Boy Scouts Games-Lpv
Boy Scouts Games-Lpv
Boy Scouts Games-Lpv
BOY
SCOUT
GAMES
By CHARLES F. SMITH
1958 PRINTING
An international authority and exponent of the play-way of teaching, Charles F. Smith became
a Scoutmaster in 1910. A long-time faculty member and instructor of Scouting and recreational
leadership at Columbia University, Mr. Smith served as Asst National Director of Education of the
Boy Scouts of America from 1920 to 1947, and as Asst National Director of Cub Scouting from
1947 until he retired in 1948. He is the author of Games and Recreational Methods and Games
and Game Leadership.
B O Y
S C O U T S
OF A M E R I C A 1 9 5 2
NEW
BRUNSWICK,
NEW
JERSEY
Printed in U.S.A.
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How
to Use this
Book
Me? Written for me? Yes, you, Mister Scoutmaster, Assistant, or Troop game leader, this book
was written for you. To get all you can out of it, begin by doing two things: if you are a
Scoutmaster without an Assistant, start right now to get one. If you are an Assistant help recruit
other men to help.
Dont listen to anyone who tells you its easy for one man and a group of 11, 12 and 13year-old boys to run a really successful Boy Scout Troop. But with another man working with
you, you will bolster each others morale, and work together making up for each others
weaknesses. If you make it clear that you are doing everything you can to make the boys happy
your assistant will join you in doing the same. If you work well together, you will establish
a spirit of cooperation that will be an example to the entire Troop, so dont overlook the
value of an assistant.
Now, whats the second thing to do? Next, conduct weekly meetings of the Patrol
Leaders Council. That, you will soon find, is the gang required to put into operation the
activities and ideas suggested in these pages.
Oh, but I cant give one evening a week to the Troop meeting and a second to a
leaders meeting. You dont have to. Just start Troop meetings 15 minutes earlier, close
them 15 minutes earlier, and then conduct a Patrol Leaders Council meeting as suggested
in your Handbook for Scoutmasters.
Do the boys in your Troop refer to you as our new Scoutmaster or our new Assistant
Scoutmaster, as the case may be, or have you been working with them a while, long enough
to know how to iron out difficulties such as every Scoutmaster or Assistant occasionally
encounters. Whichever you may be this book is addressed to you and to the leaders of Scout
ways and games. Pass it along to them even to Patrol Leaders and encourage them to
use it also.
You direct your effort, of course, toward getting your Committeemen and Patrol
Leaders Council to work with you in making a better Troop with better programs which will
stimulate and help your Scouts to advance. If this is your aim, this book will help you,
because it provides an abundance of instructional as well as recreational games. Use this
book along with Handbook For Scoutmasters, SCOUTING, BOY SCOUT PROGRAM QUARTERLY,
and BOYS LIFE.
After you have studied a game or recreational activity, ask yourself these questions:
1. Will our Scouts enjoy it?
2. Will they succeed well enough with it to carry it through to a successful conclusion?
3. Do we have, or can I secure and train men or boys to lead that activity, provided I do
not lead it myself?
If your carefully considered answer to two of these questions is No, turn to a more
suitable activity. If your answer to the third question is frequently No, get busy, start now
to give your leaders what is known as on the job training. This is the learn-by-doing
method practiced in Troop meetings, preceded and followed by discussion, advice and plenty of
encouragement at Patrol Leaders Councils following each Troop meeting.
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1
SCOUT WAYS
Scouts Join for Fun
Fun, fun and more fun! Thats why boys join Scouting. When and if Scouting ceases to be
fun and thus satisfy their interest they quit the Troop. Wouldnt you? This need for fun, then,
must be met, and Troop leaders supply it through games and Scout ways for teaching
requirements, and Scoutcraft.
Scout Ways Defined
Scout ways are recreational methods of teaching and reviewing Scouting requirements,
ideals and principles by means of games, competitions, stunts, dramatics, etc. Some Scout ways
are games, others are devices for teaching and practicing Scout requirements.
Scout Ways Stimulate Advancement
Naturally, Scouts like to advance, but all too frequently what happens instead? Many Scouts
fail to plan, their intense initial interest gradually cools to lukewarm, they fail to work diligently
and advancement comes to a standstill. Try to combat this tendency. Do everything possible to
take the sting out of work and some of the drudgery out of study. How? By using Scout ways
you can develop joyousness in both work and play. Trust a Scout with a definite responsibility
and, if necessary, keep after him. You will discover that the more he loves play the more
vigorously he tackles the job, if only to get it over with, so that he has time for his much
desired fun.
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2.
TENDERFOOT
REQUIREMENTS
The ideals of Scouting, to be of value, must be practiced. Knowing this, the Scoutmaster asks
himself, How can I help Scouts to practice these ideals? He listens to the repetition of the Oath
and Law in Troop meetings and knows that this alone is no assurance that the Scouts are aware
of, or will practice, the principles involved. A good Scout thinks and acts in accordance with
ideals, and he practices them until they become a part of him, his second nature.
Why Boys Join Scouting
Has any boy ever told you he wished to join your Troop to have his character trained? Or, has
he, like millions of others, joined for the fun he hopes to get out of it? Yes, he does think
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To use the Scoutmasters words, Their differences of opinion as to whether or not the
actions of certain of their Troop members on the school playground had been trustworthy
ended in hot arguments. It seemed to him, however, that the purpose of their arguments
was to get at the truth of what trustworthy really meant.
At this meeting the Scoutmaster told them that the principal of their school had called
on him because she was interested in the trustworthy experiment they were conducting in
their Troop. Furthermore, she asked the Scoutmaster to tell the teachers at the school about
it so that they might follow a similar plan for all the boys and girls in the school.
During the Scoutmasters Minute the Scoutmaster suggested that the Scouts select
another Point of Law, but no, the Scouts said, Lets work on trustworthy one more week.
The Fourth Week
Every member of the Troop gave the password, and so no time was needed to discuss
Trustworthy; instead, the Scoutmaster conducted what he thought proved to be a thrilling
experience meeting, calling upon the Scouts to tell what their experiences of the month meant
to them. What they said convinced him that his Scouts were thinking, feeling and acting much
as they should about the first point of the Scout Law. The next month the boys decided to
kill two birds with one stone, combining Help other people at all times, and the third
point of the Scout Law Helpful. The Scoutmaster reported that they did remarkably well in
collecting and repairing toys for needy families.
Thought-Provoking Dramatization
Patrol Teams
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Form teams of four each, and seat them in circles or compact groups. Let each group select
one member to act as scorer and to assign numbers 1 to 4 to his group members.
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Put some fun into the quiz by starting with a tricky question or two. Call a number from
1 to 4 after reading a question. Every player whose number was called quietly tells his team the
answer. If correct, his team scores 2 points; if incorrect and a member of the group corrects it
before you tell the answer, the team scores 1 point. Read and explain (if necessary) answers on
the cards, and let groups use their judgment about scoring.
Tips
Ordinarily time will not permit using all the questions, so select the most important ones
and move rapidly from question to question to maintain interest.
3.
SCOUT KNOTS
.
Relate Instruction to Requirements
It is not enough to teach a candidate just to tie knots. He must tie them in ways that show a
useful purpose. For example, a square knot in a bandage, a bowline around his waist, and two half
hitches and a clove hitch around a post, as shown in the Handbook for Boys.
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The Game
At the starting signal, each Scout ties a bowline around his opponent, and upon
completion, starts pulling him across the line. The one who completes his knot first usually
wins. The Patrol wins which has most Scouts on its side of the line when time is called. One
or more rounds, usually two out of three, constitutes a game.
After the first round, allow time for practice on the bowline if Scouts seem to need it.
Though it is undesirable to disqualify Scouts, it must be done if they fail to observe two
rules:
1. Do not interfere with the Scout who is tying the rope around your waist.
2. Do not pull clothing of your opponent; pull the rope only after it has been tied.
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Preparation
Assemble Patrols behind a line and call out the Patrol Leaders on the double. Hurry! Hurry!
Gather them into a compact huddle in front of the Troop.
Whisper the instructions in a tone of mystery and suspense, thus: We are going to have a Man
Overboard Race. The instant I give the signal Go, you make believe you are drowning. Call
out Help! Help! Notice that I have marked short chalk lines in front of each Patrol. Your Patrol
will tie pieces of rope together and throw you a line. Grasp it only if you can reach it without
moving either foot over your chalk line. If you get the line, give it a short jerk. If the Scout on
the other end isnt alert and holding tightly, youll get the line and then, of course, youll
drown. Work against your Patrol by making it difficult for them to rescue you. Struggle and
resist while they haul you in. If there is a granny or an incorrect sheetbend in the line, it will
probably become untied and youll drown.
It should not be necessary to repeat the instruction or answer questions, but do give the
reminder Dont move your feet. Yell Help! Help! when I say Go.
The Race
Run to the spot where you have previously hidden the ropes one bundle for each Patrol,
one rope for each man. As you throw the ropes, yell out, Look! Look! Your Patrol Leaders are
drowning. Save them, but not a man of you shall cross that line or leave that ship. Go!
Action
The Patrol Leaders yell, Help! Help! and the race is on. Without leaders or instructions,
Patrols will be slow in joining their ropes. No one will inspect the knots, someone will
undoubtedly tie a granny. If ropes are of unequal size, someone may put the loop in the
smaller rope. No one will tie a small bowline in the end of the line. The men who coil and
throw the lines will have plenty of trouble. Finally one of the Patrols may haul its leader onto
the ship, and then you yell, Times up! Too bad the rest of the PLs have drowned.
Tips
Be sure to time the winning Patrol, but do not announce it. Save that for next week when
you play the game under very different circumstances.
At the next PLC, tell the Patrol Leaders you will run the race again at the next meeting
and they will then be leaders, not drowning men. They will take charge of their Patrols and give
specific orders the instant you say Go. Let them know you want them to show what Be
Prepared means. Tell them how long it took to rescue the winner last week, and that you will
time it again next week.
Tell them to inspect every knot and then make a small bowline in each end of the line, one
for the drowning man to grasp, and the other for the thrower to slip over his wrist. Show them
how to coil and throw the knotted line, and let them practice while you coach. Coil into the
hand from which you throw. Lay up the line carefully, coil on coil.
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LIFE-LINE-THROWING CONTEST
Practice in coiling and throwing a life line
Patrols compete
Preparation before meeting and in PLC
PLs chalk targets and prepare life lines
Advance Preparation
Patrol Leaders are shown how to coil and throw a life line and how to play the game at a
PLC. The life line may be made by joining short lines (about 6 feet long), which most Troops
provide for each Scout. Patrol life lines must all be the same length.
Patrol Leaders arrive at the Troop Meeting early and mark out a figure with chalk on the
floor. The head is 1 foot in diameter, the arms are 2 feet long. As Patrol members arrive, they
take turns practicing coiling the line and throwing it at the target in preparation for the game
which is to be played later in the evening.
