
|
|
Each Scout who is "shot" comes outside and helps in the "shooting," but only one tennis ball
|
|
is used throughout the game. The Scouts inside the area, by rushing from one side to the other,
|
|
dodging or jumping, can delay being hit for some time, and when their numbers become few, the
|
|
fun is fast and furious. The Scouts who are "shot" should arrange themselves round the circle, so
|
|
as to pick up the ball quickly as it flies across the area. The game may be arranged as an inter-
|
|
patrol contest in this way : One patrol takes up its position inside the area, and the leader of the
|
|
opposing patrol commences " shooting." For each Scout he hits he is allowed to have one of his
|
|
own patrol to assist him, the Scout who is hit re- tiring. The time taken to kill off the whole of the
|
|
opposing patrol is noted, the winners being the patrol taking the shortest time.
|
|
19. KICK IT AND RUN.
|
|
This game is best played in a clearing in a wood, but can also be played in an open field. One
|
|
Scout takes up his position in the clearing and the rest seek cover as near as possible. A football
|
|
is rolled into the clearing by the Scoutmaster or some other person acting as umpire. The Scout
|
|
in- side the clearing immediately kicks it outside and rushes out to "tag" any other Scout he can
|
|
find and catch; but directly the ball is kicked back into the clearing, he must return and kick it out.
|
|
NO Scout may be " tagged ",while the ball Is lying still in the clearing. The umpire watches the ball,
|
|
and directly it comes to a standstill inside the clearing he blows his whistle to indicate the fact.
|
|
While the One Scout is returning to kick the ball out, the others may change their position or seek
|
|
fresh hiding-places. The Scouts who are caught remove their scarves or wear a white
|
|
handkerchief around one arm, and then help their captor to catch other Scouts; but they must not
|
|
kick the ball, and must return to the clearing each time the whistle is blown. The winner is the
|
|
Scout who is caught last. In an open field the clearing is indicated by a white mark on the grass or
|
|
comer posts, and Scouts have to elude capture more by dodging than by seeking cover. As a
|
|
variation, successive patrols may " hold " the clearing and endeavor to capture the rest of the
|
|
troop in the shortest possible time. The Patrol-leader only is allowed to kick the ball out of the
|
|
clearing. The winning patrol is that which takes the shortest time. In this variation the Scouts who
|
|
are caught do not take any further part in the game, and for this reason it is not so suitable for a
|
|
cold winter's day.
|
|
20. TUB-TILTING.
|
|
This is a favorite game of the Boy Scouts of America, and was invented by Mr. Ernest
|
|
Thompson Seton, Chief Scout of America. Two Scouts are mounted on upturned tubs, about nine
|
|
feet apart, and armed with long bamboo poles. Each pole has a boxing glove on one end, and the
|
|
Scouting Games -- 26 -- Sir Robert Baden-Powell
|
|
|
|
--- PAGE 27 ---
|
|
Scouts have to knock one another off the tubs with the poles. The boxing glove, of course,
|
|
prevents any damage being done. If tubs cannot be obtained, forms or chairs can be used instead.
|
|
21. BALANCING THE BOARD.
|
|
For this contest a Scout pole and a piece of board are required. A course fifty yards long is
|
|
marked off. The board is carefully balanced on the pole before starting, and the Scout endeavors
|
|
to run the course before the board falls. Few succeed in getting very far, and the onlookers get a
|
|
good deal of amusement from the efforts of the boy to keep the board balanced.
|
|
22. AN OBSTACLE RACE.
|
|
An obstacle race is always popular; the difficulty generally is to get satisfactory obstacles. The
|
|
picture here shows a long table, which can be obtained from the mess tent. On this a number of
|
|
circles are drawn at irregular distances. A mark is made, say twenty-five yard, off, and a Scout is
|
|
blindfolded, turned thrice round, and is allowed to make for the table. Each circle has a different
|
|
number within it, and when the Scout reaches the table he has to put his fingers on it. If he places
|
|
his fingers inside a circle, that number is added to his score; otherwise be gets nothing. The idea
|
|
of the game is to score as many as possible in a given number of turns.
|
|
24. SNATCH THE HANDKERCHIEF.
|
|
To play this game, form two squads of eight Scouts and line them up about fifty feet apart.
|
|
Half-way between them place an Indian club or stick, on which rests a handkerchief. An umpire
|
|
should be appointed, who must take his stand close to the club or stick. When he says the word "
|
|
Go," a player from each side dashes from the line, runs towards the stick, and endeavors to
|
|
snatch the handkerchief before his opponent does so. The one who fails must pursue the other
|
|
back to his line, and try to " tag " him before he reaches it. If the successful snatcher regains his
|
|
line without being " tagged," his pursuer becomes his prisoner; but should he fail, he becomes the
|
|
prisoner of the other side. The game continues until the whole of one side has been captured by
|
|
the other. If this end cannot be reached within a reasonable time, the side having captured the
|
|
greater number of prisoners wins.
|
|
25. HIT THE BUCKET.
|
|
Here is a game which causes no end of fun. All that is required to play the game is a pail, a
|
|
tennis or rubber ball, and a piece of wood about eighteen inches long. Any number can play, but
|
|
to start you must decide who is to occupy the bucket first. Then turn the bucket upside down, and
|
|
the chosen player, holding the piece of wood in his hand, mounts it. The rest of the players have
|
|
to try to hit the bucket with the ball, whilst the one on it has to defend it and prevent the ball from
|
|
hitting it. When the pail is hit, the player who hit it takes the place of the one on the pail. If the one
|
|
on the pail loses his balance and falls off, the player who threw the ball last takes his place. By the
|
|
way, the ball must be thrown from the spot where it falls after the defender has hit it.
|
|
Scouting Games -- 27 -- Sir Robert Baden-Powell
|
|
|
|
--- PAGE 28 ---
|
|
CHAPTER VI -- CYCLISTS' GAMES.
|
|
(From the Military Cyclists' Vade Mecum, by CAPT. A. H. TRAPMANN, 1s.)
|
|
A good many of the "Scouting Games" (Chapter 1) can be used for cyclists, such as "Relay
|
|
Race," "Flying Columns," and "Surveying the Country."
|
|
1. DE WET.
|
|
FOUR patrols can take part in this game, or the force must be divided into four equal parts.
|
|
One patrol acts as De Wet, one as garrison, and the rest as Kitchener's relief column. An area on
|
|
the map is marked off, containing about one square mile to every two Scouts in the relief column-
|
|
and this area should be plentifully supplied with roads and tracks along which cycles can be
|
|
ridden. Three spots, preferably villages, should be chosen (or a larger number if more than four
|
|
patrols are taking part); these are to be guarded by the garrison patrol, two Scouts at each spot.
|
|
De Wet's object is to destroy as many villages as possible. When he enters a village, the two
|
|
Scouts acting as garrison must retreat before his greater number-one should cycle as fast as he
|
|
can to fetch the relief column, while the other stays to watch De Wet's movements. Either of them
|
|
can be captured by any two of De Wet's men. If De Wet can remain in occupation of the village for
|
|
half an hour the village is destroyed, but he must retreat if a relief column approaches stronger
|
|
than his force. The relief column should take up its position in the center of the area and look out
|
|
for signals from the garrisons. De Wet should prevent them following him by dividing his party,
|
|
giving them instructions to all meet at the village to be attacked, but enter from different
|
|
directions.
|
|
2. THE BITER BIT.
|
|
Divide your force into two equal parts, 1 and 2. Give No. 1 a capable commander, and tell him
|
|
that they are operating in an enemy's country, and must look out for their own safety ; also that a
|
|
force of the enemy's cyclists are expected to move along a certain road at a certain time in a
|
|
certain direction. No. 1 will then start off and conceal itself in a good ambush. Then divide No. 2
|
|
into two parts A & B. Let A carry out the original program assigned to the enemies' cyclists, and
|
|
send B round in exactly the opposite direction. Tell the Patrol-leader in charge of B that a body of
|
|
the enemy were seen on the road, and let him go and scout for them. Give him sufficient time to
|
|
enable him to location. I (if he is smart) before A is due at the ambush. , No. 1 will probably be so
|
|
engrossed in waiting to ambush A that it will have neglected to provide for its own safety against
|
|
surprise. B may or may not surprise No. 1, and may perhaps be ambushed itself. In any case some
|
|
instructive work can be carried out, work affording room for rapid action and thought on the part
|
|
of all concerned. Any man seen exposing himself obviously whilst under fire should be put out of
|
|
action, and made to act as umpire's orderly. Otherwise men should not be put out of action, but
|
|
either sent back or made to join the enemy.
|
|
3. BRIGAND HUNTING.
|
|
Mark off an area plentifully supplied with roads and foot- paths about three miles by three
|
|
miles in extent. Tell off a patrol under your best Patrol-leader. His object will be to remain within
|
|
the area for say two hours, without being captured. He should be allowed ten minutes' start. The
|
|
remainder of the force will then split up into small patrols and endeavor by careful co-operation to
|
|
effect his capture, care being taken not to be ambushed them- selves by their quarry.
|
|
4. AMBUSCADES.
|
|
something for patrols to do when cycling from one place to another. Divide the force equally
|
|
into two bodies. Choose a road. Any place more than 200 yards distant from the road will be out of
|
|
bounds. Send one body off to take up an ambuscade, and ten minutes later let the other body
|
|
move Off along the road, sending its Scouts well ahead. If the ambush is detected the two bodies
|
|
will then ex- change roles. This will be found a very interesting exercise, and can with advantage
|
|
Scouting Games -- 28 -- Sir Robert Baden-Powell
|
|
|
|
--- PAGE 29 ---
|
|
be practiced on return from a field-day, route march, etc., the homeward road being used for the
|
|
purpose.
