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GIRL GUIDE NOTES

[By Guxdee.] NEW DIVISION COMMISSIONER. Mrs R. G. C. M'Nab has been appointed division commissioner for Dunedin. She will b© enrolled at the Guiders’ Club meeting this week and introduced to Dunedin Guiders. All welcome her to the movement, and hope she will find much interest and enjoyment in the work, GAMES. Running Morse.—Each patrol stands in file at one end of the room. A chalk line is drawn in front of each patrol about 4yds v away, and another about Byds away. The nearest line to the patrol is a dot and the other is a dash. Captain calls a letter out, and the leaders run. For example, if captain called B the leader would run to the far line and back, and then to the near line and back three times. Each girl takes it in turn to run, the winning patrol being the one which has had most letters right. Morse Steps.—Captain (or whoever is taking the game) stands at the top of the room, if out of doors a good disstance away. Guides are in one long line at the end of the room. Captain signals a letter, those who know it take a step forward, anyone saying it wrong takes a step back, those not knowing it stay where they- are. The patrol or Guide who gets furthest up the room wins. Initial Letter.—Signal initial letter of a word stating if it is animal, furniture, bird, etc. Guides call out a word beginning with that letter in whatever group is stated. Elephants and Rhinos.—The Guides stand in two files, elephants on the right and rhinos on the left. The Guider or Leader who is taking the game calls out various orders to each file to keep them alert: “ Rhinos jump to the left; Elephants to the right.” “Elephants and Rhinos turn right,” etc. At any time that she says “ Rhinos run!” the rhinos have to dash to their nearest wall before being touched by the elephants, or vice versa. Anyone who is caught has to change over until she catches one of the other side, or be “ caught back ” by one of her own team. Stalking in the Dark.—Four English settlers with tbrehes, in the middle of the room, each facing out to corners; they are surrounded by: Six Red Indian guards who prevent any food getting through to the whites. Four camps (a patrol in each comer of the room who are encamped in a little ring of chairs). Each camp has a list of supplies, and the leader gives directions as to who shall carry them before the, game begins. How to play: (1) Lights out. (2) Whites (besieged) signal what supplies they are needing by torches to the respective camps. As soon ns message is read the patrol sends off messengers bearing required food. The messenger has to stalk past the Indian, and if an Indian hears anything she cries “Dead,” and that player is put out of action. Patrol scores one point for getting supply safely through, and three points for the first supply to reach the besieged whites. Knotting Throw.—Captain signals for leaders, who run to her each carrying two cords. Captain names a knot, which the leader ties. When correct she runs to her team and stands on© yard in front, facing the team of which she is the loader. She throws the ropo to the first Guide and names the knot. Guide ties knot and throws to leader If correct, Guide runs to the end of the line, and the next one carries on. If incorrect, she ties again. When the whole team has tied the knot the team squat in line.

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Permanent link to this item

https://paperspast.natlib.govt.nz/newspapers/ESD19370630.2.147

Bibliographic details

Evening Star, Issue 22688, 30 June 1937, Page 15

Word Count
617

GIRL GUIDE NOTES Evening Star, Issue 22688, 30 June 1937, Page 15

GIRL GUIDE NOTES Evening Star, Issue 22688, 30 June 1937, Page 15