Skautski Ihry
Skautski Ihry
Scouting Games
by Sir Robert Baden-Powell
Author of "Scouting for Boys,"
"Yarns for Boy Scouts,"
"Boy Scouts Beyond the Seas," etc.
sixth edition
SPECIAL THANKS TO JACK WOOD FOR SENDING ME THE PAGES THAT WERE MISSING
FROM MY COPY OF THE BOOK.
FOREWORD TO SIXTH EDITION
The training of the Boy Scouts is done mainly by means of games, practices and competitions such
as interest them, and at the same time bring into use the attributes of manliness and good citizenship
which we desire to inculcate into them.
There is, therefore, an aim, physical or moral, underlying those which are given in the following
pages. These games do not exhaust what it is possible to give; they are but samples or suggestions upon
which imaginative Scoutmasters will easily contrive better ones and more of them, suited to their local
conditions. But in devising these the higher aim should always be kept in view; that is the instructor
should think of what points he wishes to teach. and then invent a game or display in which to bring them
into practice. In playing these Games it should be remembered that they improve very much on the
second and third trial, as minor rules have often to be introduced to suit local circumstances. A time limit
should generally be imposed to bring them off successfully.
Through these games, apart from their health - and joy giving properties, we can instill the sense of
fair play, discipline, and self-control - in a word, good sportsmanship, among our future men. Then in
addition to the games mentioned in this book we have adopted other activities in the Scout movement in
the shape more particularly of swimming and climbing. These are for the fuller development of the boys
morally as well as physically. Morally, because swimming gives a sense of mastery over one of the
elements and of fitness for service to them as a result of exercising pluck and perseverance; and climbing
similarly gives a sense of self-reliance and power through achievement in overcoming a difficult
adventure.
They are good physically, because both activities are the better agents for developing health and
strength in that they are not artificial like " physical jerks," " setting-up drill," etc., but are natural and
appeal to the boy so that he continues to practice them voluntarily in his spare time.
In these days when so large a proportion of the manhood is physically unsound and incapable of 'any
great strain of hard work, Scoutmasters are rendering a really valuable service to the nation in turning out
a new generation of citizens healthier in body and mind than their predecessors. The games described in
the previous editions have been carefully checked in the light of fuller experience, and improvements
made.
R. S. S. B. P.
3. DISPATCH RUNNING.
A Scout is chosen to carry a dispatch to a besieged place which may be a real village or house, or
somebody stationed at an appointed spot. The dispatch-runner must wear a, colored rag, at least two feet
long, pinned to his shoulder, and with this in its proper place he must reach his goal. The enemy
besieging the place must prevent him reaching the headquarters, but cannot, of course, go within the
lines of the supposed defenders (i.e. within 300 yards of the headquarters-certain boundaries should be
decided upon beforehand). To catch him the enemy must take the rag from his shoulder. They know he
starts from a certain direction at a certain time, the spot should be a mile or so from the besieged town-
and they may take any steps to capture him they like, except that they may not actually witness his
departure from the starting-place. The game may be played in a town with two houses chosen as
starting-place and besieged town respectively, and the dispatch-runner can adopt any disguise (except
that of a woman), so long as he wears the rag pinned to his shoulder.
6. FLYING COLUMNS.
For any number of patrols to compete. A force is in need of help, and a military motorist on his way to
the nearest garrison comes across a Scouts' camp. He gives to each Patrol-leader a hasty idea of the
situation and shows him a rough map explaining that the distressed force is two miles along a certain
road, and between the Scouts' camp and that force are the enemy's out- posts. The Patrol-leaders are to
take their patrols in the shortest time to the force in distress without being seen by the enemy. The
distressed force should be represented by any conspicuous spot, and the enemy's outposts by people
with red flags stationed on the road between the Scouts' camp and the other force. As soon as they see
any of the patrols they should blow a whistle, and those scouts are to be considered captured (or else
they may notice to which patrol the Scouts they have seen belong and count it against them). The patrol
which gets to the distressed force in the shortest time, and without any of its Scouts being seen wins.
