Scouting Games
The Scout Library, No. 4
Scouting Games
by Sir Robert Baden-Powell
Author of "Scouting for Boys,"
"Yarns for Boy Scouts,"
"Boy Scouts Beyond the Seas," etc.
sixth edition
NOTE: THIS FILE WAS SCANNED BY [email protected] SPELLING HAS BEEN
STANDARDIZED TO AMERICAN ENGLISH. PLEASE SEND ANY QUESTIONS, CORRECTIONS, ETC.
TO THE ABOVE E-MAIL ADDRESS.
SPECIAL THANKS TO JACK WOOD FOR SENDING ME THE PAGES THAT WERE MISSING
FROM MY COPY OF THE BOOK.
FOREWORD TO SIXTH EDITION
The training of the Boy Scouts is done mainly by means of games, practices and competitions such
as interest them, and at the same time bring into use the attributes of manliness and good citizenship
which we desire to inculcate into them.
There is, therefore, an aim, physical or moral, underlying those which are given in the following
pages. These games do not exhaust what it is possible to give; they are but samples or suggestions upon
which imaginative Scoutmasters will easily contrive better ones and more of them, suited to their local
conditions. But in devising these the higher aim should always be kept in view; that is the instructor
should think of what points he wishes to teach. and then invent a game or display in which to bring them
into practice. In playing these Games it should be remembered that they improve very much on the
second and third trial, as minor rules have often to be introduced to suit local circumstances. A time limit
should generally be imposed to bring them off successfully.
Through these games, apart from their health - and joy giving properties, we can instill the sense of
fair play, discipline, and self-control - in a word, good sportsmanship, among our future men. Then in
addition to the games mentioned in this book we have adopted other activities in the Scout movement in
the shape more particularly of swimming and climbing. These are for the fuller development of the boys
morally as well as physically. Morally, because swimming gives a sense of mastery over one of the
elements and of fitness for service to them as a result of exercising pluck and perseverance; and climbing
similarly gives a sense of self-reliance and power through achievement in overcoming a difficult
adventure.
They are good physically, because both activities are the better agents for developing health and
strength in that they are not artificial like " physical jerks," " setting-up drill," etc., but are natural and
appeal to the boy so that he continues to practice them voluntarily in his spare time.
In these days when so large a proportion of the manhood is physically unsound and incapable of 'any
great strain of hard work, Scoutmasters are rendering a really valuable service to the nation in turning out
a new generation of citizens healthier in body and mind than their predecessors. The games described in
the previous editions have been carefully checked in the light of fuller experience, and improvements
made.
R. S. S. B. P.
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CONTENTS
CHAPTER I - SCOUTING GAMES
Flag Raiding - The Rival Dispatch Bearers - Dispatch Running - Reading the Map - Relay Race Flying Columns - Numbers - Surveying the Country - Scout Meets Scout - Telegraph Cutting - The
Signallers' Game - The Traitor's Letter - Joining Forces - Spider and Fly - Scouting in the Open - Plant
Race - Where's the Whistle? - Fugitives - Tails - Compass Points - spot your Staves - One Tree Away What Is It ? - Finding Places.
CHAPTER II - STALKING GAMES
Deer Stalking - Stalking and Reporting - Scout Hunting - Shadowing - Ambushing - Mimic Battle.
CHAPTER III - TRACKING GAMES
Seeking the Scoutmaster - The Treasure Hunt - The Torn Manuscript - The Lion Hunt - Wool
Collecting - Sharp-Nose-Climbing.
CHAPTER IV - INDOOR GAMES
Kim's Game - Debates and Trials - Scout's Chess - Farmyard - Thimble Finding - Scout's Nose Spotting the Spot - How Long ? - Old Spotty-Face - Quick Sight - Nobody's Airship - Blow Ball - "Artists" A Memory Game - Questions - Who Said That ? - Celebrities - Patterns - Round the Ring - Badger
Pulling.
CHAPTER V - GENERAL GAMES FOR CAMP OR PLAYGROUND
Catch the Thief - Bang the Bear - Shoot Out - The Bull Fight - Basket Ball - Knight Errantry - Find the
North - Cock Fighting - Camp Billiards - stool Kicking - Take the hat (For Two Patrols) - The Staff Run
(For Four Patrols) - Pass it On - Toilet Tag - Bomb-Laying - Baiting the Badger - Ring Catching-Shooting Kick it and Run - Tub Tilting - Balancing the Board - An Obstacle Race - Finding the Numbers - Snatch
the Handkerchief - Hit the Bucket.
CHAPTER VI - CYCLISTS' GAMES
De Wet - The Biter Bit - Brigand Hunting - Ambuscades - Hunting the Spies.
CHAPTER VII - TOWN GAMES
Shadowing - follow the trail - Catching the Dodger - The Signature Collecting - What's Wrong ? - Far
and Near - Morgan's Game - Shop Window - Taking Notes.
CHAPTER VIII - NIGHT GAMES
The Escaped Smoker - The Path-Finder - Tracking by Smell - Will-o'-the-Wisp - Showing the Light Night Outposts.
CHAPTER IX - WINTER GAMES
Siberian Man hunt - Arctic Expedition - snow Fort - Fox-hunting - The Dash for the Pole - Clear the
Line - Skin the Snake - Soccer Relay.
CHAPTER X - SEAMANSHIP GAMES
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Smugglers Over the Border - Treasure Island - Smugglers - A Whale Hunt - Water Sports.
CHAPTER XI - FIRST-AID GAMES
Wounded Prisoners - The Red Cross Hero - The Ill-fated Camp - Injuries - Ambulance Knights Ambulance Rounders - Ambulance French and English - Ambulance Hotchpotch - Ambulance Elements.
CHAPTER XII - GAMES FOR STRENGTH
The Struggle - Wrist Pushing - Scrum - Feet Wrestling - Straight Back - Bridge - Tournaments - Kneel
to your Superior.
CHAPTER XIII - DISPLAYS
Foreword - The "mercury" Display - Good Turns - Treasure Camp - How Livingstone was Found - The
Diamond thief - Play the Game - The Storming of Delhi - The S.A.C. - Pocahontas - Kidnapped - Saving
Life.
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CHAPTER I -- SCOUTING GAMES.
1. FLAG RAIDING.
This game is for two patrols, or a larger number divided into two parts, each under one Patrol-leader.
Three flags (signalling flags will do) are posted within a given tract of country at about 20 yards apart. It
rests upon the judgment of the leader of the defending party to choose the spot. He then posts his patrol
not less than 200 yards from the flags, and the game begins. The attackers send out Scouts to discover
(1) where the flags are, (2) where the outpost is placed. They then try and reach the flags and carry them
off without being seen by the outpost. One Scout may not take away more than one flag. The defending
patrol may not come within the 200 yards of the flags, and to capture one of the raiders they must have at
least two Scouts within 10 yards of him, and call out "hands-up". At a signal given by one of the Patrolleaders or an umpire, to show that time is up, all must stand up in their places, to see how near the
raiders are, and the exact position of the outpost. It is a great point for the Patrol-leaders to keep their
own patrols in touch. If they like the attackers can arrange a false alarm on one side, while a single Scout
makes for the flags from the opposite direction and secures one. At night lanterns can be substituted for
flags.
2. THE RIVAL DISPATCH BEARERS.
The game is played between two rival patrols, which for convenience we will name the Wolves and
Peewits. From each patrol one Scout is selected as dispatch bearer. The Scoutmaster takes up a position
at a certain spot, preferably in the middle of a wood, or if in a town at the junction of several streets, and
the chosen Scouts start from opposite points about two miles distant from the Scoutmaster and attempt to
reach him. It is the duty of the remainder of each patrol to try to prevent the rival dispatch carrier reaching
his goal. Thus the Wolves will watch the stretch of country over which the chosen Peewit is likely to come,
and as the winning patrol is decided by the first dispatch carrier to reach the Scoutmaster, the Wolves will
do all they can to capture the Peewit and secure the dispatch. The Peewits in their turn will naturally try
and effect the same result. When the carrier has his dispatch captured he must not of course continue.
The patrols must keep 200 yards away from the starting and finishing point, thus giving the dispatchbearer a better chance of reaching the Scout- master. To be captured, the dispatch-bearer must be
actually held by one of the defenders, though no fighting is allowed.
3. DISPATCH RUNNING.
A Scout is chosen to carry a dispatch to a besieged place which may be a real village or house, or
somebody stationed at an appointed spot. The dispatch-runner must wear a, colored rag, at least two feet
long, pinned to his shoulder, and with this in its proper place he must reach his goal. The enemy
besieging the place must prevent him reaching the headquarters, but cannot, of course, go within the
lines of the supposed defenders (i.e. within 300 yards of the headquarters-certain boundaries should be
decided upon beforehand). To catch him the enemy must take the rag from his shoulder. They know he
starts from a certain direction at a certain time, the spot should be a mile or so from the besieged townand 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 startingplace and besieged town respectively, and the dispatch-runner can adopt any disguise (except that of a
woman), so long as he wears the rag pinned to his shoulder.
4. READING THE MAP.
This is a test in map-reading and remembering the map read. The Scoutmaster or Patrol-leader in
command takes his patrol into a strange town or an intricate part of the country and through them he
wishes to find out particulars about the neighborhood; so he shows the Scouts a map of the district and
appoints to each a place to be visited, showing the route on the map, and pointing out churches, inns,
etc., to be noted on the way. Each Scout should have a fixed distance to go 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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5. RELAY RACE.
One patrol is pitted against another to see who can get a message sent a long distance in the
shortest time by means of relays of runners (or cyclists). The patrol is ordered out to send in three
successive notes to be obtained from a certain house, or tokens such as sprigs of certain plants, from a
place say two miles distant, or further if the patrols are on cycles. The leader takes his patrol out and
drops Scouts at convenient distances, who will act as runners from one post to the next, and then back
again for the second note or token. The runners should be started at certain intervals. By arranging with
neighboring Scoutmasters long distance relay practices can be carried out, for a hundred miles or more.
Each Scoutmaster or Patrol - leader should be responsible for forwarding the message through his own
district by relays of Scouts on cycles. An example of this was given at the Jamboree, when despatches
were carried to Olympia by relays of Scouts from places more than 100 miles away. An interesting series
of records could be set up, and districts compete with one another in carrying messages over fixed
distances of road. The times could be published In the Scout.
6. FLYING COLUMNS.
For any number of patrols to compete. A force is in need of help, and a military motorist on his way to
the nearest garrison comes across a Scouts' camp. He gives to each Patrol-leader a hasty idea of the
situation and shows him a rough map explaining that the distressed force is two miles along a certain
road, and between the Scouts' camp and that force are the enemy's out- posts. The Patrol-leaders are to
take their patrols in the shortest time to the force in distress without being seen by the enemy. The
distressed force should be represented by any conspicuous spot, and the enemy's outposts by people
with red flags stationed on the road between the Scouts' camp and the other force. As soon as they see
any of the patrols they should blow a whistle, and those scouts are to be considered captured (or else
they may notice to which patrol the Scouts they have seen belong and count it against them). The patrol
which gets to the distressed force in the shortest time, and without any of its Scouts being seen wins.
7. NUMBERS.
This game is admirable for training the eyesight and teaching the art of advancing under cover. Every
Scout has a three figure number, pinned on the front of his hat. The number should be drawn in black and
be quite decipherable at a distance of a hundred yards (the figures at least 3 in. in height). The troop is
then divided up in the following manner: Two or three patrols are marched 300 yards from the camp, and
instructed to advance on the camp under cover. As the work of defending is easier than attacking, only
one patrol remains in camp to defend it. When the attacking party advance, their movements are watched
eagerly by the defenders, who, having chosen good cover so that their hats are not visible, are waiting for
the enemy to get within range. So long as the number is too indistinct to read, they are supposed to be
out of range. The nearer the attackers approach, the more careful are they not to look over the top of a
bush long enough for the defenders to read their number. Of course a good ;Scout looks round the side,
and not over the top of a bush or rock ; and if he looks at all in this game he must be very sharp, for no
hats may be removed or turned round and no hands used to conceal the number. If the defenders are
able to read the numbers they call them out and the umpire writes them down. The attackers also call out
the numbers of any defenders who expose themselves, and the umpire attached to the attacking party
makes a note of these numbers. When only 50 yards separate the two parties the umpires call out the
names of those who are shot, and those boys ,must not take any part in the rest of the fight. When the
commander of the attackers considers that he has advanced as near as he can under cover, he gives, the
order "charge " and the attacking party sweep over the open space in front of the camp the defenders call
out the numbers as fast as they can read them. If the attackers reach the camp with more men than
survive in the defending side, then they have won. But if the final charge enables the defense to pick off
nearly all their enemies the camp is saved.