The Game
The Patrols go to their Patrol corners where members take turns coiling the line and
throwing it at the target. The game is over when one Patrol has scored a specified number of
points 25 more or less, depending on the time available. It adds to the fun to have Patrols
call out their scores as they play.
Tips
Every player needs practice in throwing a knotted line. Slip the small bowline over the left
wrist and lay up the line, coil upon coil, into the right hand, then throw with the right hand,
using an underhand toss.
The game succeeds better with a single long line, though few Troops can provide one for
each Patrol.
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Line up the Patrols in parallel files and provide each Scout with a rope. Conduct the
race in two parts.
Part I Bowline Tying Race
Before starting this race, each PL must make sure that every member of his Patrol can tie a
bowline around his waist. At the word Go each player ties the knot and then squats or
crouches. The first Patrol with all its members down wins, provided all bowlines were
correctly tied.
Part II The Centipede Race
Each Scout grasps the rope of the player in front of him, and, in this centipede formation,
Patrols run to the end of the room, turn around to the left, and run back across the starting
line. The Patrol which crosses the line first wins, provided the centipede remained intact, no
one lost his grip and all knots remained tied.
Tip
Caution those at the head of the centipede to increase speed gradually and slow down at the
turn, so that those behind do not lose grips or fall.
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The city Scoutmaster must do the best he can with Scout staves. However, Scouts are
satisfied in either case. They thoroughly enjoy lashing contests.
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4.
SECOND CLASS KNIFE
AND AXE AND FIRE BUILDING
Think of two words that spell fun for young Scouts. Hike Cooking! Right! Thats what
theyd like to be doing before they even become Tenderfoot and know what? It isnt hard
for them. They have fun while learning. The saying, Show me a Troop with some good
outdoor cooks and Ill show you a good Troop, is usually true, so if you are interested in
developing a good Troop teach your Scouts the six parts of the Cooking Requirement in the
order given in the Handbook for Boys:
1. Sharpen knife and whittle.
2. Sharpen axe and chop.
3. Clear site, lay and light fire.
4. Cook meal.
5. Clean up.
6. Also important, put out fire!
Of the six a Scout thinks principally of building the fire and cooking the meal and of
eating it. Thats why the Handbook for Boys suggests operations Nos. 1 and 2 being done in
advance.
Fire-Building Important
The Yankee pioneer put the whole thing in a nutshell when he said, Well the most
important part of cookin is the durned fire-buildin anyway.
A One-Month Program
When making your Troop Program for the month, consider the following indoor and
outdoor items which are described in this chapter:
1. (In or Outdoors) Knife and Axe Sharpening.
2. (Indoors) Passing a Knife and an Axe.
3. (Indoors) Fire-Lighter Whittling Practice.
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Why not give instruction and demonstration in this subject at an indoor Troop meeting? To
demonstrate axe sharpening indoors make a wooden gadget to hold a short-handled Scout
axe in place while filing it. The instructor can give all instruction needed while he is
sharpening a knife and axe if he demonstrates the methods described and illustrated in the
Handbook for Boys.
Following the instructions urge the Scouts to learn Knife and Axe Sharpening and Passing
as soon as possible by working in Patrol Meetings or at home with the help of their dads. A
reasonably new, clean, sharp file is required for axe filing.
Knife and Axe Passing Practice
To prepare for this contest conclude knife and axe instruction with a demonstration of
correct methods of passing such sharp tools.
If desired, conduct contests, but absolutely eliminate speed and running. For example, let
Scouts take turns receiving and passing a knife and axe from one to another. Have a First
Class Scout or Explorer judge each Patrol.
Passing Axe
When passing the axe, pass by the handle with the head down and the edge outward. The
receiver grasps it with his right hand. See instructions above.
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Tips
Invariably at least one member in each Patrol will let his knife slip and spoil the Patrols
effort. After the contest, to show the Scouts that it can be done, let each Patrol select its best
whittler to demonstrate before the entire Troop.
At the close of the contest announce a Contact Wood-Splitting Contest for the next meeting,
and demonstrate the contact method of splitting wood as described in the Handbook for Boys.
Recommend practice at home and at the next Home Patrol Meeting.
Tip
Arrange players as illustrated so that they can readily observe their team mates.
Prime Consideration Safety
Throw your weight on the side of safety. Establish the rule and insist upon it Two
axe-lengths away! that is, everybody shall stand at least two axe-lengths away from the
chopper. An axe-length means the length of the handle plus the length of your arm.
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A contest
Camporee, Patrol or Team competition
Advance instruction required
For each Patrol Knife, axe, stakes, string
Although described as a Patrol event, where wood is plentiful this contest may be
conducted with two or more boys or even as a father and son event.
Instruction and Demonstration
Before assembling the Troop have one or more individuals read this description and gather
together all material required. The instructor now starts to demonstrate, as follows, doing all
his talking and instructing as he works.
1. Quickly clear a space 10 or more feet in diameter (15 feet in California), depending on
the wind.
2. Scoop out a hole in the center of the space about 8 inches in diameter and 4 inches deep.
3. Put a fuzz-stick or fuzz-stick substitute in the middle of the hole and surround it with
very small dry twigs or split kindling, and, if desired, intersperse dry leaves or plant stalks
throughout the pile. To make a substitute gather a large handful of very small bone-dry twigs
or plant stalks, at least a foot long. Break off the ends of the bundle so that all the twigs are
the same length, and crack the middle across your knee. Hold the two halves at an angle of
about 45, and with the end scratch a depression in the ground, so that the twigs will be
rigid.
4. Drive two pointed stakes into the ground, placing them 12 inches apart and allowing
them to protrude at least 15 inches above the ground.
5. Nine inches above the ground tie a piece of heavy string between the stakes, and 6 inches
higher tie a second string.
6. Lay four foundation sticks about 2 inches in diameter.
7. Continue crisscrossing sticks to the height of the first string.
The Contest
Immediately after the demonstration assemble the Troop and explain that the contest will
be conducted in Parts 1 and II.
Part I Laying the Fire
Patrols meet and jobs are assigned. When all Patrol Leaders report that everybody has one
or more assignments the starting signal should be given. Before saying, Go! however,
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5.
SECOND CLASS WILDLIFE
So, you are shying away from nature because you are not familiar with it. Look at it this
way. Your Troop is ready to learn it, you are a member of the Troop, so why shouldnt you
learn it with your boys? Confess your lack of knowledge, if it seems necessary, but keep on
learning, and you will go up in the estimation of your Scouts. Are you, on the other hand, a
master of the subject, looking forward to closer companionship with your Scouts in fields, on
hikes and in camp? Then hesitate before you give too freely from your fund of information.
View each nature specimen with the eyes of a beginner, and speak to your Scouts from that
standpoint. Learning with their Scoutmaster will be much more fun than learning from him.
Suggestions for More Uses of Nature Scout Ways
In Troop meetings, try to use games that teach. Limit games which provide recreation but
add nothing to a Scouts knowledge, and fail to stimulate him to study and observe further.
For example, jumbled word puzzles, charades, naming contests, etc., which have a place in
summer camps as rainy day activities for reviewing nature subjects, are fun for Scouts who
already know nature, but they are of little value to novices.
Planning a Troops Nature Program
This program, should have two parts: (1) indoor activity to prepare for (2) field study and
observation and outdoor projects. Each Troop must plan its own program to fit its
environment. It is easier to plan a program for a new Troop composed largely of Tenderfoot
Scouts. Subjects for Second Class Rank include: mammals, reptiles, fish, birds; for First Class,
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GUESS MY NAME
I am a Cat
Scout way of teaching many subjects
Individual or Patrol event
Novice can lead the game
Pencil and paper for each Patrol
Read the eight statements about a house cat. The first one in the list, the least obvious, is
numbered 8, the last one, which reveals the identity, is numbered 1.
8. I am a mammal. I have four feet, but my track would lead you to believe I have but two.
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I am a Skunk
8. I am a mammal. I am an important fur-bearing mammal.
7. I am distinguished by the large size of the back half of my body, and my long bushy tail.
6. I am most commonly found in areas of mixed woodland and fields, and generally live in
holes in the ground.
5. I am omnivorous, but live mainly upon insects or rodents.
4. Differing from most animals. I walk upon the soles of my feet instead of my toes.
3. I am gentle, readily become domesticated, and make a delightful pet.
2. My color is black, striped with white, and I sometimes weigh 10 pounds.
1. In spite of all the above, I am probably the most unpopular of all animals because of my
method of defense.
I am a Cottontail Rabbit
8. I am a mammal. My color is brown and white and I weigh from 2 to 3 pounds.
7. I like to live around the bushy borders of cultivated fields.
6. I may live in a burrow or in a dense clump of grass or shrubbery.
5. I line my nest with fur pulled from my own body.
4. When greatly terrified I utter a shriek, which is often taken for that of a human being.
3. I am a strict vegetarian.
2. My front feet track close together, and my hind feet wide apart.
1. My tail is short and white on its under side.
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I am a Bat
8.
7.
6.
5.
own.
4.
May.
3.
2.
1.
Ill get
I am a Snapping Turtle
8. I am a reptile. I wear my bones outside my body.
7. I pump air into my body by stretching and retracting my neck and legs; part of this
oxygen is stored in my muscles until needed.
6. I may reach a weight of 40 pounds.
5. My tail is almost as long as my body and has an alligator-like crest along its whole
length.
4. My huge powerful head is characteristic of my whole family.
3. I am persistently aquatic, seldom leaving the water except to make a nest and lay eggs.
2. My upper shell is dark with little or no markings, and my lower is dull yellow and
quite small.
1. If I am large and in my prime, I can easily crush your whole hand by one snap of my
powerful jaws.
STUDY OF BIRDS
In your months nature program include an evening for bird study. The one described here
might follow the meeting on Mammals and Reptiles.
If an introductory statement seems in order, one like the following, taken from Nature
Hobbies, might be made.
The best way to find out about birds is to go out and look at them. As you become
acquainted with birds, do not stop with just learning their names. It is fun to go out and see
birds to see a great many different birds. But it is more fun to find out as much as you can
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I am a Crow
8. I am a bird, I am larger than a robin and smaller than an eagle.
7. The Indians named one month, or moon as they call it, after me. It is the same as our
March, sometimes called the wakening moon.
6. If captured when young, I make a good pet.
5. My nest is of sticks in tall trees.
4. I am fond of fresh sprouted corn, and am wary of men with guns.
3. I am a permanent resident of the rural section of northeastern United States.
2. I am black in color.
1. I call Caw! caw! caw!
I am a House Wren
8. I am a bird. I am less than five inches long.
7. My nest is of sticks and other materials, in a hole in a tree or bird box.
6. If you make a bird house for me, please have the hole about the size of a quarter.
5. My upper parts are of a warm brown color.
4. My song is a bubbling musical trill about three seconds long, but I have been known to
sing ten songs a minute and keep it up for two hours.
3. When I start courting and housekeeping, I sing most of the time from early daylight till
night-fall.
