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BOY SCOUTS OF AMERICA 151 but keep it in view. He has all day till sunset to get away with it. If he gets across the river or other limit, with Avarriors in close pursuit, they give him ten arrow-heads (two and one-half cents each), or other ransom agreed on. If he gets away safely and hides it, he can come back and claim fifteen arrowheads from the Council as ransom for the scalp. If he is caught, he pays his captor ten arrow-heads ransom for his life. THE MAN-HUNT This is played with a Scout and ten or more Hostiles, or hounds, according to the country, more when it is rough or wooded. The Scout is given a letter addressed to the Military Com- mandant " * of any given place a mile or two away. He is told to take the letter to any one of three given houses, and get it en- dorsed, with the hour when he arrived, then return to the start- ing-point within a certain time. The Hostiles are sent to a point halfway, and let go by a starter at the same time as the Scout leaves the camp. They are to intercept him. If they catch him before he delivers the letter he must ran- som his life by paying each two arrow-heads (or other forfeit) and his captor keeps the letter as a trophy. If he gets through, but is caught on the road back, he pays half as much for his life. If he gets through, but is over time, it is a draw. If he gets through successfully on time he claims three arrow-heads from each Hostile and keeps the letter as a trophy. They may not follow him into the house (that is, the Fort), but may surround it at one hundred yards distance. They do not know which three houses he is free to enter, but they do know that these are within certain narrow limits. The Scout should wear a conspicuous badge (hat, shirt, coat, or feather), and may ride a wheel or go in a wagon, etc., as long as his badge is clearly visible.

  • The " Military Commandant" is usually the lady of the house that he

gets to.