Stránka:roll 1910.djvu/183

Z thewoodcraft.org
Verze z 20. 5. 2016, 14:25, kterou vytvořil Keny (diskuse | příspěvky) (→‎Nebylo zkontrolováno: Založena nová stránka s textem „BOY SCOUTS OF AMERICA 167 SCOUT HUNTING One scout is given time to go out and hide himself, the re- mainder then start to find him; he wins if he is not…“)
(rozdíl) ← Starší verze | zobrazit aktuální verzi (rozdíl) | Novější verze → (rozdíl)
Tato stránka nebyla zkontrolována

BOY SCOUTS OF AMERICA 167 SCOUT HUNTING One scout is given time to go out and hide himself, the re- mainder then start to find him; he wins if he is not found, or if he can get back to the starting-point within a given time without being touched. RELAY RACE One patrol pitted against another to see who can get a message sent a long distance in shortest time by means of relays of run- ners (or cyclists). The patrol is ordered out to send in three successive notes or tokens (such as sprigs of certain plants), from a point, say, two miles distant or more. The leader in taking his patrol out to the spot drops scouts at convenient dis- tances, who will then act as runners from one post to the next and back. If relays are posted in pairs, messages can be passed both ways. STALKING Instructor acts as a deer — not hiding, but standing, moving a little now and then if he likes. Scouts go out to find, and each of his own way tries to get up to him unseen. Directly the instructor sees a scout, he directs him to stand up as having failed. After a certain time the instructor calls " Time," all stand up at the spot which they have reached, and the nearest wins. TRACK MEMORY Make a patrol sit with their feet up, so that other scouts can study them. Give the scouts, say, three minutes to study the boots. Then leaving the scouts in a room or out of sight, let one of the patrol make some footmarks in a good bit of ground. Call up the scouts one by one and let them see the track and say who made it.