2. When scolding an intruder, my tail is cocked over my back, but when I sing my love
song, my tail points downward.
1. For a short pet name they call me Jenny, because I hang around the house, I suppose.
I am a Whippoorwill
8.
7.
6.
5.
4.
3.
2.
1.
I am a White-Throated Sparrow
8. I am a bird. My summer home is Canada or New England, but I am a common migrant
through northeastern United States.
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I am a Chimney Swift
8.
larger.
7.
6.
5.
hours.
4.
3.
2.
hour.
1.
I am a bird. My body is about the size of an English sparrow though my wings are
My body is a dark gray with a lighter gray throat.
I feed entirely upon insects.
I cannot perch on a limb, but I can cling with my feet to a perpendicular wall for
When away from my roosting place, I am always on the wing.
My chicks are always hungry and I often pack them full of insects.
No other bird can surpass, and few equal my speed in the air, often 250 miles an
I am often called a swallow, but I belong to an entirely different family.
I am a Spotted Sandpiper
8. I am a bird. I am about six inches long, and have many names.
7. Unlike most of my kin, I never fly in a flock.
6. I am found along the shores of both fresh and salt water.
5. I am probably more widely known than any other shore bird.
4. I am the shore bird which often nests in cornfields and pastures.
3. My upper parts are brownish gray, my lower parts are white and spotted.
2. I have a distinctive call of weet, weet, weet.
1. My body is always on the move, my teetering motion gives me one of my names.
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6.
COMPASS, TREASURE HUNTING AND
TRAILING
Types of Treasure Wants
There are many kinds of treasure hunts. They range from the simple imaginative hunts of
children, who scour their neighborhoods for a pot-of-gold to the modern intricate hunts of
adults, covering rules in automobiles. Boy Scout hunts lie between these extremes, but no
matter who does the hunting, there is always a treasure at the end of the trail.
Laying the Trail
It takes time and forethought to properly lay a trail. The Scoutmaster should lay the first
sample trail himself and thereafter help Scouts to lay others.
Fit Type of Hunt to Hunter
Dont overrate the ability of Boy Scouts to decipher hidden, clever, complicated clews.
Scouts seem to have only one objective Keep going and go fast! If they lose the trail they
rarely back track, and they will not stop long enough to decipher a code, so make the clews
obvious and the trail as nearly fool-proof as possible. Above all, be sure that something
only a piece of candy, perhaps awaits those who reach the end of the rainbow.
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The Trail
Lay a trail something like the one illustrated. Start from point No. 1, the camp site, and
finish at the same place. In the illustration it is assumed that the trail is laid on three well-marked
roads or trails to point No. 4, from which a cross-country compass route is taken to the starting
point where the dessert is hidden. If more cross-country courses must be taken, more compass
directions will be needed and the chance of error will be greater.
Scoutmaster and PLs Make Believe
At the appropriate moment the Scoutmaster and the Patrol Leaders put on an act. The
Scoutmaster excitedly assembles the Troop and, pretending to be much confused, says to the Patrol
Leaders: I hid the dessert right here. Someone has taken it to play a trick on us. (Angrily)
Patrol Leaders, take charge of your Patrols and get that dessert back here in three minutes. Go!
When three minutes are up the Scoutmaster assembles the Patrol Leaders in front of the Troop
for a supposedly secret conference. Next, he turns to the Troop, apologizes for appearing to accuse
them and suggests that either a thief or an animal has taken the dessert. At the suggestion of a
Patrol Leader each Patrol searches a certain area for traces of the culprit. After a few minutes one
of the Patrol Leaders finds a note which the Scoutmaster previously gave him, yells and rushes to
the Scoutmaster with the whole Troop at his heels. This is the note, which the Scoutmaster reads to
the Troop:
Dear Scouts:
I heard about your hike and trailed you and saw Mr. (Scoutmaster) hide the dessert. I tasted
some Oh boy! Good!
I hid it. Heres where Go down the road, toward town, exactly 400 feet from a line I
marked across the road. There youll find instructions hidden under 4 stones on the sides of the
road. Follow them and youll find your dessert if youre good at trailing.
A Former Troop Member
The Scoutmaster and Patrol Leaders keep up their act and start guessing who the culprit might
be.
When the instructions are found, it is discovered that they are a jig-saw puzzle. When the
pieces are put together they might read as follows: Turn here and follow the trail in the direction
of the rising sun for 320 feet, and find the message tacked on the N.W. side of 4 trees on the sides
of the trail. That message directs the trailers to Station No. 4. Upon arriving there all who are
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School
River Bridge
Worm Fence
Wire Fence
Stone Wall
Trail
Barbed Wire
Plowed Ground
U. S. Route
State Route
Grassland
Buddies walk around the room, study the drawings, confer in whispers, and write opposite
each symbol on their card the number on the respective drawing.
Scoring
When time is called Patrols assemble in their corners and correct their own score sheets
deducting four points from 100 for each error. The Patrol having the highest average score
wins.
Tips
This is intended to be an easy task, and each pair should get a reasonably good score. For
older players call the name of a symbol and let each individual sketch the figure or sign.
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7.
SECOND AND FIRST CLASS COOKING
Practice in Your Own Back Yard
Cooking, like charity, seems to begin at home. Then, why not your back yard? Begin by
making a small crisscross fire. When it burns down to glowing embers, be prepared. The fire
will draw an audience, and your first cooking experiences will be shared with your family.
Later youll be ready for the Scouts. In the meantime, what about that juicy steak for the
Sunday dinner? Why. of course, broil it over the open fire, and look for a lip-smacking
result. Should the family become loud in its praise, well, that shouldnt be hard to swallow
either. Hold on, though, youre afraid you might overcook the first one? What if you do?
Most everyone else does. But now that youre forewarned, just watch out! Careful timing does
it! Six to eight minutes makes it rare.
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Maybe thats enough of this travel talk, lets read what Pine Tree said, and start to make
one of those kabobs.
Cut a twig about two feet long, the size of your finger, that tastes sweet (not your finger,
the wood). Whittle the end to a point. Then shave off the bark and growing layer of wood.
Now you are ready to gently impale upon said stick a chunk of meat, preferably tender
beef, cut about the size of a half-dollar only thats a little too big; but then a quarter is too
small; well, make it about the size of thirty cents. Next impale a bit of onion on the stick just
to give the beef a delicious flavor. If you like celery or apple better than onion, you may use
either or both instead of onion. I like onion. String alternate layers of meat, vegetable and
fruit to quench that gnawing feeling under your belt.
When to salt thereby hangs a tale. Some say salt before cooking, others after. The
originators of this famous meal salt liberally before cooking, thus drawing juices from the
meat and vegetables, all of which blend and flavor the whole kabob. So, I, too, salt before
cooking.
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ALUMINUM-FOIL COOKING
Can you imagine anything easier for the Tenderfoot than wrapping his meal in aluminumfoil and tossing it on a small flat bed of hardwood embers without blaze? Perhaps not, but
one question, and an important one, is still to be answered. How long shall I leave this meal
on the fire, the cook wants to know. To find out he must do some experimenting on his own.
For the Tenderfoot this may not be too easy, yet everything considered, Scoutmasters and
older Scouts may be justified in thinking that it involves but little woodcraft and gives little
opportunity to learn the ways of the woods.
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FRY-PAN FISH
By Theodore Roosevelt
If cooking fish involves too much work for your Second Class Scouts, try this method
described by a beloved former member of the Executive Board of the Boy Scouts of America,
Theodore Roosevelt.
My personal opinion is that I am an excellent cook in the woods, but I am sorry to say
that certain of those who have lived on my cooking do not agree with me. Practically all my
cooking has been done in the frying pan, and almost all of it is garnished with what out West
we used to call, overland turkey, namely, bacon.
I am very fond of trout cooked western style. Clean the trout carefully. Cook in your frypan enough bacon to give you sufficient fat to prevent the fish from burning. Now dip the
fish in pancake batter, lay a couple of pieces of the partly cooked bacon inside the fish, and
place it in the pan. Cook him well, in a very hot pan, being careful not to let him shrivel,
which will happen if he lies too long on one side.
If to the above recipe you will add a ten-hour hike, hunt or fish, you will find it
excellent.
Tip
Almost any fish youre lucky enough to catch will submit to Mr. Roosevelts cooking
method, and you will, as he did, appreciate yourself as a cook.
WOODCRAFTER FISH
By Ernest Thompson Seton
For First Class Overnight Camp
Encourage your Scouts to travel light on their twenty-four-hour camping trip. You may
wish to recommend that they catch their own fish, and cook it as suggested by Ernest
Thompson Seton.
I learned this ancient method of cooking without utensils many years ago from a tribe of
Indians. I have used it often for cooking various foods, and have always found it to produce
tasty food in addition to creating the interest of even old-time woodcrafters.
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Dig a hole two feet deep and one foot wide. Build a fire alongside, and heat about twenty
stones, each as big as two fists. Get a board about a foot square (avoid pine and other resinous
woods), split your fish, and lash it to the board. For lashing the Indians used vines, grasses,
small trailing roots of evergreen trees, beaten inner fibrous bark, and flexible tender twigs.
When the stones are white hot, (no carbon deposits on them) dump them into the hole
until they fill it within six inches of the top, and cover them with a layer of cold stones.
Now, turn the board upside down and put the fish on top of the cold stones, and cover the top
with clay, well pressed down. At the edge of the pit make a hole with a stick, and into this
pour half a bucket of water, and close up the hole. Of all the roaring and rumbling you ever
heard short of a volcano, this will be the most surprising. After a maximum of (10 minutes for
small fish) half an hour carefully remove the clay and you will find a beautifully planked fish.
Tips
If you do not have the stones white hot, the fish will not be thoroughly cooked. If you do not
have a row of cold stones on top, the hot ones will char the fish, burn the bindings and make
the fish taste bitter from the burnt herbage. If you use wood that has resin in it, the fish tastes
the same. Meats require a little longer to cook than fish, depending upon their thickness, potatoes require an hour and a half.
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Scouts Nos. 6 and 7 cut the bacon into very fine pieces. Scout No. 8, the APL, erects an
adjustable pot hanger and makes a tall fry-pan by boring 2 holes (the largest the leather
borer of a Scout knife will make) opposite each other and as close as possible to the top of
a No. 10 can. For a handle he passes a green stick through these two holes.
When these preparations are completed (and not before) the PL lights the fire.
Heres What To Do After the Fire Is Burning
Nos. 2 and 3 continue to take care of fire.
Nos. 4 and 5 watch the potatoes and keep them covered with water; and open the
succotash and puree cans.
Nos. 6 and 7 toss a small mound of bacon into the fry pan and fry out enough fat to float
the bacon. Keep adding bacon until nearly all of the fat is fried out. Now they lower the small
pieces of onion into the sizzling fat. They fry bacon and onion until both are dark brown, that
is, almost black.