|
|
5. HUNTING THE SPIES.
|
|
Two spies have escaped from headquarters on cycles, and were last seen riding at a point
|
|
about half-a-mile further along the road. (This should be shown on the map to the Scouts who are
|
|
to give chase on their cycles.) From that point the spies have to leave a paper trail, not
|
|
continuous, but occurring every hundred yards. The spies, being handicapped by their paper, will
|
|
probably be soon overtaken, so they must choose a good spot by the road in which to conceal
|
|
their cycles, and when they leave the road they must leave signs to that effect (they had better run
|
|
some way along the road still leaving the trail, so as not to show the hiding-place of their cycles to
|
|
their pursuers). When they have left the road, they need leave no further trail, but their object is to
|
|
remain at large for a quarter of an hour and then recover their cycles and get back to headquarters
|
|
without being caught by their pursuers. The pursuers should search for the spies and capture
|
|
their cycles if they can find them, at the same time guarding their own cycles from being stolen by
|
|
the spies. To capture the spies the pursuers must actually touch them, or if they are on cycles,
|
|
ride past them on the road. (About ten Scouts make the beat number for this game.)
|
|
Scouting Games -- 29 -- Sir Robert Baden-Powell
|
|
|
|
--- PAGE 30 ---
|
|
CHAPTER VII -- TOWN GAMES.
|
|
1. SHADOWING.
|
|
Patrol-leader picks a scout to be pursued; then the whole patrol meets in a fairly quiet street in
|
|
a town. The chosen Scout is allowed two minutes' grace, whilst the others hide and do not watch
|
|
him during that time, except two, who follow him closely. After two minutes one of them then runs
|
|
back and brings the rest of the patrol along, hot on the track of the pursued one. Meanwhile the
|
|
remaining shadower holds on carefully and tenaciously, pursuer and pursued being at least four
|
|
or five minutes in advance of the rest. To show which way they have gone, the pursuing Scout
|
|
drops confetti or makes chalk-marks until the others reach him. All must, of course, be well
|
|
trained in running and using their Scoutcraft, and the pursued Scout can make use of many
|
|
dodges to throw his pursuers off the track. It should be agreed beforehand that if he keeps away
|
|
for a certain time he wins the game.
|
|
2. FOLLOW THE TRAIL.
|
|
Send out a " hare," either walking or cycling, with a pocketful of corn, nutshells, or confetti,
|
|
which he must drop here and there to give a trail for the patrol to follow. Or, with a piece of chalk,
|
|
let him draw the patrol sign on walls, pavements, lamp-posts, and trees, and let the patrol hunt
|
|
him by these marks. Patrols must wipe out all these marks as they pass them for the sake of
|
|
tidiness. and so as not to mislead them for another day's practice. The other road signs should
|
|
also be used, such as closing up certain roads, and hiding a letter at some point, giving directions
|
|
as to the next turn. The object of the " hare " in this game is to explain to those behind the way he
|
|
has gone as well as he can, and not to throw them off his trail as in " shadowing."
|
|
3. CATCHING THE DODGER.
|
|
One Scout, who is well known to the rest, is chosen as the dodger. A spot is selected some
|
|
two miles away from the Scouts' headquarters as the starting-point, preference being given to a
|
|
place from which the most streets or ways lead to headquarters. The main idea is that the dodger
|
|
has to start from this spot at, say, 7 or 8 p.m., and make his way to headquarters without being
|
|
caught. He will be previously introduced to the others as their " Quarry," and may then adopt any
|
|
disguise in order to throw off suspicion. He may even carry a large sackful of paper or some soft
|
|
material upon his head, so as to partly hide his face, but he should not adopt feminine attire. It will
|
|
be the duty of all Scouts to distribute themselves well over the area likely to be travelled, all
|
|
streets, alleys and byways being carefully watched, but for obvious reasons a rule must be made
|
|
that no Scout must approach within a given radius, say, of 250 yards, of the starting or finishing
|
|
point. The dodger must be Instructed to start strictly at a given time, and may use the middle of
|
|
the street as well as the pavement, as this will be necessary to dodge a Scout whom he may espy,
|
|
and he must travel on foot during his journey, not taking advantage of any tram car or other
|
|
vehicle. Should he see a Scout approaching, there would be no objection to his stepping aside
|
|
into a shop and asking the price of an article until the danger has passed, as this is no more than
|
|
an ordinary thief would do to evade capture. Should a Scout recognize the dodger, he must get
|
|
quite near. enough to him to say: " Good-night " without any danger of not being heard-or, better,
|
|
to touch him-and the dodger then yields quietly and is taken to headquarters by his captor, no
|
|
other Scout being allowed to join them. One hour after the arranged starting time all Scouts must
|
|
return to headquarters, for by that time the dodger will have either been caught or have reported
|
|
himself there, as he must do the two miles in one hour. Should a Scout notice the dodger being
|
|
pursued by another Scout he may assist in the capture-this where the dodger has espied a Scout
|
|
in the distance who appears to have recognized him-but though the marks are divided, the greater
|
|
portion will be awarded to the Scout who commenced the actual pursuit. - This is a game full of
|
|
excitement from start to finish, especially as a Scout may secrete himself should he see the
|
|
dodger approaching at a distance, only showing him- self when his man has come within
|
|
capturing distance.
|
|
Scouting Games -- 30 -- Sir Robert Baden-Powell
|
|
|
|
--- PAGE 31 ---
|
|
4. THE SIGNATURE COLLECTOR.
|
|
A convenient circuit of long, well-crowded streets Is selected, and a base area-about fifty
|
|
yards of the street -formed in the middle of some of the streets. A Scout will be posted at the
|
|
center of the area, and will be called a " Base-Scout." The number of bases will depend on the
|
|
number of Scouts-as each base needs one Base- Scout and two opposers. There should not be
|
|
more than six bases. The signature collector and all Base-Scouts will wear a piece of red ribbon
|
|
attached to their buttonhole badges or pinned to their coats. The opposing Scouts will wear blue
|
|
ribbons.
|
|
The collector must go round the circuit of bases and try to obtain the signature of each Base-
|
|
Scout. The opposing Scouts are posted, two to each base, to prevent the collector from reaching
|
|
the Base-Scout by simply touching him. If touched while attempting to reach a base the collector
|
|
gives up his own signature to his captor and forfeits his own chance at that base. But if he
|
|
reaches the base area without being touched he is safe to obtain the signature and leave
|
|
unmolested to make his attempt on the next base. It is understood he can make an attempt on
|
|
every base. The bases are posted in a circle, so that when he finishes his journey he will be back
|
|
at the starting-point, where the umpire is.
|
|
The Base-Scouts, being in league with the collector, can aid him by signalling when best to
|
|
make the attempt. It therefore resolves itself into a competition between the " reds " and " blues."
|
|
The party of Scouts obtaining the most signatures wins.
|
|
RULES.
|
|
1) Hiding in shops is barred.
|
|
2) Cover must be taken in the street only.
|
|
3) Base boundaries must be well understood by all players at that base. If necessary,
|
|
they may be chalked out.
|
|
4) When the collector has got through a base and obtained the signature, the
|
|
opposing Scouts who were guarding that base must not watch round another base
|
|
: they are beaten and must make for the starting-point.
|
|
5. WHAT'S WRONG
|
|
Scouts should be mustered at a given point, then divided into two sections, one section
|
|
proceeding along either side of the street, crossing. each other at the end, and returning on the
|
|
opposite sides. They may be sent either in line or irregularly, the latter for preference, each
|
|
carrying pencil and notebook or paper, and noting, during their journey, every article or thing
|
|
which is out of the straight. It may be a placard fixed to a shopkeeper's door or board, or a small
|
|
swing sign, which is out of the horizontal, window-blinds crooked, goods in shop windows
|
|
markedly crooked, and so on. Irregularities on vehicles in motion are not to be noted, as no
|
|
opportunity would be given for the judge to verify. Upon approaching the judge each Scout signs
|
|
his own paper or book and hands it over; marks should then be given according to merit, and a
|
|
prize awarded to the most observant Scout of the patrol which gets most marks among all its
|
|
Scouts. The idea is, that not only shall Scouts observe details, but also that they shall make their
|
|
entries in such a guarded manner and at such times that Scouts following them shall not notice
|
|
the entry being made. This may be worked with or without a time-limit.
|
|
6. FAR AND NEAR.
|
|
The scoutmaster goes along a given road or line of country with a patrol in patrol formation.
|
|
He carries a scoring card with the name of each Scout on it, first reading to the Scouts a list of
|
|
certain things he wants. Each Scout looks out for the details required, and directly he notices one
|
|
he runs to the umpire and informs him or hands in the article, if it is an article he finds. The umpire
|
|
enters a mark against his name accordingly. The Scout who gains most marks in the walk wins.
|
|
Details like the following should be chosen, to develop the Scout's observation and to encourage
|
|
him to look far and near, up and down. The details should be varied every time the game is played
|
|
; and about 8 or 10 items should be given at a time. Every match found Every button found Bird's
|
|
Scouting Games -- 31 -- Sir Robert Baden-Powell
|
|
|
|
--- PAGE 32 ---
|
|
foot track Patch noticed on stranger's clothing or boots Grey horse seen Pigeon flying Sparrow
|
|
sitting Broken chimney-pot Broken window 1 mark. 1 mark. 2 marks. 2 marks. 2 marks. 2 marks. 1
|
|
mark. 2 marks 1 mark.