8. SURVEYING THE COUNTRY.
As soon as a camp has been pitched the first thing to be done is to find out about the country round;
and this makes an excellent subject for a patrol competition. Each Patrol-leader is served out with a sheet
of paper upon which to make a sketch map of the country for perhaps two miles round; he then sends out
his Scouts in all directions to survey and bring back a report of every important feature-roads, railways,
streams, etc.-choosing the best Scouts for the more difficult directions. The patrol whose leader brings to
the commandant the best map in the shortest time wins. The Patrol-leaders must make their maps
entirely from the reports of their own Scouts.
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9. SCOUT MEETS SCOUT.
This game can be played with equal success in either the country or town. Single Scouts, or complete
patrols or pairs of Scouts, to be taken out about two miles apart, and made to work towards each other,
either alongside a road, or by giving each side a landmark to work to, such am a steep hill or big tree. The
patrol which first sees the other wins. This is signified by the Patrol-leader holding up his patrol flag for the
umpire to see, and sounding his whistle. A patrol need not keep together, but that patrol wins which first
holds out its flag, so it is well for the Scouts to be in touch with their Patrol- leaders by signal, voice or
message. Scouts may employ any ruse they like, such as climbing into trees, hiding in carts, and so on,
but they must not dress up in disguise. When a troop is meeting for any purpose it is a good practice to
arrange that on nearing the place of assembly each patrol should try to be the first to see the others.
10. TELEGRAPH CUTTING.
An invading army always tries to destroy all communication in the invaded country, so the first thing to
be destroyed is the telegraph system-and the defenders send out men to protect the wires. Choose a
road with telegraph wires, and one which has good cover on either side. The defenders should have two
patrols to the attacker's one, and only that amount of ground which will allow one defender to each
telegraph post should be protected. The defenders need not necessarily keep to the road but may send
out Scouts to discover where the enemy are in force and likely to attack. The attackers have to tie three
scarves round a post (or double that number if there are two patrols attacking) before the line is broken.
The defenders can put them out of action by merely touching, but if the defenders are less in number at
any point they must retreat until reinforcements arrive. So the point of the game is for the defenders to
keep in touch along the line, and be ready to bring up a relieving party immediately the enemy threaten to
attack any spot.
11. THE SIGNALLERS' GAME. (A GAME FOR GOOD SIGNALLERS)
The troop must be divided up into three parties or patrols, as follows: A. Patrol, B. Patrol and C.
Patrol. A. Patrol will be the smallest, but must all be good signallers, and c. Patrol the largest. First, the A.
Patrol goes out and takes a position on high ground, or up in a church steeple, or the roof of a house, so
as to command a good view of a certain stretch of country. This patrol will take Morse or Semaphore
flags, or other signalling apparatus. The B. Patrol will go out and keep under cover in this certain stretch
of country overlooked by the signallers or A. Patrol. On going out the B. Patrol will endeavor to keep
under cover and dodge or trick the signallers by appearing in different places and disappearing and will
finally take up a concealed position. After B. Patrol has been out fifteen minutes, C. Patrol will advance;
then the signallers will signal down to the C. Patrol, or attackers, the position of the hostile B. Patrol, and
other details that will help the patrol to advance unseen and surprise the enemy or B. Patrol. To win, the
C. Patrol must capture the Scouts of the B. Patrol by surrounding their hiding-places. If the C. Patrol pass
by more Scouts of the B. Patrol than they capture, it counts a win for the hostile B. Patrol. A time-limit of,
say, two hours should be put upon the game.
12. THE TRAITOR'S LETTER.
The best situation for this game is a wood or copse, but it can be played on other ground if
necessary. The idea is this: The troop is divided into halves; one half camps one side of the wood and
one half the other. These halves are called respectively "French" and "Prussians." In the Prussian camp
is a traitor who has made an agreement with the French that he will place a letter containing important
information of Prussian plans in a tree which he will mark in a certain way. This tree should be near the
center of the wood. When the game commences, the "traitor" places the letter in the tree and retires again
to his own camp. His perfidy is supposed to have been discovered during his absence, and on his arrival
he is arrested. He refuses to divulge the hiding-place of the letter. He is sentenced to be shot, which
sentence is supposed to be carried out, and henceforth he takes the part of onlooker. At a given signal
from the umpire, the Prussians set out to recover their letter, and try to prevent the French obtaining it,
while the French simultaneously leave their camp intent on obtaining the letter, and watching the
Prussians. Each Scout is armed with a tennis-ball or with fir-cones if they are to be found. The "traitor"
should be careful when hiding the letter to snap a twig or two, and leave an impression of his boot here
and there, in order to give the Prussians a chance of finding the letter. The French, of course, have to
look for a tree marked in a particular way. When two opponents meet, the one first hit by a ball or fir-cone
will be "out of action," and the Scout so hit is on his honor to take no further part in the game. One mark
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Sir Robert Baden-Powell
counts against the French or Prussians for every man out of action. Four marks count to the side who
obtains possession of the letter. The side whose marks total most are the winners.
13. JOINING FORCES.
The troop should be divided into four equal sections (if it consists of four patrols, so much the better).
Patrol No. 1 proceeds to an agreed spot perhaps a mile distant, while Patrol No. 2 is dispatched an equal
distance in exactly the opposite direction, the rest of the troop (Patrols 3 and 4) remain at the base as a
united force. The game now begins:- Patrols I and 2 represent allied armies each at warfare with the force
lying between them, namely, the united Patrols 3 and 4. The supreme object of the allies is to effect a
junction of their forces without coming into contact with the enemy, who outnumber either force by two to
one. Accordingly they send out Scouts and dispatch-runners to ascertain the position of the enemy, and
also to get into touch with their friends. If they are successful in evading their mutual enemy, and in joining
up their full forces, then they are considered winners. On the other hand, the whole duty of the combined
patrols is to prevent this junction from taking place by hindering all attempts at communication, and, if
possible, by surrounding or ambushing one or other of the allies, and by capturing them, making a union
impossible. If they succeed in preventing a junction until the time limit has expired they claim the victory.
14. SPIDER AND FLY.
A bit of country or section of the town about a mile square is selected as the web, and its boundaries
described, and an hour is fixed at which operations are to cease. One patrol (or half-patrol) is the "
spider," which goes out and selects a place to hide itself. The other patrol (or half-patrol) goes a quarter of
an hour later as the " fly " to look for the " spider." They can spread themselves about as they like, but
must tell their leader anything they discover. An umpire goes with each party. If within the given time (say
about two hours) the fly has not discovered the spider, the spider wins. The spiders write down the names
of any of the fly patrol that they may see ; similarly the flies write down the names of any spiders that they
may see, and their exact hiding-place. Marks will be awarded by the umpires for each such report. The
two sides should wear different colors, or be distinguishable from each other in some manner.
15. SCOUTING IN THE OPEN.
A certain bit of country is chosen, the side of a hill if possible, about five miles across each way (it
should be much less if you are only out for a few hours) ; the boundaries of the ground have to be clearly
under- stood by everybody before starting. Then, in the early morning, four boys go out to act as hares.
They can go together or separately, wherever they please, and though they may hide whenever they like,
they should, as a rule, keep moving from one part of the ground to another. Each hare wears a red sash
across his shoulder. An hour after the hares have started, the rest of the party, generally numbering
sixteen, go out as hunters to find them. The hunters can go all together, or singly, or in pairs-any way they
please ; but as a rule, the best fun is for the hares to go singly and the hunters in pairs. It is well for the
hunters to wear a colored sash across their shoulders - Grey, yellow or blue-so that they can be
distinguished from ordinary country people moving about the ground. Thus the game is for the hunters to
go looking about till they see a hare, and then they run after him and try to catch him. They only catch him
when they touch him. This all gives excellent practice to both hunters and hares in hiding, stalking,
tracking, and getting across country, and is a most exciting game. Towards the evening the game ends,
and all make their way home.
16. PLANT RACE.
Start off your Scouts, either cycling or on foot, to go In any direction they like, to get a specimen of
any ordered plant, say a sprig of yew, a shoot of ilex, a horseshoe mark from a chestnut tree, a briar rose,
or something of that kind. Choose one that will tax their knowledge of plants and will test their memory as
to where they noticed one of the kind required. Quickness should be encouraged by making the first
successful Scout who arrives home winner of the game.
17. WHERE'S THE WHISTLE ?
Here is the description of a capital game which can be played in an open field where there is no
cover. A number of Scouts are blindfolded and placed in a line at one end of the field. Then a
Scoutmaster or Patrol-leader goes to the other end, and blows his whistle every now a-ad then. The
business of the blindfolded Scouts Is to reach the whistle-blower and touch him. The latter may stoop
down, but be must not move about As soon as a Scout touches the person with the whistle, he slips off
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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.
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.
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22. ONE TREE AWAY.
For this game a base is marked out, usually by a circle of trees with scarves attached, on fairly level
ground free from stumps and loose stones. The next ring of trees encircling this base is the Defense Line,
which is explained later. The party is divided into two sides, stormers and defenders, in alternate games,
which may last from ten to twenty minutes each. The defenders remain in the base while the stormers
retire out of sight. As soon as they have taken up their positions, the umpire blows his whistle three times
and the attack commences; the defenders leaving the base and sending Scouts well forward to obtain all
possible information of the enemy's movements. The object of the stormers is to get as many men as
possible into the base, untouched by the defenders before the umpire's whistle finishes the game. Each
man gaining the base untouched scores a point in favor of the stormers; he should sit down well within
the base line in order not to obstruct his own side. No stormer may be touched so long as he has one
hand on the trunk of a tree, and should he be unduly crowded by the defenders he may order them "One
Tree Away." A tree affords protection to only one stormer at a time and may not be held by a defender. If
a stormer is touched he must at once proceed to the Prisoners' Camp near the base, where he can watch
the game and be out of the way of the combatants. When the game has started no defender may enter
tho Defense Line mentioned above except in actual pursuit of a stormer; on missing or touching him he
must at once go outside again before attempting to tackle another. Patrol flags tied to small sticks (not
poles) may be borne by some of the stormers, and a stormer who carries his, flag into the base may
demand the release of a prisoner.
23. WHAT IS IT ?
Two Scouts (preferably ones with the Naturalist Badge) start out and make certain signs such as a
number, word, sketch of animal or bird, etc., with chalk on trees or the pavement. Signs or sketches may
also be made in the dust or mud, on the ground or on banks. The two Scouts should also decide upon an
uncommon sign to signify "What is it ?" such as a circle with a line drawn through it Pieces of wood
bearing this sign may be taken out and stuck in plants and places where it is impossible to chalk the sign.
The remainder of the troop start out say ten minutes after the first two, either as a body or separately, and
take notebooks and pencils with them. The game consists of entering in their notebooks the signs which
they observe. Where the "What is it ?" sign is noticed they must mark in their books the nature of the
article which bears the sign, such as "An Oak," or "An Iron Fence," etc. There must be no co-operation
between one another. Marks should be given according to the number of signs, etc., observed, and for
the correct answers to the " What is it ? " sign. Besides being very interesting this game develops
observation powers, strengthens the memory and is a good botany instruction. When the game is over all
chalk marks should be rubbed out, and care must be taken not to deface private property.
24. FINDING PLACES.
The Scoutmaster goes for a walk in the country a day or two before this game is played, taking with
him a supply of plain postcards. On each card he writes a short description of various places he passes,
such as "Wooden bridge over stream with three willows near," or "White five-barred gate near ruined
cottage." On the day the game is played these cards are distributed among the Scouts, who are allowed a
certain time, according to local conditions, to discover the places described on their cards and report to
the Scoutmaster, who remains at the starting-point all the time. The Scout who returns first wins the
game.
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CHAPTER II -- STALKING GAMES.
