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Foreword
To Sixth Edition
The training of the Boy Scouts is done mainly by means of
games, practices and competitions such as interest them, and
at the same time bring into use the attributes of manliness
and good citizenship which we desire to inculcate into them.
There is, therefore, an aim, physical or moral, underlying
those which are given in the following pages. These games
do not exhaust what it is possible to give; they are but samples
or suggestions upon which imaginative Scoutmasters will easily
contrive better ones and more of them, suited to their local
conditions. But in devising these the higher aim should always
be kept in view; that is the instructor should think of what
points he wishes to teach. and then invent a game or display
in which to bring them into practice. In playing these Games
it should be remembered that they improve very much on the
second and third trial, as minor rules have often to be introduced
to suit local circumstances. A time limit should generally
be imposed to bring them off successfully.
Through these games, apart from their health - and joy giving
properties, we can instill the sense of fair play, discipline,
and self-control - in a word, good sportsmanship, among our
future men. Then in addition to the games mentioned in this
book we have adopted other activities in the Scout movement
in the shape more particularly of swimming and climbing. These
are for the fuller development of the boys morally as well
as physically. Morally, because swimming gives a sense of
mastery over one of the elements and of fitness for service
to them as a result of exercising pluck and perseverance;
and climbing similarly gives a sense of self-reliance and
power through achievement in overcoming a difficult adventure.
They are good physically, because both activities are the
better agents for developing health and strength in that they
are not artificial like " physical jerks," "
setting-up drill," etc., but are natural and appeal to
the boy so that he continues to practice them voluntarily
in his spare time.
In these days when so large a proportion of the manhood is
physically unsound and incapable of 'any great strain of hard
work, Scoutmasters are rendering a really valuable service
to the nation in turning out a new generation of citizens
healthier in body and mind than their predecessors. The games
described in the previous editions have been carefully checked
in the light of fuller experience, and improvements made.
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Flag
Raiding
This game is for two patrols, or a larger number divided
into two parts, each under one Patrol-leader. Three flags
(signalling flags will do) are posted within a given tract
of country at about 20 yards apart. It rests upon the judgment
of the leader of the defending party to choose the spot. He
then posts his patrol not less than 200 yards from the flags,
and the game begins. The attackers send out Scouts to discover
(1) where the flags are, (2) where the outpost is placed.
They then try and reach the flags and carry them off without
being seen by the outpost. One Scout may not take away more
than one flag. The defending patrol may not come within the
200 yards of the flags, and to capture one of the raiders
they must have at least two Scouts within 10 yards of him,
and call out "hands-up". At a signal given by one
of the Patrol-leaders or an umpire, to show that time is up,
all must stand up in their places, to see how near the raiders
are, and the exact position of the outpost. It is a great
point for the Patrol-leaders to keep their own patrols in
touch. If they like the attackers can arrange a false alarm
on one side, while a single Scout makes for the flags from
the opposite direction and secures one. At night lanterns
can be substituted for flags.
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The
Rival Dispatch Bearers
The game is played between two rival patrols, which for convenience
we will name the Wolves and Peewits. From each patrol one
Scout is selected as dispatch bearer. The Scoutmaster takes
up a position at a certain spot, preferably in the middle
of a wood, or if in a town at the junction of several streets,
and the chosen Scouts start from opposite points about two
miles distant from the Scoutmaster and attempt to reach him.
It is the duty of the remainder of each patrol to try to prevent
the rival dispatch carrier reaching his goal. Thus the Wolves
will watch the stretch of country over which the chosen Peewit
is likely to come, and as the winning patrol is decided by
the first dispatch carrier to reach the Scoutmaster, the Wolves
will do all they can to capture the Peewit and secure the
dispatch. The Peewits in their turn will naturally try and
effect the same result. When the carrier has his dispatch
captured he must not of course continue. The patrols must
keep 200 yards away from the starting and finishing point,
thus giving the dispatch-bearer a better chance of reaching
the Scout- master. To be captured, the dispatch-bearer must
be actually held by one of the defenders, though no fighting
is allowed.
