Or go out with a piece of chalk and draw the patrol sign on walls, gate posts, pavements, lamp posts, trees, etc., every here and there, and let the patrol hunt you by these marks. Patrols should wipe out all these marks as they pass them for tidiness, and so as not to mislead them for another day's practice.
The other road signs should also be used, such as closing up certain roads as not used, and hiding a letter at some point, giving directions as to the next turn.
Scout's Nose In-doors
Prepare a number of paper bags, all alike, and put in each a different smelling article, such as chopped onion in one, tan in another, rose leaves, leather, anise-seed, violet powder, orange peel, etc. Put these packets in a row a couple of feet apart, and let each competitor walk down the line and have five seconds sniff at each. At the end he has one minute in which to write down or to state to the umpire the names of the different objects smelled, from memory, in their correct order.
Scout Meets Scout in Town or Country
Single scouts, or complete patrols or pairs of scouts, to be taken out about two miles apart, and made to work toward each other, either alongside a road, or by giving each side a landmark to work to, such as a steep hill or big tree, which is directly behind the other party, and will thus insure their coming together. The patrol which first sees the other wins. This is signified by the patrol leader holding up his patrol flag for the umpire to see, and sounding his whistle. A patrol need not keep together, but that patrol wins which first holds out its flag, so it is well for the scouts to be in touch with their patrol leaders by signal, voice, or message.
Scouts may employ any ruse they like, such as climbing into trees, hiding in carts, etc., but they must not dress up in disguise.
This may also be practised at night.
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Shoot Out
Two patrols compete. Targets: bottles or bricks set up on end to represent the opposing patrol. Both patrols are drawn up in line at about twenty to twenty-five yards from the targets. At the word "fire,"
they throw stones at the targets. Directly a target falls, the umpire directs the corresponding man of the other patrol to sit down--killed.
The game goes on, if there are plenty of stones, till the whole of one patrol is killed. Or a certain number of stones can be given to each patrol, or a certain time limit, say one minute.
Kim's Game
Place about twenty or thirty small articles on a tray, or on the table or floor, such as two or three different kinds of buttons, pencils, corks, rags, nuts, stones, knives, string, photos--anything you can find--and cover them over with a cloth or coat.
Make a list of these, and make a column opposite the list for each boy's replies.
Then uncover the articles for one minute by your watch, or while you count sixty at the rate of "quick march." Then cover them over again.
Take each boy separately and let him whisper to you each of the articles that he can remember, and mark it off on your scoring sheet.
The boy who remembers the greatest number wins the game.
Morgan's Game
Scouts are ordered to run to a certain boarding, where an umpire is already posted to time them. They are each allowed to look at this for one minute, and then to run back to headquarters and report to the instructor all that was on the boarding in the way of advertisements.
Snow Fort
The snow fort may be built by one patrol according to their own ideas of fortification, with loopholes, etc., for looking out. When finished, it will be attacked by hostile patrols, using snowballs as ammunition.
Every scout struck by a snowball is counted dead. The attackers should, as a rule, number at least twice the strength of the defenders.
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Siberian Man Hunt
One scout as fugitive runs away across the snow in any direction he may please until he finds a good hiding place, and there conceals himself. The remainder, after giving him twenty minutes' start or more, proceed to follow him by his tracks. As they approach his hiding place, he shoots at them with snowballs, and every one that is struck must fall out dead. The fugitive must be struck three times before he is counted dead.
Hare and Hounds
Two or more persons representing the hares, and provided with a large quantity of corn, are given a start of several minutes and run a certain length of time, then return by another route to the starting point, all the time scattering corn in their path. After the lapse of the number of minutes' handicap given the hares, those representing the hounds start in pursuit, following by the corn and trying to catch the hares before they reach the starting-point in returning.
The handicap given the hares should be small, depending on the running abilities of the hares and hounds. The fastest runners are usually picked for the hounds.
Chalk the Arrow
This is usually played in the city streets, one player running and trying to keep out of sight of the others who follow. The runner is given time to disappear around the first corner before the others start after him, and at every corner he turns he marks (with chalk) an arrow pointing in the direction he takes. Those pursuing follow by the arrow, the first one seeing him being the runner for the next time.
This may also be played by having any number run and only one follow, the first becoming "it" for the next time.
Dodge Ball
Of any number of players, half of that number form a circle, while the other half stand inside of the ring (centre) facing outward. Now, the game for those in the centre is to dodge the ball which is thrown by any of those forming the circle with the intention of striking the centre ones {313} out. Every time a member is struck he is dead, and takes his place among those of the circle. Now he has a chance to throw at those remaining in the centre. This arrangement keeps all taking part busy. Only one is out at a time. This being kept up until finally only one is left. He is hailed the king. For next round, players exchange places, i. e., those who were in the centre now form the circle.