7. NUMBERS.
This game is admirable for training the eyesight and teaching the art of advancing under cover. Every
Scout has a three figure number, pinned on the front of his hat. The number should be drawn in black
and be quite decipherable at a distance of a hundred yards (the figures at least 3 in. in height). The troop
is then divided up in the following manner: Two or three patrols are marched 300 yards from the camp,
and instructed to advance on the camp under cover. As the work of defending is easier than attacking,
only one patrol remains in camp to defend it. When the attacking party advance, their movements are
watched eagerly by the defenders, who, having chosen good cover so that their hats are not visible, are
waiting for the enemy to get within range. So long as the number is too indistinct to read, they are
supposed to be out of range. The nearer the attackers approach, the more careful are they not to look
over the top of a bush long enough for the defenders to read their number. Of course a good ;Scout looks
round the side, and not over the top of a bush or rock ; and if he looks at all in this game he must be very
sharp, for no hats may be removed or turned round and no hands used to conceal the number. If the
defenders are able to read the numbers they call them out and the umpire writes them down. The
attackers also call out the numbers of any defenders who expose themselves, and the umpire attached to
the attacking party makes a note of these numbers. When only 50 yards separate the two parties the
umpires call out the names of those who are shot, and those boys ,must not take any part in the rest of
the fight. When the commander of the attackers considers that he has advanced as near as he can under
cover, he gives, the order "charge " and the attacking party sweep over the open space in front of the
camp the defenders call out the numbers as fast as they can read them. If the attackers reach the camp
with more men than survive in the defending side, then they have won. But if the final charge enables the
defense to pick off nearly all their enemies the camp is saved.
18. FUGITIVES.
Here is a Scouting game which Patrol-leaders will find useful when engaged in patrol work, apart
from the rest of the troop.
Each Scout in the patrol has a round disc of white cardboard, with a number printed plainly upon- it,
pinned on to the back of his shirt or sweater. One member of the patrol is then chosen as the " fugitive,"
while the rest act as hunters. The " fugitive," who wears tracking-irons, or leaves some kind of trail behind
him, is given, say, 'ten minutes' start. The rest of the patrol then start out and endeavor to track him
down. As soon as a " hunter " can get near enough to the fugitive," without being seen, to take down his
number, the latter is caught. But if the " fugitive " can, by any means, turn the tables and get any of his
pursuers' numbers, the latter are out of action. As soon as a number is taken down, the Scout who takes
it must call it out, to let his captive know he is out of action. This game necessitates some careful
stalking, and there is no " horse-play " in the shape of ankle-tapping. A sharp Scout in the patrol should
be chosen for the fugitive," as he has not only to elude perhaps six or seven pursuers, but he must also
endeavor to " capture them, unless he wishes to get killed himself.
19. TAILS.
When engaged in scouting games, many troops make use of " ankle-tapping " with staves to decide
the issue of the day. This is a very exciting mode of attack and defense, but at the same time is rather
dangerous, and does not need much actual scouting work. A far better way of deciding which side is
victorious is as follows. Scouts- on both sides wear their scarves tucked lightly in their belts, and the
object of each ride is to capture as many of these 11 tails " as possible. To creep up behind a hostile
Scout and grab his " tail before he discovers you, calls for far more caution and scouting than does
ordinary ankle-tapping. Again, a Scout may suddenly discover that his own tail is missing just as he is
going to capture an enemy's, which all adds to the fun of the game. Of course, if desired, colored pieces
of cloth or handkerchiefs can be used instead of the Scout scarves.
23. WHAT IS IT ?
Two Scouts (preferably ones with the Naturalist Badge) start out and make certain signs such as a
number, word, sketch of animal or bird, etc., with chalk on trees or the pavement. Signs or sketches may
also be made in the dust or mud, on the ground or on banks. The two Scouts should also decide upon an
uncommon sign to signify "What is it ?" such as a circle with a line drawn through it Pieces of wood
bearing this sign may be taken out and stuck in plants and places where it is impossible to chalk the sign.
The remainder of the troop start out say ten minutes after the first two, either as a body or separately,
and take notebooks and pencils with them. The game consists of entering in their notebooks the signs
which they observe. Where the "What is it ?" sign is noticed they must mark in their books the nature of
the article which bears the sign, such as "An Oak," or "An Iron Fence," etc. There must be no co-
operation between one another. Marks should be given according to the number of signs, etc., observed,
and for the correct answers to the " What is it ? " sign. Besides being very interesting this game develops
observation powers, strengthens the memory and is a good botany instruction. When the game is over all
chalk marks should be rubbed out, and care must be taken not to deface private property.
