GAMES AND ATHLETIC STANDARDS THE GAMES
_By Ernest Thompson Seton, Chief Scout_
Deer Hunting
The deer hunt has proved one of our most successful games.
The deer is a dummy, best made with a wire frame, on which soft hay is
wrapped till it is of proper size and shape, then all is covered with
open burlap. A few touches of white and black make it very realistic.
If time does not admit of a well-finished deer, one can be made of a
sack stuffed with hay, decorated at one end with a smaller sack for
head and neck, and set on four thin sticks.
The side of the deer is marked with a large oval, and over the heart
is a smaller one.
Bows and arrows only are used to shoot this deer.
[Illustration: Wooden Legged Deer.]
A pocketful of corn, peas, or other large grain is now needed for
scent. The boy who is the deer for the first hunt takes the dummy
under his arm and runs off, getting ten minutes' start, or until he
comes back and shouts "ready!" He leaves a trail of corn, dropping two
or three grains for every yard and making the trail as crooked as he
likes, playing such tricks as a deer would do to baffle his pursuers.
Then he hides the deer in any place he fancies, but not among rocks or
on the top of a ridge, because in one case many arrows would be
broken, and in the other, lost.
The hunters now hunt for this deer just as for a real deer, either
following the trail or watching the woods ahead; the {292} best
hunters combine the two. If at any time the trail is quite lost the
one in charge shouts: "Lost Trail!" After that the one who finds the
trail scores two. Anyone giving a false alarm by shouting "Deer" is
fined five.
[Illustration: Burlap Deer, 3 ft. high.]
Thus they go till some one finds the deer. He shouts: "_Deer!_" and
scores ten for finding it. The others shout: "_Second_," "_Third_,"
etc., in order of seeing it, but they do not score.
The finder must shoot at the deer with his bow and arrow from the very
spot whence he saw it. If he misses, the second hunter may step up
five paces, and have his shot. If he misses, the third one goes five,
and so on till some one hits the deer, or until the ten-yard limit is
reached. If the finder is within ten yards on sighting the deer, and
misses his shot, the other hunters go back to the ten-yard limit. Once
the deer is hit, all the shooting must be from the exact spot whence
the successful shot was fired.
A shot in the big oval is a body wound; that scores five. A shot
outside that is a scratch; that scores two. A shot in the small oval
or heart is a heart wound; it scores ten, and ends the hunt. Arrows
which do not stick do not count, unless it can be proved that they
passed right through, in which case they take the highest score that
they pierced.
If all the arrows are used, and none in the heart, the deer escapes,
and the boy who was deer scores twenty-five.
The one who found the dummy is deer for the next hunt.
A clever deer can add greatly to the excitement of the game.
Originally we used paper for scent, but found it bad. It littered the
woods; yesterday's trail was confused with that of {293} to-day, etc.
Corn proved better, because the birds and the squirrels kept it
cleaned up from day to day, and thus the ground was always ready for a
fresh start. But the best of all is the hoof mark for the shoe. These
iron hoof marks are fast to a pair of shoes, and leave a trail much
like a real deer. This has several advantages. It gives the hunter a
chance to tell where the trail doubled, and which way the deer was
going, It is more realistic, and the boy who can follow this
skillfully can follow a living deer. In actual practice it is found
well to use a little corn with this on the hard places, a plan quite
consistent with realism, as every hunter will recall.
[Illustration: Shoe with iron hoof. (tr)]
It is strictly forbidden to any hunter to stand in front of the firing
line; all must be back of the line on which the shooter stands.
There is no limit to the situations and curious combinations in this
hunt. The deer may be left standing or lying. There is no law why it
should not be hidden behind a solid tree trunk. The game develops as
one follows it. After it has been played for some time with the iron
hoof mark as above, the boys grow so skilful on the trail that we can
dispense with even the corn. The iron mark like a deer hoof leaves a
very realistic "slot" or track, which the more skilful boys readily
follow through the woods. A hunt is usually for three, five, or more
deer, according to agreement and the result is reckoned by points on
the whole chase.
The Bear Hunt
This is played by half a dozen or more boys. Each has a club about the
size and shape of a baseball club, but made of straw {294} tied around two
or three switches and tightly sewn up in burlap.--One big fellow is
selected for the bear. He has a school bag tightly strapped on his
back, and in that a toy balloon fully blown up. This is his heart. On
his neck is a bear-claw necklace of wooden beads and claws. (See cut.)
[Illustration: Bear-claw necklace, claw and bead.]
He has three dens about one hundred yards apart in a triangle. While
in his den the bear is safe. If the den is a tree or rock, he is safe
while touching it. He is obliged to come out when the chief hunter
counts one hundred, and must go the rounds of the three till the hunt
is settled.
The object of the hunters is to break the balloon or heart; that is,
to kill the bear. He must drop dead when the heart bursts. The hunter
who kills him claims the necklace.
But the bear also has a club for defence. Each hunter must wear a hat,
and once the bear knocks a hunter's hat off, that one is dead and out
of this hunt. He must drop where his hat falls.
[Illustration: Straw club.]
Tackling of any kind is forbidden.
The bear wins by killing or putting to flight all the hunters. In this
case he keeps the necklace.
The savageness of these big bears is indescribable. Many lives are
lost in each hunt, and it has several times happened that the whole
party of hunters has been exterminated by some monster of unusual
ferocity.
This game has also been developed into a play.
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Spearing the Great Sturgeon
This water game is exceedingly popular and is especially good for
public exhibition, being spectacular and full of amusement and
excitement.
