← Scouting for Boys

Woodcraft

Games and Practices.—Scout Hunting, Dispatch Running, Deer Stalking, Stalking and Reporting, see pp. , ; Observation of Animals, p. ; Lion Hunting, p. ; Plant Race, p. ; Scout meets Scout, p. .

"Track the Assassin."—The assassin escapes after having stabbed his victim, carrying in his hand the dripping dagger. The remainder, a minute later, start out to track him by the drops of blood (represented by Indian corn or peas) which fall at every third pace. His confederate (the umpire) tells him beforehand where to make for, and if he gets there without being touched by his pursuers, over eight minutes ahead of them, he wins. If they never reach his confederate, neither side wins.

Relay Race.—One patrol pitted against another to see who can get a message sent a long distance in shortest time by means of relays of runners (or cyclists). The patrol is ordered out to send in three successive notes, or tokens (such as sprigs of certain plants), from a point, say, two miles distant or more. The leader in taking his patrol out to the spot drops scouts at convenient distances, who will then act as runners from one post to the next and back. If relays are posted in pairs messages can be passed both ways.

"Spider and Fly."—A bit of country or section of the town about a mile square is selected as the web, and its boundaries described, and an hour fixed at which operations are to cease.

One patrol (or half-patrol) is the "spider," which goes out and selects a place to hide itself.

The other patrol (or half-patrol) goes a quarter of an hour later as the "fly" to look for the "spider." They can spread themselves about as they like, but must tell their leader anything that they discover.

An umpire goes with each party.

If within the given time (say about two hours) the fly has not discovered the spider, the spider wins. The spiders writes down the names of any of the fly patrol that they may see; similarly the flies write down the names of any spiders that they may see and their exact hiding-place. Marks will be awarded by the umpires for each such report.

The two sides should wear different colours, or be differently dressed (e.g., one side in shirt-sleeves).

"Throwing the Assegai."—Target, a thin sack, lightly stuffed with straw, or a sheet of cardboard, or canvas stretched on a frame.

Assegais to be made of wands, with weighted ends sharpened, or with iron arrow-heads on them.

Display.—The Diamond Thief. See pp. -141.

Play.—Wild Animal Play, by Mrs. E. Thompson Seton. A musical play, in which boys and girls take parts. Price 6d. (Publishers, Doubleday, Page, & Co., 133 East Sixteenth-street, New York.)

"Animal Artisans," by C. J. Cornish. 6s. (Longmans, Green.)

"Flag Raiding" (from "Aids to Scouting", 1s. Gale & Polden).

Two or more patrols on each side.

Each side will form an outpost within a given tract of country to protect three flags (or at night three lanterns two feet above ground), planted not less than 200 yards (100 yards at night) from it. The protecting outpost will be posted in concealment either altogether or spread out in pairs not more than 80 yards apart. It will then send out scouts to discover the enemy's position. When these have found out where the outpost is they try and creep round out of sight till they can get to the flags and bring them away to their own line. One scout may not take away more than one flag.

This is the general position of a patrol on such an outpost:

Any scout coming within 50 yards of a stronger party will be put out of action if seen by the enemy; if he can creep by without being seen it is all right.

Scouts posted to watch as outposts cannot move from their ground, but their strength counts as double, and they may send single messengers to their neighbours or to their own scouting party.

An umpire should be with each outpost and with each scouting patrol.

At a given hour operations will cease, and all will assemble at the given spot to hand in their reports. The following marks would be awarded:

For each flag or lamp captured
and brought in 5 marks

For each report or sketch of the
position of the enemy's outposts Up to 5 marks

For each report of movement of
enemy's scouting patrols 2 marks

The side which makes the biggest total wins.