1. DEER-STALKING.
The Scoutmaster acts as a deer, not hiding but standing, and moving occasionally now and then. The
Scouts go out to find the deer, and each tries in his own way to get up to it unseen. Directly the
Scoutmaster sees a Scout he directs him to stand up as having failed. After a certain time the
Scoutmaster calls "Time," and all stand up at the spot which they have reached, and the nearest wins.
The same game may be played to test the Scouts in stepping lightly. The umpire being blindfolded. The
practice should preferably be carried out where there are dry twigs, stones, gravel and so on lying about.
The Scout may start to stalk the blind enemy at one hundred yards distance, and he must do it fairly fastsay 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 semicircle 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.
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Sir Robert Baden-Powell
6. MIMIC BATTLE.
For this game two sides are needed, the numbers being settled among the players.
The ammunition is a quantity of paper bars. Every Scout has a plate, and the parties take up
positions within throwing distance of each other. If the ground isn't flat, toss up for the advantage of the
slope. Each Scout lies flat on his stomach, and just in front of him props up his plate by sticking the rim
into the ground. At the word "go " each warrior aims a ball at an opponent's plate. When a plate is
knocked down, the Scout to whom it belongs is " put out of action." The side which succeeds in " killing "
most opponents in a given time wins.
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Sir Robert Baden-Powell
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. 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.
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Sir Robert Baden-Powell
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 tennisballs, 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. Tennisballs 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
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Sir Robert Baden-Powell
bar, and on such an apparatus you can invent all manner of stunts and competitions, such as will make
you an adept climber.
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Sir Robert Baden-Powell
CHAPTER IV -- INDOOR GAMES.
1. KIM'S GAME.
HOW TO PLAY IT.
THE Scoutmaster should collect on a tray a number of articles-knives, spoons, pencil, pen, stones,
book and so on-not more than about fifteen for the first few games, and cover the whole over with a cloth.
He then makes the others sit round, where they can see the tray, and uncovers it for one minute. Then
each of them must make a list on a piece of paper of all the articles lie can remember-or the Scoutmaster
can make a list of the things, with a column of names opposite the list, and lot the boys come in turn and
whisper to him, and he must mark off each of the things they remember. The one who remembers most
wins the game.
2. DEBATES AND TRIALS.
A good way of spending an evening in the camp or clubroom is to hold a debate on any subject of
interest, the Scoutmaster or a Patrol-leader acting as chairman. He must see that there is a. speaker on
one side prepared beforehand to introduce and support one view of the subject, and that there is another
speaker prepared to expound another view. After their speeches he will call on the others present in turn
to express their views. And in the end he takes the votes for and against the motion, by show of hands,
first of those in favor of the motion, secondly of those against. The best way to choose a popular subject
for debate is to put up a paper some time before on which Scouts can suggest the subjects they like. The
proper procedure for public meetings should be used, such as seconding the motion, moving
amendments, obeying chairman's ruling, voting, according votes of thanks to chair and so on.
In place of a debate a mock trial makes an interesting change. The Scoutmaster or Patrol-leader, as
before, appoints himself to act as judge, and details Scouts to take the parts of prisoner, police-constable,
witnesses, counsel for prisoner, counsel for prosecution, foreman and jury (if there are enough Scouts).
The procedure of a court of law must be followed as nearly as possible. Each makes up his own
evidence, speeches, or cross-examination according to his own ideas. The prisoner, of course, is not
found guilty unless the prosecution prove their case to the jury. The story in Scouting for Boys (" Winter's
Stab") makes a good subject for a trial, or one of the stories in The Scout.
3. SCOUT'S CHESS.
The first thing needed is a rough map or plan of the surrounding country, on a very large scale. It can
be chalked on the floor or a table in the clubroom, or on the wall, and be kept permanently. On the map
should be marked all paths and roads, and if in the country, the fields, with the gaps in the hedges and
places to get through carefully marked. Then something is needed to represent Scouts'; ordinary
chessmen will do, or if the map is on the wall, small flags to stick in the wall. With these, various kinds of
Scouting games can be played. Each " Scout " can move one inch (or other distance according to the
scale of the map) each turn. The best game is for one dispatch runner to try and get from one place to
another on the map without being overtaken by the enemy, one patrol, who should only be allowed to
walk (i.e. go half the distance which the runners allowed to go each turn). To capture him two Scouts
should get within two turns of him, by driving him into a comer. They can, of course, only go along the
recognized paths and tracks,
4. FARMYARD.
This Is not a new game, but it is both amusing and instructive, and teaches Scouts to make the
correct cries of different domestic animals. It can be played round the camp fire when the day is done.
The Scoutmaster relates a story of a visit to a farmyard, having first divided the Scouts into groups of
different farmyard animals. (If sufficient animals can be thought of, each Scout can represent one animal.)
A good story can be made from these few suggestions : Small, spoilt boy, not a Scout, just recovering
from an illness, is sent by doting, foolish parents to stay with an uncle 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.
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Sir Robert Baden-Powell
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.
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Sir Robert Baden-Powell
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.
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Sir Robert Baden-Powell
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.
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CHAPTER V -- GENERAL GAMES FOR CAMP OR
PLAYGROUND.
["Catch the Thief" and "Bang the Bear" are from Mr. Thompson Seton's book The Birch Bark Roll of
the Woodcraft Indians.. 1s. Constable.]
1. CATCH THE THIEF.
A red rag is hung up in the camp or room in the morning; the umpire goes round to each Scout in
turn, while they are at work or play, and whispers to him: " There is a thief in the camp but to one he
whispers: " There is a thief in the camp, and you are he-Marble Arch," or some other well-known spot
about a mile away. That Scout then knows that he must steal the rag at any time within the next three
hours, and bolt with it to the Marble Arch. Nobody else knows who is to be the thief, where he will run to,
or when he will steal it. Directly any one notices that the red rag is stolen, he gives the alarm, and all stop
what they may be doing at the time and dart off in pursuit of the thief. The Scout who gets the rag or a bit
of it wins. If none succeeds in doing this, the thief wins. He must carry the rag tied round his neck, and not
in his pocket or hidden away.
2. BANG THE BEAR.
One big boy is bear, and has three bases in which he can take refuge and be safe. He carries a small
balloon on his back. The other boys are armed with clubs of straw rope twisted or knotted scarves, with
which they try to burst his balloon while he is outside a base. The bear has a similar club, with which he
knocks off the hunters' hats. If a hunter's hat is knocked off he is counted killed; but the bear's balloon has
to be burst before he is killed -so be will learn to turn his face to the enemy and not his back.
3. SHOOT OUT.
Two patrols compete. Bottles or bricks are set up on end, one for each Scout in the two patrols ; the
patrols take their stand side by side and facing their respective enemy (the two " patrols " of bottles or
bricks), and await the word " fire." They are armed with twelve stones each. As soon as a target falls over
a corresponding man of the other patrol has to sit down-killed.
4. THE BULL FIGHT.
Twelve players are needed for the game, which is interesting to watch and makes a good spectacle
for a display. The players: 1 bull, 1 matador, 4 Chulos and 6 scarf-bearers.
PART I. The bull enters the arena (which should be made by Scouts " forming fence ") with four or
five 6 in. strips of paper pinned to his back. The Chulos try to tear off these without being touched by the
bull, but if the bull touches them twice they are dead. The scarf-bearers, who carry their scarves in their
hand, run in between the bull and a Chulo if he is hard pressed, and by waving their scarves in the bull's
face, make him follow them. If a Chulo is once touched by the bull, he is dead. Only one strip may be
taken at a time.
PART II. When all the, strips are off, or all the Chulos killed, the arena is cleared and the bull
blindfolded, with a scarf tied round his neck so that one pull at an end brings it off. The matador then
enters and has to remove the scarf without being touched by the bull. If he succeeds, the bull is dead.
5. BASKET BALL.
This' is a game something like football, which can be played in a room or limited space. A small
football is used, but it is never to be kicked. It is only to be thrown or patted with the hands. Kicking or
stopping the ball with the foot or leg is not allowed. The ball may be held in the hands, but not hugged
close to the body, nor may it be carried for more than two paces. All holding, 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
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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
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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
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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 campbeing 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 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 retiring. The time taken to kill off the whole of the opposing patrol is noted, the winners being the patrol
taking the shortest time.
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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 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
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player who hit it takes the place of the one on the pail. If the one on the pail loses his balance and falls off,
the player who threw the ball last takes his place. By the way, the ball must be thrown from the spot
where it falls after the defender has hit it.
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CHAPTER VI -- CYCLISTS' GAMES.
(From the Military Cyclists' Vade Mecum, by CAPT. A. H. TRAPMANN, 1s.)
A good many of the "Scouting Games" (Chapter 1) can be used for cyclists, such as "Relay Race,"
"Flying Columns," and "Surveying the Country."
1. DE WET.
FOUR patrols can take part in this game, or the force must be divided into four equal parts. One
patrol acts as De Wet, one as garrison, and the rest as Kitchener's relief column. An area on the map is
marked off, containing about one square mile to every two Scouts in the relief column-and this area
should be plentifully supplied with roads and tracks along which cycles can be ridden. Three spots,
preferably villages, should be chosen (or a larger number if more than four patrols are taking part); these
are to be guarded by the garrison patrol, two Scouts at each spot. De Wet's object is to destroy as many
villages as possible. When he enters a village, the two Scouts acting as garrison must retreat before his
greater number-one should cycle as fast as he can to fetch the relief column, while the other stays to
watch De Wet's movements. Either of them can be captured by any two of De Wet's men. If De Wet can
remain in occupation of the village for half an hour the village is destroyed, but he must retreat if a relief
column approaches stronger than his force. The relief column should take up its position in the center of
the area and look out for signals from the garrisons. De Wet should prevent them following him by
dividing his party, giving them instructions to all meet at the village to be attacked, but enter from different
directions.
2. THE BITER BIT.
Divide your force into two equal parts, 1 and 2. Give No. 1 a capable commander, and tell him that
they are operating in an enemy's country, and must look out for their own safety ; also that a force of the
enemy's cyclists are expected to move along a certain road at a certain time in a certain direction. No. 1
will then start off and conceal itself in a good ambush. Then divide No. 2 into two parts A & B. Let A carry
out the original program assigned to the enemies' cyclists, and send B round in exactly the opposite
direction. Tell the Patrol-leader in charge of B that a body of the enemy were seen on the road, and let
him go and scout for them. Give him sufficient time to enable him to location. I (if he is smart) before A is
due at the ambush. , No. 1 will probably be so engrossed in waiting to ambush A that it will have
neglected to provide for its own safety against surprise. B may or may not surprise No. 1, and may
perhaps be ambushed itself. In any case some instructive work can be carried out, work affording room
for rapid action and thought on the part of all concerned. Any man seen exposing himself obviously whilst
under fire should be put out of action, and made to act as umpire's orderly. Otherwise men should not be
put out of action, but either sent back or made to join the enemy.
3. BRIGAND HUNTING.
Mark off an area plentifully supplied with roads and foot- paths about three miles by three miles in
extent. Tell off a patrol under your best Patrol-leader. His object will be to remain within the area for say
two hours, without being captured. He should be allowed ten minutes' start. The remainder of the force
will then split up into small patrols and endeavor by careful co-operation to effect his capture, care being
taken not to be ambushed them- selves by their quarry.
4. AMBUSCADES.
something for patrols to do when cycling from one place to another. Divide the force equally into two
bodies. Choose a road. Any place more than 200 yards distant from the road will be out of bounds. Send
one body off to take up an ambuscade, and ten minutes later let the other body move Off along the road,
sending its Scouts well ahead. If the ambush is detected the two bodies will then ex- change roles. This
will be found a very interesting exercise, and can with advantage be practiced on return from a field-day,
route march, etc., the homeward road being used for the purpose.
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5. HUNTING THE SPIES.