|
|
7. MORGAN'S GAME.
|
|
Scouts are ordered to run to a certain hoarding where an umpire is already posted to time
|
|
them. They are each allowed to look at this for one minute-of course no notes may be taken in
|
|
writing-and must then run back to headquarters and report to the instructor all that was on the
|
|
hoarding in the way of advertisements.
|
|
8. SHOP WINDOW.
|
|
The Scoutmaster or Patrol-leader takes a patrol down a street past six shops. He lets them
|
|
stay half a minute at each shop, and then, after moving them off to some distance, he gives each
|
|
boy a pencil and card, and tells him to write from memory, or himself takes down, what they
|
|
noticed in, say, the third and fifth shops. The boy who correctly sets down most articles wins. It is
|
|
a useful practice to match one boy against another in heats-the loser competing again, till you
|
|
arrive at the worst. gives the worst Scouts the most practice.
|
|
9. TAKING NOTES.
|
|
When next you go scouting in the streets, here are some things for you to note : The number
|
|
of every motor-car that is going too fast or whose driver is acting strangely; the number of signs
|
|
used by the policeman in regulating the traffic ; the various chalk marks made on pavement and
|
|
door- steps by surveyors, tramps, or children. Which men turn their toes in. And if you wish to
|
|
make a game of it all, take a brother Scout with you. Let each look in a few windows for one
|
|
minute then go away and write down all the articles remembered. The one who gets the most
|
|
correctly is the winner. And though it may be a small matter in itself, you will rejoice when you
|
|
realize how quickly you learn to note and remember and thus get a power which may make your
|
|
fortune, all through practice at scouting in the streets.
|
|
Scouting Games -- 32 -- Sir Robert Baden-Powell
|
|
|
|
--- PAGE 33 ---
|
|
CHAPTER VIII -- NIGHT GAMES.
|
|
1.THE ESCAPED SMOKER - By PERCY HILL.
|
|
A CONVICT has escaped from prison, and, being an inveterate smoker, the first thing he does
|
|
is to buy a large supply of cigarettes and matches. On a dark night a message is brought to the
|
|
Scouts that he has been seen in a wood close by, still smoking. The troop at once turn out, and,
|
|
enclosing the wood, silently try to find their man by using their eyes, ears, and noses, as well as
|
|
they can. The man, who is playing the part of the convict, is obliged to keep his cigarette in full
|
|
view all the time, and strike a match at least once every three minutes. Unless the Scouts are very
|
|
sharp, the chances are that he will slip through, and they will, after a few minutes, see the match
|
|
flickering away behind them. The " convict " must not, of course, be a Scout, for, if he were, he
|
|
would not smoke or give himself away like that. An hour or two spent in practicing some "
|
|
extended order " drill will make the troop far more efficient in work like this, for boys invariably
|
|
tend to crowd together on a dark night instead of keeping an equal distance apart. A good
|
|
variation of the game, if no smoker is at hand, is to supply the convict with a box of matches and a
|
|
whistle, and make him strike a match and blow whistle alternately every minute or two minutes, so
|
|
that two different tracking senses are needed at the same time seeing and hearing.
|
|
2.THE PATH-FINDER.
|
|
To be played at night. A town or camp is chosen and defended by all the Scouts present,
|
|
except one patrol. The outposts must be carefully placed all round. The one patrol is to be led into
|
|
the town by a guide chosen from the defenders - he is the traitor and goes round and carefully
|
|
examines the defenses ; then slips out of the town to meet the patrol at a, certain spot. He tries to
|
|
guide them into the center of the town, perhaps taking them two or three at a time or all together
|
|
in Indian file. If touched by one of the defenders they are captured.
|
|
3. TRACKING BY SMELL.
|
|
Tracking by smell at night is a very important part of scouting. An enemy's patrol has
|
|
encamped at a certain spot, and thinking all safe light a fire and prepare a meal. But the sentry
|
|
reports suspicious signs and sounds, so they immediately damp the fire, but cannot stop the
|
|
smoke. This should be carried out on a calm but dark night in a fairly open spot-the smoke can be
|
|
caused by smoldering brown paper or damp gunpowder in a tin. The others have-to reach the spot
|
|
by smell, while the encamped party lie absolutely still.
|
|
4. WILL-O'-THE-WISP.
|
|
This game should take place across country at night. Two Scouts set off in a given direction
|
|
with a lighted bull's-eye lantern. After two minutes have passed the patrol or troop starts in
|
|
pursuit. The lantern bearer must show his light at least every minute, concealing it for the rest of
|
|
the time. The two Scouts take turns in carrying the light, and so may relieve each other in
|
|
difficulties, but either may be captured. The Scout without the light can often mingle with the
|
|
pursuers without being recognized and relieve his friend when he is being bard pressed. They
|
|
should arrange certain calls or signals between themselves.
|
|
5. SHOWING THE LIGHT.
|
|
This night-scouting game not only affords recreation but is a good test for hearing and
|
|
eyesight, and furnishes a splendid practice in judging distances. A Scout makes his way across
|
|
fields, in the dark, and on hearing his leader's whistle, shows a light from a lantern for five
|
|
seconds. He remains there, but hides the light, and the rest of the Scouts estimate how far away
|
|
and whereabouts he is. I Then they set out to where they think the light was shown and each one
|
|
tries to get there before the others. The lantern - bearer hands over the lantern to the Scout who
|
|
first reaches him, and then it is that boy's turn to go away and show the light. The Scoutmaster
|
|
Scouting Games -- 33 -- Sir Robert Baden-Powell
|
|
|
|
--- PAGE 34 ---
|
|
should note the various estimates propounded by the Scouts, and though he may be unable to
|
|
discover the exact distance he should know which Scout gave the nearest figure.
|
|
6. NIGHT OUTPOSTS.
|
|
Two or more Scouts (according to number taking part) go out in pairs with ordinary bicycle or
|
|
similar lamps, and take up positions not nearer than 1/4 mile (or other agreed distance) from
|
|
starting-point. They are called outposts, and must not move their ground, but may show or
|
|
conceal their light as they think best. One Scout goes out, say, ten minutes later carrying a
|
|
hurricane lamp to discover the outposts. He is called the runner and must not hide his light. One
|
|
or two minutes later the remainder start out to chase and capture both the runner and outposts.
|
|
They are called Scouts. Outposts and runners must not call to one another. Outposts show their
|
|
light when they think the runner is near, but must be careful not to betray their position to the
|
|
Scouts. As soon as the runner finds an outpost these extinguish their light and make for the
|
|
starting-point. When the runner has discovered all outposts he does the same. No Scout may
|
|
remain nearer the starting-point than agreed distance - 100 yards or so, according to
|
|
circumstances.
|
|
Scouting Games -- 34 -- Sir Robert Baden-Powell
|
|
|
|
--- PAGE 35 ---
|
|
CHAPTER IX -- WINTER GAMES.
|
|
1. SIBERIAN MAN HUNT.
|
|
A MAN has escaped through the snow and a patrol follow his tracks, but they advance with
|
|
great caution when they think they are nearing his hiding-place because one hit from a snowball
|
|
means death, but he has to be hit three times before he is killed. If he has taken refuge up a tree or
|
|
any such place it will be very difficult to hit him without being hit first. The hunted man has to
|
|
remain at large for a certain time, two or three hours, and then get safely home without being
|
|
caught.
|
|
2. ARCTIC EXPEDITION.
|
|
Each patrol makes a bob sleigh with harness to fit two Scouts who are to pull it (or for dogs if
|
|
they have them, and can train them to the work). Two Scouts go a mile or so ahead, the remainder
|
|
with the sleigh follow, finding the way by means of the spoor, and by such signs as the leading
|
|
Scouts may draw in the snow. All other drawings seen on the way are to be examined, noted, and
|
|
their meaning read. The sleigh carries rations and cooking-pots, and so on. Build snow huts.
|
|
These must be made narrow, according to the length of sticks available for forming the roof,
|
|
which can be made with brushwood, and covered with snow.
|
|
3. SNOW FORT.
|
|
The snow fort may be built by one patrol according to their own ideas of fortification, with loop
|
|
holes, and so on, for looking out. When finished it will be attacked by hostile patrols, using
|
|
snowballs as ammunition. Every Scout struck by a snowball is counted dead. The attackers
|
|
should, as a rule, number at least twice the strength of the defenders.
|
|
4. FOX-HUNTING.
|
|
This game is to be played where there is plenty of untrodden snow about. Two Scouts start
|
|
from the middle of a field or piece of open ground, and five minutes afterwards the rest are put on
|
|
their trail. The two foxes are not allowed to cross any human tracks. If they approach a pathway
|
|
where other people have been, they must turn off in another direction ; but they can walk along
|
|
the top of walls and use any other ruse they like, such as treading in each other's tracks, and then
|
|
one vaulting aside with his staff. Both of them have to be caught by the pursuers for it to count a
|
|
win. The foxes have to avoid capture for one hour and then get back to the starting-place.