3. SCOUT HUNTING.
One Scout is given time to go out and hide himself. The remainder then start to find him. The object
of the hidden Scout is to got back to the starting-place as soon as he can without being caught. The
seekers advance from the starting-place in a circle, gradually expanding outward so the further the Scout
goes from home to hide himself, the further apart the seekers will be when they reach his hiding-place,
but he will then have a longer distance to go to reach home again.
4. SHADOWING
A Patrol is told off to shadow a party of the enemy, who are advancing through the country
(consisting of another patrol or the rest of the troop). The patrol told off to shadow the rest must follow on
as closely as possible, but it is best to send on one or two Scouts ahead, to signal when it is safe to
advance. As soon as the enemy see a Scout shadowing them they can give chase, and if they overtake
him he is a prisoner, and has to march with the main body. They can also split up into two parties and join
again further on, or leave some behind in ambush. It is only necessary to touch the shadowers to make
them prisoners. If they cannot throw them off their tracks within a certain distance (two miles or so), or
else capture more than half of them, they must own themselves defeated; and then another patrol takes
the place of the shadowers. (This can be practiced along a route march-it has the advantage of always
covering fresh ground in the advance.)
5. AMBUSHING.
The main body advances along a road, with Scouts thrown out on either side to prevent any danger
of surprise. Two patrols (the enemy) are following them behind, and attempt to ambush them by one
patrol getting in front and the other attacking in the rear. They shadow the main body as it advances until
a suitable part of the country is reached, when one patrol attempts to get ahead by going round in a semi-
circle and joining the road again further on. If they can do it, they hide in an ambush and attack the main
body when it comes up; the other patrol which has been following behind should then immediately attack
in the rear. For it to be a successful ambush the patrol in the rear should be able to attack immediately
the ambush is reached, and so should follow closely behind. If the patrol making the semi-circle are seen,
they should be followed and the ambush discovered; both they and the other patrol behind can be
captured, just as in 11 Shadowing," by merely being touched.
5. WOOL COLLECTING.
Cut up some skeins of wool into pieces about a foot long - the cheapest kind will do, but do not select
very bright colors. With this lay the trail across country. It goes without saying that the permission of the
farmers over whose land you travel is first obtained, and patrols are given strict orders to shut all gates
after them, and not to break through fences. Do not put all the wool on the ground, but tie some of the
pieces to gates and hedges, on low branches of trees, and so on, leaving about twenty yards between
each piece. Then two or more patrols are started on the trail, the idea being to follow the trail as
expeditiously as possible, and at the same time to collect all the pieces of wool. When a Scout sees a
piece he gives his patrol-call loudly in order that the rest of the boys of both patrols may know where the
trail was last sighted, and he at once hands over the wool he has found to his Patrol- leader. While the
scouting is in progress no boy may give his patrol-car except when he has hit off the trail. The patrol wins
whose leader has at the end of the run collected most pieces of wool. Marks will also be given for
ingenuity displayed by the Scouts in spreading out and making the best use of their numbers. This game
gives a good opportunity for the Scoutmaster to notice who are the best individual trackers. If the trail is
ingeniously laid the resourcefulness of the Scouts will be put to a severe test. This form of scouting has
one great advantage over the use of tracking irons. The signs to be found are not all on the ground, so
Scouts learn to look upward for signs and not keep their noses always on the ground.
6. "SHARP-NOSE."
One Scout goes off with half a raw onion. 'He lays a "scent " by rubbing, the onion on gateposts,
stones, tree trunks, telegraph poles, etc. The troop follow this trail blindfolded - the Scoutmaster,
however, is not blindfolded, so that he may warn his boys of any danger (as when crossing roads). The
Scout or patrol which arrives at the end of the trail first wins the game. The boy who lays the " scent "
stays at the end of the trail till the first " scenter " arrives.
7. CLIMBING.
No fellow can justly call himself a Scout until he can both swim and climb. Climbing is as good an
activity as any in this book. It supplies a field of adventure and sport that cannot be beaten whether you
take to rock climbing, tree climbing, mountain climbing, or even the most dangerous of the lot - house
climbing. Moreover, it is by being able to climb that many Scouts have been able to save life or prevent
accidents. But climbing of any kind is not a thing that every fellow can do right off without practice, so my
advice to every Cub and Scout is to teach it to yourself. One of the first things to learn is to be able to
keep your balance, and for this the practice of "Walking the Plank" and "Stepping Stones" has been
devised and is most valuable. Walking the Plank is practiced on an ordinary plank set up on edge, and
you walk along it from end to end. Every day you raise it a few more inches above the ground until you
can use it as a bridge. Stepping Stones are imaginary stones across a river, marked out on the floor by
chalk circles, pieces of card- board or flat stones, tiles, etc. in a zigzag course at varying distances.