Two spies have escaped from headquarters on cycles, and were last seen riding at a point about halfa-mile further along the road. (This should be shown on the map to the Scouts who are to give chase on
their cycles.) From that point the spies have to leave a paper trail, not continuous, but occurring every
hundred yards. The spies, being handicapped by their paper, will probably be soon overtaken, so they
must choose a good spot by the road in which to conceal their cycles, and when they leave the road they
must leave signs to that effect (they had better run some way along the road still leaving the trail, so as
not to show the hiding-place of their cycles to their pursuers). When they have left the road, they need
leave no further trail, but their object is to remain at large for a quarter of an hour and then recover their
cycles and get back to headquarters without being caught by their pursuers. The pursuers should search
for the spies and capture their cycles if they can find them, at the same time guarding their own cycles
from being stolen by the spies. To capture the spies the pursuers must actually touch them, or if they are
on cycles, ride past them on the road. (About ten Scouts make the beat number for this game.)
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CHAPTER VII -- TOWN GAMES.
1. SHADOWING.
Patrol-leader picks a scout to be pursued; then the whole patrol meets in a fairly quiet street in a
town. The chosen Scout is allowed two minutes' grace, whilst the others hide and do not watch him during
that time, except two, who follow him closely. After two minutes one of them then runs back and brings
the rest of the patrol along, hot on the track of the pursued one. Meanwhile the remaining shadower holds
on carefully and tenaciously, pursuer and pursued being at least four or five minutes in advance of the
rest. To show which way they have gone, the pursuing Scout drops confetti or makes chalk-marks until
the others reach him. All must, of course, be well trained in running and using their Scoutcraft, and the
pursued Scout can make use of many dodges to throw his pursuers off the track. It should be agreed
beforehand that if he keeps away for a certain time he wins the game.
2. FOLLOW THE TRAIL.
Send out a " hare," either walking or cycling, with a pocketful of corn, nutshells, or confetti, which he
must drop here and there to give a trail for the patrol to follow. Or, with a piece of chalk, let him draw the
patrol sign on walls, pavements, lamp-posts, and trees, and let the patrol hunt him by these marks.
Patrols must wipe out all these marks as they pass them for the sake of tidiness. and so as not to mislead
them for another day's practice. The other road signs should also be used, such as closing up certain
roads, and hiding a letter at some point, giving directions as to the next turn. The object of the " hare " in
this game is to explain to those behind the way he has gone as well as he can, and not to throw them off
his trail as in " shadowing."
3. CATCHING THE DODGER.
One Scout, who is well known to the rest, is chosen as the dodger. A spot is selected some two miles
away from the Scouts' headquarters as the starting-point, preference being given to a place from which
the most streets or ways lead to headquarters. The main idea is that the dodger has to start from this spot
at, say, 7 or 8 p.m., and make his way to headquarters without being caught. He will be previously
introduced to the others as their " Quarry," and may then adopt any disguise in order to throw off
suspicion. He may even carry a large sackful of paper or some soft material upon his head, so as to partly
hide his face, but he should not adopt feminine attire. It will be the duty of all Scouts to distribute
themselves well over the area likely to be travelled, all streets, alleys and byways being carefully watched,
but for obvious reasons a rule must be made that no Scout must approach within a given radius, say, of
250 yards, of the starting or finishing point. The dodger must be Instructed to start strictly at a given time,
and may use the middle of the street as well as the pavement, as this will be necessary to dodge a Scout
whom he may espy, and he must travel on foot during his journey, not taking advantage of any tram car
or other vehicle. Should he see a Scout approaching, there would be no objection to his stepping aside
into a shop and asking the price of an article until the danger has passed, as this is no more than an
ordinary thief would do to evade capture. Should a Scout recognize the dodger, he must get quite near.
enough to him to say: " Good-night " without any danger of not being heard-or, better, to touch him-and
the dodger then yields quietly and is taken to headquarters by his captor, no other Scout being allowed to
join them. One hour after the arranged starting time all Scouts must return to headquarters, for by that
time the dodger will have either been caught or have reported himself there, as he must do the two miles
in one hour. Should a Scout notice the dodger being pursued by another Scout he may assist in the
capture-this where the dodger has espied a Scout in the distance who appears to have recognized himbut 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.
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.
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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 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
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against another in heats-the loser competing again, till you arrive at the worst. gives the worst Scouts the
most practice.
9. TAKING NOTES.
When next you go scouting in the streets, here are some things for you to note : The number of every
motor-car that is going too fast or whose driver is acting strangely; the number of signs used by the
policeman in regulating the traffic ; the various chalk marks made on pavement and door- steps by
surveyors, tramps, or children. Which men turn their toes in. And if you wish to make a game of it all, take
a brother Scout with you. Let each look in a few windows for one minute then go away and write down all
the articles remembered. The one who gets the most correctly is the winner. And though it may be a small
matter in itself, you will rejoice when you realize how quickly you learn to note and remember and thus get
a power which may make your fortune, all through practice at scouting in the streets.
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CHAPTER VIII -- NIGHT GAMES.
1.THE ESCAPED SMOKER - By PERCY HILL.
A CONVICT has escaped from prison, and, being an inveterate smoker, the first thing he does is to
buy a large supply of cigarettes and matches. On a dark night a message is brought to the Scouts that he
has been seen in a wood close by, still smoking. The troop at once turn out, and, enclosing the wood,
silently try to find their man by using their eyes, ears, and noses, as well as they can. The man, who is
playing the part of the convict, is obliged to keep his cigarette in full view all the time, and strike a match
at least once every three minutes. Unless the Scouts are very sharp, the chances are that he will slip
through, and they will, after a few minutes, see the match flickering away behind them. The " convict "
must not, of course, be a Scout, for, if he were, he would not smoke or give himself away like that. An
hour or two spent in practicing some " extended order " drill will make the troop far more efficient in work
like this, for boys invariably tend to crowd together on a dark night instead of keeping an equal distance
apart. A good variation of the game, if no smoker is at hand, is to supply the convict with a box of matches
and a whistle, and make him strike a match and blow whistle alternately every minute or two minutes, so
that two different tracking senses are needed at the same time seeing and hearing.
2.THE PATH-FINDER.
To be played at night. A town or camp is chosen and defended by all the Scouts present, except one
patrol. The outposts must be carefully placed all round. The one patrol is to be led into the town by a
guide chosen from the defenders - he is the traitor and goes round and carefully examines the defenses ;
then slips out of the town to meet the patrol at a, certain spot. He tries to guide them into the center of the
town, perhaps taking them two or three at a time or all together in Indian file. If touched by one of the
defenders they are captured.
3. TRACKING BY SMELL.
Tracking by smell at night is a very important part of scouting. An enemy's patrol has encamped at a
certain spot, and thinking all safe light a fire and prepare a meal. But the sentry reports suspicious signs
and sounds, so they immediately damp the fire, but cannot stop the smoke. This should be carried out on
a calm but dark night in a fairly open spot-the smoke can be caused by smoldering brown paper or damp
gunpowder in a tin. The others have-to reach the spot by smell, while the encamped party lie absolutely
still.
4. WILL-O'-THE-WISP.
This game should take place across country at night. Two Scouts set off in a given direction with a
lighted bull's-eye lantern. After two minutes have passed the patrol or troop starts in pursuit. The lantern
bearer must show his light at least every minute, concealing it for the rest of the time. The two Scouts
take turns in carrying the light, and so may relieve each other in difficulties, but either may be captured.
The Scout without the light can often mingle with the pursuers without being recognized and relieve his
friend when he is being bard pressed. They should arrange certain calls or signals between themselves.
5. SHOWING THE LIGHT.
This night-scouting game not only affords recreation but is a good test for hearing and eyesight, and
furnishes a splendid practice in judging distances. A Scout makes his way across fields, in the dark, and
on hearing his leader's whistle, shows a light from a lantern for five seconds. He remains there, but hides
the light, and the rest of the Scouts estimate how far away and whereabouts he is. I Then they set out to
where they think the light was shown and each one tries to get there before the others. The lantern bearer hands over the lantern to the Scout who first reaches him, and then it is that boy's turn to go away
and show the light. The Scoutmaster 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.
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6. NIGHT OUTPOSTS.
Two or more Scouts (according to number taking part) go out in pairs with ordinary bicycle or similar
lamps, and take up positions not nearer than 1/4 mile (or other agreed distance) from starting-point. They
are called outposts, and must not move their ground, but may show or conceal their light as they think
best. One Scout goes out, say, ten minutes later carrying a hurricane lamp to discover the outposts. He is
called the runner and must not hide his light. One or two minutes later the remainder start out to chase
and capture both the runner and outposts. They are called Scouts. Outposts and runners must not call to
one another. Outposts show their light when they think the runner is near, but must be careful not to
betray their position to the Scouts. As soon as the runner finds an outpost these extinguish their light and
make for the starting-point. When the runner has discovered all outposts he does the same. No Scout
may remain nearer the starting-point than agreed distance - 100 yards or so, according to circumstances.
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CHAPTER IX -- WINTER GAMES.
1. SIBERIAN MAN HUNT.
A MAN has escaped through the snow and a patrol follow his tracks, but they advance with great
caution when they think they are nearing his hiding-place because one hit from a snowball means death,
but he has to be hit three times before he is killed. If he has taken refuge up a tree or any such place it will
be very difficult to hit him without being hit first. The hunted man has to remain at large for a certain time,
two or three hours, and then get safely home without being caught.
2. ARCTIC EXPEDITION.
Each patrol makes a bob sleigh with harness to fit two Scouts who are to pull it (or for dogs if they
have them, and can train them to the work). Two Scouts go a mile or so ahead, the remainder with the
sleigh follow, finding the way by means of the spoor, and by such signs as the leading Scouts may draw
in the snow. All other drawings seen on the way are to be examined, noted, and their meaning read. The
sleigh carries rations and cooking-pots, and so on. Build snow huts. These must be made narrow,
according to the length of sticks available for forming the roof, which can be made with brushwood, and
covered with snow.
3. SNOW FORT.
The snow fort may be built by one patrol according to their own ideas of fortification, with loop holes,
and so on, for looking out. When finished it will be attacked by hostile patrols, using snowballs as
ammunition. Every Scout struck by a snowball is counted dead. The attackers should, as a rule, number
at least twice the strength of the defenders.
4. FOX-HUNTING.
This game is to be played where there is plenty of untrodden snow about. Two Scouts start from the
middle of a field or piece of open ground, and five minutes afterwards the rest are put on their trail. The
two foxes are not allowed to cross any human tracks. If they approach a pathway where other people
have been, they must turn off in another direction ; but they can walk along the top of walls and use any
other ruse they like, such as treading in each other's tracks, and then one vaulting aside with his staff.
Both of them have to be caught by the pursuers for it to count a win. The foxes have to avoid capture for
one hour and then get back to the starting-place.
5. THE DASH FOR THE POLE.
Two rival parties of Arctic explorers are nearing the Pole; each has sent out one Scout in advance,
but neither of them have returned-they know the direction each started in because their tracks can be still
seen in the snow. What has really happened is that each has reached the Pole, and each is determined
to maintain his claim to it and so dare not leave the spot. They both purposely left good tracks and signs,
so that they could be easily followed up, if anything happened. (These two, one from each patrol, should
start from head- quarters together, and then determine upon the spot to be the Pole - each to approach it
from a different direction.) The two parties of explorers start off together (about fifteen minutes after the
forerunners left) and follow up the tracks of their own Scout. The first patrol to reach the spot where the
two are waiting for them -takes possession, the leader sets up his flag and the rest prepare snowballs,
after laying down their staves in a circle round the flag at a distance of six paces. When the other party
arrive they try to capture the staves ; the defenders are not allowed to touch their staves, but two hits with
a snowball on either side put a man out of action. Each defender killed and each staff taken counts one
point, and if the rival party gain more than half the possible points, they can claim the discovery of the
Pole. Before the defenders can claim undisputed rights they must kill all their rivals, by pursuing them if
only one or two are left. (The two forerunners do not take part, but act as umpires.)
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6. CLEAR THE LINE.
This game requires a light rope, five to eight yards of Canvas or leather filled with sand and weighing
about 1 lb. The Scoutmaster stands in the centre of a ring of Scouts and swings the bag round, gradually
paying out the rope until it becomes necessary for the players to jump to avoid it. The direction in which
the bag is swung should be varied. The rate of swinging as well as the height of the bag from the ground
should be gradually increased. The object of the players is to avoid being caught by the rope or bag and
brought to the ground.