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Dispatch
Running
A Scout is chosen to carry a dispatch to a besieged place
which may be a real village or house, or somebody stationed
at an appointed spot. The dispatch-runner must wear a, colored
rag, at least two feet long, pinned to his shoulder, and with
this in its proper place he must reach his goal. The enemy
besieging the place must prevent him reaching the headquarters,
but cannot, of course, go within the lines of the supposed
defenders (i.e. within 300 yards of the headquarters-certain
boundaries should be decided upon beforehand). To catch him
the enemy must take the rag from his shoulder. They know he
starts from a certain direction at a certain time, the spot
should be a mile or so from the besieged town-and they may
take any steps to capture him they like, except that they
may not actually witness his departure from the starting-place.
The game may be played in a town with two houses chosen as
starting-place and besieged town respectively, and the dispatch-runner
can adopt any disguise (except that of a woman), so long as
he wears the rag pinned to his shoulder.
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Reading
the Map
This is a test in map-reading and remembering the map read.
The Scoutmaster or Patrol-leader in command takes his patrol
into a strange town or an intricate part of the country and
through them he wishes to find out particulars about the neighborhood;
so he shows the Scouts a map of the district and appoints
to each a place to be visited, showing the route on the map,
and pointing out churches, inns, etc., to be noted on the
way. Each Scout should have a fixed distance to go and a certain
number of points to be noted. Then they start off, and as
they return the Scoutmaster or Patrol-leader takes down their
reports. The winner is the Scout who brings in the best report
in the shortest time.
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Relay
Race
One patrol is pitted against another to see who can get a
message sent a long distance in the shortest time by means
of relays of runners (or cyclists). The patrol is ordered
out to send in three successive notes to be obtained from
a certain house, or tokens such as sprigs of certain plants,
from a place say two miles distant, or further if the patrols
are on cycles. The leader takes his patrol out and drops Scouts
at convenient distances, who will act as runners from one
post to the next, and then back again for the second note
or token. The runners should be started at certain intervals.
By arranging with neighboring Scoutmasters long distance relay
practices can be carried out, for a hundred miles or more.
Each Scoutmaster or Patrol - leader should be responsible
for forwarding the message through his own district by relays
of Scouts on cycles. An example of this was given at the Jamboree,
when despatches were carried to Olympia by relays of Scouts
from places more than 100 miles away. An interesting series
of records could be set up, and districts compete with one
another in carrying messages over fixed distances of road.
The times could be published In the Scout.
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Flying
Coloumns
For any number of patrols to compete. A force is in need
of help, and a military motorist on his way to the nearest
garrison comes across a Scouts' camp. He gives to each Patrol-leader
a hasty idea of the situation and shows him a rough map explaining
that the distressed force is two miles along a certain road,
and between the Scouts' camp and that force are the enemy's
out- posts. The Patrol-leaders are to take their patrols in
the shortest time to the force in distress without being seen
by the enemy. The distressed force should be represented by
any conspicuous spot, and the enemy's outposts by people with
red flags stationed on the road between the Scouts' camp and
the other force. As soon as they see any of the patrols they
should blow a whistle, and those scouts are to be considered
captured (or else they may notice to which patrol the Scouts
they have seen belong and count it against them). The patrol
which gets to the distressed force in the shortest time, and
without any of its Scouts being seen wins.
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Numbers
This game is admirable for training the eyesight and teaching
the art of advancing under cover. Every Scout has a three
figure number, pinned on the front of his hat. The number
should be drawn in black and be quite decipherable at a distance
of a hundred yards (the figures at least 3 in. in height).
The troop is then divided up in the following manner: Two
or three patrols are marched 300 yards from the camp, and
instructed to advance on the camp under cover. As the work
of defending is easier than attacking, only one patrol remains
in camp to defend it. When the attacking party advance, their
movements are watched eagerly by the defenders, who, having
chosen good cover so that their hats are not visible, are
waiting for the enemy to get within range. So long as the
number is too indistinct to read, they are supposed to be
out of range. The nearer the attackers approach, the more
careful are they not to look over the top of a bush long enough
for the defenders to read their number. Of course a good ;Scout
looks round the side, and not over the top of a bush or rock
; and if he looks at all in this game he must be very sharp,
for no hats may be removed or turned round and no hands used
to conceal the number. If the defenders are able to read the
numbers they call them out and the umpire writes them down.
