Joining Camps
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By A. W. N. MackenzieThis game was played by five Patrols. Each Patrol Leader was given a rough sketch map of the district, showing Camps A and B. The 0tters and Curlews were sent out to their camps, A and B respectively which were to the N.E. and N.W. of the, starting place. Their job was to attempt to join forces and the other three Patrols acting together to prevent them. Touching counted as capture. The three sides started operations at a fixed time, excepting that the three Patrols acting together sent out two spies from each Patrol a little before the fixed time for starting. Each spy had a neckerchief tied around his arm. He could not take prisoners but could be captured by the Otters or Curlews. The spies worked in pairs, one keeping touch with enemy movements while the other carried information to the Patrol Leaders. The Otters and Curlews could capture spies only; their job was to avoid capture and to join forces. The Otters and Curlews had a few minutes "pow-wow" as to their plan of campaign before moving off. |
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Last modified: October 15, 2016.