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HIGHWAYMEN

Type. Raid.
Numbers. Three Patrols, or more.
Gear. Identification numbers; hatbands; copy of map for each Patrol with its own route marked (not others).
Ground. Adaptable. See Map II.
Time. 2 hours.

Description. 

" A " Patrol (preferably cyclists) is sent out to a point M following route marked " Highwaymen." They are instructed to capture anyone wearing Scout uniform. 

" B " Patrol follows route so marked to find a suitable camp site near X. At P, they find a messenger awaiting them (sent off in advance) with a message telling them to proceed towards Y and co-operate with " C " Patrol in rounding up Highwaymen. 

" C " Patrol follows route so marked to find a suitable camp site near Y ; as soon as " B " Patrol gets into touch, the two Patrols co-operate against the Highwaymen. 

Highwaymen take prisoners to Q; Scouts to R, where umpires have power to restore life. 

Each Scout has a 3-figure number in front and back: of hat which has also a ribbon hat-band ; a different color for each Patrol. Method of capture is by challenge.

Comments. An example of arranging a Wide Game where there is not much open country, but roads and paths have to be kept to fairly strictly.

Wide Games

 

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Peer- Level Topic Links:
Bandits and Police ] Border Raiders ] Capture the Flag ] Compass Trail ] Escapes ] Foiling the Robbers ] Gold Standard ] [ Highwaymen ] Lost Leaders ] Motor Bandits ] Ned Kelly ] Occupying the Thicket ] Polar Dash ] Rival Archaeologists ] Robin Hood ] Rum & Tea ] Staffs ] Surveyors ] Totem Raid ] Viking Invasion ] The Wreckers ]

Parent- Level Topic Links:
!Quick Guide! ] Conquest Type ] Cordon-Breaking Type ] Man-Hunt Type ] Raid Type ] Seizure Type ] Treasure-Hunt Type ] Treasure Type (UK) ] Introduction ] Training ] Care of Countryside ] Playing the Game ] Preparations ] Cloak of Romance ] Night, Winter, Water ] Descriptions ]

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

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