[Illustration: Wooden Sturgeon.]
The outfit needed is:
(1) A sturgeon roughly formed of soft wood; it should be about three
feet long and nearly a foot thick at the head. It may be made
realistic, or a small log pointed at both ends will serve.
(2) Two spears with six-inch steel heads and wooden handles (about
three feet long). The points should be sharp, but not the barbs.
Sometimes the barbs are omitted altogether. Each head should have an
eye to which is attached twenty feet of one-quarter inch rope. On each
rope, six feet from the spearhead, is a fathom mark made by tying on a
rag or cord.
(3) Two boats with crews. Each crew consists of a spearman, who is
captain, and one or two oarsmen or paddlers, of whom the after one is
the pilot. All should be expert swimmers or else wear life-belts
during the game.
[Illustration: Spearhead.]
The Game.--Each boat has a base or harbor; this is usually part of the
shore opposite that of the enemy; or it obviates all danger of
collision if the boats start from the same side. The sturgeon is left
by the referee's canoe at a point midway between the bases. At the
word "Go!" each boat leaves its base and, making for the sturgeon,
tries to spear it, then drag it by the line to his base. When both get
their spears into it the contest becomes a tug of war until one of the
spears pulls out.
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The sturgeon is landed when the prow of the boat that has it in tow
touches its proper base, even though the spear of the enemy is then in
the fish: or it is landed when the fish itself touches base. The boats
change bases after each heat.
Matches are usually for one, three, or five sturgeon. Points are
counted only for the landing of the fish, but the referee may give the
decision on a foul or a succession of fouls, or the delinquent may be
set back one or more boat lengths.
Sometimes the game is played in canoes or boats, with one man as
spearman and crew.
_Rules_.--It is _not allowable_ to push the sturgeon into a new position
with the spear or paddle before striking.
It is _allowable_ to pull the sturgeon under the boat or pass it around
by using the line after spearing.
It is _allowable_ to lay hands on the other boat to prevent a collision,
but otherwise it is forbidden to touch the other boat or crew or
paddle or spear or line, or to lay hands on the fish, or to touch it
with the paddle or oar, or touch your own spear while it is in the
fish, or to tie the line around the fish except so far as this may be
accidentally done in spearing.
It is _allowable_ to dislodge the enemy's spear by throwing your own
over it. The purpose of the barbs is to assist in this.
It is _allowable_ to run on to the sturgeon with the boat.
_It is absolutely forbidden to throw the spear over the other boat or
over the heads of your crew_.
In towing the sturgeon the fathom mark must be over the gunwale--at
least six feet of line should be out when the fish is in tow. It is
not a foul to have less, but the spearman must at once let it out if
the umpire or the other crew cries "fathom!"
The spearman is allowed to drop the spear and use the paddle or oar at
will, but not to resign his spear to another of the crew. The spearman
must be in his boat when the spear is thrown.
If the boat is upset the referee's canoe helps them to right. Each
crew must accept the backset of its accidents.
Tilting In The Water
For this we usually have two boats or war canoes manned by four men
each. These are a spearman, who is also a captain, a pilot, and two
oarsmen.
The spearman is armed with a light pole or bamboo eight or ten feet
long, with a soft pad on the end. Sometimes this is {297} further
provided with a hook. This is a forked branch with limbs a foot long;
one is lashed to the bamboo, the other projecting out a foot, and
slightly backward. The end of the spear and the fork are now
thoroughly padded with burlap to the shape of a duck's head and bill.
And it must be cased in waterproof, to keep it from getting wet and
heavy. The object of the hook is to change suddenly from pushing, and
to pull the enemy by hooking round his neck. Each boat should have a
quarter-deck or raised platform at one end, on which the spearman
stands.
[Illustration: Tilting spear.]
The battle is fought in rounds and by points.
To put your opponent back into the canoe with one foot counts you
five; two feet, ten. If he loses his spear you count five (excepting
when he is put overboard). If you put him down on one knee on the
fighting deck, you count five; two knees, ten. If you put him
overboard it counts twenty-five. One hundred points is a round.
A battle is for one or more rounds, as agreed on. It is forbidden to
hook or strike below the belt. The umpire may dock for fouls.
Canoe Tag
Any number of canoes or boats may engage in this. A rubber cushion, a
hot-water bag full of air, any rubber football, {298} or a cotton bag
with a lot of corks in it is needed. The game is to tag the other
canoe by throwing this into it.
The rules are as in ordinary cross-tag.
Scouting
Scouts are sent out in pairs or singly. A number of points are marked
on the map at equal distances from camp, and the scouts draw straws to
see where each goes. If one place is obviously hard, the scout is
allowed a fair number of points as handicap. All set out at same time,
go direct, and return as soon as possible.
Points are thus allowed:
Last back, zero for travelling.
The others count one for each minute they are ahead of the last.
Points up to one hundred are allowed for their story on return.
Sometimes we allow ten points for each turtle they have seen; ten for
each owl seen and properly named; five for each hawk, and one each for
other wild birds; also two for a cat one for a dog.
No information is given the scout; he is told to go to such a point
and do so and so, but is fined points if he hesitates or asks how or
why, etc.
[Illustration: Quicksight Game.]
The Game of Quicksight
Make two boards about a foot square, divide each into twenty-five
squares; get ten nuts and ten pebbles. Give to one player one board,
five nuts, and five pebbles. He places {299} these on the squares in
any pattern he fancies, and when ready the other player is allowed to
see it for five seconds. Then it is covered up, and from the memory of
what he saw the second player must reproduce the pattern on his own
board. He counts one for each that was right, and takes off one for
each that was wrong. They take turn and turn about.