The attackers also call out the numbers of any defenders who
expose themselves, and the umpire attached to the attacking
party makes a note of these numbers. When only 50 yards separate
the two parties the umpires call out the names of those who
are shot, and those boys ,must not take any part in the rest
of the fight. When the commander of the attackers considers
that he has advanced as near as he can under cover, he gives,
the order "charge " and the attacking party sweep
over the open space in front of the camp the defenders call
out the numbers as fast as they can read them. If the attackers
reach the camp with more men than survive in the defending
side, then they have won. But if the final charge enables
the defense to pick off nearly all their enemies the camp
is saved.
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Surveying
the Country
As soon as a camp has been pitched the first thing to be
done is to find out about the country round; and this makes
an excellent subject for a patrol competition. Each Patrol-leader
is served out with a sheet of paper upon which to make a sketch
map of the country for perhaps two miles round; he then sends
out his Scouts in all directions to survey and bring back
a report of every important feature-roads, railways, streams,
etc.-choosing the best Scouts for the more difficult directions.
The patrol whose leader brings to the commandant the best
map in the shortest time wins. The Patrol-leaders must make
their maps entirely from the reports of their own Scouts.
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Scout
Meets Scout
This game can be played with equal success in either the
country or town. Single Scouts, or complete patrols or pairs
of Scouts, to be taken out about two miles apart, and made
to work towards each other, either alongside a road, or by
giving each side a landmark to work to, such am a steep hill
or big tree. The patrol which first sees the other wins. This
is signified by the Patrol-leader holding up his patrol flag
for the umpire to see, and sounding his whistle. A patrol
need not keep together, but that patrol wins which first holds
out its flag, so it is well for the Scouts to be in touch
with their Patrol- leaders by signal, voice or message. Scouts
may employ any ruse they like, such as climbing into trees,
hiding in carts, and so on, but they must not dress up in
disguise. When a troop is meeting for any purpose it is a
good practice to arrange that on nearing the place of assembly
each patrol should try to be the first to see the others. Back to Top
Telegraph
Cutting
An invading army always tries to destroy all communication
in the invaded country, so the first thing to be destroyed
is the telegraph system-and the defenders send out men to
protect the wires. Choose a road with telegraph wires, and
one which has good cover on either side. The defenders should
have two patrols to the attacker's one, and only that amount
of ground which will allow one defender to each telegraph
post should be protected. The defenders need not necessarily
keep to the road but may send out Scouts to discover where
the enemy are in force and likely to attack. The attackers
have to tie three scarves round a post (or double that number
if there are two patrols attacking) before the line is broken.
The defenders can put them out of action by merely touching,
but if the defenders are less in number at any point they
must retreat until reinforcements arrive. So the point of
the game is for the defenders to keep in touch along the line,
and be ready to bring up a relieving party immediately the
enemy threaten to attack any spot. Back to Top
The
Signaller's Game
The troop must be divided up into three parties or patrols,
as follows: A. Patrol, B. Patrol and C. Patrol. A. Patrol
will be the smallest, but must all be good signallers, and
c. Patrol the largest. First, the A. Patrol goes out and takes
a position on high ground, or up in a church steeple, or the
roof of a house, so as to command a good view of a certain
stretch of country. This patrol will take Morse or Semaphore
flags, or other signalling apparatus. The B. Patrol will go
out and keep under cover in this certain stretch of country
overlooked by the signallers or A. Patrol. On going out the
B. Patrol will endeavor to keep under cover and dodge or trick
the signallers by appearing in different places and disappearing
and will finally take up a concealed position. After B. Patrol
has been out fifteen minutes, C. Patrol will advance; then
the signallers will signal down to the C. Patrol, or attackers,
the position of the hostile B. Patrol, and other details that
will help the patrol to advance unseen and surprise the enemy
or B. Patrol. To win, the C. Patrol must capture the Scouts
of the B. Patrol by surrounding their hiding-places. If the
C. Patrol pass by more Scouts of the B. Patrol than they capture,
it counts a win for the hostile B. Patrol. A time-limit of,
say, two hours should be put upon the game. Back to Top
The
Traitor's Letter
The best situation for this game is a wood or copse, but
it can be played on other ground if necessary. The idea is
this: The troop is divided into halves; one half camps one
side of the wood and one half the other. These halves are
called respectively "French" and "Prussians."