7. SKIN THE SNAKE.
The scouts stand in single file. Each scout puts his right hand between his legs, which is grasped by
the one behind. Then the first scout walks backwards, straddling No. 2. No. 2 repeats the movement,
straddling No. 3, and so on, until the scout that was first is in the last position. It is a clever gymnastic
stunt, and done quickly represents a snake shedding its skin.
8. SOCCER RELAY.
This is a relay game, where the first scout of each side starts kicking the ball from his goal to a
turning-point several yards away, then kicks the ball back through the goal that he started from. When he
has kicked a goal the second scout repeats the performance of the first, and each scout repeats the
performance. The side that finishes first wins the race.
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CHAPTER X -- SEAMANSHIP GAMES.
1. SMUGGLERS OVER THE BORDER.
The smugglers have got their contraband hidden among some rocks, and it is entrusted to one
smuggler to take to their hiding-place, a building or some place marked by flags or trees, about half a mile
inland. One patrol act as smugglers and the one chosen to carry the contraband who wears tracking irons
and has to carry a small sack or parcel containing the contraband. The "border" is a certain tract of land, a
road, or stretch of sand along the shore between the smugglers and their hiding-place inland. The
coastguards (two patrols) have to guard the border with sentries, and. keep their main reserve
bivouacked some little way inland. As soon as a sentry sees the tracks of the smuggler (wearing tracking
irons) crossing the ,border" he gives the alarm, and the coastguards have to catch him before he can get
his contraband to the hiding-place. It should be agreed that the smugglers cross the border " between two
boundaries. The length should depend upon the number of sentries-one sentry should have a beat of
about 200 yards. The smugglers have to bring their cargo up from the rocks within a certain time,
because the tide is coming in. They should assist the one chosen to carry the contraband by distracting
the coastguards and leading them in the wrong direction, because they do not know at first who is
wearing the tracking irons.
2. TREASURE ISLAND.
A treasure is known to be hidden upon a certain island or bit of shore marked off, and the man who
hid it left a map with clues for finding it (compass directions, tide marks, etc.). This map is hidden
somewhere near the landing-place; the patrols come in turn to look for it-they have to row from a certain
distance, land, find the map, and finally discover the treasure. They should be careful to leave no foottracks, 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 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.
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5. WATER SPORTS.
There are several kinds of water sports, which, when practiced enough, make a very interesting
display. 1. WATER POLO.-Stakes driven in to make goal- posts, and a large rubber ball, if a proper water
polo ball cannot be obtained. II. GREASY POLE - fastened from the end of a pier or landing-stage, with
some prize fastened to the end of it. (N.B.-The pole should not stick straight out from the end of the stage,
but should incline to the right or left, so that it can be seen better from the shore.) 111. JOUSTING.-In
small canoes or on logs, one boy to paddle and one to joust, armed with a small wooden shield and a 6
foot pole with something soft attached to the end. IV. Swimming races, diving competitions, and races to
get into a lifebuoy.
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CHAPTER XI -- FIRST-AID GAMES.
1. WOUNDED PRISONERS.
Placed at various points, each fifty yards from camp, are prisoners, one for each competitor in the
game. These prisoners can be the smaller boys of the troop, and their arms and legs should be securely
bound. They are supposed to be unconscious. At a signal each of the competitors has to make for a
prisoner and bring him home, and the one who reaches camp first with an unbound prisoner receives
twelve marks. The competitors can either untie the knots directly they reach the prisoner-which would aid
in carrying-or on arrival at Camp, but the ropes must be removed before the result can be arrived at. No
knives must be used and the prisoners, being unconscious, cannot give any assistance. The Scoutmaster
has his eye on the competitors all the time, and is particularly observant for cases of rough handling or
bad carrying, both of which are naturally injurious to wounded people. The competitor who obtains most
marks wins. A boy, for instance, might win twelve marks for getting home before the others, but he may
lose three marks through handling his captive roughly, therefore the second boy, who would receive ten
marks, should be acclaimed the winner. Generally speaking, however, the first arrival wins. This provides
good practice in untying knots and carrying the wounded. It can be adopted as an inter-patrol game, the
first boy home out of twelve receiving 24 points, the last, 2, and the patrol which obtains the most marks
winning.
2. THE RED CROSS HERO.
One day while the whole camp are enjoying themselves a messenger arrives and tells a Patrol-leader
that while he was being pursued by the enemy on their side of the border he saw one of his men lying on
the ground, wounded, and was unable to render him any assistance. The Patrol-leader then tells his men
the bad news, and calls for a volunteer to go and bring or endeavor to bring their comrade back to camp.
Thus the "Red Cross Hero" is found. His duty is to find the wounded man (who will have been placed in a
fairly hidden position before- hand) and then carry him back to camp, without being captured by the
opposing Scouts. This game needs a Scout of brain and resource to act the part of the " Red Cross
Hero," for he is supposed to be in a hostile country with a wounded man whom he must bring back to
camp. If seen he must endeavor to dodge. Two of the enemy must get hold of him before he is captured.
This is a game which will severely test the resourcefulness of the Scout. For example, if pressed he might
be sharp enough to leave his comrade completely hidden until he has knocked his pursuers off his track.
When the wounded Scout has been hidden all who can be spared from camp should go out to act as
enemy, then one comes in as messenger and describes roughly where the wounded man is. There could
be several wounded men and red cross heroes, if the enemy's number is sufficient.
3. THE ILL-FATED CAMP. By PERCY HILL.
Orders are given to a patrol to march in a certain direction until they find a camp, and, when they
arrive there, they are to act as they think best. They find the camp after a short time, with every- thing
disordered, as though there had been a fight. There is a man lying in the tent labeled : " Shot through the
head - dead." Near by is another man, with a label, " Broken thigh," while some way off there is yet
another wounded man, who crawled away after he had been shot, and had fainted from loss of blood. It is
interesting to watch different patrols at work. A tenderfoot patrol will very likely spend the first ten minutes
fussing round the dead man when they arrive on the scene ; and, after prodding him, poking him, and
rolling him about, will, perhaps, make a stretcher, and carry him off for burial. After wasting all this
precious time, they turn to the man with the broken thigh, and carry him to the tent to patch him up,
making the fracture a compound one on the way. They then tie up the wrong leg with numerous granny
knots, and, after some quite needless artificial respiration, leave the unfortunate patient to himself. The
spoor of the third man passes unnoticed, and he is left to bleed to death. But now watch the arrival of a
more experienced patrol. As soon as the leader sees that the men have been wounded in a fight, he puts
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.
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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 FirstAid 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-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
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Sir Robert Baden-Powell
is sounded at a certain time, and then the marks on each side are added up. Marks are given as follows:
one for every article from the enemy's camp, one for every prisoner, one, two, or three for the
ambulance work according to its quality.
8. AMBULANCE HOTCHPOTCH.
Tables are arranged on which are various games, such as spillikens, draughts, sticking pins into
corks with scissors, building card houses, etc. Two boys sit at each table and play against one another,
and by each boy is a folded paper and pencil. When a bell rings, the boys begin to play the games when it
rings a second time, they leave off, unfold the paper, on which is a " first-aid " question, and answer it to
the best of their ability. When the bell rings a third time, all stop and give in their answers. Each pair then
moves to the next table, where the same performance is gone through. The same questions must, of
course, be asked each pair of boys at each table. When the game is finished, every boy's marks are
added together for both competitions, and the highest score wins. This game may be found useful for
asking such questions as : What would you do if your clothes-or those of an- other person-caught fire ?
How would you treat a bad burn I How would you treat a frostbite ? How would you treat a foreign body in
the eye or ear ? etc., etc.
9. AMBULANCE ELEMENTS.
The players are divided into two sides, and toss up to decide which should begin.
He who commences tosses a ball or handkerchief to any one on the opposite side, saying the name
of some artery as he does so. The one to whom the ball is thrown immediately calls out where the artery
is situated before the thrower can count ten. Should he fail to do this, he must cross over to the opposite
side. The Ride wins which has most players at the end of a given time. The name of an artery is only
given as an example. It might be required, for instance, that upon giving the name of any fracture, the
requisite number of bandages should be called out, or anything else of the kind. This game may be found
useful for filling up odd minutes.
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CHAPTER XII -- GAMES FOR STRENGTH.
1. THE STRUGGLE.
Two Scouts face each other about a yard apart, stretch arms out sideways, lock fingers of both
hands, and lean towards each other till their chests touch, push cheat to chest, and see who can drive the
other back to the wall of the room or on to a goal line. At first a very short struggle is sufficient to set their
hearts pumping, but after practice for a few days the heart grows stronger and they can go on a long time.
2. WRIST PUSHING.
This game can be played by one boy alone. Stand with both your arms to the front about level with
the waist, cross your wrists so that one hand has knuckles up, the other knuckles down and clench the
fists. Now make the lower hand press upwards and make the upper hand press downwards. Press as
hard as you can with both wrists gradually, and only after great resistance let the lower push the upper
one upwards till opposite your forehead, then let the upper press the lower down, the lower one resisting
all the time.
These two exercises, although they sound small and simple, if carried out with all your might, develop
most muscles in your body and especially those about the heart. They should not be carried on too long
at a time, but should be done at frequent intervals during the day for a minute or so. "Wrist Pushing" can
also be played by two boys half facing each other, each putting out the wrist nearest to his opponent, at
arm's length, pressing it against the other wrist, and trying to turn him round backwards.
3. SCRUM.
Two teams of Scouts form up in line and stand face to face across the middle of the room. The
Scouts grasp one another round the waist in order to make each line compact.
When the whistle is blown, the opposing teams lean towards one another, and push steadily with their
heads -and shoulders until one line is driven back six yards from the starting place, This is done three
times, and the winning team is the one which gains two "scrums" out of the three.
4. FEET WRESTLING.
Two boys stand facing each other with their hands behind their backs. They have to stand on one leg,
and each tries to push the other over with the leg he is not standing on.
5. STRAIGHT BACK.
One boy has to lie flat on his back on the ground, while another lifts him up by the head-he must try to
keep perfectly rigid until he is upright. If he can do it, it is a sign that he has a strong back.
6. BRIDGE.
The Scouts stand in single file, No. 1. facing his Scouts. No. 2. bends at the hips and puts his arms
around the hips of No. 1. Nos. 3, 4 and 5, etc., take the same position as No. 2, forming a straight line of
Scouts, bend forward at the hips, and holding the hips of the Scouts in front of them. Team No. 2, then, in
a manner similar to " A Foot and a half " takes along jump and jumps astride the back of one of the
Scouts. Other members of No. 2 follow suit until the men are piled up three and four high. The object of
the game is to try and upset the Scouts who are endeavoring to bear the burden.
7. TOURNAMENTS.
Each of the bigger boys chooses a small one and gives him a " pick-a-back." These mounted knights
divide into two companies who challenge one another to combat, either in separate duels or in a general
melee. The " knights " try to pull each other to the ground, and the " horses " may assist by putting their
weight into the pull or by charging their opponents. When a rider's foot touches the ground he may not
take any further part in the game. The tournament is finished when all the riders of one company have
been unhorsed.
8. KNEEL TO YOUR SUPERIOR.
Two boys stand facing each other, and lock fingers of both hands, and see who can make the other
kneel down by pressing his wrists downwards.
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CHAPTER XIII -- DISPLAYS
The following are a few suggestions for displays, which are interesting and instructive for both the
Scouts and the onlookers. It is worth a little trouble on the part of Scoutmasters to provide a display after
camp or on some occasion at home to show the parents of the boys and others interested in Scouting
some actual work and result. It lends additional interest to work in a number of incidental things
connected with camp life, as in the display described below. For instance, in the camp, before the attack
by the Indians, the Scouts were to busy them- selves with cooking, signalling, and camp games, such as
jumping and boxing, instead of doing nothing. It gives the spectators a good impression of the activity of a
Scouts' camp, besides showing them the kind of things done in camp. Any Scouts not taking part in the
display can be well employed by " forming fence " round, to keep the space clear; they make a more
picturesque barrier than ropes and posts.
1. THE "MERCURY" DISPLAY. From The Scout, October 9, 1909.
It is not a bad thing to devise beforehand a display for the last day before breaking up camp, to which
to invite friends and people of the neighborhood. The details of this can then form the items for instruction
and practice during the camp. They will then be of the highest interest to the boys, and will be the medium
of inculcating discipline at rehearsals, and of giving valuable instruction if the subjects are well selected.