Assembling the Chowder
Bacon, onion, and potatoes will all be finished at the same time about 25 minutes after
fire is lighted. Now cooks should work fast pour the water off the potatoes and put them in
the cooking can with the bacon and onion. The succotash and puree go in too, with a
tablespoonful of salt and teaspoonful of pepper for seasoning. Now! Watch the Scouts!
Theyll want to put the can back on the fire. Dont let them do it even in the coldest
weather. Youre ready now for the Come and Get It call so ladle the chowder on pieces of
bread, and EAT!
Tips
The Troop can make a meal of this dish. When its ready, give each Scout two slices of
bread. The lineup files past the pot and the cook puts a heaping tablespoonful on one piece of
bread and the Scout covers it with the second piece.
Stop the thrifty Scout from rinsing the cans with water to get all the contents. Hell thin the
chowder and make it runny. Then it will slide off the bread.
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While youre sitting by the fire and having your meal, eat one-half of your twist, if you
wish, but put the other half aside until later. Lay a banana on the nearly dying coals, turn it
several times and in 6 to 10 minutes it will turn to a dark chocolate color. Its time then to
peel it and season it with sugar and butter, to put half of it in the twist and the other half on
top and theres your shortcake.
Tips
Dont forget to add sugar to your prepared biscuit mix in making shortcake. Scouts dont
object to this sweetness at any time in either biscuits or twist.
Refer Scouts to Handbook for Boys for twist instruction. Be sure the twist stick is about the
same diameter as the banana. Peel the bark off the stick and shave off the cambium. Heat it
just before wrapping the dough around it. Pat the dough into a ribbon no thicker than inch
and 1 inches wide.
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SASSAFRAS TEA
By L. L MacDonald
A Tea Substitute
As nearly every Scout knows, a tasty drink can be made from sassafras root, but isnt it
usually strong and bitter? Fortunately, our former National Camp Director knew how to
make it just right, and told us how:
Wherever you find sassafras you will find numerous very small deformed saplings which
will never mature into trees. Pull up the smallest one, cut off the root and wash it. Shave off
one inch (take the remainder home with you) and shave it bark and all. Let the shavings boil
for a minute, sweeten to taste and you have a delicious drink.
8.
FIRST CLASS WOOD LORE
TREE (OR SHRUB)
IDENTIFICATION CONTEST
GROUP CONTEST FOR
BEGINNERS
Preparation
Organize groups of about four with a leader for each group. Provide each group with a tree
guide. (Probably your State Conservation Department publishes a free or inexpensive
pamphlet.) In addition, every Scout who is the owner of a Scout Field Book should bring it.
The Contest
Upon arrival at the tree or shrub to be identified each Scout gets one leaf. The groups
assemble and everyone who has a book thumbs through it to find an illustration of his leaf
and decide upon the name of the tree. Everyone states his opinion to his group leader, who
announces the majority opinion of his group to the leader of the game.
Scoring
Players receive one point for correct genus (Oak, for example); 1 point for specie (kind of
Oak); 1 point for use of the wood or any part of the tree. After the groups have totalled their
scores the leader of the game may comment briefly upon the tree.
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MATCHING LEAVES
A Game of Chance
The element of chance in this game is so appealing to Scouts that they sometimes play it on
their own initiative, especially while resting on a hike or in camp.
The Matching
To start the game one of the players, preferably the one with the fewest leaves, holds up a
leaf and names it. The leader declares it either right or wrong. If right, all players who have
that leaf hold it up by the stem, and when the leader says, Ready Spin! they all spin their
leaves, then let them fall to the ground. All leaves which do not match (top or under side) the
leaf of the original player must be handed over to him. All players who match him retain their
leaves.
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TREE HUNT
Tree Identification
This hunt is popular with Scouts who are not too familiar with trees. The hunting and
stalking explain its popularity.
Preparation
While Scouts are cooking or eating someone familiar with trees slips away from the crowd
and attaches numbered cards (somewhat concealed) to ten or more trees nearby.
The Troop is assembled, pencils and cards are passed around and the boundaries of the
section containing the marked trees are clearly defined. The Scouts then scatter and the hunt
is on. Each player receives one point for finding a marked tree, one point for naming the
genus, and an additional point for naming the species.
Tips
If only half of the players are familiar with trees, pair them off with the others, making this
a two-man team game.
To avoid revealing the location of trees to their competitors, coach Scouts to observe trees
from as great a distance as possible or crawl when near it.
This game will have greater teaching value if Scouts are taken through the woods to
observe trees while checking their scores.
Night Game
If you can provide each pair of players with a flashlight and play this as a night game, you
will find it extremely popular.
GUESS MY NAME
I am a Red Cedar
For instructions in the use of this Scout Way and those which follow see Guess My Name,
Chapter 5.
8. I am a tree. My foliage stays green throughout the year.
7. My leaves are so small some Scouts do not know they are leaves.
6. My wood is handled more than any other wood.
5. I am a great help to the thrifty housewife when winter wraps are stored.
4. My wood has an aromatic odor.
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Key Questions
1. Is the tree exogenous? Players invariably laugh at this question and answer, I dont
know. The Questioner might say, Trees, such as palms, that grow end on end are endogenous,
while the others are exogenous which is from the Latin, meaning outside growing. Such trees
put on an outside layer every year, and that is why you can tell their age by counting their
annual rings.
2. Is it common around here? The Questioner might appear to be talking to himself and
say, I wonder whether it is very common around here. The common trees I think of are...
Here it would be better for him to hold back from mentioning all the common trees, leaving
some for Scouts to name before he puts the definite question to one of the players.
3. Is it an evergreen? If the answer is Yes, arriving at the solution should be quite easy,
but it requires questions different from those which follow.
4. Will it be at least twenty-five to thirty feet tall when full grown? Before putting this
question mention some trees less than thirty feet tall.
5. Does it bear fruit edible by man? This classification includes cultivated fruit trees, nut
trees, white oaks (sweet acorns), crab apple, wild cherry, wild plum, hackberry, haw,
mulberry, papaw, service berry, sweet viburnum, shad bush, etc.
6. Are its leaves simple? Leader should show and describe samples of simple and compound
leaves before putting the question.
7. Are its leaves opposite growing on the branch? Show samples and name the opposite
simple-leaved trees, including maples, catalpa, flowering dogwood, viburnum, black haw,
pomegranate. Common trees with compound opposite leaves include the ashes, box elder,
buckeye, horse chestnut.
8. Are its leaves entire with smooth edges? Show lobed and entire leaves. Following are
entire without serrate (saw tooth) edges: catalpa, dogwoods, viburnum, black gum, red bud,
persimmon, laurel, pawpaw, tupelo, magnolia, sourwood, buckthorn, red bay, osage orange,
live oak, laurel oak, willow-oak.
9. Do the leaves have oblique (lopsided) bases? Show leaves, including elms, basswood,
hornbeam and some oaks.
10. Does it bear flowers growing in drooping catkins? Show and explain alders, sapens,
birches, black walnut, butternut, cottonwoods, hazelnut, hickories, hornbeams, oaks, poplars,
willows.
11. Can you buy lumber from the tree in the lumberyard? Name some lumbers found in local
yards and get Scout to name others.
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GUESS MY NAME
I am a Witch-Hazel
8. I am a tall shrub. The fragrance of my blossom is elusive and faintly aromatic.
7. The Indians used my bark for medicinal purposes.
6. The white man makes valuable extract from my bark.
5. Four long narrow petals form my corolla.
4. My seeds are thrown several feet in the air when the nut flies open.
3. My blossoms come later than others, even later than the fringed gentian or the fall aster.
2. My forked branches are sometimes used as divining rods in searching for water.
1. The doctor and druggist call me Hamamelis.
I am the Witch-Hazel.
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The Players
Players take positions as in baseball, except that there is a left shortstop and no catcher.
The pitcher, acting as both pitcher and catcher, is stationed at home plate and stands outside
of the diamond and in front of the batter. He tosses every pitch so that the batter can hit it.
The Playing Field
A large one is not necessary nor desirable. 60 x 60 is large enough outdoors; indoors use
whatever space you have. Start with bases 40 x 45 apart. As players improve make it 50.
The umpire will slow down this game if he does not know his subject or if he fails to rule
quickly, whether upon leaves, knots, first aid, etc. When in doubt, he should not hesitate to
say, I dont know, declare the question void and permit the batter to bat over, or, if a base
runner is involved, let him return to the base he left.
When we first played Tree Sock Ball in our Troop we had no one who knew trees well
enough to umpire so the boys asked an expert tree man in the neighborhood whom they knew
to be the umpire. Once we got a doctor to umpire our first aid game.
It is suggested that a Scout be required to tell at least one thing about the wood of a tree
in addition to identifying its leaf, to conform to the tree requirement for a First Class Scout.
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GUESS MY NAME
I am a Milkweed
8. I am a flower. I am a perennial, upright herb, three to five feet tall. I bloom from June to
September.
7. I prefer to grow along roadsides, fields and waste places where the sun shines.
6. My oblong opposite leaves have short stems and are minutely downy beneath.
5. My young shoots, until six or seven inches high, are good to eat.
4. Each of my seeds has its own bit of down by which it is carried by the wind.
3. My flowers grow in clusters, thick and fragrant.
2. My flowers, pink in color, are so formed that insects visiting me carry away with them
a saddlebag full of pollen.
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The Game
The leader pulls from his bag a specimen, holds it over his head and keeps turning so that
all can see it, and then asks a question about it and suddenly calls a number. The first Scout
with that number who runs and touches the leader and names the specimen or answers the
question scores one point for his Patrol.
Tips
Make this game more than merely identification. For example, hold up a piece of wood,
and having in mind fire by rubbing sticks, say, Name it and tell what you can make with its
wood.
Write the numbers in jumbled order on your bag and call them in that order, so that every
players number will be called at least once.
Prepare cards bearing names and questions to attach to specimens. Interrupt the game
occasionally to tell interesting facts noted on the cards.
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Tip
Under all circumstances Go Downs should follow instruction periods. They are popular
while resting on a hike, where they help clinch nature observations just concluded.
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MATURE PROJECTS
Nature offers many opportunities for individual Patrol and Troop projects. Be careful,
however, to present a project so that Scouts are in no way misled. To illustrate, making and
erecting bird houses and feeding stations, gathering and labeling nature collections,
developing camp museums, laying nature trails or labeling trees, should each be presented as
a job, not as recreation only.
A Summer Camp Project
This project was conducted in a newly organized Troop at its first summer camp by four
Scouts and a Scoutmaster, none of whom knew a great deal about trees at the outset.
The Scoutmaster was interested in the project method of Scouting. He knew Scouts should
do their own thinking, planning, executing and judging, and all with the least possible
guidance by the Scoutmaster.
During the first week tree games were played, especially Second Life Tree Sock Ball.
The games roused interest and started the Scouts asking why trees were not included as a
requirement for the camp emblem. The question came up at an evening camp fire, and it
was decided that a committee of one Scout from each tent, with the Scoutmaster as advisor,
should draw up a list of twenty-five trees.