In the Prussian camp is a traitor who has made an agreement
with the French that he will place a letter containing important
information of Prussian plans in a tree which he will mark
in a certain way. This tree should be near the center of the
wood. When the game commences, the "traitor" places
the letter in the tree and retires again to his own camp.
His perfidy is supposed to have been discovered during his
absence, and on his arrival he is arrested. He refuses to
divulge the hiding-place of the letter. He is sentenced to
be shot, which sentence is supposed to be carried out, and
henceforth he takes the part of onlooker. At a given signal
from the umpire, the Prussians set out to recover their letter,
and try to prevent the French obtaining it, while the French
simultaneously leave their camp intent on obtaining the letter,
and watching the Prussians. Each Scout is armed with a tennis-ball
or with fir-cones if they are to be found. The "traitor"
should be careful when hiding the letter to snap a twig or
two, and leave an impression of his boot here and there, in
order to give the Prussians a chance of finding the letter.
The French, of course, have to look for a tree marked in a
particular way. When two opponents meet, the one first hit
by a ball or fir-cone will be "out of action," and
the Scout so hit is on his honor to take no further part in
the game. One mark counts against the French or Prussians
for every man out of action. Four marks count to the side
who obtains possession of the letter. The side whose marks
total most are the winners. Back to Top
Joining
Forces
The troop should be divided into four equal sections (if
it consists of four patrols, so much the better). Patrol No.
1 proceeds to an agreed spot perhaps a mile distant, while
Patrol No. 2 is dispatched an equal distance in exactly the
opposite direction, the rest of the troop (Patrols 3 and 4)
remain at the base as a united force. The game now begins:-
Patrols I and 2 represent allied armies each at warfare with
the force lying between them, namely, the united Patrols 3
and 4. The supreme object of the allies is to effect a junction
of their forces without coming into contact with the enemy,
who outnumber either force by two to one. Accordingly they
send out Scouts and dispatch-runners to ascertain the position
of the enemy, and also to get into touch with their friends.
If they are successful in evading their mutual enemy, and
in joining up their full forces, then they are considered
winners. On the other hand, the whole duty of the combined
patrols is to prevent this junction from taking place by hindering
all attempts at communication, and, if possible, by surrounding
or ambushing one or other of the allies, and by capturing
them, making a union impossible. If they succeed in preventing
a junction until the time limit has expired they claim the
victory. Back to Top
Spider
and the Fly
A bit of country or section of the town about a mile square
is selected as the web, and its boundaries described, and
an hour is fixed at which operations are to cease. One patrol
(or half-patrol) is the " spider," which goes out
and selects a place to hide itself. The other patrol (or half-patrol)
goes a quarter of an hour later as the " fly " to
look for the " spider." They can spread themselves
about as they like, but must tell their leader anything they
discover. An umpire goes with each party. If within the given
time (say about two hours) the fly has not discovered the
spider, the spider wins. The spiders write down the names
of any of the fly patrol that they may see ; similarly the
flies write down the names of any spiders that they may see,
and their exact hiding-place. Marks will be awarded by the
umpires for each such report. The two sides should wear different
colors, or be distinguishable from each other in some manner. Back to Top
Scouting
in the Open
A certain bit of country is chosen, the side of a hill if
possible, about five miles across each way (it should be much
less if you are only out for a few hours) ; the boundaries
of the ground have to be clearly under- stood by everybody
before starting. Then, in the early morning, four boys go
out to act as hares. They can go together or separately, wherever
they please, and though they may hide whenever they like,
they should, as a rule, keep moving from one part of the ground
to another. Each hare wears a red sash across his shoulder.