|
|
5. THE DASH FOR THE POLE.
|
|
Two rival parties of Arctic explorers are nearing the Pole; each has sent out one Scout in
|
|
advance, but neither of them have returned-they know the direction each started in because their
|
|
tracks can be still seen in the snow. What has really happened is that each has reached the Pole,
|
|
and each is determined to maintain his claim to it and so dare not leave the spot. They both
|
|
purposely left good tracks and signs, so that they could be easily followed up, if anything
|
|
happened. (These two, one from each patrol, should start from head- quarters together, and then
|
|
determine upon the spot to be the Pole - each to approach it from a different direction.) The two
|
|
parties of explorers start off together (about fifteen minutes after the forerunners left) and follow
|
|
up the tracks of their own Scout. The first patrol to reach the spot where the two are waiting for
|
|
them -takes possession, the leader sets up his flag and the rest prepare snowballs, after laying
|
|
down their staves in a circle round the flag at a distance of six paces. When the other party arrive
|
|
they try to capture the staves ; the defenders are not allowed to touch their staves, but two hits
|
|
with a snowball on either side put a man out of action. Each defender killed and each staff taken
|
|
counts one point, and if the rival party gain more than half the possible points, they can claim the
|
|
discovery of the Pole. Before the defenders can claim undisputed rights they must kill all their
|
|
rivals, by pursuing them if only one or two are left. (The two forerunners do not take part, but act
|
|
as umpires.)
|
|
Scouting Games -- 35 -- Sir Robert Baden-Powell
|
|
|
|
--- PAGE 36 ---
|
|
6. CLEAR THE LINE.
|
|
This game requires a light rope, five to eight yards of Canvas or leather filled with sand and
|
|
weighing about 1 lb. The Scoutmaster stands in the centre of a ring of Scouts and swings the bag
|
|
round, gradually paying out the rope until it becomes necessary for the players to jump to avoid it.
|
|
The direction in which the bag is swung should be varied. The rate of swinging as well as the
|
|
height of the bag from the ground should be gradually increased. The object of the players is to
|
|
avoid being caught by the rope or bag and brought to the ground.
|
|
7. SKIN THE SNAKE.
|
|
The scouts stand in single file. Each scout puts his right hand between his legs, which is
|
|
grasped by the one behind. Then the first scout walks backwards, straddling No. 2. No. 2 repeats
|
|
the movement, straddling No. 3, and so on, until the scout that was first is in the last position. It is
|
|
a clever gymnastic stunt, and done quickly represents a snake shedding its skin.
|
|
8. SOCCER RELAY.
|
|
This is a relay game, where the first scout of each side starts kicking the ball from his goal to a
|
|
turning-point several yards away, then kicks the ball back through the goal that he started from.
|
|
When he has kicked a goal the second scout repeats the performance of the first, and each scout
|
|
repeats the performance. The side that finishes first wins the race.
|
|
Scouting Games -- 36 -- Sir Robert Baden-Powell
|
|
|
|
--- PAGE 37 ---
|
|
CHAPTER X -- SEAMANSHIP GAMES.
|
|
1. SMUGGLERS OVER THE BORDER.
|
|
The smugglers have got their contraband hidden among some rocks, and it is entrusted to one
|
|
smuggler to take to their hiding-place, a building or some place marked by flags or trees, about
|
|
half a mile inland. One patrol act as smugglers and the one chosen to carry the contraband who
|
|
wears tracking irons and has to carry a small sack or parcel containing the contraband. The
|
|
"border" is a certain tract of land, a road, or stretch of sand along the shore between the
|
|
smugglers and their hiding-place inland. The coastguards (two patrols) have to guard the border
|
|
with sentries, and. keep their main reserve bivouacked some little way inland. As soon as a sentry
|
|
sees the tracks of the smuggler (wearing tracking irons) crossing the ,border" he gives the alarm,
|
|
and the coastguards have to catch him before he can get his contraband to the hiding-place. It
|
|
should be agreed that the smugglers cross the border " between two boundaries. The length
|
|
should depend upon the number of sentries-one sentry should have a beat of about 200 yards.
|
|
The smugglers have to bring their cargo up from the rocks within a certain time, because the tide
|
|
is coming in. They should assist the one chosen to carry the contraband by distracting the
|
|
coastguards and leading them in the wrong direction, because they do not know at first who is
|
|
wearing the tracking irons.
|
|
2. TREASURE ISLAND.
|
|
A treasure is known to be hidden upon a certain island or bit of shore marked off, and the man
|
|
who hid it left a map with clues for finding it (compass directions, tide marks, etc.). This map is
|
|
hidden somewhere near the landing-place; the patrols come in turn to look for it-they have to row
|
|
from a certain distance, land, find the map, and finally discover the treasure. They should be
|
|
careful to leave no foot-tracks, etc., near the treasure, because then the patrols that follow them
|
|
will easily find it. The map and treasure are to be hidden afresh for the next patrol when they have
|
|
been found. The patrol wins which return to the starting-place with the treasure in the shortest
|
|
time. (This can be played on a river, the patrols having to row across the river to find the treasure.)
|
|
3. SMUGGLERS. (FOR NIGHT OR DAY.)
|
|
One party of smugglers from the sea endeavor to land and conceal their goods (a brick per
|
|
man) in a base called the "Smugglers' Cave," and get away in their boat again. Another party of
|
|
"preventive men" is distributed to watch the coast a long distance with single Scouts. go soon as
|
|
one preventive man sees the smugglers land he gives the alarm, and collects the rest to attack,
|
|
but the attack cannot be successful unless there are at least as many preventive men on the spot
|
|
as smugglers. The preventive men must remain bivouacked at their station until the alarm is given
|
|
by the look-out men.
|
|
4. A WHALE HUNT.
|
|
[This is the same game as that of "Spearing the Sturgeon', in Mr. E. Thompson Seton's Birch
|
|
Bark Roll of the Woodcraft Indians. 1s. Constable.]
|
|
The whale is made of a big log of wood with a roughly- shaped head and tail to represent a
|
|
whale. Two boats will usually carry out the whale hunt, each boat manned by one patrol-the
|
|
Patrol-leader acting as captain, the corporal as bowman or harpooner, the remainder of the patrol
|
|
as oarsmen. Each boat belongs to a different harbor, the two harbors being about a mile apart.
|
|
The umpire takes the whale, and lets it loose about half- way between the two harbors, and on a
|
|
given signal the two boats race out to see who can get to the whale first. The harpooner who first
|
|
arrives within range of the whale drives his harpoon into it, and the boat promptly turns round and
|
|
tows the whale to its harbor. The second boat pursues, and when it overtakes the other, also
|
|
harpoons the whale, turns round, and endeavors to tow the whale back to its harbor. In this way
|
|
the two boats have a tug-of-war, and eventually the better boat tows the whale, and possibly the
|
|
opposing boat, into its harbor. It will be found that discipline and strict silence and attention to the
|
|
Scouting Games -- 37 -- Sir Robert Baden-Powell
|
|
|
|
--- PAGE 38 ---
|
|
captain's orders are very strong points towards winning the game. It shows, above all things, the
|
|
value of discipline. You are allowed to dislodge your enemy's spear by throwing your own over it,
|
|
but on no account must you throw your spear over the other boat or over the heads of your crew,
|
|
or a serious accident may result. The spearsman must not resign the spear to any other member
|
|
of the boat. It is forbidden to lay hands on the fish or on the other boat-unless this is done to
|
|
avoid a collision.
|
|
5. WATER SPORTS.
|
|
There are several kinds of water sports, which, when practiced enough, make a very
|
|
interesting display. 1. WATER POLO.-Stakes driven in to make goal- posts, and a large rubber ball,
|
|
if a proper water polo ball cannot be obtained. II. GREASY POLE - fastened from the end of a pier
|
|
or landing-stage, with some prize fastened to the end of it. (N.B.-The pole should not stick straight
|
|
out from the end of the stage, but should incline to the right or left, so that it can be seen better
|
|
from the shore.) 111. JOUSTING.-In small canoes or on logs, one boy to paddle and one to joust,
|
|
armed with a small wooden shield and a 6 foot pole with something soft attached to the end. IV.
|
|
Swimming races, diving competitions, and races to get into a lifebuoy.
|
|
Scouting Games -- 38 -- Sir Robert Baden-Powell
|
|
|
|
--- PAGE 39 ---
|
|
CHAPTER XI -- FIRST-AID GAMES.
|
|
1. WOUNDED PRISONERS.
|
|
Placed at various points, each fifty yards from camp, are prisoners, one for each competitor in
|
|
the game. These prisoners can be the smaller boys of the troop, and their arms and legs should be
|
|
securely bound. They are supposed to be unconscious. At a signal each of the competitors has to
|
|
make for a prisoner and bring him home, and the one who reaches camp first with an unbound
|
|
prisoner receives twelve marks. The competitors can either untie the knots directly they reach the
|
|
prisoner-which would aid in carrying-or on arrival at Camp, but the ropes must be removed before
|
|
the result can be arrived at. No knives must be used and the prisoners, being unconscious, cannot
|
|
give any assistance. The Scoutmaster has his eye on the competitors all the time, and is
|
|
particularly observant for cases of rough handling or bad carrying, both of which are naturally
|
|
injurious to wounded people. The competitor who obtains most marks wins. A boy, for instance,
|
|
might win twelve marks for getting home before the others, but he may lose three marks through
|
|
handling his captive roughly, therefore the second boy, who would receive ten marks, should be
|
|
acclaimed the winner. Generally speaking, however, the first arrival wins. This provides good
|
|
practice in untying knots and carrying the wounded. It can be adopted as an inter-patrol game, the
|
|
first boy home out of twelve receiving 24 points, the last, 2, and the patrol which obtains the most
|
|
marks winning.
