i68 BOY SCOUTS OF AMERICA SPOT THE THIEF Get a stranger to make a track unseen by the scouts. The scouts study his track so as to know it again. Then put the stranger among eight or ten others and let them all make their tracks for the boys to see, going by in rotation. Each scout then in turn whispers to the umpire which man made the original track — describing him by his number in filing past. The scout who answers correctly wins; if more than one answers correctly, the one who then draws the best diagram, from mem- ory, of the footprint wins. " SMUGGLERS OVER THE BORDER The " border " is a certain line of country about 400 yards long, preferably a road or wide path or bit of sand, on which foot-tracks can easily be seen. One patrol watches the border with sentries posted along this road, with a reserve posted fur- ther inland. This latter about halfway between the border " and the "town"; the "town" would be a base marked by a tree, building, or flags, etc., about half a mile distant from the border. A hostile patrol of smugglers assembles about half a mile on the other side of the border. They will all cross the border, in any formation they please, either singly or together or scattered, and make for the town, either walking or running, or at scout's pace. Only one among them is supposed to be smuggling, and he wears tracking irons, so that the sentries walk up and down their beat (they may not run till after the " alarm"), waiting for the tracks of the smuggler. Directly a sentry sees the track, he gives the alarm signal to the reserve and starts himself to follow up the track as fast as he can. The reserve thereupon cooperate with them and try to catch the smug- gler before he can reach the town. Once within the boundary of the town he is safe and wins the game.
Stránka:roll 1910.djvu/184
Z thewoodcraft.org
Tato stránka nebyla zkontrolována