An hour after the hares have started, the rest of the party,
generally numbering sixteen, go out as hunters to find them.
The hunters can go all together, or singly, or in pairs-any
way they please ; but as a rule, the best fun is for the hares
to go singly and the hunters in pairs. It is well for the
hunters to wear a colored sash across their shoulders - Grey,
yellow or blue-so that they can be distinguished from ordinary
country people moving about the ground. Thus the game is for
the hunters to go looking about till they see a hare, and
then they run after him and try to catch him. They only catch
him when they touch him. This all gives excellent practice
to both hunters and hares in hiding, stalking, tracking, and
getting across country, and is a most exciting game. Towards
the evening the game ends, and all make their way home. Back to Top
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. Back to Top
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. Back to Top
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. Back to Top
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. Back to Top
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. Back to Top
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. Back to Top
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. Back to Top
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. Back to Top
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.
STALKING
GAMES
CHAPTER II
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 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.
TRACKING GAMES
CHAPTER III
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 -
- Written on a gatepost: " Go west and examine third
gate on north side of stream ";
- 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. 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 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.
INDOOR
GAMES
CHAPTER IV
1. KIM'S GAME. HOW TO PLAY IT.
THE Scoutmaster should collect on a tray a number of articles-knives,
spoons, pencil, pen, stones, book and so on-not more than
about fifteen for the first few games, and cover the whole
over with a cloth. He then makes the others sit round, where
they can see the tray, and uncovers it for one minute. Then
each of them must make a list on a piece of paper of all the
articles lie can remember-or the Scoutmaster can make a list
of the things, with a column of names opposite the list, and
lot the boys come in turn and whisper to him, and he must
mark off each of the things they remember. The one who remembers
most wins the game.
2. DEBATES AND TRIALS.
A good way of spending an evening in the camp or clubroom
is to hold a debate on any subject of interest, the Scoutmaster
or a Patrol-leader acting as chairman. He must see that there
is a. speaker on one side prepared beforehand to introduce
and support one view of the subject, and that there is another
speaker prepared to expound another view. After their speeches
he will call on the others present in turn to express their
views. And in the end he takes the votes for and against the
motion, by show of hands, first of those in favor of the motion,
secondly of those against. The best way to choose a popular
subject for debate is to put up a paper some time before on
which Scouts can suggest the subjects they like. The proper
procedure for public meetings should be used, such as seconding
the motion, moving amendments, obeying chairman's ruling,
voting, according votes of thanks to chair and so on.
In place of a debate a mock trial makes an interesting change.
The Scoutmaster or Patrol-leader, as before, appoints himself
to act as judge, and details Scouts to take the parts of prisoner,
police-constable, witnesses, counsel for prisoner, counsel
for prosecution, foreman and jury (if there are enough Scouts).
The procedure of a court of law must be followed as nearly
as possible. Each makes up his own evidence, speeches, or
cross-examination according to his own ideas. The prisoner,
of course, is not found guilty unless the prosecution prove
their case to the jury. The story in Scouting for Boys ("
Winter's Stab") makes a good subject for a trial, or
one of the stories in The Scout.
3. SCOUT'S CHESS.
The first thing needed is a rough map or plan of the surrounding
country, on a very large scale. It can be chalked on the floor
or a table in the clubroom, or on the wall, and be kept permanently.