|
|
2. THE RED CROSS HERO.
|
|
One day while the whole camp are enjoying themselves a messenger arrives and tells a Patrol-
|
|
leader that while he was being pursued by the enemy on their side of the border he saw one of his
|
|
men lying on the ground, wounded, and was unable to render him any assistance. The Patrol-
|
|
leader then tells his men the bad news, and calls for a volunteer to go and bring or endeavor to
|
|
bring their comrade back to camp. Thus the "Red Cross Hero" is found. His duty is to find the
|
|
wounded man (who will have been placed in a fairly hidden position before- hand) and then carry
|
|
him back to camp, without being captured by the opposing Scouts. This game needs a Scout of
|
|
brain and resource to act the part of the " Red Cross Hero," for he is supposed to be in a hostile
|
|
country with a wounded man whom he must bring back to camp. If seen he must endeavor to
|
|
dodge. Two of the enemy must get hold of him before he is captured. This is a game which will
|
|
severely test the resourcefulness of the Scout. For example, if pressed he might be sharp enough
|
|
to leave his comrade completely hidden until he has knocked his pursuers off his track. When the
|
|
wounded Scout has been hidden all who can be spared from camp should go out to act as enemy,
|
|
then one comes in as messenger and describes roughly where the wounded man is. There could
|
|
be several wounded men and red cross heroes, if the enemy's number is sufficient.
|
|
3. THE ILL-FATED CAMP. By PERCY HILL.
|
|
Orders are given to a patrol to march in a certain direction until they find a camp, and, when
|
|
they arrive there, they are to act as they think best. They find the camp after a short time, with
|
|
every- thing disordered, as though there had been a fight. There is a man lying in the tent labeled :
|
|
" Shot through the head - dead." Near by is another man, with a label, " Broken thigh," while some
|
|
way off there is yet another wounded man, who crawled away after he had been shot, and had
|
|
fainted from loss of blood. It is interesting to watch different patrols at work. A tenderfoot patrol
|
|
will very likely spend the first ten minutes fussing round the dead man when they arrive on the
|
|
scene ; and, after prodding him, poking him, and rolling him about, will, perhaps, make a stretcher,
|
|
and carry him off for burial. After wasting all this precious time, they turn to the man with the
|
|
broken thigh, and carry him to the tent to patch him up, making the fracture a compound one on
|
|
the way. They then tie up the wrong leg with numerous granny knots, and, after some quite
|
|
needless artificial respiration, leave the unfortunate patient to himself. The spoor of the third man
|
|
passes unnoticed, and he is left to bleed to death. But now watch the arrival of a more
|
|
experienced patrol. As soon as the leader sees that the men have been wounded in a fight, he puts
|
|
Scouting Games -- 39 -- Sir Robert Baden-Powell
|
|
|
|
--- PAGE 40 ---
|
|
out two sentries to prevent another surprise attack ; the dead man is briefly examined and left to
|
|
himself, and the broken thigh carefully put into splints on the spot, and the patient gently carried
|
|
into the tent. Then one of the Scouts notices that there are three tea cans by the fire, so they hunt
|
|
round for the owner of the third. When he is found, a Scout's scarf makes a tourniquet, and the
|
|
man's life is saved. This game makes a good subject for a display.
|
|
4. INJURIES.
|
|
The boys are divided into pairs. One boy starts the game by turning to his neighbor and
|
|
saying: " I have twisted my ankle," or " cut my finger," at the same time assuming a position he
|
|
considers the accident will cause, or simply holding out the injured member. His neighbor has to
|
|
explain at once the proper treatment for the injury. If he cannot answer he must take up the
|
|
sufferer's burden. If he answers correctly the sufferer has to keep in the position. The procedure is
|
|
repeated with each pair, different troubles being used in each case, therefore at the end of the first
|
|
round half the boys are sufferers (the losers) and the other half uninjured (the winners). The
|
|
sufferer now suddenly conquers his malady, but discovers one equally troublesome which he
|
|
asks his neighbor to solve. If the neighbor is successful it proves that be is the better boy at First-
|
|
Aid, because he has won twice. Only those boys who have won twice enter the next round; those
|
|
who have lost both times, or won one and lost the other, being counted out. The winning boys are
|
|
pitted against each other until a final winner is discovered. If the final between the last two boys
|
|
be a draw, they should test each other again. Of course the winner is not necessarily the smartest
|
|
boy in the troop at First-Aid, but the game undoubtedly helps to impress the principles of First-Aid
|
|
upon the memory of the boys. The Scoutmaster listens to the recital of each injury and judges the
|
|
suggested treatment. He may also ask .supplementary questions to make sure that the doctor
|
|
really understands.
|
|
5. AMBULANCE KNIGHTS.
|
|
In this game a big boy takes the place of a horse, and a small one rides on his back. Each
|
|
small boy is labeled with the name of an injury, and holds a stick in his band. Rings-allowing one
|
|
for each pair of boys-are bung at a certain distance in such a manner that they can be easily
|
|
dislodged by the sticks, and this is the object of the game, the big boys carrying the small ones
|
|
past the rings at a run. When a small boy has succeeded in getting the ring upon his stick, the big
|
|
one who is carrying him has to reach a given point, put the mail boy down, examine his label, and
|
|
treat him for his injury. The one who does this in the quickest and most correct style wins. Should
|
|
the small boy fail to dislodge the ring at the first attempt, the big one may go back to the starting-
|
|
place and try again. Necessary appliances must be supplied for the big boys.
|
|
6. AMBULANCE ROUNDERS.
|
|
A judge is necessary for this game. Sides are taken as in ordinary rounders, and the game
|
|
played as usual, those who are "in" each having a label representing some kind of hemorrhage
|
|
tied on to their arms. When one is caught out, or hit with the ball, he drops on to the ground. The
|
|
judge immediately calls out the name of his supposed injury, and the one who has caught him out
|
|
or hit him runs to treat him instantly in the correct manner. The opposite side must be on the look-
|
|
out for faulty treatment, for should there be any it counts to them, and the injured person is
|
|
released, his side still remaining in. In all other respects the game is exactly the same as usual,
|
|
but each member of the side which is " out " should be provided with a bandage and piece of
|
|
stick.
|
|
7. AMBULANCE, FRENCH AND ENGLISH.
|
|
The boys are all labeled with the name of some injury and are divided into two parties - one
|
|
French, one English. Captains should be chosen for each side, and certain boundaries agreed
|
|
upon. Two camps are chosen as far apart as possible, and in each are placed as many objects as
|
|
there are boys on one side. Anything that is light to carry is suitable, such as sticks, empty match-
|
|
Scouting Games -- 40 -- Sir Robert Baden-Powell
|
|
|
|
--- PAGE 41 ---
|
|
boxes, etc. The object of the game, as in ordinary French and English, is for the boys on one side
|
|
to obtain the articles from the opposite camp and bring them back to their own. There is no
|
|
division of territory as in the ordinary game when played in a garden, and a boy is only safe when
|
|
in his own camp, which must be quite a small space, when he is on a return journey with an article
|
|
from the enemy's camp, or when he is on a return journey with a prisoner. The game should be
|
|
played where there is as much .cover as possible, as it makes it so much more exciting. The boy
|
|
on one side who can first snatch the label off an enemy and read it has a right to make him
|
|
prisoner. The prisoner must then be attended to 'with the best improvised treatment possible in
|
|
the circumstances, and must accompany his captor to the latter's camp. It is of course a great
|
|
object to obtain as many prisoners as possible 'without delay. The prisoner can only be rescued
|
|
by one of his own side. He is free when he has been touched, and can then shed his bandages,
|
|
etc., and return. The captain does not take an active part in the game. He picks up, and then
|
|
remains in camp to put fresh labels on liberated prisoners, judge the ambulance work, and keep a
|
|
list of marks obtained for his side. The captain can be changed at half-time if desired. The game
|
|
lasts until the whistle is sounded at a certain time, and then the marks on each side are added up.
|
|
Marks are given as follows: one for every article from the enemy's camp, one for every prisoner,
|
|
one, two, or three for the ambulance work according to its quality.
|
|
8. AMBULANCE HOTCHPOTCH.
|
|
Tables are arranged on which are various games, such as spillikens, draughts, sticking pins
|
|
into corks with scissors, building card houses, etc. Two boys sit at each table and play against
|
|
one another, and by each boy is a folded paper and pencil. When a bell rings, the boys begin to
|
|
play the games when it rings a second time, they leave off, unfold the paper, on which is a " first-
|
|
aid " question, and answer it to the best of their ability. When the bell rings a third time, all stop
|
|
and give in their answers. Each pair then moves to the next table, where the same performance is
|
|
gone through. The same questions must, of course, be asked each pair of boys at each table.
|
|
When the game is finished, every boy's marks are added together for both competitions, and the
|
|
highest score wins. This game may be found useful for asking such questions as : What would
|
|
you do if your clothes-or those of an- other person-caught fire ? How would you treat a bad burn I
|
|
How would you treat a frostbite ? How would you treat a foreign body in the eye or ear ? etc., etc.
|
|
9. AMBULANCE ELEMENTS.
|
|
The players are divided into two sides, and toss up to decide which should begin.
|
|
He who commences tosses a ball or handkerchief to any one on the opposite side, saying the
|
|
name of some artery as he does so. The one to whom the ball is thrown immediately calls out
|
|
where the artery is situated before the thrower can count ten. Should he fail to do this, he must
|
|
cross over to the opposite side. The Ride wins which has most players at the end of a given time.
|
|
The name of an artery is only given as an example. It might be required, for instance, that upon
|
|
giving the name of any fracture, the requisite number of bandages should be called out, or
|
|
anything else of the kind. This game may be found useful for filling up odd minutes.
|
|
Scouting Games -- 41 -- Sir Robert Baden-Powell
|
|
|
|
--- PAGE 42 ---
|
|
CHAPTER XII -- GAMES FOR STRENGTH.