This game is a wonderful developer of the power to see and memorize
quickly.
[Illustration: Farsight game.]
Farsight, or Spot the Rabbit
Take two six-inch squares of stiff white pasteboard or whitened wood.
On each of these draw an outline rabbit, one an exact duplicate of the
other. Make twenty round black wafers or spots, each half an inch
across. Let one player stick a few of these on one rabbit-board and
set it up in full light. The other, beginning at one hundred yards,
draws near till he can see the spots well enough to reproduce the
pattern on the other which he carries. If he can do it at seventy-five
yards he has wonderful eyes. Down even to seventy (done three times
out of five), he counts high honor; from seventy to sixty counts
honor. Below that does not count at all.
Pole-star
Each competitor is given a long straight stick in daytime, and told to
lay it due north and south. In doing this he may guide himself by sun,
moss, or anything he can find in nature--anything, indeed, except a
compass.
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The direction is checked by a good compass corrected for the locality.
The one who comes nearest wins.
It is optional with the judges whether the use of a timepiece is to be
allowed.
Rabbit Hunt
The game of rabbit hunting is suited for two hunters in limited
grounds.
Three little sacks of brown burlap, each about eight inches by twelve,
are stuffed with hay.
At any given place in the woods the two hunters stand in a ten-foot
circle with their bows and arrows. One boy is blindfolded; the other,
without leaving the circle, throws the rabbits into good hiding places
on the ground. Then the second hunter has to find the rabbits and
shoot them without leaving the circle. The lowest number of points
wins, as in golf. If the hunter has to leave the circle he gets one
point for every step he takes outside. After he sees the rabbit he
must keep to that spot and shoot till it is hit once. One shot kills
it, no matter where struck. For every shot he misses he gets five
points.
After his first shot at each rabbit the hider takes alternate shots
with him.
If it is the hider who kills the rabbit, the hunter adds ten points to
his score. If the hunter hits it, he takes ten off his score.
If the hunter fails to find all the rabbits, he scores twenty-five for
each one he gives up.
The hider cannot score at all. He can only help his friend into
trouble. Next time the two change places.
A match is usually for two brace of rabbits.
Hostile Spy
Hanging from the totem pole is a red or yellow horse-tail. This is the
grand medicine scalp of the band. The hostile spy has to steal it. The
leader goes around on the morning of the day and whispers to the
various braves, "Look out--there's a spy in camp." At length he gets
secretly near the one he has selected for spy and whispers, "Look out,
there's a spy in camp, and you are it." He gives him at the same time
some bright-coloured badge, that he must wear as soon as he has
secured the medicine scalp. He must not hide the scalp on his person,
but keep it in view. He has all day till sunset {301} to get away with
it. If he gets across the river or other limit, with warriors in close
pursuit, they give him ten arrow heads (two and one half cents each),
or other ransom agreed on. If he gets away safely and hides it, he can
come back and claim fifteen arrow heads from the council as ransom for
the scalp. If he is caught, he pays his captor ten arrow heads ransom
for his life.
The Man-Hunt
This is played with a scout and ten or more hostiles, or hounds,
according to the country, more when it is rough or wooded.
The scout is given a letter addressed to the "Military Commandant"
(usually the lady of the house that he gets to) of any given place a
mile or two away. He is told to take the letter to anyone of three
given houses, and get it endorsed, with the hour when he arrived, then
return to the starting-point within a certain time.
The hostiles are sent to a point half-way, and let go by a starter at
the same time as the scout leaves the camp. They are to intercept him.
If they catch him before he delivers the letter he must ransom his
life by paying each two arrow heads (or other forfeit) and his captor
keeps the letter as a trophy. If he gets through, but is caught on the
road back, he pays half as much for his life. If he gets through, but
is over time, it is a draw. If he gets through successfully on time he
claims three arrow heads from each hostile and keeps the letter as a
trophy.
They may not follow him into the house (that is, the fort), but may
surround it at one hundred yards distance. They do not know which
three houses he is free to enter, but they do know that these are
within certain limits.
The scout should wear a conspicuous badge (hat, shirt, coat, or
feather), and may ride a wheel or go in a wagon, etc., as long as his
badge is clearly visible.
To "tag" the scout is not to capture. "The blockade to be binding must
be effectual."
Hunt the Coon
This is an in-door game, founded on the familiar "Hunt the Thimble."
We use a little dummy coon; either make it or turn a ready-made toy
rabbit into one by adding tail and black mask, and cropping the ears.
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All the players but one go out of the room. That one places the coon
anywhere in sight, high or low, but in plain view; all come in and
seek. The first to find it, sits down silently, and scores one. Each
sits down, on seeing it, giving no clue to the others.
The first to score three coons is winner, usually. Sometimes we play
till everyone but one has a coon; that one is the booby. The others
are first, second, etc.
Sometimes each is given his number in order of finding it.
Then, after seven or eight coons, these numbers are added up, and the
lowest is winner. If no coon is available use a thimble.
Spear Fights
This is an in-door game with out-door weapons. The soft-headed, eight
foot spears of the tilting-match are used. The contestants stand on
barrels eight feet apart. Each tries to put the other off his barrel.
It is well to have a catcher behind each player to save him if he
falls.
Games are for seven, eleven, or thirteen points.