Note: If the touch is preceded by a bound of the ball it does not count.
Prisoner's Base
Goals are marked off at both ends of the playground, the players divided into two equal divisions, occupying the two goals. About ten paces to the right of each goal is a prison. A player advances toward the opposite goal, when one from that goal starts out to catch him. He retreats, and one from his side runs to his rescue by trying to catch the pursuer--who in turn is succored by one from his side, and so on.
Every player may catch anyone from the opposite side who has been out of goal longer than he has. Any player caught is conducted to the prison by his captor and must remain there until rescued by some one from his side, who touches him with the hand. The one who does this is subject to being caught like any other player.
Throwing the Spear
The game is an old Greek and Persian pastime. "Throw the spear and speak the truth," was a national maxim of the Persians that we may copy with advantage.
The apparatus required is some light spears and an archery target.
The spears should vary from five to six feet in length; the point should be shod with a steel tip, having a socket into which the wooden handle is fitted, and made fast by small screws passing through holes in the sides of the metal, and then into the wood itself. The wood, for about a foot above the barb, should be about three quarters of an inch in diameter, and from thence gradually taper to about a quarter of an inch in thickness until the end of the spear is reached.
Some spears are fitted with feathers, like an arrow, but these are not necessary to obtain a good throw, and soon get dismantled in continually falling upon the ground. Any ordinary target will serve. It may be an archery target, a sack full of straw, or a sod bank.
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The object of the contest is to hit the target from a given mark, the firing line. Whoever throws nearest to the centre of the target the greatest number of times out of six shots is hailed the winner.
The best form for throwing is with the left foot forward, the leg perfectly straight, body well back, its weight resting on the right leg.
Now extend the left arm forward, in a line with the shoulder, and over the left leg; poise the spear horizontally in the right hand, holding at the centre of gravity by the forefinger and thumb. Bring the right arm backward until the hand is behind the right shoulder.
Now, inclining the point of the spear slightly upward, make your cast, bringing the right arm forward, followed by the right side of the body, the right leg forward and the left arm backward. Count yourself fortunate if you even hit the target in the first few attempts, but practice will make a wonderful difference. The distance should be mutually agreed upon, but fifty feet for a boy of fifteen and one hundred feet for an adult will be found about right.
To "throw the javelin" is another phase of this pastime. The javelin is four to five feet in length, three quarters of an inch in thickness, and fitted with a barbed end, slightly heavier than the spear end. The
"object of the game" is to throw the javelin as far as possible but not at a target; instead, the javelin must stick into the ground.
In throwing the javelin, hold it in the right hand, the left leg and hand being advanced; the barb and arm at this point should be at the rear.
Then, describing a semicircle with the arm over the right shoulder, and leaning well to the rear, hurl the weapon as far as possible forward.
Arctic Expedition
Each patrol make a bob sleigh with ropes, harness, for two of their number to pull or for dogs if they have them and can train them to do the work. Two scouts or so go a mile or two ahead, the remainder with the sleigh follow, finding the way by means of the spoor, and by such signs as the leading scouts may draw in the snow. All other drawings seen on the way are to be examined, noted, and their meaning read. The sleigh carries rations and cooking pots, etc.
Build snow huts. These must be made narrow, according to the length of the sticks available for forming the roof, which can be made with brushwood and covered with snow.
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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
2
Bird tracks
points
2
Patch noticed on stranger's clothing or boots
points
2
Gray horse seen
points
2
Pigeon flying
points
2
Sparrow sitting
points
2
Ash tree
points
2
Broken chimney-pot
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, {316} each boy carrying a Chinese lantern on top of his staff. If in a building all lights, of course, would be turned down. A usual fault is that the exercise is kept on too long, till it wearies both audience and performers.
Games in Path-finding
Instructor takes a patrol in patrolling formation into a strange town or into an intricate piece of strange country, with a cycling map. He then gives instructions as to where he wants to go, makes each scout in turn lead the patrol, say, for seven minutes if cycling, fifteen minutes if walking. This scout is to find the way entirely by the map, and points are given for ability in reading.
Mountain Scouting
This has been played by tourists' clubs in the lake district, and is very similar to the "Spider and Fly" game. Three hares are sent out at daybreak to hide themselves about in the mountains: after breakfast a party of hounds go out to find them before a certain hour, say 4
o'clock P.M. If they find them even with field-glasses, it counts, provided that the finder can say definitely who it was he spotted.
Certain limits of ground must be given, beyond which anyone would be out of bounds, and therefore disqualified.
Knight Errantry
Scouts go out singly, or in pairs, or as a patrol. If in a town, to find women or children in want of help, and to return and report, on their honor, what they have done. If in the country, call at any farms or cottages and ask to do odd jobs--for nothing. The same can be made into a race called a "Good Turn" race.