The next morning the Scoutmaster started the committee meeting by saying he thought
twenty-five trees were too many, since nearly all of the boys were Tenderfoot Scouts. He said
he would be satisfied if every Scout knew ten trees. The committee disagreed with him. They
thought every boy in camp already knew ten trees. The Scoutmaster excused himself and
told the Scouts to consider it and present their ideas with plan of action at the evening camp
fire.
When evening came the committee did a superb job of selling the Troop the idea that
twenty trees should be required for the camp emblem. It was also agreed that each of the four
tents should find and label five trees with cards indicating names, uses and identification
characteristics. The Troop members were to go out and find the trees, study the labels and
report to a member of the committee.
It would be splendid to be able to report that at the conclusion of the project all the
Scouts knew twenty trees, but the true report is that nearly all the Scouts were reasonably
sure of ten trees, and more than half of the Troop satisfied a member of the committee that
they knew twenty trees.
Incidentally, the Scout Executive reported that other Troops studied the labeled trees
throughout the summer, and the next summer trees were included in the Councils
requirement for the camp emblem.
Tips
Wouldnt it be fine if Troops throughout the country labeled trees on city greens, in parks
or even on much traveled streets, provided permission has been secured from authorities?
Have a local tree expert check each species before the Scouts label trees. Then, rather
than nailing, have them tie the labels to trees.
For numerous other nature projects, see the last page of most of the chapters in Book of
Nature Hobbies.
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9.
FIRST AID
If you cannot take a first aid course or cannot get a trained leader to help you, do not let that
stop you from starting the Troop first aid program suggested in this chapter. Actually you will
not need help if you will confine your instructions to Handbook for Boys and the numerous
illustrations in the Scout Field Book.
First Class Scouts Will Help
It is easy to teach first aid and related subjects in new Troops. In Troops having Scouts of
all ranks it is suggested that the Tenderfoot and Second Class Scouts be separated. In most
Troops, Scouts practice Merit Badges work in groups largely by themselves, either in or out of
regular Troop meetings. Call upon those advanced Scouts for help. The holders of the First Aid
Merit Badge should be more than willing to help.
Secure Red Cross Aid
Check with your local Red Cross leaders. They have, or can help you secure, excellent
moving pictures and charts for instruction purposes.
Two-Month Programs
No subject is more worthy of a two-month program than first aid. Two programs are
suggested, one for new Troops, another for Troops having Scouts of all ranks.
A Good Motto: B-B-P-S
Four essentials need to be made very real to the Scouts tackling their Second and First
Class first aid requirements.
For serious injuries or in case of doubt, always send for a doctor and give him advance
information so that he will come prepared.
While waiting for help, in fact as you approach any first aid emergency, remember the motto
or slogan. Better Be Prepared Scout or B.B.P.S. This slogan gives you the clue to those
things that need quick action.
B, you stop bleeding.
Second B, you check breathing.
P, if it is a possibility in this situation, you treat for poison.
S, you treat for shock.
Scouts will like the help they get from the slogan to help them remember the four
essentials.
Of course it is a matter of seconds with all of them. The patient may need immediate help in
one or more of these fields. The first aider needs to check up on all four first! Remember
B.B.P.S.
Use Subject Matter in Handbook for Boys
Let the men who help conduct Boards of Review know that you are confining your
intensive instruction to the first eight pages of the First Aid Chapter in Handbook for Boys
for Second Class, and to the entire chapter for First Class.
First Month for New Troops
Throughout the month review and practice the instruction given at the first meeting related
to artificial respiration, shock, fainting and arterial bleeding, and add Second Class subjects
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Additional Carries
For other carries see Pack Strap Carry, Three-Man Carry and Six-Man Stretcher Carry
illustrated on opposite page.
Bandaging Practice
Apply the same ideas and principles described for transporting the injured when teaching
bandaging. In the treatment of either severe or minor cuts the object of the bandage is to hold
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Three-man carry
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10.
SIGNALING METHODS
Why should 11, 12 and 13 year old Boy Scouts learn Signaling? The Scoutmasters
answer is: To Get messages through in emergencies. Is the signaling training a Scout
receives to be regarded as military preparation? No. The Scouting Requirement permits errors
five per hundred letters. It does not mention speed. It does not include codes with jumbled
letters instead of words, for in emergencies messages need not be secret.
Make Signaling Interesting
A Scouts enjoyment of signaling depends almost entirely upon how it is taught. Since few
younger Scouts give thought to future values of signaling, they are liable to forget it faster
than they learn it, unless the Scoutmaster provides interesting ways for practicing.
Select One Method and Follow It
Handbook for Boys suggests that for the Troop as a whole you use one of three methods
of sending: (1) Instruments, sounding di dah; (2) Lights or whistles (flashed or blown long
and short); (3) Flags, swung left and right.
Teach Receiving First
Although Scouts enjoy sending more than receiving experts agree that the best way to learn
signaling is to practice receiving until you are familiar with the entire code. Following this
advice, plan to concentrate on signaling indoors and out for one month every year. During
that period let Scouts who know the code send to the beginners, regardless of age and rank.
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GAME OF TOUCH
Preparation Required
Organize two teams and line them up, facing each other, about four feet apart. The leader of
the game names an object in the room, which is the signal for the players of both teams to rush
to the object, touch it and return to their positions. Each such round is a game. The team
with all its players back on the starting line first wins the round. The team that wins the most
rounds is the grand winner.
Suppose the leader wishes the players to touch a door, and there are several doors in the
room, he says Touch, pauses and snaps out Door! The players race pell-mell to the
nearest door and return to their original places on the line.
The game leader, by being deliberately indefinite and vague in his commands may aid
players in developing the habit of observation. He may say, for example, Touch something
colored Red! Few Scouts will think to touch the insignia on their uniforms. The leader
may command, for instance, Touch Glass! and even the Scout wearing glasses will
usually follow the crowd and go out of his way to touch a window pane.
Just before concluding the game, call, Touch Me! and run. Follow this immediately
with the command, Touch and then come back and sit down 4 Walls! The Troop will now
be willing to sit and listen to the Scoutmaster tell them a little (not all) about the signaling plan
for the evening (not for the month). He may conclude by announcing that at the next meeting
they will play Signal Touch, explaining that in this new game, the names of things to be touched
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SIGNALING INSTRUCTION
GROUP I
The first lesson is easy. It introduces letters which are in Group I. See instructions in Scout
Field Book and Handbook for Boys for making and using wigwag flags.
In corners of the room each Sender sends Group I E , T, A, O, I, N, S. After sending it in
the order given, the Sender mixes the signals and sends them several times while the Scouts call
out the letters after they are sent, one at a time. This requires four or five minutes, and is
followed by a Go Down.
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SIGNAL TOUCH
Explain the game to the entire Troop.
One leader can handle this game, but if one Sender is available for each team, conduct it on
a team basis in Patrol corners. Provide each Sender with a list of the objects in the room to be
touched, which were developed in the word forming contest at the preceding Troop Meeting.
The Game
Pair off buddies and have them alternate as receivers and writers. The Sender sends the
name of an object in the room. The writer and receiver of each pair then get together when
they think they have received the signal. Then the Sender calls, Touch! and the race is on to
see which pair can touch the object and be back on the starting line first.
Notes for Senders
Give Scouts all the practice you can in using procedure signals in Group I such as: end
sentence; cannot receive you; error; use them as often as possible. Make a few errors in order
to use the error signal.
If only one pair receives a word, it must be repeated until at least two pairs have received
it; otherwise there will be no race.
Actually a writers only duty is to write what the receiver tells him, but since this is a
contest, let both Scouts do their best to receive.
TEACH GROUP II
The time required to teach Group II should be determined by what the Scouts have
learned between meetings, but the entire Troop should not be held up by a few who are not
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Give each Scout an 8 x 11 sheet of paper, ruled, if possible which the Scout can write
on as he holds it in his hand.
The Sender sends such messages as Sympathizing would fix Quaker objectives, The
quick brown fox jumps over the lazy dog or Quite a few brave kids enjoy camping in
exhilarating zero weather, which contain all the letters of the alphabet.
Following this month of intense indoor training every opportunity should be explored.
Encourage signaling use in outdoor Patrol meetings, on Troop hikes and in camp.
One way in which interest may be enhanced in signaling is by the building of buzzer sets
either by individual Scouts or Patrols. Here is illustrated a signal device which is easy to make.
All that is needed is a buzzer, metal strips from a tin can, a cupboard knob, wire, a piece of scrap
wood, some screws, and a dry cell battery.
With these homemade devices encourage boys in Patrol meetings to signal simple messages,
following this up with communication from house to house between Patrol members who are
neighbors.
Follow Through
Be surprised if a single Tenderfoot gets the majority of the signals correct. They are only learned
by constant repetition and use.
Encourage your Scouts as you go along and let them know that they must practice and
practice to become accomplished signalers.
This is the time to let your Second Class Scouts understand that they must get busy right now if
they expect to qualify as First Class Signalers in the next month.
To sum it all up the best way to learn signaling is to decide on a method such as is outlined in
this chapter, buckle down to the job of learning the code and above all make it fun.
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The Race
At the word Go the Scout at the head of each team runs to the marked spot half-way
between the teams and in front of his opposing team where he calls out A, and wigwags it.
If he is correct, his opponents yell, Right; otherwise they yell, Wrong. He then runs
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RUNNING MESSAGES
May be used for Final Examinations
Outdoor Sending and Receiving Race
Equipment Flags, Paper and Pencil for each Team. Four-man teams are ideal. The four
take turns as Readers, Senders, Receivers and Writers. Although it slows down the
action, readers and writers may be omitted, since speed is not an important factor.
The reader and sender of each team take positions at one end of a field and the receiver and
writer take their positions at the other end, at least 100 yards apart. Each reader is provided
with a test sentence containing all the letters of the alphabet.
At the starting signal each sender signals attention, and when he receives the go ahead
response, his reader calls the first word and spells it slowly. The receivers at the other end of
the field call out letters as they receive them and their writers record them. Scouts at both
ends of the field use procedure signals constantly, since this is the only way they are permitted
to communicate. As soon as a receiver and writer think they have the correct message, they
run with it to the other end of the field. Score as follows: 3 points for finishing first, 1 point for
each letter received correctly. The game is concluded after each Scout has served in all four
capacities. The team with the most points wins.
Following are test sentences which contain all the letters of the alphabet:
1. The brave woman joyfully coaxed the quizzing pickets.
2. A squirrel jumped into view but the black fox only gazed.
3. Mixing a few jet black lazy cats provoked the quarrel.
4. Gaze in extreme joy at quaint books filled with very curious pages.
5. A frowning big vice consul quickly punished many jailed ex-citizens.
6. Big prize market value would justify equal exchange.
7. We signify extra prompt zeal by the adjective quick.
8. Sympathizing would fix Quaker objectives.
9. We could amaze jokers vexing them by qualified replies.
10. Knowledge proofs are quite above hazy mixed conjectures.
Tip to Scoutmasters
The work of the Scouts in this contest may be credited toward their completion of the First
Class Signaling Requirement, provided they have no more than 1 error per 20 letters sent
provided any errors do not destroy the sense of message, received over a distance of 100 yards.