Navajo Feather Dance
An eagle feather hung on a horse-hair, so as to stand upright, is
worked by a hidden operator, so as to dance and caper. The dancer has
to imitate all its motions. A marionette may be used. It is a great
fun-maker.
Feather Football or Feather Blow
This is an in-door, wet-weather game.
The players hold a blanket on the knees or on the table. A soft
feather is put in the middle. As many may play as can get near. They
may be in sides, two or four or each for himself. At the signal, "Go!"
each tries to blow the feather off the blanket at the enemy's side,
and so count one for himself.
A game is usually best out of seven, eleven, or thirteen.
Cock-Fighting
Get two stout sticks, each two feet long (broomsticks will do). Pad
each of these on the end with a ball of rag. These are the spurs. Make
an eight-foot ring. The two rivals are on their hunkers, each with a
stick through behind his knees, his hands clasped in front of the
knees, and the arms under the ends of the spurs.
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Now they close; each aiming to upset the other, to make him lose his
spurs, or to put him out of the ring, any of which ends that round and
scores one for the victor. If both fall, or lose a spur, or go out
together, it is a draw. Battle is for seven, eleven, or thirteen
rounds.
Hand-Wrestling
This is a jiujitsu game, introduced by Dr. L. H. Gulick. The two
contestants stand right toe to right toe, each right hand clasped,
left feet braced, left hand free. At the word, "Go!" each tries to
unbalance the other: that is, make him lift or move one of his feet. A
lift or a shift ends the round.
Battles are for best out of five, seven, eleven, or thirteen rounds.
Badger-Pulling
The two contestants, on hands and knees, face each other.
A strong belt or strap is buckled into one great loop that passes
round the head of each: that is, crosses his nape. Half-way between
them is a dead line. The one who pulls the other over this line is
winner.
The contestant can at any time end the bout by lowering his head so
the strap slips off; but this counts one against him.
Game is best out of five, seven, eleven, or thirteen points.
Poison
This is an ancient game. A circle about three feet across is drawn on
the ground. The players, holding hands, make a ring around this, and
try to make one of the number step into the poison circle. He can
evade it by side-stepping, by jumping over, or by dragging another
fellow into it.
First to make the misstep is "it" for the time or for next game.
Hat-Ball
When I was among the Chepewyan Indians of Great Slave Lake, in 1907, I
made myself popular with the young men, as well as boys, by teaching
them the old game of hat-ball.
The players (about a dozen) put their hats in a row near a house,
fence, or log (hollows up). A dead line is drawn ten feet from the
hats; all must stand outside of that. The one who is "it" begins by
throwing a soft ball into one of the hats. If he misses the hat, a
chip is put into his own, and he tries over. As soon as he drops the
ball into a hat, the owner runs {304} to get the ball; all the rest
run away. The owner must not follow beyond the dead line, but must
throw the ball at some one. If he hits him, a chip goes into that
person's hat; if not, a chip goes into his own.
As soon as some one has five chips, he wins the booby prize: that is,
he must hold his hand out steady against the wall, and each player has
five shots at it with the ball, as he stands on the dead line.
Duck-on-a-Rock
This is a good old grandfather game.
Each player has a large, smooth, roundish stone, about five or six
inches through. This is his duck. He keeps it permanently.
Toe rock is any low bowlder, block, stump, bump, or hillock on level
ground. A dead line is drawn through the rock, and another parallel,
fifteen feet away, for a firing line.
The fellow who is "it," or "keeper," perches his duck on the rock. The
others stand at the firing line and throw their ducks at his. They
must not pick them up or touch them with their hands when they are
beyond the dead line. If one does, then the keeper can tag him (unless
he reaches the firing line), and send him to do duty as keeper at the
rock.
But they can coax their ducks with their feet, up to the dead line,
not beyond, then watch for a chance to dodge back to the firing line,
where they are safe at all times.
If the duck is knocked off by anyone in fair firing, the keeper is
powerless till he has replaced it. Meantime, most of the players have
secured their ducks and got back safely to the firing line.
Road-side Cribbage
This is a game we often play in the train, to pass the time
pleasantly.
Sometimes one party takes the right side of the road, with the windows
there, and the other the left. Sometimes all players sit on the same
side.
The game is, whoever is first to see certain things agreed on scores
so many points.
Thus:
A crow or a cow counts 1
A cat 2
A hawk 3
An owl 4
A sheep 5
A goat 6
A horse 7
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The winner is the one who first gets twenty-five or fifty
points, as agreed.
When afoot, one naturally takes other things for points, as certain
trees, flowers, etc.
Lion Hunting
(The games from Lion Hunting to Hare and Hounds are from General
Baden-Powell.)
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
balls 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 his lair the lion fires at them with his tennis
balls, and the moment a hunter is hit he must fall out dead and cannot
throw his tennis ball. If the lion gets hit by a hunter's tennis ball
he is wounded, and if he gets wounded three times he is killed.
Tennis balls may only be fired once; they cannot be picked up and
fired again in the same fight.
Each scout must collect and hand in his tennis balls after the game.
In winter, if there is snow, this game can be played without tracking
irons, and using snowballs instead of tennis balls.
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, whichever you may order, such
as will tax their knowledge of plants and will test their memory as to
where they noticed one of the kind required and will also make them
quick in getting there and back.
Throwing the Assegai
Target, a thin sack, lightly stuffed with straw, or a sheet of
card-board, or canvas stretched on a frame.
Assegais to be made of wands, with weighted ends sharpened or with
iron arrow heads on them.