|
|
1. THE STRUGGLE.
|
|
Two Scouts face each other about a yard apart, stretch arms out sideways, lock fingers of both
|
|
hands, and lean towards each other till their chests touch, push cheat to chest, and see who can
|
|
drive the other back to the wall of the room or on to a goal line. At first a very short struggle is
|
|
sufficient to set their hearts pumping, but after practice for a few days the heart grows stronger
|
|
and they can go on a long time.
|
|
2. WRIST PUSHING.
|
|
This game can be played by one boy alone. Stand with both your arms to the front about level
|
|
with the waist, cross your wrists so that one hand has knuckles up, the other knuckles down and
|
|
clench the fists. Now make the lower hand press upwards and make the upper hand press
|
|
downwards. Press as hard as you can with both wrists gradually, and only after great resistance
|
|
let the lower push the upper one upwards till opposite your forehead, then let the upper press the
|
|
lower down, the lower one resisting all the time.
|
|
These two exercises, although they sound small and simple, if carried out with all your might,
|
|
develop most muscles in your body and especially those about the heart. They should not be
|
|
carried on too long at a time, but should be done at frequent intervals during the day for a minute
|
|
or so. "Wrist Pushing" can also be played by two boys half facing each other, each putting out the
|
|
wrist nearest to his opponent, at arm's length, pressing it against the other wrist, and trying to
|
|
turn him round backwards.
|
|
3. SCRUM.
|
|
Two teams of Scouts form up in line and stand face to face across the middle of the room. The
|
|
Scouts grasp one another round the waist in order to make each line compact.
|
|
When the whistle is blown, the opposing teams lean towards one another, and push steadily
|
|
with their heads -and shoulders until one line is driven back six yards from the starting place, This
|
|
is done three times, and the winning team is the one which gains two "scrums" out of the three.
|
|
4. FEET WRESTLING.
|
|
Two boys stand facing each other with their hands behind their backs. They have to stand on
|
|
one leg, and each tries to push the other over with the leg he is not standing on.
|
|
5. STRAIGHT BACK.
|
|
One boy has to lie flat on his back on the ground, while another lifts him up by the head-he
|
|
must try to keep perfectly rigid until he is upright. If he can do it, it is a sign that he has a strong
|
|
back.
|
|
6. BRIDGE.
|
|
The Scouts stand in single file, No. 1. facing his Scouts. No. 2. bends at the hips and puts his
|
|
arms around the hips of No. 1. Nos. 3, 4 and 5, etc., take the same position as No. 2, forming a
|
|
straight line of Scouts, bend forward at the hips, and holding the hips of the Scouts in front of
|
|
them. Team No. 2, then, in a manner similar to " A Foot and a half " takes along jump and jumps
|
|
astride the back of one of the Scouts. Other members of No. 2 follow suit until the men are piled
|
|
up three and four high. The object of the game is to try and upset the Scouts who are endeavoring
|
|
to bear the burden.
|
|
Scouting Games -- 42 -- Sir Robert Baden-Powell
|
|
|
|
--- PAGE 43 ---
|
|
7. TOURNAMENTS.
|
|
Each of the bigger boys chooses a small one and gives him a " pick-a-back." These mounted
|
|
knights divide into two companies who challenge one another to combat, either in separate duels
|
|
or in a general melee. The " knights " try to pull each other to the ground, and the " horses " may
|
|
assist by putting their weight into the pull or by charging their opponents. When a rider's foot
|
|
touches the ground he may not take any further part in the game. The tournament is finished when
|
|
all the riders of one company have been unhorsed.
|
|
8. KNEEL TO YOUR SUPERIOR.
|
|
Two boys stand facing each other, and lock fingers of both hands, and see who can make the
|
|
other kneel down by pressing his wrists downwards.
|
|
Scouting Games -- 43 -- Sir Robert Baden-Powell
|
|
|
|
--- PAGE 44 ---
|
|
CHAPTER XIII -- DISPLAYS
|
|
The following are a few suggestions for displays, which are interesting and instructive for both
|
|
the Scouts and the onlookers. It is worth a little trouble on the part of Scoutmasters to provide a
|
|
display after camp or on some occasion at home to show the parents of the boys and others
|
|
interested in Scouting some actual work and result. It lends additional interest to work in a
|
|
number of incidental things connected with camp life, as in the display described below. For
|
|
instance, in the camp, before the attack by the Indians, the Scouts were to busy them- selves with
|
|
cooking, signalling, and camp games, such as jumping and boxing, instead of doing nothing. It
|
|
gives the spectators a good impression of the activity of a Scouts' camp, besides showing them
|
|
the kind of things done in camp. Any Scouts not taking part in the display can be well employed
|
|
by " forming fence " round, to keep the space clear; they make a more picturesque barrier than
|
|
ropes and posts.
|
|
1. THE "MERCURY" DISPLAY. From The Scout, October 9, 1909.
|
|
It is not a bad thing to devise beforehand a display for the last day before breaking up camp, to
|
|
which to invite friends and people of the neighborhood. The details of this can then form the items
|
|
for instruction and practice during the camp. They will then be of the highest interest to the boys,
|
|
and will be the medium of inculcating discipline at rehearsals, and of giving valuable instruction if
|
|
the subjects are well selected.
|
|
This, as an example, is what we arranged for our display on the Hamble River, where we had
|
|
the use of the Training Ship Mercury, as well as suitable ground ashore.
|
|
PART I. - AFLOAT.
|
|
The Mercury is at sea, becalmed in the tropics ; the crew indulge in water sports (swimming
|
|
races, walking the greasy pole, riding hobby horses, diving, water polo, life-saving exhibition). A
|
|
whale is sighted. Boats away. Whale hunt. Ship on fire. Fire stations. Ship abandoned. Raft built
|
|
and towed by boats.
|
|
PART II. - ASHORE.
|
|
A Red Indian encampment, teepees, and fires, with a few Indians in charge. Distant singing.
|
|
Red Indians in warpaint enter and break off to their fires and tents. Look-out men posted. Camp
|
|
sports, marksmanship with bows and arrows or javelins, bang the bear, cock fighting, etc. Look-
|
|
out man reports distant ship on fire. Excitement. Chief calls the braves together into a big circle
|
|
and gives an excited address in gibberish. War dance and Ingonyama chorus. A second look-out
|
|
man reports enemy coming ashore. Indians strike tents, retreat into the woods, leaving Scouts
|
|
and rear-guard to watch and gradually to retire as enemy approach. Boats and raft effect a landing.
|
|
Set up tents and shelters. Light fires, cook food (exhibition of camp cooking of bird in clay, bread
|
|
twisted on club, etc., matmaking). Sentries posted. Signalling. Camp games (boxing, jumping, tug-
|
|
of-war). Alarm smoke signal by look-out men. - Camp prepared for defense. Tents dropped. Fires
|
|
extinguished. Scouts form in two ranks, front rank kneeling, to receive charge, one party
|
|
meantime having gone out and taken cover to ambush the enemy. Enter Red Indians crawling, till
|
|
collected in sufficient strength. They then rise and charge the camp. On coming near the
|
|
defenders they suddenly find themselves counter-attacked by the ambuscade on their flank. They
|
|
at once recognize that they have been out-scouted. Halt, hands up, making the Scout sign. This is
|
|
responded to by the whites. They fraternize. Shake hands. Form up in a great semi-circle and sing
|
|
" There's a King in the Land To-day " (from " King of Cadonia God Save the King.
|
|
2. GOOD TURNS.
|
|
Patrol of Scouts out on knight errantry expedition. Halt and sit easy for a rest. Cook tea.
|
|
HORSE AND CART.
|
|
Enter heavily loaded cart, driver out of temper with the horse which is covered with lather
|
|
(soap suds). Scouts go to its relief. Loosen hamerein, give bucket of water, wipe off sweat, give
|
|
Scouting Games -- 44 -- Sir Robert Baden-Powell
|
|
|
|
--- PAGE 45 ---
|
|
the horse hay. At the same time give driver tea and food. He reclines comfortably enjoying it, while
|
|
horse eats. Then driver rises, lights pipe with burning stick handed by a Scout from the fire, and
|
|
goes on his way, patting the horse. Scouts meantime sprinkle sand in front of horse to make the
|
|
road less slippery, and man the wheels and help the cart off.
|
|
WOMEN AND CHILDREN.
|
|
The Scouts continue resting after the cart has gone. Enter woman carrying a baby and
|
|
dragging a crying child by the hand. Scouts give her tea. Then one takes the baby in his arms,
|
|
another takes the child astride on his back and the mother follows them, but she goes very feebly.
|
|
The other Scouts watch her for a bit. Then two run forward, and making a cross-wrist seat carry
|
|
her out sitting between them.
|
|
MAKING HURDLES FOR FARMERS.
|
|
(A lot of whippy brushwood, a dozen upright stakes, bill hooks, mallet, etc., are required.)
|
|
Scouts under Patrol-leader's direction plant a row of 3 foot stakes 18 inches apart and weave the
|
|
withies in and out of these to make wattle-hurdles. Other Scouts with hoe go weeding. Old farmer
|
|
comes in and sees what he thinks are boys up to mischief on his ground, tiptoes out again and
|
|
fetches whip. Steals quickly up behind the group, but when about to attack he sees what they are
|
|
doing. Patrol- leader (in dumb show) explains that they are hoeing his weeds and mending his
|
|
fences and chopping firewood for him. Old farmer (in dumb show) says: " Do you mean, you are
|
|
doing all this for me ?" "Yes." He goes off mightily pleased and comes back with a basket of
|
|
apples (or other good things) and offers them to the boys, but the Patrol-leader (again dumb
|
|
show) thanks him but says they do not require any reward. The farmer, much surprised, says : "
|
|
Well, I'm blowed ! " (in dumb show), and then insists on giving something to each Scout, which
|
|
they then grinningly accept and eat. And as he toddles off again they sing "Be Prepared" chorus to
|
|
him to show that they are pleased.