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The sender starts by wigwagging a two-letter word. All who think they received it
respond with the procedure signal T (word received). The sender calls out the word. All who
received it take one standing broad jump. Next, a three-letter word is sent, and all who
receive it take two standing broad jumps. This is continued until a five-letter word has been
sent. When the sender calls that word, he runs, with everybody after him. The Scout who tags
him three times on the back is the next sender.
Variation Capture the Number Sender
This variation involves numerals instead of words. Scouts unfamiliar with the code can
play it after brief instruction.
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11.
TROOP MEETING
FUN GAMES
The skeleton Troop meeting program in the HSM suggests two periods for fun games
The before-meeting period and the recreational games period. This chapter presents games
for those periods.
Consider Ages of Troop Members
The Troops that wish to maintain a satisfactory recreational program must consider and do
something about the age spread of its members 11 to 17 years in many Troops. Older Scouts
who are now members of the PLC quite naturally have outgrown many of the games they
enjoyed when 11 and 12 years old. They consider themselves young men and call those games
kid games. But what about the 11-and 12-year-old Boy Scouts who outnumber other ages
in the Troop? Those so-called kid games are their favorites. So the selection of recreational
games pleasing to the entire Troop poses a real problem for many Scoutmasters. Some
adjustments must be made.
Select Games According to Age Preferences
Proceeding, then, to make the necessary adjustment, older Scouts who show even a vague
desire to enter fun games should be encouraged to do so. Some prefer to lead or officiate,
others like just to watch, and each should be permitted to follow his choice as far as possible.
Few games are played by the older Scout with the same enthusiasm displayed by his younger
brother. The Scoutmaster should be prepared for this, but when nearly all older Scouts take
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SPUD
Vigorous Action Players Hit Each Other with Ball
Individual Game Every Man for Himself
No Advance Preparation
Very Soft Ball Required
The Ball and the Formation
In order to prevent players from being hurt, a soft ball must be used for spud. Wind one
layer of friction tape loosely around a loose wad of absorbent cotton about 4 in diameter and
you will have a better ball than you can buy. Give the ball to one player and assemble the
others around him in the center of the room or playing area.
The Game
The player who has the ball stretches out his arm, shoulder high, and drops (never throws)
the ball to the ground or floor as he calls the number or name of another player, let us say,
Sam. While the others scatter Sam grabs the ball and commands Stand! Sam must also
stand on the spot where he picked up the ball and try to hit one of the other players, who may
dodge him in any way they please, except that they cannot run. When Sam hits a player that
player rushes for the ball while the others get as far away from him as possible. When he gets
the ball he carries on just as Sam did, trying to hit someone (Sam included). When a player
misses, a Spud is scored against him. The players then reassemble and the player who
missed drops the ball, calls another name and the game is on again. A player who misses three
times becomes Mark Spud.
Now comes the real fun for all but Mark, who huddles against the wall trying to present
as small a target as possible while the others each take one shot at him from the throwing
line about twenty feet from the wall. Then Mark gets a shot at every player who missed him.
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CHARIOT RACE
Fast Recreational Period game
Five or Seven-Man Patrol Teams
Practice required for speed
Neckerchief or handkerchief required
Each team has four or six Horses and one Driver. The players on a team grip hands
with the driver in the center to form a chariot. The chariots are arranged behind a starting
line. Each one sets up a neckerchief (wigwam fashion) on the goal line, at the opposite end
of the field or room, and waits for the signal Go.
Action
The signal is given and the chariots start. As they approach the neckerchief on the goal line,
the horses slow down for the turn and the driver picks up the neckerchief with his teeth,
without either the driver or horses releasing their grip.
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CIRCLE PURSUIT
Exciting endurance running race
Teams form on one large circle
No preparation and no equipment
This game provides a unique method of conducting a foot race. It is equally popular with
Scouts and Explorers, even though the younger players are usually eliminated first.
Arrange the entire Troop in a large circle with equal intervals between players. Count
off by 2s, 3s, etc., as required to produce teams of no more than 8 players.
To start the race, all No. 1s step to the outside of the circle and face so that they can run
counter clockwise around the circle. Every player tries to tag and thus eliminate, players in
front of him. When tagged, a player immediately runs into the circle and returns to his
original spot. After about one-half minute, time is called and all No. 1 players return to the
circle and the untagged players have qualified for a final heat. In this manner, all teams race.
The finalists of each team run the final heat to select the Troop grand champion.
Tips
When running the finals, it will amuse the observers and keep the runners alert, if you
introduce an element of chance by blowing a whistle occasionally as a signal for runners to run
in the opposite direction. You do this about the instant a fast runner is ready to tag a slower
one. Of course, slower runners enjoy this.
If you play this on a slippery floor, slow down the runners by having each one balance a
coin on the back of his hand and if he drops the coin he eliminates himself.
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The Swinger starts swinging the weight on a short radius, paying out the rope as he
increases speed, so that by the time the object at the end of the rope reaches the players on
the circle, it will be in steady motion close to the floor. The players jump the rope as it passes
them. Of course, they must not be permitted to step beyond the circle to avoid jumping. When
a player misses he drops out of the game until a second player misses. Then these two players
exchange places. Two persons, therefore, will never be out of the game at one time.
Tips
Some Scouts do not have sufficient skill to swing the rope properly. Let those who have
skill practice and use only the better Swingers.
Scouts enjoy it when the swinger speeds up the swinging to the proverbial tune of Salt,
vinegar, mustard, all-spice, pepper. He will rarely reach the pepper speed.
In large Troops form two circles and make this a team game. The team having the fewer
misses within a specified time is winner. When played thus, the players like to put all
members who miss three times on the so called firing line and take a shot at them, just as in
the game of Spud.
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RELAY RACES
Overdoing Straight Relay Races
Straight relay races in which seven-eighths of the Scouts stand and watch while one-eighth
performs, may be justifiable in very large Troops with limited playing space but why should
such relays be used in small Troops? In straight relays each Scout is engaged only a fraction
of the playing time, and the more players on a team, the less time each one is active. If limited
space compels you to use relays, select those requiring almost constant intensive action, such as
Jump Belt Relay, or use relays in which two players are in action at the same time.
Team Versus Patrols
While Scouting advises the use of Patrols whenever possible, it does not object to
occasional use of teams for games played during the recreational games period, when the
success of the game depends upon putting teams of nearly equal ability against each other. For
such games why not choose sides or when more than two teams are needed select captains and
let them choose?
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At the signal the No. 1 and No. 2 players run to the rear, holding the belt just above the
floor, while their teammates jump over it. When they reach the rear No. 1 player drops the
belt and takes his new place at the end of the line, while No. 2 player returns to the head of
the line. Here No. 3 player grasps the belt and players No. 2 and 3 carry it to the end of the
line, etc. The action continues and the last player in each team to carry the belt returns with
it to the head of his line. The team with all players back in their original places first wins.
Tips
If space permits, let the last runner carry the belt forward across a line so that every one
can see him. The first to cross the line wins.
Since this game is so popular and requires so little time, run it by rounds. The first
team to win two rounds is the champion.
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Wheelbarrow Relay
The heavier player wheels the lighter to the goal line, then hand in hand they run back and
touch oft the next pair.
Spin Around Relay
The Spinner of each team takes his station opposite his team and maintains it
throughout the race.
At the starting signal the first player runs forward and extends his left arm as he
approaches the Spinner, who grasps the runners arm and spins him around. Then the
runner returns to the head of his line and touches off the next runner.
Tip
Players enjoy being spun around, so give them time to try out different team mates to get
their best spinner.
THREE DEEP
Very well known Troop circle game
Each man for himself
No preparation and no equipment
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Choose a Runner and an It to chase him. Usually two good runners will volunteer. Form
the remaining players in a circle, facing inward, and count them off by twos. Have No. 1s
step behind No. 2s on their right. Station the Runner and It diametrically opposite each
other on the outside of the circle.
The Game
At the starting signal It chases the runner who may exempt himself from being tagged
by stopping in front of any pair of players making a row of three, this is, three deep. The
player in back then becomes the new runner, and hastens to avoid It, who by this time will
be close upon him. Any runner whom It tags must run instantly, because tagging back is
permissible.
Tips
There are no standard rules for this game. Each Troop should make its own, basing them
upon the rules being used by Scouts in gymnasiums and playgrounds in that community.
To give all players opportunity to act as runners establish this rule especially in large
Troops A runner shall be permitted to run around the circle only once; that is, he must step
in front of a couple after he has once encircled all the players.
Encourage the runners to take short runs. Allow them to step in front of the next pair or
in front of their own line.
SWAT TAG
Troop or Home Patrol Game
Use Groups of not More than 8 Scouts
No Preparation
One swatter for each group
This circle tag game is popular with Scouts who get a thrill out of swatting each other.
Form players in groups of not more than eight.
Form seven of them in a circle and face them counter clockwise with hands behind their
backs. Tell them to keep their eyes on the backs of player in front of them. The eighth
player, who acts as It, takes the swatter (rolled and tied newspaper or stuffed stocking)
and walks around the outside of the circle and places the swatter in the hands of one of the
players. This Scout then becomes the Swatter and unexpectedly hits the player in front of
him below the belt, as many times as he can while chasing him around the outside of the
circle. Then the runner becomes the new It, and repeats the performance of the first It,
while the player who swatted him takes his place on the circle.
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Tips
Never play this with too large a number of players in one circle. Even when played with
eight players in a group, care must be taken so that every player gets an opportunity to act
as Swatter.
When using this as a before-meeting game, start it as soon as five players arrive, and as
more come, form two or more circles, having no more than 8 in a circle.
CHAIN TAG
Lively game
Entire Troop
No preparation, no equipment
Troops play and enjoy this game for months. When first teaching it, have an Explorer
direct the game and act as the Chain Captain. Later younger Scouts can handle it themselves.
The chain captain starts the game by tagging a player who joins hands with the captain.
One of them tags a third who joins hands with the one who tagged him. This continues until all
are caught. Of course, only the end men may do the tagging.
Naturally, the best players are caught last. To catch them, the Chain Captain huddles the
captured members around him and they decide which player they will go after. The younger
Scouts enjoy this ganging up on a big fellow.
Tips
It is advisable to have last caught act as Chain Captain for the next round.
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OGRADY
(Do This, Do That)
Troop lined up in open formation
No preparation and no equipment
Arrange the players in any convenient formation facing the leader, who takes his place on
a table or box overlooking the area.
The leader issues an order which the players must execute immediately if it is preceded by
the words OGrady says. If the order is not preceded by OGrady says the players ignore
it. A player who executes an order at the wrong time or fails to carry out an order at the
proper time is required to pay a penalty. The leaders try to mislead the Scouts by
demonstrating nearly every order they give.
