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By A. W. N. MackenzieTwo or more Patrols take part. The game should be played over ground which provides good cover. Definite boundary lines should be indicated and known by all players. One Scout is chosen from each Patrol, and they are given five minutes in which each conceals himself anywhere within the boundaries. Once hidden they may not move out of their places of concealment. The Patrol Leaders are then called, and each is told that he and his Patrol should capture any one of the fugitives (excepting the one from his own Patrol), whom they must bring back to the place indicated by the Umpire, escorted by the whole Patrol (except their own Patrol fugitive). This means that each Patrol must make an organized search and must be in touch all the time, so that as soon as a Scout spots a fugitive he can summon the rest bf his Patrol and march the fugitive back to the Umpire. A Scout spotting a fugitive may not shout to the remainder of his Patrol, nor blow a whistle, but must use some other method of attracting their attention. If a Patrol comes across its own fugitive it should pay no attention, as otherwise they might attract a member of some other Patrol to the spot. The winning Patrol is the one to arrive first at the Umpire with its captured fugitive. |
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