Unprepared Plays
Give the plot of a short, simple, play and assign to each player his part, with an outline of what he has to do and say, and then let them act it, making up the required conversation as they go along.
This develops the power of imagination and expression on points kept in the mind, and is a valuable means of education.
It is well before starting to act a play in this way to be a little less ambitious, and to make two or three players merely {317} carry out a conversation on given topics leading up to a given point, using their own words and imaginations in doing so.
The Treasure Hunt
The treasure hunt needs observation and skill in tracking, and practically any number can take part in it.
Several ways of playing the game are given below.
1. The treasure is hidden and the scouts know what the treasure is; they are given the first clew, and from this all the others can be traced. Such clews might be (a) written on a gate post: "Go west and examine third gate on north side of stream"; (b) on that gate, scout's sign pointing to notice board on which is written, "Strike south by south-east telegraph post, No. 28," and so on. The clews should be so worded as to need some skill to understand, and the various points should be difficult of access from one another. This method might be used as a patrol competition, starting off patrols at ten-minute intervals, and at one particular clew there might be different orders for each patrol, to prevent the patrols behind from following the first.
2. The clews may be bits of colored wood tied to gates, hedges, etc., at about three-yard intervals, leading in a certain direction, and when these clews come to the end it should be known that the treasure is hidden within so many feet. To prevent this degenerating into a mere game of follow my leader, several tracks might be laid working up to the same point, and false tracks could be laid, which only lead back again to the original.
3. Each competitor or patrol might be given a description of the way--
each perhaps of a slightly different way; the description should make it necessary to go to each spot in turn; and prevent any "cutting" in the following way: "Go to the tallest tree in a certain field, from there go one hundred yards north, and then walk straight toward a church tower which will be on your left," etc. All the descriptions should lead by an equal journey to a certain spot where the treasure is hidden.
The first to arrive at that spot should not let the others know it is the spot, but should search for the treasure in as casual a manner as possible.
Will-o'-the-Wisp
This game should take place across country at night. Two scouts set off in a given direction with a lighted bull's-eye {318} lantern. After two minutes have passed the patrol or troop starts in pursuit.
The lantern bearer must show his light at least every minute concealing it for the rest of the time. The two scouts take turns in carrying the light, and so may relieve each other in difficulties, but either may be captured. The scout without the light can often mingle with the pursuers without being recognized and relieve his friend when he is being hard pressed. They should arrange certain calls or signals between themselves.
Treasure Island
A treasure is known to be hidden upon a certain island or bit of shore marked off, and the man who hid it leaves a map with clews for finding it (compass, directions, tide marks, etc.). This map is hidden somewhere near the landing-place; the patrols come in turn to look for it--they have to row from a certain distance, land, find the map, and finally discover the treasure. They should be careful to leave no foot tracks, etc., near the treasure, because then the patrols that follow them will easily find it. The map and treasure are to be hidden afresh for the next patrol when they have been found. The patrol wins which returns to the starting place with the treasure in the shortest time. (This can be played on the river, the patrols having to row across the river to find the treasure.)
Horse and Rider Tourney
In playing this game it is necessary to have a soft, velvety piece of grass, or if in doors, in the gymnasium, cover the floor with regular gymnasium mats. It requires four boys to play the game, two being horses and the other two riders. The riders mount their horses and dash at each other with great caution, striving to get a good hold of each other in such a way as to compel the opponent to dismount.
This can be done either by dragging him from his mount or by making the horse and rider lose their balance so as to throw them off their feet. A great deal of sport can be gotten out of this game, and boys become very skilful after a little practice.
Mumbly Peg (From Daniel Carter Beard, National Scout Commissioner)
First: Hold the right fist with the back to the ground and with the jack-knife, with blade pointing to the right, resting {319} on top of the closed fingers. The hand is swung to the right, up and over, describing a semicircle, so that the knife falls point downward and sticks, or should stick, upright in the ground. If there is room to slip two fingers, one above the other, beneath the handle of the knife, and if the point of the knife is hidden in the ground, it counts as a fair stick or throw.
Second: The next motion is the same as the one just described, but is performed with the left.
Third: Take the point of the blade between the first and second fingers of the right hand, and fillip it with a jerk so that the knife turns once around in the air and strikes the point into the ground.
Fourth: Do the same with the left hand.
Fifth: Hold the knife as in the third and fourth positions, and bring the arm across the chest so that the knife handle touches the left ear.
Take hold of the right ear with the left hand and fillip the knife so that it turns once or twice in the air and strikes on its point in the earth.
Sixth: Do the same with the left hand.
Seventh: Still holding the knife in the same manner, bring the handle up to the nose and fillip it over through the air, so that it will stick in the ground.
Eighth: Do the same with the handle at the right eye.