This, as an example, is what we arranged for our display on the Hamble River, where we had the use
of the Training Ship Mercury, as well as suitable ground ashore.
PART I. - AFLOAT.
The Mercury is at sea, becalmed in the tropics ; the crew indulge in water sports (swimming races,
walking the greasy pole, riding hobby horses, diving, water polo, life-saving exhibition). A whale is
sighted. Boats away. Whale hunt. Ship on fire. Fire stations. Ship abandoned. Raft built and towed by
boats.
PART II. - ASHORE.
A Red Indian encampment, teepees, and fires, with a few Indians in charge. Distant singing. Red
Indians in warpaint enter and break off to their fires and tents. Look-out men posted. Camp sports,
marksmanship with bows and arrows or javelins, bang the bear, cock fighting, etc. Look-out man reports
distant ship on fire. Excitement. Chief calls the braves together into a big circle and gives an excited
address in gibberish. War dance and Ingonyama chorus. A second look-out man reports enemy coming
ashore. Indians strike tents, retreat into the woods, leaving Scouts and rear-guard to watch and gradually
to retire as enemy approach. Boats and raft effect a landing. Set up tents and shelters. Light fires, cook
food (exhibition of camp cooking of bird in clay, bread twisted on club, etc., matmaking). Sentries posted.
Signalling. Camp games (boxing, jumping, tug-of-war). Alarm smoke signal by look-out men. - Camp
prepared for defense. Tents dropped. Fires extinguished. Scouts form in two ranks, front rank kneeling, to
receive charge, one party meantime having gone out and taken cover to ambush the enemy. Enter Red
Indians crawling, till collected in sufficient strength. They then rise and charge the camp. On coming near
the defenders they suddenly find themselves counter-attacked by the ambuscade on their flank. They at
once recognize that they have been out-scouted. Halt, hands up, making the Scout sign. This is
responded to by the whites. They fraternize. Shake hands. Form up in a great semi-circle and sing "
There's a King in the Land To-day " (from " King of Cadonia God Save the King.
2. GOOD TURNS.
Patrol of Scouts out on knight errantry expedition. Halt and sit easy for a rest. Cook tea.
HORSE AND CART.
Enter heavily loaded cart, driver out of temper with the horse which is covered with lather (soap
suds). Scouts go to its relief. Loosen hamerein, give bucket of water, wipe off sweat, give 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.
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Sir Robert Baden-Powell
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. Patrolleader 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 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.
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Sir Robert Baden-Powell
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
CHIEF
SCOUT
CHIEF
SCOUT
SCOUT
Sir, a white jackal is within hail. A white man approaches near to thee.
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.
No, sir; he is alone, save that he has with him two natives to show the way and to
bear his baggage.
What brings him here ?
I know not, lord; but he gave me this token as a sign of peace towards you.
(Hands small wooden cross to chief.)
(turns and cries). But see, my lord, he comes without waiting your permission.
(Enter LIVINGSTONE, followed by two natives carrying bundles of bedding, clothing and food on their
heads.)
LIVINGSTONE
CHIEF
(stops, R., raises his right hand, and cries). Hail, O chief!
(aside to his attendants). So this is a white man who does not kneel or even bow to
me; tell him, one of you, that such is not our custom.
(A native crosses to LIVINGSTONE and whispers to him, and imitates bowing, etc., to show him what
to do.)
LIVINGSTONE
(aloud). No, I bow not to any native man. I salute him to show that my right hand is
not armed, and that I recognize him as a man, but I kneel only to God.
(Walks
up
to
CHIEF
and
shakes
him
by
the
hand.)
Good-day to you; I am glad to meet you and your people.
CHIEF
(replies). All hail, white man.
LIVINGSTONE. I see you - have my token there. It means " good-will and peace between us." That
cross has four arms, like the human race, for there are four great divisions of manthe whites in Europe, the blacks in Africa, the red in America, and the yellow in
Asia; but human beings all of them, forming the four branches of one great family.
The whites are better off than either the black, the red, or the yellow, because they
have the knowledge and the love of God, which raises them above the rest.
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Sir Robert Baden-Powell
CHIEF
LIVINGSTONE
CHIEF
LIVINGSTONE
CHIEF
But what do you here all alone, or have you more behind you, that you boldly come
thus into my land and presence ? Know you not that, with one signal to my men, I
could have you killed at any moment ?
What matters that ? You cannot kill what is within me that is, my soul. My body you
could kill, 'tis true, but my soul you cannot touch-it goes back to God above, who
lent it to this body while on the earth. You will not kill me, for I have come to do you
good-to tell you that you, too, have got a soul.
What, one like yours that will not die, although I die ? I wish I had. Can you perhaps
bestow one on me ?
No; God Himself has done that long ago. It only needs that you should develop it
by working well for God.
Good sir, this seems a wondrous matter that you show to me. Sit down and rest
you here many days, and teach me all this thing. On slaves! (Natives run forward.)
Fetch hither food for this good man, and clean a hut and place his goods within.
Feed, too, his men and let them rest.
(Natives spread blankets on The ground. CHIEF sits in the center, LIVINGSTONE near and hall
facing him. Natives squat all round.)
CHIEF
LIVINGSTONE
CHIEF
LIVINGSTONE
CHIEF
LIVINGSTONE
Now tell me more of whence you came and why you came, and whither you go
from hence.
I am but an ordinary man, and years ago, when but a little boy, I worked at spinning
cotton in a great big mill in Scotland, far away across the seas. But in the long, dark
evenings after work I loved to read from books, which you poor natives do not
understand as yet, and in these books were told me all the wonders of the plants
and flowers, the birds and beasts, and foreign lands, that made me want to wander.
So I came across the seas a long voyage in a ship, on which I learnt about the
stars, and what their places are up in the heavens. Then, when I reached this land,
I wandered across the deserts and forests of the South. I saw its mountains and its
vales, its running rivers, and the mighty falls of water called " the Smoke that
Sounds (native name for the Victoria Falls). Then, as I roamed across the land, I
saw the plants and beasts which I had read about. (Laughs.) Too close I saw the
beasts, for one-a lion-once caught me and .near mauled me to the death. See here
his marks upon my arm. But, like all Scouts, I had learnt well the art of curing
wounds, and so I made a cure by cooking leaves and making thus some
bandages.
What, canst thou also cure the sick and wounded?
Of course I can.
(to attendants). Then bring me quick my injured son, Lompolo.
(continuing). And everywhere across the land I found men like yourselves, kindhearted and willing to receive me, and I seldom departed without leaving them
more peaceful and more happy for the thought that they had souls within them that
would never die, but only live according to the good they did, as I will shortly show
to you ; but here comes your son.
(Enter LOMPOLO, being supported. He has a bad wound on his arm. He sinks down, and Livingstone
takes off covering, puts on fresh medicine, and bandages him, talking all the time.)
LIVINGSTONE
This is not the right dressing; I Will give you better. There, that will do you good'
(and so on).
(While he is busy with the patient a noise is heard without. A native runs in and kneels to the Chief.)
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Sir Robert Baden-Powell
NATIVE
Oh, chief, another white man comes, with hordes of native men armed with spears
and guns. They threaten that if you will not come forth to meet them they will do us
harm such as we shall not easily forget.
(Enter STANLEY. About to go up to the CHIEF, but sees LIVINGSTONE, at work on LOMPOLO.
Stops short, strides up to LIVINGSTONE, takes off cap, and says- )
STANLEY
Dr. Livingstone, I presume.
(LIVINGSTONE rises, stares for a moment, and then shakes hands with him.)
STANLEY
LIVINGSTONE
STANLEY
LIVINGSTONE
STANLEY
LIVINGSTONE
STANLEY
LIVINGSTONE
STANLEY
LIVINGSTONE
STANLEY
LIVINGSTONE
STANLEY
LIVINGSTONE
To think we have met at last. For months have I been seeking you, hoping and
fearing alternately-for it seemed as though I should never find you. You moved with
so small an escort that it is difficult to trace your journeys.
I am glad to meet you. You are the first white Man I have seen for months. At the
same time I do not know why you should wish to find me; but if there is aught you
wish me to do-why, let me do it to the best of my ability.
perhaps you do not know that all your countrymen are hanging on your fate, and
want you safely home, and I have been sent to find you and bring you back to your
home and native land.
But what is it they want of me? I do not see how my help can be of use to them,
when it is of use here. What is it they want of me ?
Naught but to see you back again. You have been lost to them for years. They
know your work, they love you for it, and would even see you home again.
I have but one home, and that is
No, but I have been sent to bring you forth from this-to bring you back to Scotland
and your own people once more.
I fail to understand it. You, too, whom I have never known before, Who are you ?
I am a Celt, like yourself; for you are a Scotsman. I was born in Wales. My name
was Rowlands, but I went to sea, and as a cabin boy I reached America, and there,
from office stool, I worked my way up till my employer took me as his son and gave
his name to me-Stanley. I took to literary work, became a journalist, and as such
have been sent to view this country and to search for you. I have been searching
for you for this many months, until at last I began to fear that you were a "Will-o'the-Wisp" who never would be found.
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.
(astonished). But will you not come back home with me ?
My home is where my work is-my work is here, so here is my home.
And is that all you have to say ?
Yes, that is all. If you will eat and rest I shall be glad. If you will not, then all I can
say is farewell. I must go to work upon this injured boy.
(He turns and goes back to LOMPOLO, after shaking hands with STANLEY. STANLEY wheels about
and departs. The sick boy is raised by the natives and carried out, attended by LIVINGSTONE and
followed by the Chief.)
5. THE DIAMOND THIEF.
(Best performed in the open air and in dumb show.)
A party of prospectors have been out into the wild country in South Africa, and have found a
magnificent diamond. They are now making their way back to civilization with it. Horse-sickness has killed
off their horses, and so they are doing their journey on foot, carrying their blankets, food, and cookingpots.
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Sir Robert Baden-Powell
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 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.
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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 redRed with the wreck of the square that broke
The gatling's jammed and the colonel dead,
And the regiment blind with dust and smoke.
The river of death has brimmed its banks,
And England's far and Honor a name,
But the voice of a schoolboy rallies the ranks[Action : The young officer stands forward, pointing his sword to the enemy, and the
retreating soldiers turn ready to charge with him as he cries-]
"Play up ! Play up ! And play the game !"
Scene III. - A procession of all kinds of men, old ones at the head, middle-aged in center, young ones
behind-soldiers, sailors, lawyers, workmen, footballers, etc., etc.-Scotch, Irish, English, Colonial-all linked
hand in hand.
RECITATION.
This is the word that year by year,
While in her place the school is set,
Every one of her sons must hear,
And none that hears it dare forget.
This they all with joyful mind
And Bear through life Eke a torch in flame,
falling fling to the host behind[Action: The leader flings out a Union Jack and calls to the rest-]
"Play up! Play up! And play the game !"
[One in the center then calls back to the juniors:]
"Play up! Play up! And play the game!"
[The smallest of the juniors steps forward and cries to the audience]
"PLAY up! PLAY up! AND PLAY THE GAME!"
7. TABLEAU OF THE STORMING OF DELHI.
[Scene, ruined drawbridge at Kashmir Gate. Groups of officers and soldiers about to blow in the gate.
Description to be read during the picture.]
Lord Roberts, in Forty-one Years in India, describes how the Kashmir Gate of Delhi was captured by
the British troops during the Mutiny. Lieutenants Home and Salkeld, with eight sappers and a bugler of
the 52nd Regiment, went forward to blow the gate open for the column to get into Delhi. The enemy were
apparently so astounded at the audacity of this proceeding that for a minute or two they offered but slight
resistance. They soon, however, discovered how small the party was and the object for which it had
come, and forthwith opened a deadly fire upon the gallant little band from the top of the gateway, from the
city wall, and through the open wicket.