The difficulty and sport of this game is added by carrying a flat board with a ball upon it, and he who
crosses the " river " without missing his footing and without dropping the ball wins the competition.
Some fellows get jolly good at these games with practice, and once they have gained a good balance
in this way they generally make good climbers. Many troops have now set up for themselves a climbing
apparatus on which you can practice exercises that will make you good for almost every kind of work,
whether it is climbing trees or masts or rocks or mountains or chimney stacks. This apparatus is made of
a few timbers or scaffolding poles, securely lashed together with climbing ropes suspended from the top
3. SCOUT'S CHESS.
The first thing needed is a rough map or plan of the surrounding country, on a very large scale. It can
be chalked on the floor or a table in the clubroom, or on the wall, and be kept permanently. On the map
should be marked all paths and roads, and if in the country, the fields, with the gaps in the hedges and
places to get through carefully marked. Then something is needed to represent Scouts'; ordinary
chessmen will do, or if the map is on the wall, small flags to stick in the wall. With these, various kinds of
Scouting games can be played. Each " Scout " can move one inch (or other distance according to the
scale of the map) each turn. The best game is for one dispatch runner to try and get from one place to
another on the map without being overtaken by the enemy, one patrol, who should only be allowed to
walk (i.e. go half the distance which the runners allowed to go each turn). To capture him two Scouts
should get within two turns of him, by driving him into a comer. They can, of course, only go along the
recognized paths and tracks,
4. FARMYARD.
This Is not a new game, but it is both amusing and instructive, and teaches Scouts to make the
correct cries of different domestic animals. It can be played round the camp fire when the day is done.
The Scoutmaster relates a story of a visit to a farmyard, having first divided the Scouts into groups of
different farmyard animals. (If sufficient animals can be thought of, each Scout can represent one
animal.) A good story can be made from these few suggestions : Small, spoilt boy, not a Scout, just
recovering from an illness, is sent by doting, foolish parents to stay with an uncle and aunt at a
farmhouse. Makes his departure by train, and directions from over-careful parents rather absurd, and not
the kind of thing a Scout would allow. First day of visit most successful, Tommy still feeling too weak to
be mischievous. On the second morning, however, Tommy wakes early and goes out before his aunt is
about. He visits in turn all the animals in the yard and causes disaster wherever he goes. Pigs, he
considers, should be allowed to run in the garden, hens and ducks wherever they please, and small
chicks should be able to swim as well as small ducks, and he drives a brood into the pond, all being,
drowned; horses are let out of the stable, sheep driven out of the orchard, cows turned into the road,
5. THIMBLE FINDING.
The patrol goes out of the room, leaving one behind who takes a thimble, ring, coin, bit of paper, or
any small article, and places it where it is perfectly visible, but in a spot where it is not likely to be noticed.
Then the patrol comes in and looks for it. When one of them sees it he should go and quietly sit down
without indicating to the others where it is, and the others, if they see it, do the same. After a fair time any
one of those sitting down is told to point out the article to those who have not yet found it. The first one to
see it is the winner, and he sends the others out again while he hides the thimble.
6. SCOUT'S NOSE.
Prepare a number of paper-bags, all alike, and put in each a different smelling article, such as
chopped onion in one, coffee in another, rose-leaves, leather, aniseed, violet powder, orange peel and so
on. Put these packets in a row a couple of feet apart, and let each competitor walk down the line and
have five seconds' sniff at each. At the end he has one minute in which to write down or to state to the
umpire the names of the different objects smelled, from memory, in their correct order.
8. HOW LONG ?
A good camp practice is to see that all Scouts have a piece of paper and pencil, and to make them
write down answers to various questions regarding lengths and heights. For instance: " What is my height
when I'm wearing my hat ? " " How long is the camp table ? " Of course that boy wins who most nearly
gives the correct number of inches.
