Games ?a?d. Athletic Standards 3o9 made the original tr}4ck?--?describing him by his number in filing past. The scoht ?ho answers correctly wins; ff more than one answers correctly ?, the one who then draws the best diagram, from memory, of the footprint wins. Smugglers Over the Border The "bor3e?." is a certain line of country about four hun- dred yards long,' preferably a road or wide path or hit of saud, on which.foot tracks can easily be seen. One patrol watches the border with selltries posted along thla road, with a reserve posted farther inland. This latter about haft-way 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 assem- ble about haft a mile on the other side of the border. Thsy will all cross the border, in any formation they please, either singly or together or scattered, and m?ke for the town, either walking or running, or at scouts' pace. Only one mnong 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 smug- gler. Directly a sentry sees the track, he gives the alarm signal to the reserve and starts him.e, elf to follow up the t?ck as fast as he can. The reserves thereupon cooperate with him and try t6 catch the smuggler before he can reach the town. Once within the .boundary of the ?town he is safe and wins the game. Shop Window Out-doors in Town Umpire takes a patrol down a street past six shops, g?ves them half a minute at each shop, then, after moving them off to some distance, he gives each boy a pencil and card, and tells him to write from memory, or hlm.gelf takes down, what they noticed in, say, the third and fifth shops. The one who sets down most articles correctly wins. It is useful practice to match one boy agalnat another in heats -- the loser competing again, till you arrive at the worst. This gives the worst scouts the most practice. Similar (lame !n-doors Send each scout in turn into a room for half a minute; when he comes out take down a list of furniture and artides which he notices. The boy who notices most wins. ?t?z?dbyGOOg[
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