The bridge over the ditch in front of the gateway had been destroyed, and it was with some difficulty
that the single beam which remained could be crossed. Home, with the men carrying the powder bags,
got over first. As the bags were being attached to the gate Sergeant Carmichael was killed, and Havildar
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Sir Robert Baden-Powell
(native Sergeant) Madhoo wounded. The rest then slipped into the ditch to allow the firing party, which
had come up under Salkeld, to carry out its share of the duty. While endeavoring to fire the charge
Salkeld was shot through the leg and arm, and handed the slow match to Corporal Burgess. Burgess
succeeded in his task, but fell mortally wounded as he did so. As soon as the explosion took place, Bugler
Hawthorne sounded the regimental call of the 52nd as a signal to the attacking column to advance. In this
way the troops got in through the Kashmir Gate, and Delhi was taken. Lieutenant Home was unfortunately
killed within a few weeks by an accidental explosion of a mine he was firing, otherwise he would have
received the V.C.
8. THE S.A.C.
[ The South African Constabulary was a corps of 10,000 mounted men which I raised in South Africa
during the Boer War to act as Police throughout the Transvaal, Orange River Colony and Swaziland. The
men were of a splendid type and their fearless devotion to their duty gained them a great name among
both Boer and British and native tribes as well. Just as the Boy Scout uniform is copied from that of the
S.A.C., so also the Boy Scouts can well copy the example of the pluck and efficiency of the men of that
corps. The following scene is founded upon an incident which actually occurred of an arrest of a Chief by
a trooper single handed. ]
SCENE: A Native Kraal or village of beehive straw huts at the back. A lot of native warriors strolling or
sitting about. The Chief, a fine big savage in war paint, enters at right with one or two Indians or
headmen. Warriors all spring together to salute him, right hand held aloft, and all shout " Bayate." The
Chief then compares himself with a lion and the whites with jackals, and announces that some of the tribe
have captured a party of whites, and he calls them forward. Enter more savages at right, leading white
prisoners, two or three men, women and children. The men wounded and bloodstained. They huddle at
R.C. (right center) back of stage. Warriors yell excitedly, pick up their assagais, dance war dance round
prisoners, and then rush to kill them, but are stopped by the Chief at L.C. (left center) shouting: " Stay-kill
them not. Not yet. I have a better use for them than that," and explains that he will invite the Government
at Pretoria to ransom them with gold. When the gold is received he will release them, that his men may
then kill them. Warriors shout in acclamation, crowd round the Chief (at left center) and bow down to him,
kissing his feet or the ground he walks on. In the midst of the hubbub a South African Constabulary
trooper appears (at right), dismounts and stands. Warriors cringe away at left behind their Chief, staring at
the trooper angrily.
TROOPER:
"How now, dogs, what is this" ( He walks towards the Chief and says: ) "Chief
Sikomo, I am a messenger of the Great White King."
Warriors shift back (at left) a pace or two, leaving the Chief standing alone (at left center). The
Trooper suddenly draws two pistols and puts one to the head of the Chief and with the other covers the
warriors. To them he says,
TROOPER:
"Your Chief is a dead man if you move a finger to his rescue. As for you, Warriors,
turn about: if any man shows his face this way it will bring a bullet to his heart. Now
each man drop his weapons, (they do so) and now walk."
(Warriors turn facing away from the trooper.)
TROOPER:
(to the white prisoners). " Now, good people, get you on your road again. You are
safe."
They hurry off (at right).
TROOPER:
" Now, Warriors, your Chief goes with me or he falls dead here."
(To the CHIEF). "It will be well for you to come in peace with me. I am going to
bring you in, alive or dead. I don't much care which-that rests with you. So
Warriors, to your Kraals else Sikomo dies. "
(WARRIORS exit at left.) To Sikomo : )
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Sir Robert Baden-Powell
TROOPER:
Now, will you go ?
Sikomo half turns to call his warriors, but trooper threatens with pistol. The Chief with a gesture of
despair turns and moves off (at right) followed by the trooper with pistol, and looking back to guard
against an attack by the warriors.
9. POCAHONTAS; or, THE CAPTURE OF CAPTAIN JOHN SMITH.
SCENE: In the jungle, Virginia, in 1607.
ENTER: A band of Red Indians, scooting. The leading scout suddenly signals to the others to halt
and hide, and remains himself keenly looking ahead. The PATROL LEADER creeps nearer to him, and
they speak in a loud whisper.
EAGLE'S WING (Patrol Leader). Ho, Silver Fox, What dost thou see?
SILVER FOX
(the leading Scout). My leader, I saw but just now a strange figure ahead-but for
the moment I see it not. There was an Indian, one of the hated Assock tribe, and
close by him was a being who looked like a man yet not a man. He wore no
feathers, no war paint. But his body was all hidden in skins or cloths, and his head
was covered with a huge kind of protector. He had, it is true, two arms and legs, but
his face was of a horrible color-not bronze like ours, but an awful white, like that of
a dead man, and half covered with a bush of hair.
EAGLE’S WING It must be either a medicine man or devil.
SILVER FOX
(still gazing ahead). Look there, he moves !
(PATROL LEADER springs forward and crouches near SILVER Fox.)
Close to yonder birch tree. What is it he carries ? A heavy shining staff of iron. See,
he is pointing at those ducks with it. Ah !
(Report of gun in the distance.)
EAGLE'S WING Scouts I There is the devil before us. He spits fire and smoke from an iron staff.
SILVER FOX
Aye, and see how the birds fall dead before hint.
EAGLE'S WING Yes, he is a very devil. What a prize for us if we can kill him and take his scalp.
SCOUTS
Nay, nay. He is a devil. He will kill us !
SILVER FOX
Yes, that is true. There is a saying, "Let dogs that sleep lie sleeping, then they
harm you not. Let us leave this devil so he harm us not.
SCOUTS
Aye, aye.
EAGLE’S WING Scouts, What woman's talk is this? Are ye no longer scouts and warriors when ye
see a foe ? The worse the foe the greater the glory of defeating him. Are four Sioux
scouts afraid of one, even though he be the devil himself ? Begone to your lodges,
but never call yourselves warriors more. Ye be dogs I Ours but to harbor such
thoughts. For me I am going to have that scalp - devil or no devil, I am going to
have that scalp !
SILVER FOX
Pardon, my leader I am no cur. Any man I will fight, but a witch or the devil is more
than I had thought on. But if you mean to face him, why, then, so do I.
SCOUTS
Ay, and so do all of us.
EAGLE’S WING 'Tis well, my Scouts. But soft, he is coming this way. What luck! Better than
scalping him, we will catch him alive, and present him living to our King. Hide. Hide
yourselves. Lie close around his path, and, when I give the call, then rush upon him
and secure him.
(All hide, R.)
(Enter CAPT. JOHN SMITH, L., accompanied by Indian guide, who is tied to SMITH'S left arm by his
wrist by means of a garter - colored tape.)
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Sir Robert Baden-Powell
SMITH
How now, my untruthful friend ? You have just told me that there are no Indians in
this part of the country, and here are footmarks of several quite fresh, and see
where the grass quite newly trod down is still giving out juice. They must be quite
close by. Lucky that I have thee tied to me, else could you run away and leave me
guideless; but whatever befalls us now we share the risks together. How like you
that, my red cock-sparrow ?
(An arrow whizzes past.)
Ha! They're not far off. Behold, they come, but they'll find one Briton is stouter stuff
than the foes that they're accustomed to.
(The Red Indians are heard shouting their war cries without. Arrows fly past. John SMITH fires, loads,
and fires again, talking all the time, while his native guide crouches back alarmed.)
SMITH
(laughing). Ha! ha ! They like not my rifle- fire. They run, the dogs I Another bites
the dust. (Patting his rifle.) Well done, thou trusty Bess-thou art a good lass, There!
Have at them again. (Fires.) Good; another falls I But now they rally and come on
again - their leader gives them heart. Well, and we will give them lead.
(Fires again. To his guide, who is very frightened.)
Cheer up. Gadzooks, but I like their leader-that last ball struck him, still he fainteth
not. He leads them on again. By my head! but we shall yet have a decent fight of it.
Aid me, St. George, and let me show what stuff an Englishman is made of.
(As he presses forward the guide in his fear slips down and accidentally drags
SMITH down with him.)
How now-fool You have undone me.
(Indians rush in from all sides, spring on to SMITH, and after a severe struggle capture him and bind
his arms behind his back. He stands panting and smiling. The Indians stand back on either side while
EAGLE'S WING - with one arm bleeding-addresses him.)
EAGLE’S WING So, devil, we have thee caught at last. Four good warriors hast thou sent to their
happy hunting-grounds, but our turn has come and we have thee fast-a prize for
kings-and for our King.
SMITH
Well, 'twas a good fight, and you deserve to win for facing rifle-fire, which you had
never seen before. I should like to shake you by the hand had I a hand free to do it
with. But by St. George, had it not been for this white-livered knave who dragged
me down, there would have been more of you to join your hunting-party down
below. But who is this who comes ?
(Scouts' chorus heard, without, "Ingonyama," etc. Scouts all raise their hands and join in the chorus,
looking off to R.)
(Enter KING POWHATTAN, R., with his chiefs and warriors.)
KING
How now! Eagle's Wing, what have you here ?
EAGLE’S WING My lord, we have just fought and foiled a very devil. We killed him not in order that
you, our liege, might have him to see and question and to kill yourself. (Brings gun.)
He used the lightning and the thunder of Heaven with this engine, so that he killeth
those he hateth. Four of us he yonder stricken dead therewith. He is a very devil.
KING
(to SMITH.) SO What be you ? Devil or witch or Indian painted white What do you
here ?
SMITH
Hail, King ! I am no witch nor devil-nothing but a man-an Englishman, which is
something more than a mere man. I came across the seas. Five moons it took me;
so far away my country is. But here I am, and where I am there follow others. And
we come to tell you of a greater King, than thou. Our King who is now to be your
king also.
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KING
SMITH
KING
SMITH
(very angry). What ! a greater King than I ? Knave, how dare you, whether devil or
no-how dare thou speak like this ? Aye, I have heard of these white folk. Art not
afraid ?
Nay. I have faced the seas and storms, the anger of the elements, beside which
the rage of men is very small. (Laughing.) Forget not-I am an Englishman-an
Englishman knows not fear.
Ho! Say you so ? We'll soon put that beyond all question by a proof.
(Draws dagger, rushes on SMITH with a yell, as if to stab him, and stops the knife
only as it touches SMITH's breast. SMITH does not flinch.)
Ah !
A joke was it. (Laughs.) By St. George, I thought you meant to kill me.
(Enter PRINCESS POCAHONTAS (the KING'S DAUGHTER. R. Aside.)
POCAHONTAS
KING
SMITH
KING
What is this strange being ? A man, yet not a red man. He has a noble look. Alas!
that he should fall into my father's power, for he will surely slay him.
(to SMITH). And thou wert, not afraid ?
Nay. Why should I be ? I have long ago thought out how to meet my fate. Death
and I have looked at each other face to face before now, and death has a kindly
smile for any one who has never willfully done ill to a fellow creature ; to such an
one he is no longer a dreaded demon, but a kindly host.
Well! he'll have a guest before long now; for since you say he is a friend of yours it
proves that you are, as my people first told me, some kind of witch or devil yourself.
Therefore, it will be well for the land that we do slay thee. Besides, I have not seen
a man's red blood for many days, and I am tired of the blood of the Assocks.
(POCAHONTAS shrinks down, holding her ears.)
I shall dearly like to see bow looks the blood of a white half-man half-devil. But first
I want to see him cower, and squeal for mercy; for therein lies the joy of killing.
(Calls to his Warriors.) Ho ! there I Stretch out this devil on the ground, and let him
learn that death is not the joy he thinks it is.
(They drag SMITH down, and lay him on his back on the ground, c. One holds his feet, but the rest,
finding that he does not struggle, stand back ; two prepare to use their battle-axes on him, while the rest
dance weird dances, singing Ingonyama chorus round him. The executioners make false blows at his
head-but he never flinches.)
POCAHONTAS (kneeling beside the KING, R.), Oh ! King-I have not often asked for gifts from youand now I pray you, on my bended knee, to grant me this request. I have no slave
to guard me when I walk abroad. It is not seemly that I take a young brave of our
tribe, and the old ones are so very old and slow. Now here is a slave of whom one
may be proud-one strange to see yet strong and great and brave. Ah I give him to
thy child instead of unto death.
KING
Nay I nay I my child. If you like not the scene, withdraw, for he shall die. 'Tis sport
for me to see how long he lasts before he cries for mercy. And when he does he
dies. (To WARRIORS.) Now stand him up, and try some new device to make him
quail.