9. OLD SPOTTY-FACE.
[This is an adaptation of the game in Mr. E. Thompson Seton's Birch Bark Roll of the Woodcraft
Indians,(Published at 1s. net by A. Constable & Co.) and is recommended for regular practice as an eye
strengthener and for developing the sight.]
Prepare squares of cardboard divided into about a dozen small squares. Each Scout should take
one, and should have a pencil and go off a few hundred yards, or, if indoors, as far as space will allow.
The umpire then takes a large sheet of cardboard, with twelve squares ruled on it of about three-inch
sides if in the open, or one and a half to two inches if indoors. The umpire has a number of black paper
discs, half an Inch in diameter, and pin.3 ready, and sticks about half a dozen on to his card, dotted about
where he likes. He holds up his card so that it can be seen by the Scouts. They then gradually approach,
and as they get within sight they mark their cards with the same pattern of spots. The one who does so at
the farthest distance from the umpire wins. Give five points for every spot correctly shown, deduct one
point for every two inches nearer than the furthest man. This teaches long sight.
13. ARTISTS.
Players sit round a table, each with paper and pencil. The right-hand one draws a picture, in separate
firm strokes, of an ordinary figure or head-putting in his strokes in unusual sequence so that for a long
time it is difficult to see what he is drawing. Each player looks over to see what the man on his right is
drawing and copies it stroke by stroke. When the right-hand artist has finished his picture, compare all the
rest with it.
15. QUESTIONS.
The Scouts all sit down, either on the floor or on forms, and the Scoutmaster or Patrol-leader asks
each boy in turn various questions on subjects of general knowledge. A mark is given for each correct
answer, and the boy who gains the most marks naturally win the game. The questions would vary, of
course, according to locality, but here are some which one troop were asked. What does K.C.B. mean?
On what railway is Peterborough Station ? How would you get from London to Torquay ? What is the test
for the Fireman's Badge ? When is the Chief Scout's birthday ? When is Trafalgar Day ? Why does a
Scout wear the fleur-de-lis ? Where are the Headquarters of the Boy Scouts' Association ? What was last
week's cover of THE SCOUT ? Next time you want something to do at your clubroom, try this game. Not
only will it test your knowledge, it will also increase your stock of useful and interesting information.
17. CELEBRITIES.
A good game can be devised by cutting, from the papers a selection of portraits of celebrities, pasting
each portrait on a numbered card and inviting the company to name them; soldiers, monarchs,
statesmen, preachers, and athletes will be the most readily recognized.
18. PATTERNS.
For this game get two draught boards and tan white and ten black draughtsmen. You have one board
and your friend the other. Divide the draughtsmen equally, each having five white and five black. Then
while you look another way, your friend arranges his men on his board in any formation he likes. When he
has done this he allows you to look at his board for a few seconds; then he covers it over and you have to
arrange your men in the same way on your board, within two minutes. You take it in turn to place the men
in position, and whoever replaces them correctly the most times wins.
3. SHOOT OUT.
Two patrols compete. Bottles or bricks are set up on end, one for each Scout in the two patrols ; the
patrols take their stand side by side and facing their respective enemy (the two " patrols " of bottles or
bricks), and await the word " fire." They are armed with twelve stones each. As soon as a target falls over
a corresponding man of the other patrol has to sit down-killed.
5. BASKET BALL.
This' is a game something like football, which can be played in a room or limited space. A small
football is used, but it is never to be kicked. It is only to be thrown or patted with the hands. Kicking or
stopping the ball with the foot or leg is not allowed. The ball may be held in the hands, but not hugged
close to the body, nor may it be carried for more than two paces. All holding, dashing, charging,
shouldering, tripping, etc., is forbidden ; and there is a penalty of a free throw to the opposite side from
the fifteen foot mark at the net, which forms the goal. The net is hung up about ten feet above the ground
on a post, tree, or wall, so that the ball can be thrown into it. Opposite each goal a path fifteen feet long
and six feet wide, beginning immediately under the basket and leading towards the center of the ground,
is marked out. At the end of this path a circle is drawn ten feet in diameter. When there is a free throw,
the thrower stands inside this circle, and no player is allowed within it or with- in the measured path.
Corners, and other rules are the same as in Association football; but in ordinary rooms, with side walls, it
6. KNIGHT ERRANTRY.
It is an interesting competition for patrols to compete in knight errantry. Two start out with orders to
return within two or three hours and report, on their honor, any good turns they have been able to do in
the time, if necessary calling at houses and farms and asking if there is any job to be done-for nothing.