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Page 100
The most popular additional feature, which adds to the suspense, is for the leader to
intersperse blurting out Black and Blue with stuttering on the letter L.
To avoid arguments insist that when a player tags an opponent he grasps him by the hand
and escorts him to the starting line.
Instead of having players always toe their starting line occasionally have them take an
awkward position, such as standing on one foot.
The common practice of permitting a player to tag more than one opponent each round is
not recommended.
This game succeeds better as a Team than as an Inter-Patrol game. When Patrols oppose
each other, do not ask a Scout to join another Patrol and capture his own Patrol members.
In this and in similar games never have players run at top speed to touch a wall. Place a goal
line at least two steps in front of the wall to prevent injuries.
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Tip
One leader cannot watch and judge two teams. Use two judges and have each yell,
Out, the instant a Scout in his circle breaks out.
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Tips
Call out the numbers in utter disregard of rotation to maintain intensity and fun of
expectancy.
To make sure every players number is called, jot down a number as you call it.
The tendency of a beginner is to rush out to grab the cap the instant his number is called.
Explain to him that he will be more successful if he sallies out casually and feints and delays
grabbing the cap until the instant he is in position to run to his starting line.
12.
DUEL CONTESTS
Review parts of this chapter before developing the Troop recreational program and select
contests which will satisfy both the younger and older members of the Troop. Try them out
first, then select a few of the favorites for frequent use.
Start Right
When introducing duel contests avoid strength contests, such as Indian Hand and Leg
Wrestling, in which less strong Scouts have no chance of winning. The Chinese Get-Up
described below is excellent for introducing duel contests, because 11-year-old Scouts have an
equal opportunity to win.
Consider the Observers
After each Patrol has selected its Patrol champion, assemble the Troop and select the grand
Troop champion.
Introducing Duels
In either Troop meetings or at camp introduce all duels on a Patrol basis, that is, have
every Patrol select its Patrol entrant and caution Patrol Leaders to give every Scout an
opportunity to enter. Patrol Leaders should urge timid members to try. If you have one Patrol
composed of only older Scouts, you may think it is a foregone conclusion that one of them will
be the Troop Champion. The other Patrols will not agree with you and you may be surprised.
Even in Indian Leg Wrestling a young, strong, fast Scout frequently surprises every one by
defeating an older, stronger but slower Scout.
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If Patrols do not meet outside of Troop meetings, selection of the Patrol champions must
take place in Troop meeting. It is suggested that they be selected during the before-meeting
period while Scouts are arriving.
Selecting Troop Champions
Troop championships should be conducted during the recreation games period of a Troop
meeting with all possible glamour. Patrols introduce their Champs with loud acclaim
and a Patrol cheer. If their hero wins his bout they cheer him again. Finally, the Troop cheer
leader leads the Troop cheer (every Troop should have one) for the Grand Champ, and
by that time the Patrol whose champion won all his bouts may have some hoarse members,
Duels for Mere Amusement
Most of what has been said in preceding paragraphs about duels requiring skill, strength
and dexterity, does not apply to duels intended just to amuse the spectators. They serve their
purpose best at indoor and outdoor camp fires, and are sometimes conducted during the Troop
recreational period with no advance preparation, other than an announcement at a previous
PLC Meeting. Suppose a talk or laugh Fest, pillow fight, cracker wrestling or similar duel is
to be conducted just for fun. The contest is announced and the Patrol Leaders bring up their
entry. Two or more bouts are conducted, and it is all over in a few minutes, with considerable
laughter, but not much genuine enthusiasm and hearty cheering.
CHINESE GET-UP
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Each wrestler advances his right foot and places the outside of it against the outside of his
opponents right foot. They straighten arms and grasp hands. At the word Go each wrestler
tries to knock the other off balance by pulling, pushing or twisting. The player is defeated
who first moves either foot or touches the floor with his hand or body.
Tips
If a player beats the gun, intentionally or otherwise, he has a tremendous advantage.
TO avoid this use the following commands when starting a match: Position! (Take position
clasping hands loosely); Grip! (Grip tightly without bending arms); Pull! (Start
wrestling).
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Tips
Start this contest by saying twice Up and Down to the rhythm of the raising and
lowering of legs. When the legs touch the floor on the second Down, say Go.
Frequently a heavier Scout is defeated by a lighter and faster opponent who Gets the jump
on him. However, it is desirable that opponents are of nearly equal weight.
ROOSTER FIGHTING
The two positions illustrated are used for Rooster Fighting. If a combatant loses his balance,
or if he unfolds his arms, he is defeated.
Tip
Very cautious fighters hop around waiting for the other one to charge. To prevent overcautious ones from prolonging the contest, either draw a circle or have observers form a
natural one by closing in. The one who gets out of the circle is defeated.
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DOG FIGHT
The Dogs take position as illustrated- They are joined with a wide collar, belt or neckerchiefs.
Each tries to pull his opponent across the line to win a victory. Should a fighter, accidentally or
otherwise, slip the collar off his head, he is defeated.
Tip
When a leather belt is used, this duel is popular only with Scouts who take punishment with a
smile. The pull of the belt over the ears is painful, unless it is well padded.
HAND SLAP
This contest is fought with duelists standing on a line on the floor or on a piece of 2 x 4
wood with toes and heels touching as illustrated. They extend right arms and touch palms. At
the word Go, they try to knock each other off the line by slapping hands. The player who
wins must remain on the line after knocking his opponent off, and he must strike no part of
the body other than the palm.
Tip
A Troop Champion can be selected in a comparatively short time, since no one remains
on the line for a long time. To avoid arguments during the finals, have contestants stand on a
piece of 2 x 4 wood. At camp have them stand on a log.
PALM BOXING
A small, quick, nimble Scout can readily defeat a larger and stronger slow-moving
competitor in hand push.
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Tip
Winners in palm boxing must acquire the art of dodging and keep leg muscles partly
relaxed when attacking and resisting.
This is one of the more amusing contests. Give it ten minutes in a Troop Meeting;
thereafter Scouts will try it on their own outside the Troop.
Three Scouts participate, the one in the center is the Buzzer, the other two are the
Bees. They stand with feet wide apart. Each Bee holds the palm of his outside hand against
his ear next to the Buzzer.
He holds the other hand ready to try to knock off the Buzzers cap the instant he stings
him (slaps the back of his hand).
The Buzzer starts the contest by buzzing constantly into the ear of one Bee and then into
the ear of the other. Suddenly he stings one of the Bees and instantly ducks trying to
dodge the Bee who tries to knock off his cap. The Bee is permitted to strike once only,
instantly after each sting, and he is supposed to keep his eyes forward.
The Bees score one point each time they knock off the cap, provided they do not move
either foot in doing so. If they do, that does not count and the Buzzer scores one point. If the
Buzzer moves a foot the Bees score a point. If the Bees together score three points in two
minutes, they win. If the Buzzer scores three points or if the Bees fail to knock his cap off in
the two minutes, they are defeated.
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FRIENDLY ENEMIES
This amusing duel provides more amusement for the spectators than for the enemies.
The antagonists are blindfolded and provided with a loosely rolled and tied sheets of
newspaper. They stand with left hands clasped and right feet touching. One contestant starts by
asking, Where are you, friend? His friend sways either backward or forward, or right or left,
holds his position and then answers, Here. His opponent surmises where he is, moves his rear
foot if he chooses, and takes one and only one swing in the direction from which the reply came.
He scores 1 point if he hits his friendly enemy. Then the other contestant gets his opportunity to
swat his friend. This continues until one of them scores 2 or more points as agreed upon.
Tips
Secretly coach the friendly enemies to go after each other vigorously. Do not select cautious
players; the spectators want action.
If any Committeemen are present, ask two of them to put on this show for the Troop. Also try
it at a Father and Son Meeting.
STICK PULL UP
In other than college contests a Stick Pull Up is more popular than the more gruelling
Stick Twisting and Cane Spreeing events. Contestants sit facing each other, feet facing the
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TALK FEST
In this popular Camp Fire contest two contestants (both prolific talkers) face each other in
a talking contest. They may choose their own subject or a subject may be assigned. They talk
for one minute and the listeners decide- on the winner. The rules are: Talk and look at each
other constantly; talk so that all listeners can hear; carry on as much of a conversation as
possible with more nonsense than sense.
Tips
Just before the contest starts coach the contestants indirectly by telling the audience what
to observe such as, observe their artistic gestures, their choice of words and phrases, how often
they repeat the same expressions, voice inflections, how distinctly they speak, and how well
they can be heard, and most important, whether they talk constantly, not pausing for an
instant.
The above contest is just a warm-up for the audience and the two finalists. Put them
against each other. Select the subject they are to talk about, such as A Boy Scout, A
Scoutmaster, A Patrol Leader. One tells why he likes being a Boy Scout and the other why he
does not. Let the contestants talk as long as they are going well.
Your Scouts may surprise you, they more often than not favor the negative side of any
argument.
Miscellaneous Camp Fire Duels
While the following duel contests can be used indoors they are more appropriate for
outdoor camp fire meetings.
Laugh Fest
In this variation of a Talk Fest the contestants laugh long, loud and funny and put
everyone in good spirits for whatever program follows.
Pillow Fight
Contestants sit astride a pole and try to knock each other off with pillows.
Barrel Boxing
Contestants box while standing in large bottomless barrels.
Smudge Boxing
Contestants box with blackened gloves.
Cracker Whistling
Contestants eat a cracker and whistle.
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13.
PATROL MEETING
GAMES
So, after trying Home Patrol Meetings for a short time you gave them up? The boys are
too noisy, we cant stand them any more, some of the parents said. The boys said, Okay,
were not having much fun, anyway! So no one complained and the meetings stopped.
Patrol Program-Making
Until Patrols have learned to make their own programs you must help them. To do this at
a TLC alone is not enough, since the council meetings are always, related to the Troop
meetings. Why not conduct occasional (quarterly) Patrol program planning meetings?
Devote a portion of each planning-meeting to the swapping of fun ideas. Ask each PL to tell
and demonstrate his Patrols favorite indoor game, contest, stunt, trick, puzzle, etc., which
his Patrol members thoroughly enjoy. Youll be surprised the way each PL will have
something to offer if he knows in advance that hell be asked for his contribution. Try it.
Need for Indoor Games of Skill
Scoutmasters say, We have no problem about outdoor Patrol games, but what about
quiet indoor games that can be played in a small room without damaging walls or furniture
and which will satisfy both parents and Scouts? This chapter attempts to answer that
question.
Home-Made Games
Ask any Scoutmaster whose boys have made their own games how they liked them. Hell
give you his answer in a word Great! Take this book to a quarterly Patrol Program-Planning
Meeting, let the PLs see the illustrations, and get each one to make and try a different game
for a month. Thats all you have to do to get the idea started. Suggest that Patrols swap
games about once a month.