|
|
THE FOUNDLING.
|
|
(For this a rough perambulator made out of an old box and four small wheels must be
|
|
prepared beforehand. These should be packed inside the box at first, as the Scouts have to put it
|
|
together, pretending to build it.)
|
|
SCOUTS Resting. Enter, all alone, a little child who has lost her way: as she wanders about the
|
|
scouts look at her and one gets up and calls to her and finally goes to her and leads her in to the
|
|
others. They make a pet of her, give her food, and with hammer, etc., set to work to make the
|
|
perambulator. When it is finished the distracted mother enters, looking everywhere for her child,
|
|
and at last finds her among the Scouts. Great Delight. The Scouts put the child into perambulator
|
|
and the mother goes off gratefully waving to them and dragging the perambulator.
|
|
BLIND MAN. Enter a lot of urchins jeering at a blind man who is feeling the way with his stick.
|
|
Boys knock his hat off and kick his stick away. The Scouts run to his rescue, drive off the boys,
|
|
and hunt them till they capture them. They tie each prisoner's wrists together with a neckerchief,
|
|
push his elbows well back and pass a staff through both elbows, and behind his back, thus
|
|
trussing him. Meanwhile one Scout (or two) help the blind man to find his hat and stick and then
|
|
lead him off and put him on his way. Patrol-leader then acts as if addressing the prisoners. He
|
|
explains to them about being Scouts, whose duty it is, instead of bullying people, to help them in
|
|
every way. The prisoners then want to become Scouts. They are promptly unbound. They make
|
|
the sign and take the oath. The other Scouts all shake hands with them. Fall in. All march off
|
|
together singing " Ingonyama."
|
|
3. THE TREASURE CAMP. By P. W. Everett.
|
|
TIME: 8 p.m. on a Summer Evening.
|
|
Two patrols of Scouts represent explorers in a strange country returning from an expedition,
|
|
and bringing treasure down to the coast. They camp for the night, and place box containing
|
|
treasure at the back of their tent. Two sentries in overcoats are on guard, one on either side of the
|
|
camp. Other Scouts light fire, prepare evening meal, and finally roll themselves up in their coats
|
|
Scouting Games -- 45 -- Sir Robert Baden-Powell
|
|
|
|
--- PAGE 46 ---
|
|
and turn in The sentry on guard at rear of camp notices the bushes move, and goes to investigate.
|
|
A Scout, dressed to represent native thief, rises to his feet and confronts him, raising a spear. As
|
|
the sentry prepares to defend himself, two more natives creep up behind him, throwing a thick
|
|
cloth over his head and binding his hands and feet. One of the natives puts on sentry's hat and
|
|
overcoat and stealthily approaches back of tent, while the other two thieves take bound sentry
|
|
into hiding. The first thief reaches tent and extracts box without being discovered. He is
|
|
laboriously dragging it towards cover where his two pals are hiding when the other sentry
|
|
becomes suspicious of his movements, an alarm is raised, the Scouts are roused and come
|
|
running up, and the thief with the treasure is captured. They also find the gagged sentry, and bring
|
|
him into camp and revive him. Meanwhile the other two thieves have made off across country. The
|
|
prisoner is bound and a guard set over him. After a short interval the prisoner asks for water,
|
|
which the guard goes to fetch. While he is gone the sentry is overpowered by the two other
|
|
thieves, who have crept up again to find out the fate of their comrade. They set him free, and all
|
|
three go off.
|
|
Almost immediately the Scouts find what has happened, and a party sets off on the trail of the
|
|
thieves. One of the Scouts is seen to fall, evidently shot. A second Scout signals to camp for
|
|
assistance, while the rest of the party continue tracking the thieves. Meanwhile the injured Scout
|
|
is carried into camp on a stretcher and his wounds attended to. After an interval the rest of the
|
|
party return, bringing back in triumph the three captured thieves securely bound. There has
|
|
evidently been a terrific fight, as one of the Scouts has his arm in a sling, another a bandaged foot,
|
|
one of the thieves a bandaged head, but can walk, while a second is unconscious and is carried
|
|
by one of the Scouts. The party reach camp, and the victorious Scouts dance their famous war
|
|
dance round the captured thieves. The camp is then struck, and the whole party depart, the
|
|
thieves under escort.
|
|
4. HOW LIVINGSTONE WAS FOUND.
|
|
This little play, which tells of a dramatic incident in the history of two of Britain's great men,
|
|
can be quite easily performed. It is a story that is known world-wide-the finding of Livingstone,
|
|
one of the finest "peace Scouts" the country has ever seen, by H. M. Stanley. This sketch could
|
|
form an item in a performance by Scouts, for the benefit of their funds, a small sum for admission
|
|
being charged. It can quite easily be acted in a small space, and out of doors.
|
|
Scene : JUNGLE IN CENTRAL AFRICA.
|
|
(Enter savage warriors escorting their chief, drumming and singing the chant of their tribe. At
|
|
the center of the stage they form up round the chief in a semicircle. Native Scout runs in, R., bows
|
|
down to the King, and speaks excitedly.)
|
|
SCOUT Sir, a white jackal is within hail. A white man approaches near to thee.
|
|
CHIEF Has he with him a multitude of men ? They tell me white men never come
|
|
singly. They come in hordes like locusts, bearing with them noise-making
|
|
weapons that spit fire and sting men to death.
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SCOUT No, sir; he is alone, save that he has with him two natives to show the way
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and to bear his baggage.
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CHIEF What brings him here ?
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SCOUT I know not, lord; but he gave me this token as a sign of peace towards you.
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(Hands small wooden cross to chief.)
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SCOUT (turns and cries). But see, my lord, he comes without waiting your
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permission.
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(Enter LIVINGSTONE, followed by two natives carrying bundles of bedding, clothing and food
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on their heads.)
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Scouting Games -- 46 -- Sir Robert Baden-Powell
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--- PAGE 47 ---
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LIVINGSTONE (stops, R., raises his right hand, and cries). Hail, O chief!
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CHIEF (aside to his attendants). So this is a white man who does not kneel or even
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bow to me; tell him, one of you, that such is not our custom.
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(A native crosses to LIVINGSTONE and whispers to him, and imitates bowing, etc., to show
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him what to do.)
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LIVINGSTONE (aloud). No, I bow not to any native man. I salute him to show that my right
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hand is not armed, and that I recognize him as a man, but I kneel only to God.
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(Walks up to CHIEF and shakes him by the hand.)
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Good-day to you; I am glad to meet you and your people.
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CHIEF (replies). All hail, white man.
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LIVINGSTONE. I see you - have my token there. It means " good-will and peace between us."
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That cross has four arms, like the human race, for there are four great
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divisions of man-the whites in Europe, the blacks in Africa, the red in
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America, and the yellow in Asia; but human beings all of them, forming the
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four branches of one great family. The whites are better off than either the
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black, the red, or the yellow, because they have the knowledge and the love
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of God, which raises them above the rest.
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CHIEF But what do you here all alone, or have you more behind you, that you boldly
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come thus into my land and presence ? Know you not that, with one signal to
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my men, I could have you killed at any moment ?
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LIVINGSTONE What matters that ? You cannot kill what is within me that is, my soul. My
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body you could kill, 'tis true, but my soul you cannot touch-it goes back to
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God above, who lent it to this body while on the earth. You will not kill me, for
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I have come to do you good-to tell you that you, too, have got a soul.
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CHIEF What, one like yours that will not die, although I die ? I wish I had. Can you
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perhaps bestow one on me ?
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LIVINGSTONE No; God Himself has done that long ago. It only needs that you should
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develop it by working well for God.
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CHIEF Good sir, this seems a wondrous matter that you show to me. Sit down and
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rest you here many days, and teach me all this thing. On slaves! (Natives run
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forward.) Fetch hither food for this good man, and clean a hut and place his
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goods within. Feed, too, his men and let them rest.
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(Natives spread blankets on The ground. CHIEF sits in the center, LIVINGSTONE near and hall
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facing him. Natives squat all round.)
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CHIEF Now tell me more of whence you came and why you came, and whither you
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go from hence.
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LIVINGSTONE I am but an ordinary man, and years ago, when but a little boy, I worked at
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spinning cotton in a great big mill in Scotland, far away across the seas. But
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in the long, dark evenings after work I loved to read from books, which you
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poor natives do not understand as yet, and in these books were told me all
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the wonders of the plants and flowers, the birds and beasts, and foreign
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lands, that made me want to wander. So I came across the seas a long
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voyage in a ship, on which I learnt about the stars, and what their places are
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up in the heavens. Then, when I reached this land, I wandered across the
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deserts and forests of the South. I saw its mountains and its vales, its
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running rivers, and the mighty falls of water called " the Smoke that Sounds
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Scouting Games -- 47 -- Sir Robert Baden-Powell
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--- PAGE 48 ---
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(native name for the Victoria Falls). Then, as I roamed across the land, I saw
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the plants and beasts which I had read about. (Laughs.) Too close I saw the
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beasts, for one-a lion-once caught me and .near mauled me to the death. See
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here his marks upon my arm. But, like all Scouts, I had learnt well the art of
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curing wounds, and so I made a cure by cooking leaves and making thus
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some bandages.
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|
CHIEF What, canst thou also cure the sick and wounded?
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LIVINGSTONE Of course I can.
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CHIEF (to attendants). Then bring me quick my injured son, Lompolo.