8. COCK-FIGHTING.
Cock-fighting always proves amusing, and our illustration shows a way of playing the game, which
may be new to some of you. Instead of sitting on the floor, with staff under knees and hands clasped
round legs in the usual manner, the two combatants get into a squatting position, with the staff held as
usual. The picture shows this quite clearly. It is then very comical to see each "cock" hopping about and
endeavoring to upset his opponent.
9. CAMP BILLIARDS.
The billiard table consists of a smooth sack placed on a level piece of ground-the " cushions " being
made of Scout staves. Old golf balls take the place of the usual ivory kind, and instead of a proper billiard
cue the Scouts use their staves.
1) Instead of aiming at the same hat, each Scout called upon may be required to find his own hat
among all the hats placed in a heap, and, having found it, to attempt the double task of tagging
his opponent and of returning to his own place without being tagged. Should he be successful
when his number is called again, he has only to tag his opponent, and need not trouble about
securing a hat, as he will, of course, already have got his own. When the two Scouts bearing the
same number have secured hats, they inform the Scoutmaster and drop behind the line, taking
no further part in the game.
2) Other articles of Scout toilet, e.g. scarves, lanyards, water-bottles, may be put down, and any
player having secured a hat would then aim at another article until his toilet was complete. The
order in which articles are to be obtained must be definitely laid down by the Scoutmaster, when
the game begins. In this variation, the patrol to which a Scout who first completes his toilet
belongs wins the game.
15. BOMB-LAYING.
An excellent game for the country is " Bomb-Laying." It is most exciting if the cover is good or if the
light is just failing. The troop divides into two parties, each commanded by a Patrol-leader. Each Scout,
with the exception of the Leader, is provided with a small stick about seven or eight inches long, and
sharpened to a point at one end. These sticks may be cut from trees or bushes (if permission is first
obtained and no damage is done), or, failing these, the pieces of wood in an ordinary bundle of firewood
will do very well. Each Scout wears his "life," i.e. scarf, tie, or piece of tape, in the back of his belt as a
tail, so that it can easily be pulled out. The Scoutmaster then defines an area which provides good cover,
and the two parties select a " camp " which they think can be best defended. The center of each camp is
marked by a patrol flag mounted on a staff. If the game is played in the dark, then the camps must be
marked with a lamp. The camps are an area within a twenty-five yards' radius of each flag or lamp. The
18. SHOOTING.
A fairly large circular area is marked out and all the Scouts but one take up their positions inside it.
The remaining Scout is "armed " with a tennis ball, with which he endeavors to "shoot" the Scouts inside
the area.
Each Scout who is "shot" comes outside and helps in the "shooting," but only one tennis ball is used
throughout the game. The Scouts inside the area, by rushing from one side to the other, dodging or
jumping, can delay being hit for some time, and when their numbers become few, the fun is fast and
furious. The Scouts who are "shot" should arrange themselves round the circle, so as to pick up the ball
quickly as it flies across the area. The game may be arranged as an inter-patrol contest in this way : One
patrol takes up its position inside the area, and the leader of the opposing patrol commences " shooting."
For each Scout he hits he is allowed to have one of his own patrol to assist him, the Scout who is hit re-
tiring. The time taken to kill off the whole of the opposing patrol is noted, the winners being the patrol
taking the shortest time.
20. TUB-TILTING.
This is a favorite game of the Boy Scouts of America, and was invented by Mr. Ernest Thompson
Seton, Chief Scout of America. Two Scouts are mounted on upturned tubs, about nine feet apart, and
armed with long bamboo poles. Each pole has a boxing glove on one end, and the Scouts have to knock
one another off the tubs with the poles. The boxing glove, of course, prevents any damage being done. If
tubs cannot be obtained, forms or chairs can be used instead.