On the map should be marked all paths and roads, and if in
the country, the fields, with the gaps in the hedges and places
to get through carefully marked. Then something is needed
to represent Scouts'; ordinary chessmen will do, or if the
map is on the wall, small flags to stick in the wall. With
these, various kinds of Scouting games can be played. Each
" Scout " can move one inch (or other distance according
to the scale of the map) each turn. The best game is for one
dispatch runner to try and get from one place to another on
the map without being overtaken by the enemy, one patrol,
who should only be allowed to walk (i.e. go half the distance
which the runners allowed to go each turn). To capture him
two Scouts should get within two turns of him, by driving
him into a comer. They can, of course, only go along the recognized
paths and tracks,
4. FARMYARD.
This Is not a new game, but it is both amusing and instructive,
and teaches Scouts to make the correct cries of different
domestic animals. It can be played round the camp fire when
the day is done. The Scoutmaster relates a story of a visit
to a farmyard, having first divided the Scouts into groups
of different farmyard animals. (If sufficient animals can
be thought of, each Scout can represent one animal.) A good
story can be made from these few suggestions : Small, spoilt
boy, not a Scout, just recovering from an illness, is sent
by doting, foolish parents to stay with an uncle and aunt
at a farmhouse. Makes his departure by train, and directions
from over-careful parents rather absurd, and not the kind
of thing a Scout would allow. First day of visit most successful,
Tommy still feeling too weak to be mischievous. On the second
morning, however, Tommy wakes early and goes out before his
aunt is about. He visits in turn all the animals in the yard
and causes disaster wherever he goes. Pigs, he considers,
should be allowed to run in the garden, hens and ducks wherever
they please, and small chicks should be able to swim as well
as small ducks, and he drives a brood into the pond, all being,
drowned; horses are let out of the stable, sheep driven out
of the orchard, cows turned into the road, doves freed from
cages, turkeys and geese sent in all directions, and the whole
farmyard turned upside down.
As the narrator mentions each animal, the Scouts representing
them make the correct "cry," and this should be
done seriously and as well as possible; at the word "farmyard,"
whenever it occurs, all the Scouts make these cries together,
and if done well, this should be quite realistic. The part
of donkey and goose should be reserved as a punishment for
any who fail to make their " cry " at the proper
time, or who make the wrong "cry."
5. THIMBLE FINDING.
The patrol goes out of the room, leaving one behind who takes
a thimble, ring, coin, bit of paper, or any small article,
and places it where it is perfectly visible, but in a spot
where it is not likely to be noticed. Then the patrol comes
in and looks for it. When one of them sees it he should go
and quietly sit down without indicating to the others where
it is, and the others, if they see it, do the same. After
a fair time any one of those sitting down is told to point
out the article to those who have not yet found it. The first
one to see it is the winner, and he sends the others out again
while he hides the thimble.
6. SCOUT'S NOSE.
Prepare a number of paper-bags, all alike, and put in each
a different smelling article, such as chopped onion in one,
coffee in another, rose-leaves, leather, aniseed, violet powder,
orange peel and so on. Put these packets in a row a couple
of feet apart, and let each competitor walk down the line
and have five seconds' sniff at each. At the end he has one
minute in which to write down or to state to the umpire the
names of the different objects smelled, from memory, in their
correct order.
7. SPOTTING THE SPOT.
Show a series of photos or sketches of objects in the neighborhood
such as would be known to all the Scouts if they kept their
eyes open-for instance, cross-roads, curious window, gargoyle
or weathercock, tree, reflection in the water (guess the building
causing it), and so on, and see who can recognize the greatest
number; or else let each Scout contribute a picture or sketch
of something remarkable passed during the last outing.
8. HOW LONG ?
A good camp practice is to see that all Scouts have a piece
of paper and pencil, and to make them write down answers to
various questions regarding lengths and heights. For instance:
" What is my height when I'm wearing my hat ? "
" How long is the camp table ? " Of course that
boy wins who most nearly gives the correct number of inches.
9. OLD SPOTTY-FACE.
[This is an adaptation of the game in Mr. E. Thompson Seton's
Birch Bark Roll of the Woodcraft Indians,(Published at 1s.
net by A. Constable & Co.) and is recommended for regular
practice as an eye strengthener and for developing the sight.]
Prepare squares of cardboard divided into about a dozen small
squares. Each Scout should take one, and should have a pencil
and go off a few hundred yards, or, if indoors, as far as
space will allow. The umpire then takes a large sheet of cardboard,
with twelve squares ruled on it of 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.
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.
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.
GENERAL
GAMES FOR CAMP OR PLAYGROUND
CHAPTER V
["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, 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.
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 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.
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
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