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Flag Raiding
Two or more patrols on each side.
Each side will form an outpost within a given tract of country to
protect three flags (or at night three lanterns two feet above
ground), planted not less than two hundred yards (one hundred yards at
night) from it. The protecting outpost will be posted in concealment
either all together or spread out in pairs. It will then send out
scouts to discover the enemy's position. When these have found out
where the outpost is, they try to creep round out of sight till they
can get to the flags and bring them away to their own line. One scout
may not take away more than one flag.
This is the general position of a patrol on such an outpost:
Pair of Scouts Pair of Scouts Pair of Scouts
Patrol Leader
P. P. P.
Flags
Any scout coming within fifty yards of a stronger party will be put
out of action if seen by the enemy; if he can creep by without being
seen it is all right.
Scouts posted to watch as outposts cannot move from their ground, but
their strength counts as double, and they may send single messages to
their neighbors or to their own scouting party.
An umpire should be with each outpost and with each scouting patrol.
At a given hour operations will cease, and all will assemble at the
given spot to hand in their reports. The following points might be
awarded:
For each flag or lamp captured and brought in--5
For each report or sketch of the position of the enemy's outposts up
to five--5
For each report of movement of enemy's scouting patrols--2
The side which makes the biggest total 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 lying about, and gravel, etc.
The scout may start to stalk the blind enemy at one hundred yards'
distance, and he must do it fairly fast--say, in one minute and a
half--to touch the blind man before he hears him.
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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 by handing in a written report or verbally, as may
be ordered. The umpire meantime has kept a lookout 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, 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.
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 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) go 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 that 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.
Stalking
Instructor acts as a deer--not hiding, but standing, moving a little
now and then if he likes.
Scouts go out to find, and each in his own way tries to get up to him
unseen.
Directly the instructor sees a scout, he directs him to stand up as
having failed. After a certain time the instructor calls {308} "time,"
all stand up at the spot which they have reached, and the nearest
wins.
_Demonstrate the value of adapting color of clothes to background by
sending out one boy about five hundred yards to stand against
different backgrounds in turn, till he gets one similar in color to
his own clothes._
_The rest of the patrol to watch and to notice how invisible he becomes
when he gets a suitable background. E. g., a boy in a gray suit
standing in front of dark bushes, etc., is quite visible but becomes
less so if he stands in front of a gray rock or house; a boy in a dark
suit is very visible in a green field, but not when lie stands in an
open door-way against dark interior shadow_.
Scout Hunting
One scout is given time to go out and hide himself, the remainder then
start to find him; he wins if he is not found, or if he can get back
to the starting point within a given time without being touched.
Relay Race
One patrol pitted against another to see who can get a message sent a
long distance in shortest time by means of relays of runners (or
cyclists). The patrol is ordered out to send in three successive notes
or tokens (such as sprigs of certain plants), from a point, say, two
miles distant or more. The leader in taking his patrol out to the spot
drops scouts at convenient distances, who will then act as runners
from one post to the next and back. If relays are posted in pairs,
messages can be passed both ways.
Track Memory
Make a patrol sit with their feet up, so that other scouts can study
them. Give the scouts, say, three minutes to study the boots. Then
leaving the scouts in a room or out of sight, let one of the patrol
make some footmarks in a good bit of ground. Call up the scouts one by
one and let them see the track and say who made it.
Spot the Thief
Get a stranger to make a track unseen by the scouts. The scouts study
his track so as to know it again.
Then put the stranger among eight or ten others and let them all make
their tracks for the boys to see, going by in rotation. Each scout
then in turn whispers to the umpire which man, {309} made the original
track--describing him by his number in filing past. The scout who
answers correctly wins; if more than one answers correctly, the one
who then draws the best diagram, from memory, of the footprint wins.
Smugglers Over the Border
The "border" is a certain line of country about four hundred yards
long, preferably a road or wide path or bit of sand, on which foot
tracks can easily be seen. One patrol watches the border with sentries
posted along this road, with a reserve posted farther inland. This
latter about half-way between the "border" and the "town"; the "town"
would be a base marked by a tree, building, or flags, etc., about half
a mile distant from the border. A hostile patrol of smugglers assemble
about half a mile on the other side of the border. They will all cross
the border, in any formation they please, either singly or together or
scattered, and make for the town, either walking or running, or at
scouts' pace. Only one among them is supposed to be smuggling, and he
wears tracking irons, so that the sentries walk up and down their beat
(they may not run till after the "alarm"), waiting for the tracks of
the smuggler. Directly a sentry sees the track, he gives the alarm
signal to the reserve and starts himself to follow up the track as
fast as he can. The reserves thereupon cooperate with him and try to
catch the smuggler before he can reach the town. Once within the
boundary of the town he is safe and wins the game.
Shop Window Out-doors in Town
Umpire takes a patrol down a street past six shops, gives them half a
minute at each shop, 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 one who sets down most articles correctly wins. It is
useful practice to match one boy against another in heats--the loser
competing again, till you arrive at the worst. This gives the worst
scouts the most practice.
Similar Game In-doors
Send each scout in turn into a room for half a minute; when he comes
out take down a list of furniture and articles which he notices. The
boy who notices most wins.
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The simplest way of scoring is to make a list of the articles in the
room on your scoring paper with a column for marks for each scout
against them, which can then easily be totalled up at foot.
Follow the Trail
Send out a "hare," either walking or cycling, with a pocketful of
corn, nutshells, confetti paper, or buttons, etc., and drop a few here
and there to give a trail for the patrol to follow.