1. DE WET.
FOUR patrols can take part in this game, or the force must be divided into four equal parts. One
patrol acts as De Wet, one as garrison, and the rest as Kitchener's relief column. An area on the map is
marked off, containing about one square mile to every two Scouts in the relief column-and this area
should be plentifully supplied with roads and tracks along which cycles can be ridden. Three spots,
preferably villages, should be chosen (or a larger number if more than four patrols are taking part); these
are to be guarded by the garrison patrol, two Scouts at each spot. De Wet's object is to destroy as many
villages as possible. When he enters a village, the two Scouts acting as garrison must retreat before his
greater number-one should cycle as fast as he can to fetch the relief column, while the other stays to
watch De Wet's movements. Either of them can be captured by any two of De Wet's men. If De Wet can
remain in occupation of the village for half an hour the village is destroyed, but he must retreat if a relief
column approaches stronger than his force. The relief column should take up its position in the center of
the area and look out for signals from the garrisons. De Wet should prevent them following him by
dividing his party, giving them instructions to all meet at the village to be attacked, but enter from different
directions.
3. BRIGAND HUNTING.
Mark off an area plentifully supplied with roads and foot- paths about three miles by three miles in
extent. Tell off a patrol under your best Patrol-leader. His object will be to remain within the area for say
two hours, without being captured. He should be allowed ten minutes' start. The remainder of the force
will then split up into small patrols and endeavor by careful co-operation to effect his capture, care being
taken not to be ambushed them- selves by their quarry.
4. AMBUSCADES.
something for patrols to do when cycling from one place to another. Divide the force equally into two
bodies. Choose a road. Any place more than 200 yards distant from the road will be out of bounds. Send
one body off to take up an ambuscade, and ten minutes later let the other body move Off along the road,
sending its Scouts well ahead. If the ambush is detected the two bodies will then ex- change roles. This
will be found a very interesting exercise, and can with advantage be practiced on return from a field-day,
route march, etc., the homeward road being used for the purpose.
5. WHAT'S WRONG
Scouts should be mustered at a given point, then divided into two sections, one section proceeding
along either side of the street, crossing. each other at the end, and returning on the opposite sides. They
may be sent either in line or irregularly, the latter for preference, each carrying pencil and notebook or
paper, and noting, during their journey, every article or thing which is out of the straight. It may be a
placard fixed to a shopkeeper's door or board, or a small swing sign, which is out of the horizontal,
window-blinds crooked, goods in shop windows markedly crooked, and so on. Irregularities on vehicles in
motion are not to be noted, as no opportunity would be given for the judge to verify. Upon approaching
the judge each Scout signs his own paper or book and hands it over; marks should then be given
according to merit, and a prize awarded to the most observant Scout of the patrol which gets most marks
among all its Scouts. The idea is, that not only shall Scouts observe details, but also that they shall make
their entries in such a guarded manner and at such times that Scouts following them shall not notice the
entry being made. This may be worked with or without a time-limit.
7. MORGAN'S GAME.
Scouts are ordered to run to a certain hoarding where an umpire is already posted to time them. They
are each allowed to look at this for one minute-of course no notes may be taken in writing-and must then
run back to headquarters and report to the instructor all that was on the hoarding in the way of
advertisements.
8. SHOP WINDOW.
The Scoutmaster or Patrol-leader takes a patrol down a street past six shops. He lets them stay half
a minute at each shop, and then, after moving them off to some distance, he gives each boy a pencil and
card, and tells him to write from memory, or himself takes down, what they noticed in, say, the third and
9. TAKING NOTES.
When next you go scouting in the streets, here are some things for you to note : The number of every
motor-car that is going too fast or whose driver is acting strangely; the number of signs used by the
policeman in regulating the traffic ; the various chalk marks made on pavement and door- steps by
surveyors, tramps, or children. Which men turn their toes in. And if you wish to make a game of it all,
take a brother Scout with you. Let each look in a few windows for one minute then go away and write
down all the articles remembered. The one who gets the most correctly is the winner. And though it may
be a small matter in itself, you will rejoice when you realize how quickly you learn to note and remember
and thus get a power which may make your fortune, all through practice at scouting in the streets.
2.THE PATH-FINDER.
To be played at night. A town or camp is chosen and defended by all the Scouts present, except one
patrol. The outposts must be carefully placed all round. The one patrol is to be led into the town by a
guide chosen from the defenders - he is the traitor and goes round and carefully examines the defenses ;
then slips out of the town to meet the patrol at a, certain spot. He tries to guide them into the center of the
town, perhaps taking them two or three at a time or all together in Indian file. If touched by one of the
defenders they are captured.