(POCAHONTAS shrinks back. They raise SMITH, and he strands boldly lacing them.)
KING
SMITH
KING
Scouting Games
Death now comes to thee, and thou hast no chance of escaping him. Art thou not
now afraid of him ?
Nay. Why should I be? We men are born not for ourselves but as a help to others ;
and if we act thus loyally we know our God will have us in His care both now and
after death.
But after death you're dead ?
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Sir Robert Baden-Powell
SMITH
KING
SMITH
KING
Not so. A Christian lives again.
(to SMITH.) Well now your hour has come. I know not what has brought you to this
land, but you shall know that witch or no, your spell can have no power on me; and
you will die, and I shall smile to see you die.
What brought me here was duty to my King and God and countrymen; to spread
his powerful sway over all the earth, that you and yours may know of God, that
trade may spread to carry peace and wealth through- out the world. If you accept
these views all will be well; if you accept them not then do your worst, but use your
haste; our mission is to clean the world I Kill me, but that will not avail, for where I
fail a thousand more will come. Know this, O Savage King, a Briton's word is
trusted over all the world ; his first care is for others-not himself; he sticks to friend
through thick and thin ; he's loyal to his King. And though you threat with death or
pains, he'll do his duty to the end.
(springs angrily forward). I'll hear no more. You offer terms to me, the King ! Down,
dog, upon your knees, and meet the death you feign to smile at.
(To WARRIORS.) Strike, strike, and smash this vermin from my path.
(PRINCESS POCAHONTAS, who has been cowering in the back- ground, runs forward and places
herself close in front of CAPT. JOHN SMITH, so as to protect him from the WARRIORS, who are
preparing, R. and BACK, to rush at him with their spears and axes.)
POCAHONTAS
Hold ! Warriors -I am your Princess, and to get at him you have to kill me first. (To
KING.) O King-I call you no more Father." O King, your rule has been a time of
blood and murder. I was too young to think before, but now I know that all your
works are cruel, bad, not just.
(WARRIORS lower their weapons, and whisper among themselves, as if saying: "
Yes. She's quite right.")
And I have been obedient as your child till now. But now my eyes are opened, and I
see that as King you are neither just nor kind towards your tribe or other men. To
bring it home to you, I swear that if you slay this man you also slay your daughter!
For I'll not leave him thus to die alone. (To WARRIORS.) Now, braves, come on
and do your work. (They hang back.) How now-you never feared an enemy, so why
fear me ?
EAGLE'S WING (bowing). Nay, sweet Princess, it may not be. We care not what of men we kill in
fighting for our land, but this we cannot do to raise a hand against a woman, and
she our own Princess.
KING
(furious). How now I What talk is this ? Ye speak as though you had no King and
no commands. Slay on strike true, and spare not man nor maid, for she no longer
is a child of mine.
(Braves still hesitate.)
Ye will not ? Dogs, wouldst have me do it for myself? I will, and, what is more, I'll
slay you, Eagle's Wing, for this, and you too
(Enter a warrior SCOUT, L., who rushes up to the KING and kneels while shots are heard outside.)
SCOUT
KING
O King ! There be more white devils over there. They're pressing on, and none can
stand against them.
(to WARRIORS). Stand firm, and kill these devils as they come. To every brave
who takes a white man's scalp I'll give the noblest feather for his head. Stand firm!
Bend well your bows.
(While the KING and WARRIORS are looking Off L. towards the fight, POCAHONTAS takes SMITH
R., draws a dagger and Cuts JOHN SMITH's arms loose. He shakes hands with her. Taking the dagger,
he rushes to the KING, and seizing his hair with one hand, and threatening him with the dagger with the
other, he leads him C.)
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Sir Robert Baden-Powell
SMITH
Now yield thee, King, as prisoner, or I will send thee quick to other huntinggrounds. (To WARRIORS, who rush forward to rescue the KING.) Nay, stand you
there: another step, and lo, your King will die. (A pause. All stand quite still.) I will
not harm if he lists to me.
(Leads KING to front, C., and then lets go his hold of him. WARRIORS remain at back. Distant noise
of fighting, cries and shots heard all the time. WARRIORS keep looking off to see how the fight is going
on.)
(SMITH standing L., facing KING, C. POCAHONTAS, R., WARRIORS, back.)
SMITH
If you would live in peace, your only way is now to join with us. Our God is stronger
than your idols, and our King is king of many tribes far greater and more powerful
than your own. But if you join with us your wicked ways must cease ; no more to kill
your people for no crime, no more to steal their goods or beasts, no more to make
them slaves against their will. Beneath the British flag all men are free.
(WARRIORS whisper among themselves. SMITH turns to them.)
What say you ? Will you join and serve our King, and live in peace, or will you go
on being slaves of cruel chiefs, to live a life of fear and poverty
EAGLE’S WING Nay. We should like to join you well, but we have always been faithful to our King,
and what he says, why that is what we'll do.
SMITH
You're right in being faithful to your King. Now, King, what say you ? Will you join
our mighty King with all your braves, or will you face his power and be destroyed ?
KING
(sullenly). You talk as though you were a king yourself and conqueror, instead of
but a prisoner in my hands. You must be mad or very brave, since I could kill thee
at one stroke.
SMITH
Well, mad or brave, it matters not; but there are others just as mad or brave out
there, who even now (points O.# L.) are pressing back your men; and were your
men to kill off all of us, a thousand more will come for each one killed, and in the
end you too would meet your fate. Know this, that Britain, once she puts her hand
to the plough for doing noble work, does not withdraw, but presses on till peace
and justice are set up, and cruel wrongs redressed. You would yourself remain as
King among your people, but beneath the friendly wing of Britain's world-wide
power.
KING
(to WARRIORS). My braves! I never asked your will before; but ye have heard what
this brave man has said. What think ye ? Should we yield or fight this white man's
power ?
EAGLE’S WING My King, we all say "yield," and join this mighty power, whereby we shall ourselves
be strong.
POCAHONTAS (kneeling to KING, R.). Once more I call thee father, and I pray, for all the wives
and children of our tribe, that you will take this noble man's advice, and bring true
peace at last into our land.
(Kisses KING'S hands and remains kneeling while he speaks.)
KING
'Tis well. Fair sir, we yield; and on our oath we swear allegiance to your King for
aye and ever, weal or woe. We will be true.
(holding up right Hand in Scouts' sign).
WARRIORS
(holding up right hand in Scouts’ salute). We will be true.
SMITH
(taking St. George's flag from under his coat, and tying it on to a Scout's staff, holds
it allot).
Behold your flag, the flag of St. George and Merry England !
(WARRIORS salute and sing Ingonyama Chorus. Band plays " Rule Britannia ------ CURTAIN.)
DRESSES.
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Sir Robert Baden-Powell
WARRIORS.
Band or tape round head, with plait of hair over ear, and four goose feathers with black tips. Naked
body colored red brick dust color.
Trousers: light-colored if possible, with strips of colored rag and goose feathers stitched all down the
outside seam of the leg. Bare feet. Bow and arrows and staff.
KING.
Like warriors, but with red blanket or shawl over one shoulder, and headdress made of linen band
with goose feathers, some upright in it and continued down the back.
POCAHONTAS.
Headdress band of linen, with three upright goose feathers and two drooping on each side ; also a
plait of hair over each shoulder. Brass curtain-rings tied with thread round each ear as earrings. Necklace
of beads, also bracelets. A skirt. Colored short petticoat under it. Bare feet.
JOHN SMITH.
Big hat with pheasant's tail feathers. Beard and moustache and long hair of tow or crepe hair. Could
all be stitched to hat if desired. Steel gorget or wide, soft linen collar ; long 'brown r yellow coat, with big
belt. Bagging knickerbockers. Stockings. Shoes with big buckles. Old-fashioned flint-lock gun.
SCENERY.
Strips of brown paper, I ft. to I 1/2 ft. wide, and 2 ft. to 3 ft. wide at the bottom will represent trees if
stuck up on the back wall, and marked with charcoal and chalk to represent rough bark.
10. KIDNAPPED.
A farmer's man is discovered at work hoeing up field, and with him a small boy, who plays about, with
loosely tied-on boot. Enter a patrol of Scouts, who ask if they can camp in the farmer's field. The man
assents, and the patrol rig up their shelter and light fire and place billies round, and then march off leaving
one of their number, a tenderfoot, in charge. The latter straightway goes to sleep.
Two tramps now make their way on the scene, Weary Willie and Tired Tim, and commence to beg
from the man, who gives them a coin. They, however, want more, and threaten him, till he runs away.
They notice the child and resolve to take him with them, and throwing a coat over his head, steal away
with him. He, in the struggle, kicks off his boot, which is left on the ground. They disappear.
Enter red-faced farmer, who gets excited when he sees Scouts' tent and fire, and he yells for his man
and demands explanations. Now enter patrol of Scouts, marching. Farmer goes up and abuses the
Patrol-leader, and orders them to take themselves off, threatening to use his whip. The leader explains
that the man had given permission, etc. Farmer roars out for " Garge."
" Garge " enters with white face and in terror, wringing his hands, and explains that the farmer's little
son is missing, and he expects the tramps have taken him. Thereupon Patrol-leader steps up and offers
to find and bring him back if the farmer wishes. He agrees, and they depart, farmer and man with them.
They find as they go the shoe. This gives them the trail, and they disappear in the tramps' direction.
(Bushes or trees will make this possible.)
Tramps enter with boy, sit down for meal, thrash the child, and then go to sleep. A Scout appears,
discovers them, and goes back to report. The patrol works up to the tramps, surrounds them, and struggle
ensues, the tramps being captured and led away prisoners, and the child placed on improvised stretcher
and carried home, to farmer, who profusely thanks and wishes to reward them; but this is refused by
leader, who says they will be more than satisfied if the farmer will permit them to use his (field for their
camp, etc., and so exit.
11. SAVING LIFE
RUNAWAY HORSE.
Scouts sitting at ease. Enter a runaway horse and cart 'the driver should be lying out of sight in the
bottom of the cart, with opening made in the front of cart for reins to go through and for him to see out. A
rope trailing from horse's bridle). Two Scouts rush out; one grasps the trailing rope and runs, hauling on it
; the other gets on to back of cart, climbs in and gets hold of the reins. Between them they stop the horse.
They find the insensible driver in the cart ; Scouts lift him down and lay him on the ground ; one makes a
pillow with coat to raise his head ; the other points out that his face is pale, he has fainted, therefore don't
Scouting Games
-- 54 --
Sir Robert Baden-Powell
use a pillow -lower his head, press his eyebrows, and so bring him round. Help him into cart, one drives
his horse, the other supporting him.
THE GARROTERS.
Scouts sitting at ease. Enter two villainous-looking ruffians who are evidently loitering about on the
lookout for a victim to rob. The Scouts hide themselves and watch. Enter an old gentleman, well-to-do,
smoking, twirling his stick. One villain walks humbly up to him asking him (in dumb show) to help him as
he is out of work. The old gentleman listens to his story, but while be does so the second villain is
sneaking round behind him with an empty sack in his hand ; he creeps nearer and nearer, and suddenly
rushes and pulls the sack over the old gentle- man's head, while the other goes for his watch. But the
Scouts rush in and springing on to the thieves throw them down, overpower them, and truss them with
staves through their elbows and wrists tied with neckerchiefs.
Meantime one Scout has run (or biked) off for the police, who promptly arrive on the scene-take notes
and march off the two villains. Old gentleman offers money from his purse which Patrol-leader refuses.
He then gives cheque for the patrol, shakes hands, and walks off very happy amid the cheers of the
Scouts.
POISONOUS FUMES.
While Scouts are sitting at ease they notice a bad smell of gas, jump up, hold noses, etc. Enter men
one after another, staggering along, becoming overcome by gas, and falling insensible. Scouts tie
handkerchiefs over mouth and nose ; go on all fours to the men ; tie ropes round their waists and heels
and then in a bowline round about their own necks, and drag them out feet first-first laying out the men's
coat tails under their heads to prevent them scraping along the ground.
---------------------- THE END -------------------------------
Scouting Games
-- 55 --
Sir Robert Baden-Powell
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