Page:Boys' Life Mar 1, 1911.djvu/44

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USEFUL HINTS FOR SCOUTS
USEFUL HINTS FOR SCOUTS

TRACKING

1. Gone to Earth.—Choose an area about three-quarters of a mile long and about 250 yards wide. Broken ground well covered with fern or heather is best. One patrol now splits up, the various members of it concealing themselves in the area. A second patrol sweeps through from end to end in extended order, and endeavors to locate the hidden scouts. The two patrols now change places, and the victory is awarded to the one who has succeeded in finding most of the other side. It should be impressed upon the scouts that every advantage should be taken of ditches, clumps of fern, etc.

2. Crossing the Danger Zone.—This game can be played in any known area, whether town or country, and after dark in a large field. One scout A enters the area from a given side, marking the place where he enters in some suitable manner with the scout's sign. The danger area is patrolled by three or four parties in couples. A must leave the area at a point as near as possible; directly opposite to that at which he entered.

3. Brigand Hunting.—Send out a patrol of four smart scouts, under a patrol leader, to move about within a given area of, say one square mile, for one or one and one-half hours. Within this area are placed three or four flags representing villages, and on reaching one of these and remaining ten minutes the "brigands" can claim to have destroyed the village. After allowing the first party some fifteen minutes start, several parties of threes are sent out with orders to locate the brigands, join forces with the other bands, and surround and capture them if possible. It is permissible for the brigands to ambush one of the smaller parties. No village can be destroyed which contains two of the pursuing scouts.

4. Trained Scouts' Competition.—Scouts set out at the same time to each carry a message from A to B (about three and one-half miles apart). Each competitor has to walk one mile, run one-half mile, cycle one mile (if possible, row one mile and swim twenty yards). If the rowing and swimming are not possible, the last mile should be done at the Scout’s pace.

5. The Blind Sentry.—A stands blindfolded in the middle of a circle which has a radius of fifteen yards. The remainder of the patrol now attempt to crawl through the circle, but only one can attempt it at a time. Whenever A hears anyone crawling he shouts, whereupon the trawler "freezes," and A walks out to the place from which he considers the noise proceeds. If A has successfully spotted the crawler the latter is dead, and A scores three points. If unsuccessful, A returns to the centre, and the crawler continues his attempt. The patrol count two points for everyone who successfully gets through the circle. The path taken by each crawler through the circle must be of at least twenty yards in length.

CAMPAIGNING

1. Bivouac Race.—Two patrols are required for this practice. While on the march the scout master should, when he comes to suitable ground, suddenly announce "We shall bivouac here to-night." Each patrol then erects hut, shelter, or tent, lays down beds of fern, bracken, etc., and lights fire. The patrol wins that has first completed its arrangements, and has the kettle boiling.

2. Quartering the Troop.—Send boys into small hamlet, or street in town, with orders to note the number of houses, number of rooms (this can be roughly judged by the class of house, and number of windows), etc., and to come back with a full report of how many men could be quartered there.

3. The Alarm.—This practice can be best carried out at night when a patrol is in camp. On the scout master sounding the alarm with his whistle all lights are at once turned out, equipment is hastily put on, and each one runs to the post to which he has been allotted. The last boy to reach his post should do "orderly" on the following day.

4. Collecting Supplies.—Boys go out in pairs to act as scouts in search of supplies for oncoming army. Notes are taken of bakers and butchers' shops, mills, grocers, corn dealers, farmers, with probable quantities of bread, flour, meat, groceries, hay, oats, etc. The pair furnishing the most complete and accurate report win the game.

5. Spies in Camp.—Send scouts into strange town or village with directions to find out the best means for a raiding party to cut off the water supply, destroy all food stores, cut off the gas supply, secure the post office, railway station, and other public buildings. If possible, written reports and a rough sketch map should be brought back.

6. Food Collecting Race.—Boys start out from a point A to reach a point B some two miles away, and to return, one and a half hours being allowed for the whole journey. On the way they are expected to collect all materials they possibly can that could be utilized as food, e.g., nuts, potatoes, a handful of wheat, etc. No begging is allowed, no money must be spent, but a gift can be accepted provided a good turn is done in exchange. Points can be given for time taken and materials collected.