Accuracy and Materials Unimportant
Let the PLs know and see that accuracy of construction is not important, not even those of
box hockey. Most of the illustrations leave measurements to the, maker. Everything
illustrated can be made from waste material, old lumber or the loan of mothers pans, which
can be returned in same shape they are received.
Painting and Decorating Important
Scouts pass off the fact that games made from waste materials do not look attractive by
saying, What can you expect, we made it out of junk. But pride is aroused when different
Patrol members supply left-over, bright colored paints and get their most artistic member to
wield the paint brush.
BOX HOCKEY
Very Popular Active Game
Two Players
Box, Sticks, Puck Required
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The box must be well made to stand up under hard use. If possible use a piece of exterior
plywood at least thick for the center board. Reinforce the ends. A hockey puck or a 3
square or round piece of wood will be needed. Use either two playground ball bats or straight
sticks.
The Game
Two players square off, and at the word go they try to knock the puck off the center
board and into the opponents territory- and then out of the box through the hole in the end.
Each player tries to knock it through the hole on his left.
Scoring
If no one is waiting make 5 points to the game. If a few players are waiting their turns,
make it 2 out of 3. If the Patrol is waiting make it a 1-point game.
Tips
If you make one box for the Troop and select champions in inter-Patrol matches, you will
need rules for any of the games in this section. Since there are no standardized rules, make
your own.
To start the game the puck is placed as illustrated. The players place their sticks (or bats)
on the floor (or ground) on opposite sides of the partition, raise them, strike them together as
illustrated and repeat the entire operation twice.
If the game is to be played on one spot, a frame without a bottom will do for a box. Secure
the frame to the ground by nailing it to 2 x 4s driven into the ground on the outside of the four
corners.
CANASTA TOSS
The back-supports for the games illustrated are not necessary if the board can be leaned
against a wall.
The scoring-method was suggested by a Scout familiar with the card-game Canasta. To
score a canasta a player must throw at least three bean bags out of eleven throws into one of
the cans. For throwing three bags into the No. 5 (top) can he scores (melds) 15; for four bags
20; for 5 bags 25, etc. For 3 bags in the small ACE can he scores 60; for four bags 80, etc.
For three bags in the bottom can he scores 30; for 4 bags 40, etc. If he throws less than
three into a can he scores 0.
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Tips
Let Scouts make up their own scoring system and decide how far from the board to locate
the throwing-line.
Suggest to Scouts that they use paper bags and pebbles if they cant get their mothers to
make bean bags.
Tip
It is very easy to make grommets by butting the ends and securing them with adhesive or
electrical tape.
COOTIE
Cootie is the standard name for this game, but if the name brings an unpleasant picture to
mind, call it anything you may wish.
Paste or print on each face of a cube one of the letters B, H, T, L, A, and E B for body,
H for head, T for tail, L for legs (6 legs), A for antenna (2), E for eye (2).
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Scoring
The winner is the player with the most points, scored as follows: point for each
completed part, thus 1 point for body, 1 point for head, etc., being 13 points for a completed
cooties plus 1 point for each part of a second.
BOX PITCH
Outline and number a piece of cardboard, as illustrated. Tack strips of wood on three edges.
Paste or print numerals 1 to 6 on the faces of each wooden cube. Use several cubes,
rounding the edges slightly so that they roll easily.
Place the board on a table and roll the cubes onto the board.
Give players the benefit of the higher-numbered space touched by a cube. For example, in
the illustration the cube with the numeral 3 up lies almost entirely in the No. 2 space,
nevertheless it does touch the No. 3 space, and the player adds the two figures for a total of
six points.
MUFFIN TOSS
Place a muffin pan on the floor against a wall. Toss or sail flat disks (heavy cardboard,
linoleum, thin plywood, etc.) into the partitions. Score according to the number of the disk on
top only. For example, if a player throws disks 2, 4, 6 into one partition and 4 lies on top, he
receives only 4 points.
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Certainly any Scout can make the target and disks illustrated for use indoors. It may be
used as a baseball target outdoors and also in a rope-coiling and throwing contest. Scouts may
make their own rules.
14.
HIKE AND CAMP
GAMES
CAPTURE THE FLAG
New Form of Capture the Flag for 24 or More Scout Teams Two Armies of Equal
Number and Ability
Equipment: Improvised Flags and Bandages
TimeTwo 15 or 20-Minute Halves
Prepare in PLC First Time Game Is Played
This version of Capture the Flag includes the excitement of chase, capture, prison, escape,
rally and triumph, and the despair of defeat. The object of each team or Army is to capture
the others flags and men.
Playing Territory
Before reading the description of the game study the diagram. If possible select a site
suitable for stalking and concealment. Use a gully, ravine or hill for No Mans Land. The
fighting territory in which the flags and prisons are located, on each side of No Mans Land,
should be about 80 steps deep. Each army erects its flag and locates its prison (a tree or rock)
on its baseline. Armies exchange territories at the end of each half.
Preparation
Players are divided into Left and Right Armies. Each Army selects a general and three
division captains. Each general should be given time to do the following:
1. Explain the rules of the game and brief his army.
2. Divide his Army into three Divisions attackers, intermediaries and guards. Each of
these divisions selects its captain.
3. Captains brief their men and mark them with neckerchiefs or handkerchiefs. The right
army men are marked by bandages on the right side, left army men on the left side, thus:
attackers above ankle; intermediaries above knee; guards above elbow.
Generals and captains wear head bandages of different colors, if possible.
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The Game
When both generals yell, Ready, the timer who also acts as referee blows his whistle and
the attackers move forward swiftly and cautiously to cross No Mans Land without being
captured by intermediaries. Those who reach the enemy flag and prison territory conceal
themselves and watch for an opportunity to secure the flag and carry it safely across No
Mans Land. To capture a player an opponent must hold him long enough to call, caught
three times. Anyone who secures the flag may call for help in No Mans Land, where friends
may form interference and protect him just as football players protect ball carriers.
Treatment of Prisoners
When a Scout is captured he throws up both hands and hustles off to prison. Upon arriving
there he takes his place at the end of the line where he touches the prison (tree or rock) with
hand or foot and holds hands with others who were previously captured. In this manner
prisoners stretch out toward No Mans Land. To release a prisoner a friend rushes in and
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Scoring
At the end of each half each team adds the numbers written on its slips of paper. The
pioneers count only the slips delivered to their besieged member in the Block House. The
side with the larger total for the two halves wins the game.
Tip
Usually it is advisable to let Scouts draw supplies from a hat. Blow a whistle at the
beginning and end of each half.
NATURE CHASE
A Recreational Nature Review
Teams or Patrols
Outdoor Variation of B-1-l-lack and B-l-l-lue
No Equipment or Advance Preparation
Two captains or Patrol Leaders toss for sides-runners and chasers. The chaser-captain
assembles his Scouts behind the starting line. The captain of runners assembles his team in a
compact huddle behind the safety line, a short distance across a field or road. There they decide
upon the name of a nature specimen a bird, mammal, reptile, edible plant, shrub or tree. A
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ROADSIDE CRIBBAGE
For Use on a Nature Hike
A Scout Way of Reviewing
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2 counters
2 counters
2 counters
2 counters
1 counter
1 counter
NIGHT GAMES
Have you ever tried night games at camp or in Troop meetings, outdoors or indoors with
lights out? No? Youll be surprised then to see the fun there is in even the simplest game.
Restrict all night camp games involving running to flashlight games, and even then, be
cautious. Play them on bright nights and start them at twilight.
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NIGHT SARDINES
Flashlight for each Player
On a dark night select a first hider and coach him in advance (See Tips). Give him a
flashlight and one minute (more in an open woods) to hide somewhere within the boundaries
(not in a tent or building). Blow a warning signal about fifteen seconds before the minute is
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FREEZING
(Also called Moving Statues and Red Light)
After the game is explained each player demonstrates the statue-like pose (the more
comical the better) he will take throughout the game. The player selected to be It stands
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INFILTRATION
(A dark night game)
Excellent Inter-Troop game
For Camp, Camporee or Rally
At each end of a field about 300 feet in length two sentries walk back and forth the full
width of the field.
One Troop spreads out at one end of the field and the other Troop does the same at the
other end. Members of one Troop wear neckerchief, members of other wear none.
The Game
At a starting signal both Troops move silently toward each other. When players near the
end of the field, they crawl, walk or rush in an attempt to cross the sentries line without
detection. If they succeed, they score one point for their Troop and return to the opposite end
of the field for another try. However, if a sentry hears or sees an infiltrator and points him
out with his flashlight, that player also must return for another start. This continues for as
long as thirty minutes.
CONCEALMENT
Requires wooded territory
For two Troops or Patrols
The players are divided into two groups, the Observers and the Stalkers. The
observers spread out across one end of the playing area and conceal themselves as much as
possible. The stalkers are stationed behind trees at the opposite end of the field. All the
players gather ten counters (pebbles, acorns, hard berries) and put them in one pocket.
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15.
OPEN HOUSE GAMES
AND CONTESTS
If you are planning to conduct an annual Open House for Scout parents and friends,
begin by reading Open House, Catalog No. 3005, which covers the organizing and promoting of
such an event. While this chapter describes recreational Scouting activities specifically
designed for an Open House, with slight modifications, they may be used in a regular Troop
or Patrol Meeting.
Secure Explorer Cooperation
It will help if you get a nearby Explorer Unit to work with you in making your Open
House or Parents Night a joint affair. With a little encouragement, perhaps they will bring
their girls, and Girl Scouts in the neighborhood no doubt would enjoy the show.
The Evenings Program
The 3 hour program suggested in the Open House pamphlet includes Supper,
Ceremonies, and Awards, a Fellowship Camp Fire, Introductions and Recognitions and Fun-
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Square Knotting
Teaching the Square Knot
The instant the group arrives at the booth teach the square knot. When the Scouts think
everyone can tie it they start the contest.
The Contest
The contestants first tie the square knot with eyes open; second time with eyes closed;
third time behind backs. Score one point each time a member of the group ties the knot
correctly.
Life Saving
Rescuing a Roller Skater
This event is conducted down the center of the room between other booths. It does not
require a booth.
The Demonstration
One Scout has a rope with a bowline on each end. The instant the group arrives, he slips the
small bowline over his left wrist and throws the larger bowline to the roller skater, a Scout
at the other end of the room. Without getting out of a 3-foot circle the skater tries to grasp the
bowline; if he succeeds, he slips the large bowline over his head and around his waist, and his
buddy hauls him in.
Coiling the Line
Hold the large bowline in the right hand (lefties do the reverse) and slip the small
bowline over the left wrist. Coil the line (about 25 feet long) into the right hand. Throw the
line with an underhand toss.
The Contest
Give each team member at least two tries at coiling and throwing the line so that the skater
can grasp it without leaving his circle. Score four points for success on the first try; three the
second; two the third. If all tries fail, score one point for trying.
Fire-Lighter Whittling
One of the Scouts shows the group a fire-lighter, explains its use (to light a fire on a windy
day by first lighting the fire-lighter) and demonstrates how to make it.
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