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Scout Books
Site Contents
| | By Sir Robert Baden-Powell
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Siberian Man Hunt: A man has escaped through the snow and a patrol follows his
tracks, but, when they think they are nearing his hiding place, they advance
with great caution because for them one hit from a snowball means death. The
escaped person has to be hit three times before he is killed. If he has taken
refuge up in a tree or any such place, it will be very difficult to hit him
without being bit first. The hunted man has to remain at large for a certain
time, perhaps two or three hours, and then get safely home without being caught. |
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Arctic Expedition: Each
patrol takes a sleigh or toboggan with harness to fit two Scouts who are to pull
it (or dogs, if they have them, and can train them to the work). Two Scouts go
a mile or so ahead. The remainder with the sleigh follow, finding the way by
means of the trail, and by such signs as the leading Scouts may draw in the
snow. All other drawings seen on the way are to be examined, noted, and their
meaning read. The sleigh carries rations, cooking utensils, etc. Build snow
huts. These must be made narrow, according to the length of sticks available for
forming the roof, which may -be made of brushwood, and covered with snow. |
| Snow
Fort: The snow fort may be built by one patrol according to their own ideas of
fortification, with loop holes, and so on, for looking out. When finished it
will be attacked by hostile patrols, using snowballs as ammunition. Every Scout
struck by a snowball is counted dead. The attackers should, as a rule, number at
least twice the strength of the defenders. See Also: Snow
Fort Building |
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Fox-Hunting: This game is to be played
where there is plenty of fresh snow around. Two Scouts representing foxes
start from the middle of a field or piece of open ground, and five minutes
afterwards the rest are put on their trail. The two foxes are not allowed to
follow any human tracks. If they approach a pathway where other people have
been, they must turn off in another direction; but they can walk along the top
of walls and use any other ruse they like, such as treading in each other's
tracks, and then one vaulting aside with a staff. Both of them have to be caught
by the pursuers for it to count a win. The foxes have to avoid capture for one
hour and then get back to the starting point. |
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The Dash For the Pole: Two rival
parties of Arctic explorers are nearing the Pole. Each has sent out one Scout in
advance, but neither has returned. They know the directions each started in
because their tracks can still be seen in the snow. What has really happened is
that each has reached the Pole, and each is determined to maintain his claim to
it and so dare not leave the spot. They both purposely left good tracks and
signs, so that they could be easily followed up, if anything happened. These
two, one from each patrol, should start from headquarters together, and then
determine upon the spot to be the Pole, each approaching it from a different
direction. |
The two parties of explorers start off together, about
fifteen minutes after the forerunners, and each follows up the tracks of its own
Scout. The first patrol to reach the spot where the two are waiting for them
takes possession; the leader sets up his flag and the rest prepare snowballs,
after laying down their staves in a circle round the flag at a distance of six
paces. When the other party arrives, they try to capture the staves. The
defenders are not allowed to touch their staves, but two hits with a snowball on
either side puts a man out of action. Each defender killed and each staff taken
counts one points, and if the rival party gain more than half the possible
points, they claim the discovery of the Pole. Before the defenders can claim
undisputed rights, they must kill all their rivals, by pursuing them; even if
only one or two are left. The two forerunners do not take part, but act as
umpires.
Clear The Line: This game
requires a light rope, five to eight yards long, to one end of which is attached
a small bag of canvas or leather filled with sand and weighing about 1 lb. The
Scoutmaster stands in the center of a ring of Scouts and swings the bag round,
gradually paying out the rope until it becomes necessary for the players to jump
to avoid it. The direction in which the bag is swung should be varied. The rate
of swinging as well as the height of the bag from the ground should be gradually
increased. The object of the players is to avoid being caught by the rope or bag
and brought to the ground.
Skin the Snake: The scouts stand
in single file. Each scout puts his right hand between his legs, which is
grasped by the one behind. Then the first scout walks backwards, straddling No.
2. No. 2 repeats the movement, straddling No. 3, and so on, until the scout that
was first is in the last position. It is a clever gymnastic stunt, and done
quickly represents a snake shedding its skin.
Soccer Relay: This is a relay game,
where the first scout of each side starts kicking the ball from his goal to a
turning-point several yards away, then kicks the ball back through the goal that
he started from. When he has kicked a goal the second scout repeats the
performance of the first, and each scout repeats the performance. The side that
finishes first wins the race.
See Also:
Additional Winter Snow Games
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