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LIVINGSTONE (continuing). And everywhere across the land I found men like yourselves,
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kind-hearted and willing to receive me, and I seldom departed without leaving
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them more peaceful and more happy for the thought that they had souls
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within them that would never die, but only live according to the good they
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did, as I will shortly show to you ; but here comes your son.
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(Enter LOMPOLO, being supported. He has a bad wound on his arm. He sinks down, and
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Livingstone takes off covering, puts on fresh medicine, and bandages him, talking all the time.)
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|
LIVINGSTONE This is not the right dressing; I Will give you better. There, that will do you
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good' (and so on).
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|
(While he is busy with the patient a noise is heard without. A native runs in and kneels to the
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Chief.)
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NATIVE Oh, chief, another white man comes, with hordes of native men armed with
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spears and guns. They threaten that if you will not come forth to meet them
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they will do us harm such as we shall not easily forget.
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|
(Enter STANLEY. About to go up to the CHIEF, but sees LIVINGSTONE, at work on LOMPOLO.
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Stops short, strides up to LIVINGSTONE, takes off cap, and says- )
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STANLEY Dr. Livingstone, I presume.
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(LIVINGSTONE rises, stares for a moment, and then shakes hands with him.)
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|
STANLEY To think we have met at last. For months have I been seeking you, hoping
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|
and fearing alternately-for it seemed as though I should never find you. You
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|
moved with so small an escort that it is difficult to trace your journeys.
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|
LIVINGSTONE I am glad to meet you. You are the first white Man I have seen for months. At
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|
the same time I do not know why you should wish to find me; but if there is
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|
aught you wish me to do-why, let me do it to the best of my ability.
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|
STANLEY perhaps you do not know that all your countrymen are hanging on your fate,
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|
and want you safely home, and I have been sent to find you and bring you
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|
back to your home and native land.
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|
LIVINGSTONE But what is it they want of me? I do not see how my help can be of use to
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|
them, when it is of use here. What is it they want of me ?
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|
STANLEY Naught but to see you back again. You have been lost to them for years. They
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know your work, they love you for it, and would even see you home again.
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LIVINGSTONE I have but one home, and that is
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Scouting Games -- 48 -- Sir Robert Baden-Powell
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--- PAGE 49 ---
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STANLEY No, but I have been sent to bring you forth from this-to bring you back to
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Scotland and your own people once more.
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|
LIVINGSTONE I fail to understand it. You, too, whom I have never known before, Who are
|
|
you ?
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|
STANLEY I am a Celt, like yourself; for you are a Scotsman. I was born in Wales. My
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|
name was Rowlands, but I went to sea, and as a cabin boy I reached America,
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|
and there, from office stool, I worked my way up till my employer took me as
|
|
his son and gave his name to me-Stanley. I took to literary work, became a
|
|
journalist, and as such have been sent to view this country and to search for
|
|
you. I have been searching for you for this many months, until at last I began
|
|
to fear that you were a "Will-o'-the-Wisp" who never would be found.
|
|
LIVINGSTONE Well, now you have found me, go you back to those who sent you, tell them I
|
|
am well and happy, but am busy here.
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|
STANLEY (astonished). But will you not come back home with me ?
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|
LIVINGSTONE My home is where my work is-my work is here, so here is my home.
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|
STANLEY And is that all you have to say ?
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|
LIVINGSTONE Yes, that is all. If you will eat and rest I shall be glad. If you will not, then all I
|
|
can say is farewell. I must go to work upon this injured boy.
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|
(He turns and goes back to LOMPOLO, after shaking hands with STANLEY. STANLEY wheels
|
|
about and departs. The sick boy is raised by the natives and carried out, attended by
|
|
LIVINGSTONE and followed by the Chief.)
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|
5. THE DIAMOND THIEF.
|
|
(Best performed in the open air and in dumb show.)
|
|
A party of prospectors have been out into the wild country in South Africa, and have found a
|
|
magnificent diamond. They are now making their way back to civilization with it. Horse-sickness
|
|
has killed off their horses, and so they are doing their journey on foot, carrying their blankets,
|
|
food, and cooking-pots.
|
|
As the heat of the day comes on they camp for a time, meaning to push on again at night. They
|
|
rig up blanket tents and light fires and cook their food, weave mattresses, sing songs of home,
|
|
play cards, etc. The diamond is taken out of the sardine tin in which it is kept for all to look at and
|
|
admire. It is then put carefully back. The box is placed out in the open where it can be seen, and
|
|
one man is told off as sentry to guard it. The remainder have their food, and then gradually lie
|
|
down to sleep.
|
|
When the camp is all still the sentry gets tired of standing, and presently sits down and begins
|
|
to nod. While he is dozing the diamond thief sneaks into sight, creeps near to the camp, and
|
|
crouches, watching the sleeping man; when the sentry wakes up for a moment with a start the
|
|
thief crouches flat. Eventually the sentry reclines and goes to sleep. Inch by inch the chief creeps
|
|
up, till he stealthily removes the sentry's gun (or pistol) out of his reach ; then he swiftly glides up
|
|
to the diamond box, seizes it, and steals quietly away without being discovered, dodges about,
|
|
walks backwards, and wipes out his tracks as he goes in order to confuse pursuers.
|
|
The leader wakes with a yawn, and, looking round, starts when he sees there is no sentry
|
|
standing about. He springs up, rushes to the sleeping sentry, shakes him up, and asks him where
|
|
is the diamond. Sentry wakes up confused and scared. Remainder wake and crowd angrily -
|
|
together, threatening and questioning the sentry. Then one suddenly sees the footprints of the
|
|
thief ; he follows in jerks of a few paces along the trail ; the rest follow and help to pick it up, first
|
|
one and then another finding it, till they go off the scene. The leader is about to follow them when
|
|
he stops and waves them onward, and then turns back to the sentry, who is standing stupefied.
|
|
He hands him a pistol, and hints to him that, having ruined his friends by his faithlessness, he
|
|
may as well shoot himself. The leader then turns to follow the rest, looking about for them. A
|
|
Scouting Games -- 49 -- Sir Robert Baden-Powell
|
|
|
|
--- PAGE 50 ---
|
|
shout is heard in the distance just as the guilty sentry is putting the pistol to his head. The leader
|
|
stops him from shooting himself, and both stand listening to shouts in the distance.
|
|
Remainder of the men return, bringing in with them the thief and the diamond all safe. They
|
|
then sit round in a semi-circle, the leader on a mound or box in the center, with the diamond in
|
|
front of him. The thief, standing with arms bound, is tried and condemned to be shot. He goes
|
|
away a few paces and sits down with his back to the rest and thinks over his past life. They try the
|
|
sentry, and condemn him as a punishment for his carelessness to shoot the thief. All get up. They
|
|
start to dig a grave. When ready the thief is made to stand up, his eyes are bound. The sentry
|
|
takes a pistol and shoots him. Remainder then bring a blanket and lift the dead man into it and
|
|
carry him to the grave-to the opposite side from the audience, so that every one can see the
|
|
"body" lowered into the grave. They then withdraw the blanket, fill in the grave, and trample the
|
|
earth down. All shake hands with the sentry to show that they forgive him. Finally they pack up
|
|
camp and continue their journey with the diamond. Or another alternative is to hang the thief on a
|
|
tree and to leave him hanging.
|
|
At the foot of the tree which is to form the gallows dig a small trench beforehand; carefully
|
|
conceal it with grass, etc., and hide in it a dummy figure made to look as much as possible like the
|
|
Scout who is to be hanged. When the prisoner is taken to execution, make him lie down to be
|
|
pinioned close to this trench. .,While the scouts are busy round him in binding him and putting on
|
|
the noose, they of course substitute the dummy for the real boy, who then slides into the ditch
|
|
and hides there.
|
|
N.B.-The grave is managed thus. A hole must be previously prepared near to the edge of the
|
|
arena. Then a tunnel is made by which the " corpse " can creep out of the grave and get away
|
|
underground. This is done by digging a trench and roofing it with boards or hurdles and covering
|
|
it over with earth and turf again, so that the audience will not notice it. The grave, too, Is made in
|
|
the same way, but shallower and partly filled up with sods ; the diggers remove the top earth,
|
|
then, hidden by the rest crowding round, they remove the board and pile up the sods on the
|
|
surface. As soon as the " corpse " is lowered into the grave he creeps away down the tunnel, and
|
|
so goes off the scene. The diggers throw in some earth, jump down and trample it, then pile up the
|
|
sods on top till they make a nice-looking grave. The whole thing wants careful rehearsing
|
|
beforehand, but is most effective when well done, especially if accompanied by sympathetic
|
|
music. It is a good display for an open-air show to attract a crowd when raising funds for your
|
|
troop.
|
|
6. PLAY THE GAME - A POEM By HENRY NEWBOLT.
|
|
Scene I. - Tableau of boys playing cricket.
|
|
RECITATION.
|
|
There's a breathless hush in the close to-night
|
|
Ten to make and the match to win
|
|
A bumping pitch and a blinding light,
|
|
An hour to play, and the last man in.
|
|
And it's not for the sake of a ribboned coat.
|
|
Or the selfish hope of a season's fame,
|
|
But his captain's hand on his shoulder smote
|
|
[Action : The captain steps up to the batsman, puts his hand on his shoulder, and says
|
|
to him urgently-]
|
|
"Play up! Play up ! And play the game !"
|
|
Scene II. - Tableau. Soldiers in a hard-fought fight retreating-a young officer among them.
|
|
RECITATION.
|
|
The sand of the desert is sodden red-
|
|
Red with the wreck of the square that broke
|
|
Scouting Games -- 50 -- Sir Robert Baden-Powell
|