Dragging Race
A line of patients from one patrol is laid out fifty feet distant from the start. Another patrol, each carrying a rope, run out, tie ropes to the patients, and drag them in. Time taken of last in. Patrols change places. The one which completes in the shortest time wins. Knots must be carefully tied, and patients' coats laid out under their heads,
Far and Near
Umpire goes along a given road or line of country with a patrol in patrol formation. He carries a scoring 'card with the name of each scout on it.
Each scout looks out for the details required, and directly he notices one he runs to the umpire and informs him or hands in the article, if it is an article he finds. The umpire enters a mark accordingly against his name. The scout who gains the most marks in the walk wins.
Details like the following should be chosen to develop' the scout's observation and to encourage him to look far and near, up and down, etc.
The details should be varied every time the game is played; and about eight or ten should be given at a time.
Every match found | 1 point |
Every button found | 1 point |
Bird tracks. | 2 points |
Patch noticed on stranger's clothing or boots | 2 points |
Gray horse seen | 2 points |
Pigeon flying | 2 points |
Sparrow sitting | 2 points |
Ash tree | 2 points |
Broken chimney-pot | 2 points |
Broken window | 1 point |
Fire-lighting Race
To collect material, build, and light a fire till the log given by umpire is alight.
Follow My Leader
With a large number of boys this can be made a very effective display, and is easy to do at a jog trot, and occasional "knee-up" with musical accompaniment. It also can be done at night,