Night Games




Search  Inquiry Net

Back ] Home ] Up ] Next ]

Scouting Games
Stalking Games
Tracking Games
Indoor Games
Camp or Playground
Cycists' Games: Bikes
Town Games
Night Games
Seamanship Games
First Aid Games
Games for Strength
On Trek
Kim's Game

Scout Books

Site Contents

By Sir Robert Baden-Powell



By Percy Hill.

A Convict has escaped from prison, and, being an inveterate smoker, the first thing he does is to buy a large supply of cigarettes and matches. 

On a dark night a message is brought to the Scouts that he has been seen in a wood close by, still smoking. The troop at once turn out, and, inclosing the wood, silently try to find their man by using their eyes, ears, and noses, as well as they can. The man, who is playing the part of the convict, is obliged to keep his cigarette in full view all the time, and strike a match at least once every three minutes. Unless the Scouts are very sharp, the chances are that he will slip through, and they will, after a few minutes, see the match flickering away behind them. 

The " convict "' must not, of course, be a Scout, for, if he were, he would not smoke or give himself away like that. 

An hour or two spent in practicing some "extended order" drill will make the troop far more efficient in work like this, for boys invariably tend to crowd together on a dark night instead of keeping an equal distance apart. A good variation of the game, if no smoker is at hand, is to supply the convict with a box of matches and a whistle, and make him strike a match and blow his whistle alternately every minute or two minutes, so that two different tracking senses are needed at the same time---seeing and hearing.


To be played at night. 

A town or camp is chosen and defended by all the Scouts present, except one patrol. The outposts must be carefully placed all round. The one patrol is to be led into the town by a guide chosen from the defenders--he is the traitor and goes round and carefully examines the defenses; then slips out of the town to meet the patrol at a certain spot. He tries to guide them into the center of the town, perhaps taking them two or three a time or all together in Indian file. 

If touched by one of the defenders they are captured.


Tracking by smell at night is a very important part scouting. 

An enemy's patrol has encamped at a certain spot, and thinking all safe light a fire and prepare a meal. But the sentry reports suspicious signs and sounds, so they immediately damp the fire, but cannot stop the smoking.  This should be carried out on a calm but dark night in fairly open spot--the smoke can be caused by smoldering brown paper or damp gunpowder in a tin. The others have to reach the spot by smell, while the encamped party lie absolutely still.


This game should take place across country at night. 

Two Scouts set off in a given direction with a lighted bull's-eye lantern. After two minutes have passed the patrol or troop starts in pursuit. 

The lantern bearer must show his light at least every mute, concealing it for the rest of the time. The two Scouts take turns in carrying the light, and so may relieve each other in difficulties, but either may be captured. The Scout without the light can often mingle with the pursuers without being recognized and relieve his friend when he is being hard pressed. They should arrange certain calls or signals between themselves.


This night-scouting game not only affords recreation but is a good test for hearing and eyesight, and furnishes a splendid practice in judging distances. 

A Scout makes his way across fields, in the dark, and on hearing his leader's whistle, shows a light from a lantern for five seconds. He remains there, but hides the light, and the rest of the Scouts estimate how far away and whereabouts he is. 

Then they set out to where they think the light was shown and each one tries to get there before the others. The lantern-bearer hands over the lantern to the Scout who first reaches him, and then it is that boy's turn to go away and show the light. 

The Scoutmaster should note the various estimates propounded by the Scouts, and though he may be unable to discover the exact distance he should know which Scout gave the nearest figure.


Two or more Scouts (according to number taking part go out in pairs with ordinary bicycle or similar lamps, an take up positions not nearer than 1/4 mile (or other agreed distance) from starting-point. They are called outposts and must not move their ground, but may show or conceal their light as they think best. 

One Scout goes out, say, ten minutes later carrying hurricane lamp to discover the outposts. He is called the runner, and must not hide his light. 

One or two minutes later the remainder start out chase and capture both the runner and outposts. They are called Scouts. 

Outposts and runners must not call to one another.  

Outposts show their light when they think the runner is near, but must be careful not to betray their position to the Scouts. 

As soon as the runner finds an outpost these extinguish their light and make for the starting-point. 

When the runner has discovered all outposts he does the same. No Scout may remain nearer the starting-point than agreed distance-- 100 yards or so, according to circumstances.

See Also:

Night Scouting

Baden-Powell's Scouting Games






Additional Information:

Peer- Level Topic Links:
Scouting Games ] Stalking Games ] Tracking Games ] Indoor Games ] Camp or Playground ] Cycists' Games: Bikes ] Town Games ] [ Night Games ] Seamanship Games ] First Aid Games ] Games for Strength ] On Trek ] Kim's Game ]

Parent- Level Topic Links:
Baden-Powell's  Games ] B-P's Adult Military Games ] Dan Beard's Games ] A. Mackenzie's Games ] G. S. Ripley's Games ] Ernest Seton's Games ] J. Thurman's Games ] Smith's Advancement Games ] Wide Games ] Relay Games ] Special Needs Boys' Games ] Politically Incorrect Scout Games ] Game Leadership ] Compass Training Games ] Highland Games ]

The Inquiry Net Main Topic Links:
 [Outdoor Skills]  [Patrol Method [Old-School]  [Adults [Advancement]  [Ideals]  [Leadership]  [Uniforms]

Search This Site:

Search Amazon.Com:

When you place an order with Amazon.Com using the search box below, a small referral fee is returned to The Inquiry Net to help defer the expense of keeping us online.  Thank you for your consideration!



Amazon Logo



Scout Books Trading Post

Dead Bugs, Blow Guns, Sharp Knives, & Snakes:
What More Could A Boy Want?

Old School Scouting:
What to Do, and How to Do It!

To Email me, replace "(at)" below with "@"

If you have questions about one of my 2,000 pages here, you must send me the "URL" of the page!
This "URL" is sometimes called the "Address" and it is usually found in a little box near the top of your screen.  Most URLs start with the letters "http://"

The Kudu Net is a backup "mirror" of The Inquiry Net.  

2003, 2011 The Inquiry Net,  In addition to any Copyright still held by the original authors, the Scans, Optical Character Recognition, extensive Editing,  and HTML Coding on this Website are the property of the Webmaster.   My work may be used by individuals for non-commercial, non-web-based activities, such as Scouting, research, teaching, and personal use so long as this copyright statement and a URL to my material is included in the text
The purpose of this Website is to provide access  to hard to find, out-of-print documents.  Much of the content has been edited to be of practical use in today's world and is not intended as historical preservation.   I will be happy to provide scans of specific short passages in the original documents for people involved in academic research.  


Last modified: October 15, 2016.