Or go out with a piece of chalk and draw the patrol sign on walls,
gate posts, pavements, lamp posts, trees, etc., every here and there,
and let the patrol hunt you by these marks. Patrols should wipe out
all these marks as they pass them for 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 as not used, and hiding a letter at some point, giving
directions as to the next turn.
Scout's Nose In-doors
Prepare a number of paper bags, all alike, and put in each a different
smelling article, such as chopped onion in one, tan in another, rose
leaves, leather, anise-seed, violet powder, orange peel, etc. 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.
Scout Meets Scout in Town or Country
Single scouts, or complete patrols or pairs of scouts, to be taken out
about two miles apart, and made to work toward each other, either
alongside a road, or by giving each side a landmark to work to, such
as a steep hill or big tree, which is directly behind the other party,
and will thus insure their coming together. 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, etc., but they must not dress up in disguise.
This may also be practised at night.
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Shoot Out
Two patrols compete. Targets: bottles or bricks set up on end to
represent the opposing patrol. Both patrols are drawn up in line at
about twenty to twenty-five yards from the targets. At the word
"fire," they throw stones at the targets. Directly a target falls, the
umpire directs the corresponding man of the other patrol to sit
down--killed. The game goes on, if there are plenty of stones, till
the whole of one patrol is killed. Or a certain number of stones can
be given to each patrol, or a certain time limit, say one minute.
Kim's Game
Place about twenty or thirty small articles on a tray, or on the table
or floor, such as two or three different kinds of buttons, pencils,
corks, rags, nuts, stones, knives, string, photos--anything you can
find--and cover them over with a cloth or coat.
Make a list of these, and make a column opposite the list for each
boy's replies.
Then uncover the articles for one minute by your watch, or while you
count sixty at the rate of "quick march." Then cover them over again.
Take each boy separately and let him whisper to you each of the
articles that he can remember, and mark it off on your scoring sheet.
The boy who remembers the greatest number wins the game.
Morgan's Game
Scouts are ordered to run to a certain boarding, where an umpire is
already posted to time them. They are each allowed to look at this for
one minute, and then to run back to headquarters and report to the
instructor all that was on the boarding in the way of advertisements.
Snow Fort
The snow fort may be built by one patrol according to their own ideas
of fortification, with loopholes, etc., 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.
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Siberian Man Hunt
One scout as fugitive runs away across the snow in any direction he
may please until he finds a good hiding place, and there conceals
himself. The remainder, after giving him twenty minutes' start or
more, proceed to follow him by his tracks. As they approach his hiding
place, he shoots at them with snowballs, and every one that is struck
must fall out dead. The fugitive must be struck three times before he
is counted dead.
Hare and Hounds
Two or more persons representing the hares, and provided with a large
quantity of corn, are given a start of several minutes and run a
certain length of time, then return by another route to the starting
point, all the time scattering corn in their path. After the lapse of
the number of minutes' handicap given the hares, those representing
the hounds start in pursuit, following by the corn and trying to catch
the hares before they reach the starting-point in returning.
The handicap given the hares should be small, depending on the running
abilities of the hares and hounds. The fastest runners are usually
picked for the hounds.
Chalk the Arrow
This is usually played in the city streets, one player running and
trying to keep out of sight of the others who follow. The runner is
given time to disappear around the first corner before the others
start after him, and at every corner he turns he marks (with chalk) an
arrow pointing in the direction he takes. Those pursuing follow by the
arrow, the first one seeing him being the runner for the next time.
This may also be played by having any number run and only one follow,
the first becoming "it" for the next time.
Dodge Ball
Of any number of players, half of that number form a circle, while the
other half stand inside of the ring (centre) facing outward. Now, the
game for those in the centre is to dodge the ball which is thrown by
any of those forming the circle with the intention of striking the
centre ones {313} out. Every time a member is struck he is dead, and
takes his place among those of the circle. Now he has a chance to
throw at those remaining in the centre. This arrangement keeps all
taking part busy. Only one is out at a time. This being kept up until
finally only one is left. He is hailed the king. For next round,
players exchange places, i. e., those who were in the centre now form
the circle.
Note: If the touch is preceded by a bound of the ball it does not
count.
Prisoner's Base
Goals are marked off at both ends of the playground, the players
divided into two equal divisions, occupying the two goals. About ten
paces to the right of each goal is a prison. A player advances toward
the opposite goal, when one from that goal starts out to catch him. He
retreats, and one from his side runs to his rescue by trying to catch
the pursuer--who in turn is succored by one from his side, and so on.
Every player may catch anyone from the opposite side who has been out
of goal longer than he has. Any player caught is conducted to the
prison by his captor and must remain there until rescued by some one
from his side, who touches him with the hand. The one who does this is
subject to being caught like any other player.
Throwing the Spear
The game is an old Greek and Persian pastime. "Throw the spear and
speak the truth," was a national maxim of the Persians that we may
copy with advantage.
The apparatus required is some light spears and an archery target. The
spears should vary from five to six feet in length; the point should
be shod with a steel tip, having a socket into which the wooden handle
is fitted, and made fast by small screws passing through holes in the
sides of the metal, and then into the wood itself. The wood, for about
a foot above the barb, should be about three quarters of an inch in
diameter, and from thence gradually taper to about a quarter of an
inch in thickness until the end of the spear is reached.
Some spears are fitted with feathers, like an arrow, but these are not
necessary to obtain a good throw, and soon get dismantled in
continually falling upon the ground. Any ordinary target will serve.
