SCOUTING GAMES
USEFUL FOR REVISION OF THE SECOND CLASS TESTS COMPASS BLIND BAN’S BLUFF The Troop forms an arm-length circle. The Blind Man in the centre is told the direction In which he is facing. The Scoutmaster calls two “points” to change places. They do so on tip-toe, the Blind Man endeavouring to intercept and touch one of them. The entire circle must remain silent. The one touched becomes It. Morse or Semaphore Relay This game should be timed with a watch. The Patrol is lined up at the end of the room, and the Patrol Leader given a flag or flags. Each boy Is given one word of a message. On the whistle the first boy races to a marked spot at the other end of the room, turns and sends his word, runs back and hands the flag or flags to the second boy, and so on. Any word not sent correctly must be repeated until correctly sent. Note that correct flag position and style are of first importance. A Signalling Game Two competing teams of any, though equal, numbers sit on the floor, one behind the other, facing an umpire at X. The first boy of each team is allotted the letter a, the second b, the third c, and so on. At the head of each line are drawn two chalk circles, and standing within these circles are two Indian cubs, or mineral water bottles, or something of that kind. The umpire signals any letter, and the boy who has that letter allotted to him has to get up, rush to the chalk circles, reverse the position of the two “clubs” placing the right-hand one in the left-hand circle, and vice versa—and return to his original place in the line. The first boy to do so scores a point for his side. A “game” may be for any number of points. Should the “clubs” upset, the competitor loses his point. It will be realised that each member of a team could have two letters, or two competing patrols could be allotted three letters plus special signs each. Compass Forfeits Sixteen boys form an arm-length circle and then drop hands. Another boy, a chair, or other object is placed outside the circle to mark the north. The boys are told to note, silently, the compass points they cover. The Scoutmaster calls upon various “points” to change places, as south and north-east, north-north-west and south-south-west. Forfeit points are scored against those making errors, and “paid” at the conclusion by the performing of stunts.
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Bibliographic details
Timaru Herald, Volume CXXXX, Issue 20165, 20 July 1935, Page 11
Word Count
425SCOUTING GAMES Timaru Herald, Volume CXXXX, Issue 20165, 20 July 1935, Page 11
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