Ninth: Repeat with the handle at the left eye.
Tenth: Place the point of the blade on the top of the head. Hold it in place with the forefinger, and with a downward push send it whirling down to earth, where it must stick with the point of blade in the earth.
Eleventh to Fifteenth: Hold the left hand with the fingers pointing upward and, beginning with the thumb, place the point of the knife on each finger as described above, and the forefinger of the right hand on the end of the knife handle. By a downward motion, throw the knife revolving through the air, so that it will alight with the point of the blade in the sod.
Sixteenth to Twentieth: Repeat, with the right hand up and the forefinger of the left hand on the knife handle.
Twenty-first, twenty-second: Do the same from each knee.
Twenty-third: Hold the point of the blade between the first and second fingers, and, placing the hand on the forehead, fillip the knife back over the head, so that it will stick in the ground behind the person ready for the next motion.
Twenty-fourth: After twenty-three the knife is left in the ground. Then with the palm of the hand strike the knife handle a smart blow that will send it revolving over the ground {320} for a yard, more or less, and cause it to stick in the ground where it stops. This is called "ploughing the field."
When a miss is made the next player takes his turn, and when the first player's turn comes again he must try the feat over that he failed to perform last. A good player will sometimes go through almost all the twenty-four motions without failing to make a "two finger," that is, a fair stick, each time; but it is very unusual for anyone to run the game out in one inning. This is the game in twenty-four motions; many boys play it double that number.
Outdoor Athletic Standards
The athletic standards given below are those which most boys ought to be able to attain. They are the result of the experience of several physical directors who have made a special study of athletics and physical work among boys.
The rules governing the events are found in the official handbook of the Athletic League of North America. These rules must be strictly adhered to.
UNDER
UNDER
UNDER
UNDER
OVER
EVENTS
90 LBS.
110 LBS.
125 LBS.
140 LBS.
140 LBS.
(1) Running Broad Jump
12'
13'
14'
15'
16'
(2) Running High Jump
3' 11"
4' 1"
4' 4"
4' 7"
4' 10"
(3) Standing Broad Jump
6' 6"
7'
7' 6"
8'
8' 6"
(4) Standing High Jump
3' 2"
3' 4"
3' 6
3' 8"
3' 10"
(5) Pull-Up (times)
5
7
9
11
13
(6) 20-Yard Swim
20 sec.
18 sec.
16 sec.
14 sec.
12 sec.
(7) 40-Yard Swim
40 sec.
39 sec.
38 sec.
37 sec.
36 sec.
(8) 50-Yard Dash
7.8 sec.
7.4 sec.
7 sec.
6.6 sec.
6.2 sec.
(9) Eight-Potato Race
45 sec.
43 sec.
41 sec.
39 sec.
37 sec.
(10) 8 lb.-Shot Put
*
25'
30'
35'
40'
(11) Push-Up from Floor
*
11
13
15
17
(12) Rope Climb
*
14 sec.
12 sec.
10 sec.
8 sec.
(13) 100-Yard Dash
*
*
13 sec.
12.6 sec.
12.2 sec.
* Should not attempt this event
For merit badge a boy under ninety pounds must qualify in seven of the first nine events; a boy under one hundred and ten pounds must qualify in ten of the first twelve events; all others must qualify in their proper class in eleven of the thirteen events.
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Notes
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Notes
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CHAPTER IX PATRIOTISM AND CITIZENSHIP By Waldo H.
Sherman, Author of "Civics--Studies in American Citizenship"
OUR COUNTRY
America is the home of social, religious, and political liberty--"the land of the free and the home of the brave."
As a nation, we have always been rich in land, and for this reason millions of people have sought our shores. We have come into possession of our territory through treaty, purchase, and annexation.
In speaking of our territorial area we usually speak of the "original territory" and "additions" to same. When we speak of "original territory" we mean that part of the United States which was ceded to us by Great Britain in the peace treaty of 1783, at the close of the War of the Revolution. This territory, in brief, is described as follows: East to the Atlantic Ocean, west to the Mississippi River, north to the Great Lakes and Canada, and as far south as the northern line of Florida. We sometimes hear it spoken of as the territory of the
"Thirteen Original States," meaning the states that formed the Government of the Constitution in 1789. However if we look at the map we shall see that the original territory includes not only the territory of the thirteen original states, but comprises also land out of which twelve other states have been formed. Looking at this area today, however, it seems a small part of our country compared with our present limits.
Additions
Louisiana Purchase: What is known as the Louisiana Purchase we bought from France in 1803. It consisted of 875,025 square miles, for which we paid $15,000,000. It is described as follows: west of the Mississippi River to the Rocky Mountains, north to Canada, and south to the Gulf of Mexico, exclusive of Texas. This is a territory greater t