It may be an archery target, a sack full of straw, or a sod bank.
{314}
The object of the contest is to hit the target from a given mark, the
firing line. Whoever throws nearest to the centre of the target the
greatest number of times out of six shots is hailed the winner.
The best form for throwing is with the left foot forward, the leg
perfectly straight, body well back, its weight resting on the right
leg. Now extend the left arm forward, in a line with the shoulder, and
over the left leg; poise the spear horizontally in the right hand,
holding at the centre of gravity by the forefinger and thumb. Bring
the right arm backward until the hand is behind the right shoulder.
Now, inclining the point of the spear slightly upward, make your cast,
bringing the right arm forward, followed by the right side of the
body, the right leg forward and the left arm backward. Count yourself
fortunate if you even hit the target in the first few attempts, but
practice will make a wonderful difference. The distance should be
mutually agreed upon, but fifty feet for a boy of fifteen and one
hundred feet for an adult will be found about right.
To "throw the javelin" is another phase of this pastime. The javelin
is four to five feet in length, three quarters of an inch in
thickness, and fitted with a barbed end, slightly heavier than the
spear end. The "object of the game" is to throw the javelin as far as
possible but not at a target; instead, the javelin must stick into the
ground.
In throwing the javelin, hold it in the right hand, the left leg and
hand being advanced; the barb and arm at this point should be at the
rear. Then, describing a semicircle with the arm over the right
shoulder, and leaning well to the rear, hurl the weapon as far as
possible forward.
Arctic Expedition
Each patrol make a bob sleigh with ropes, harness, for two of their
number to pull or for dogs if they have them and can train them to do
the work. Two scouts or so go a mile or two 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, etc.
Build snow huts. These must be made narrow, according to the length of
the sticks available for forming the roof, which can be made with
brushwood and covered with snow.
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Dragging Race
A line of patients from one patrol is laid out fifty feet distant from
the start. Another patrol, each carrying a rope, run out, tie ropes to
the patients, and drag them in. Time taken of last in. Patrols change
places. The one which completes in the shortest time wins. Knots must
be carefully tied, and patients' coats laid out under their heads.
Far and Near
Umpire 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.
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 accordingly
against his name. The scout who gains the 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,
etc.
The details should be varied every time the game is played; and about
eight or ten should be given at a time.
Every match found 1 point
Every button found 1 point
Bird tracks 2 points
Patch noticed on
stranger's clothing or boots 2 points
Gray horse seen 2 points
Pigeon flying 2 points
Sparrow sitting 2 points
Ash tree 2 points
Broken chimney-pot 2 points
Broken window 1 point
Fire-lighting Race
To collect material, build, and light a fire till the log given by
umpire is alight.
Follow My Leader
With a large number of boys this can be made a very effective display,
and is easy to do at a jog trot, and occasional "knee-up" with musical
accompaniment. It also can be done at night, {316} each boy carrying a
Chinese lantern on top of his staff. If in a building all lights, of
course, would be turned down. A usual fault is that the exercise is
kept on too long, till it wearies both audience and performers.
Games in Path-finding
Instructor takes a patrol in patrolling formation into a strange town
or into an intricate piece of strange country, with a cycling map. He
then gives instructions as to where he wants to go, makes each scout
in turn lead the patrol, say, for seven minutes if cycling, fifteen
minutes if walking. This scout is to find the way entirely by the map,
and points are given for ability in reading.
Mountain Scouting
This has been played by tourists' clubs in the lake district, and is
very similar to the "Spider and Fly" game. Three hares are sent out at
daybreak to hide themselves about in the mountains: after breakfast a
party of hounds go out to find them before a certain hour, say 4
o'clock P.M. If they find them even with field-glasses, it counts,
provided that the finder can say definitely who it was he spotted.
Certain limits of ground must be given, beyond which anyone would be
out of bounds, and therefore disqualified.
Knight Errantry
Scouts go out singly, or in pairs, or as a patrol. If in a town, to
find women or children in want of help, and to return and report, on
their honor, what they have done. If in the country, call at any farms
or cottages and ask to do odd jobs--for nothing. The same can be made
into a race called a "Good Turn" race.
Unprepared Plays
Give the plot of a short, simple, play and assign to each player his
part, with an outline of what he has to do and say, and then let them
act it, making up the required conversation as they go along.
This develops the power of imagination and expression on points kept
in the mind, and is a valuable means of education.
It is well before starting to act a play in this way to be a little
less ambitious, and to make two or three players merely {317} carry
out a conversation on given topics leading up to a given point, using
their own words and imaginations in doing so.
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 clew, and from this all the others can be
traced. Such clews might be (a) written on a gate post: "Go west and
examine third gate on north side of stream"; (b) on that gate, scout's
sign pointing to notice board on which is written, "Strike south by
south-east telegraph post, No. 28," and so on. The clews 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-minute
intervals, and at one particular clew there might be different orders
for each patrol, to prevent the patrols behind from following the
first.
2. The clews may be bits of colored wood tied to gates, hedges, etc.,
at about three-yard intervals, leading in a certain direction, and
when these clews 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.
3. Each competitor or patrol might be given a description of the
way--each perhaps of 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 one hundred yards north, and then walk straight
toward 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.
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 {318} 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 hard pressed. They should arrange certain calls or signals
between themselves.
