Stránka:roll 1910.djvu/166

Z thewoodcraft.org
Tato stránka nebyla zkontrolována

I50 BOY SCOUTS OF AMERICA RABBIT HUNT The game of Rabbit-hunting is suited for two hunters in limited grounds. Three Httle sacks of brown burlap, each about eight inches by twelve, are stuffed with hay. At any given place in the woods the two hunters stand in a ten-foot circle with their bows and arrows. One boy is blind- folded ; the other, without leaving the circle, throws the Rabbits into good hiding-places on the ground. Then the second hunter has to find the Rabbits and shoot them without leaving the circle. The lowest number of points wins, as in golf. If the hunter has to leave the circle he gets one point for every step he takes out- side. After he sees the Rabbit he must keep to that spot and shoot till it is hit once. One shot kills it, no matter where struck. For every shot he misses he gets five points. After his first shot at each Rabbit the hider takes alternate shots with him. If it is the hider who kills the Rabbit, the hunter adds ten points to his score. If the hunter hits it, he takes ten off his score. If the hunter fails to find all the Rabbits, he scores twenty-five for each one he gives up. The hider cannot score at all. He can only help his friend into trouble. Next time the two change places. A match is usually for two brace of Rabbits. HOSTILE SPY Hanging from the totem pole is a red or yellow horsetail. This is the Grand Medicine Scalp of the band. The Hostile Spy has to steal it. The leader goes around on the morning of the day and whispers to the various braves, " Look out — there's a spy in camp." At length he gets secretly near the one he has selected for spy and whispers, Look out, there's a spy in camp, and you are it." He gives him at the same time some bright-colored badge, that he must wear as soon as he has secured the Medicine Scalp. He must not hide the scalp on his person.