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Joining Camps

 

 

Cargo Boats and Cruisers
Dispatch Bearer
Escaped Convict
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Glory of Africa
Holy Trees of Incas
Hostile Raiders
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By A. W. N. Mackenzie

This 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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Peer- Level Topic Links:
Cargo Boats and Cruisers ] Dispatch Bearer ] Escaped Convict ] The Fugitive ] Glory of Africa ] Holy Trees of Incas ] Hostile Raiders ] Indians and Settlers ] [ Joining Camps ] Rival Dispatch Bearers ] Search for Prince Charlie ] Searching for Fugitives ] The Spy Hunt ] Treasure Hunts ]

Parent- Level Topic Links:
Baden-Powell's  Games ] Dan Beard's Games ] AWN Mackenzie's Games ] G. S. Ripley's Games ] Ernest Seton's Games ] Wide Games ] Relay Games ] Disabled Boys' Games ] Laser Tag Alternatives ] Game Leadership ] Compass Training Games ] Highland Games ]

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Traditional Scouting ] Adult Association ] Advancement ] Ideals ] Leadership ] Outdoors ] Patrol Method ] Personal Growth ] Uniforms ]

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