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 leaves a map with clews for finding
it (compass, directions, tide marks, etc.). This map is hidden
somewhere near the landing-place; the patrols come in turn to look for
it--they have to row from a certain distance, land, find the map, and
finally discover the treasure. They should be careful to leave no foot
tracks, etc., near the treasure, because then the patrols that follow
them will easily find it. The map and treasure are to be hidden afresh
for the next patrol when they have been found. The patrol wins which
returns to the starting place with the treasure in the shortest time.
(This can be played on the river, the patrols having to row across the
river to find the treasure.)
Horse and Rider Tourney
In playing this game it is necessary to have a soft, velvety piece of
grass, or if in doors, in the gymnasium, cover the floor with regular
gymnasium mats. It requires four boys to play the game, two being
horses and the other two riders. The riders mount their horses and
dash at each other with great caution, striving to get a good hold of
each other in such a way as to compel the opponent to dismount. This
can be done either by dragging him from his mount or by making the
horse and rider lose their balance so as to throw them off their feet.
A great deal of sport can be gotten out of this game, and boys become
very skilful after a little practice.
Mumbly Peg
(From Daniel Carter Beard, National Scout Commissioner)
First: Hold the right fist with the back to the ground and with the
jack-knife, with blade pointing to the right, resting {319} on top of
the closed fingers. The hand is swung to the right, up and over,
describing a semicircle, so that the knife falls point downward and
sticks, or should stick, upright in the ground. If there is room to
slip two fingers, one above the other, beneath the handle of the
knife, and if the point of the knife is hidden in the ground, it
counts as a fair stick or throw.
Second: The next motion is the same as the one just described, but is
performed with the left.
Third: Take the point of the blade between the first and second
fingers of the right hand, and fillip it with a jerk so that the knife
turns once around in the air and strikes the point into the ground.
Fourth: Do the same with the left hand.
Fifth: Hold the knife as in the third and fourth positions, and bring
the arm across the chest so that the knife handle touches the left
ear. Take hold of the right ear with the left hand and fillip the
knife so that it turns once or twice in the air and strikes on its
point in the earth.
Sixth: Do the same with the left hand.
Seventh: Still holding the knife in the same manner, bring the handle
up to the nose and fillip it over through the air, so that it will
stick in the ground.
Eighth: Do the same with the handle at the right eye.
Ninth: Repeat with the handle at the left eye.
Tenth: Place the point of the blade on the top of the head. Hold it in
place with the forefinger, and with a downward push send it whirling
down to earth, where it must stick with the point of blade in the
earth.
Eleventh to Fifteenth: Hold the left hand with the fingers pointing
upward and, beginning with the thumb, place the point of the knife on
each finger as described above, and the forefinger of the right hand
on the end of the knife handle. By a downward motion, throw the knife
revolving through the air, so that it will alight with the point of
the blade in the sod.
Sixteenth to Twentieth: Repeat, with the right hand up and the
forefinger of the left hand on the knife handle.
Twenty-first, twenty-second: Do the same from each knee.
Twenty-third: Hold the point of the blade between the first and second
fingers, and, placing the hand on the forehead, fillip the knife back
over the head, so that it will stick in the ground behind the person
ready for the next motion.
Twenty-fourth: After twenty-three the knife is left in the ground.
Then with the palm of the hand strike the knife handle a smart blow
that will send it revolving over the ground {320} for a yard, more or
less, and cause it to stick in the ground where it stops. This is
called "ploughing the field."
When a miss is made the next player takes his turn, and when the first
player's turn comes again he must try the feat over that he failed to
perform last. A good player will sometimes go through almost all the
twenty-four motions without failing to make a "two finger," that is, a
fair stick, each time; but it is very unusual for anyone to run the
game out in one inning. This is the game in twenty-four motions; many
boys play it double that number.
Outdoor Athletic Standards
The athletic standards given below are those which most boys ought to
be able to attain. They are the result of the experience of several
physical directors who have made a special study of athletics and
physical work among boys.
The rules governing the events are found in the official handbook of
the Athletic League of North America. These rules must be strictly
adhered to.
EVENTS UNDER UNDER UNDER UNDER OVER
90 LBS. 110 LBS. 125 LBS. 140 LBS. 140 LBS.
(1) Running Broad Jump 12' 13' 14' 15' 16'
(2) Running High Jump 3' 11" 4' 1" 4' 4" 4' 7" 4' 10"
(3) Standing Broad Jump 6' 6" 7' 7' 6" 8' 8' 6"
(4) Standing High Jump 3' 2" 3' 4" 3' 6" 3' 8" 3' 10"
(5) Pull-Up (times) 5 7 9 11 13
(6) 20-Yard Swim 20 sec. 18 sec. 16 sec. 14 sec. 12 sec.
(7) 40-Yard Swim 40 sec. 39 sec. 38 sec. 37 sec. 36 sec.
(8) 50-Yard Dash 7.8 sec. 7.4 sec. 7 sec. 6.6 sec. 6.2 sec.
(9) Eight-Potato Race 45 sec. 43 sec. 41 sec. 39 sec. 37 sec.
(10) 8 lb.-Shot Put * 25' 30' 35' 40'
(11) Push-Up from Floor * 11 13 15 17
(12) Rope Climb * 14 sec. 12 sec. 10 sec. 8 sec.
(13) 100-Yard Dash * * 13 sec. 12.6 sec. 12.2 sec.
* Should not attempt this event
For merit badge a boy under ninety pounds must qualify in seven of the
first nine events; a boy under one hundred and ten pounds must qualify
in ten of the first twelve events; all others must qualify in their
proper class in eleven of the thirteen events.
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Notes
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Notes
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