3. TRACKING BY SMELL.
Tracking by smell at night is a very important part of scouting. An enemy's patrol has encamped at a
certain spot, and thinking all safe light a fire and prepare a meal. But the sentry reports suspicious signs
and sounds, so they immediately damp the fire, but cannot stop the smoke. This should be carried out on
a calm but dark night in a fairly open spot-the smoke can be caused by smoldering brown paper or damp
gunpowder in a tin. The others have-to reach the spot by smell, while the encamped party lie absolutely
still.
4. WILL-O'-THE-WISP.
This game should take place across country at night. Two Scouts set off in a given direction with a
lighted bull's-eye lantern. After two minutes have passed the patrol or troop starts in pursuit. The lantern
bearer must show his light at least every minute, concealing it for the rest of the time. The two Scouts
take turns in carrying the light, and so may relieve each other in difficulties, but either may be captured.
The Scout without the light can often mingle with the pursuers without being recognized and relieve his
friend when he is being bard pressed. They should arrange certain calls or signals between themselves.
2. ARCTIC EXPEDITION.
Each patrol makes a bob sleigh with harness to fit two Scouts who are to pull it (or for dogs if they
have them, and can train them to the work). Two Scouts go a mile or so ahead, the remainder with the
sleigh follow, finding the way by means of the spoor, and by such signs as the leading Scouts may draw
in the snow. All other drawings seen on the way are to be examined, noted, and their meaning read. The
sleigh carries rations and cooking-pots, and so on. Build snow huts. These must be made narrow,
according to the length of sticks available for forming the roof, which can be made with brushwood, and
covered with snow.
3. SNOW FORT.
The snow fort may be built by one patrol according to their own ideas of fortification, with loop holes,
and so on, for looking out. When finished it will be attacked by hostile patrols, using snowballs as
ammunition. Every Scout struck by a snowball is counted dead. The attackers should, as a rule, number
at least twice the strength of the defenders.
4. FOX-HUNTING.
This game is to be played where there is plenty of untrodden snow about. Two Scouts start from the
middle of a field or piece of open ground, and five minutes afterwards the rest are put on their trail. The
two foxes are not allowed to cross any human tracks. If they approach a pathway where other people
have been, they must turn off in another direction ; but they can walk along the top of walls and use any
other ruse they like, such as treading in each other's tracks, and then one vaulting aside with his staff.
Both of them have to be caught by the pursuers for it to count a win. The foxes have to avoid capture for
one hour and then get back to the starting-place.
8. SOCCER RELAY.
This is a relay game, where the first scout of each side starts kicking the ball from his goal to a
turning-point several yards away, then kicks the ball back through the goal that he started from. When he
has kicked a goal the second scout repeats the performance of the first, and each scout repeats the
performance. The side that finishes first wins the race.
2. TREASURE ISLAND.
A treasure is known to be hidden upon a certain island or bit of shore marked off, and the man who
hid it left a map with clues for finding it (compass directions, tide marks, etc.). This map is hidden
somewhere near the landing-place; the patrols come in turn to look for it-they have to row from a certain
distance, land, find the map, and finally discover the treasure. They should be careful to leave no foot-
tracks, etc., near the treasure, because then the patrols that follow them will easily find it. The map and
treasure are to be hidden afresh for the next patrol when they have been found. The patrol wins which
return to the starting-place with the treasure in the shortest time. (This can be played on a river, the
patrols having to row across the river to find the treasure.)
4. A WHALE HUNT.
[This is the same game as that of "Spearing the Sturgeon', in Mr. E. Thompson Seton's Birch Bark
Roll of the Woodcraft Indians. 1s. Constable.]
The whale is made of a big log of wood with a roughly- shaped head and tail to represent a whale.
Two boats will usually carry out the whale hunt, each boat manned by one patrol-the Patrol-leader acting
as captain, the corporal as bowman or harpooner, the remainder of the patrol as oarsmen. Each boat
belongs to a different harbor, the two harbors being about a mile apart. The umpire takes the whale, and
lets it loose about half- way between the two harbors, and on a given signal the two boats race out to see
who can get to the whale first. The harpooner who first arrives within range of the whale drives his
harpoon into it, and the boat promptly turns round and tows the whale to its harbor. The second boat
pursues, and when it overtakes the other, also harpoons the whale, turns round, and endeavors to tow
the whale back to its harbor. In this way the two boats have a tug-of-war, and eventually the better boat
tows the whale, and possibly the opposing boat, into its harbor. It will be found that discipline and strict
silence and attention to the captain's orders are very strong points towards winning the game. It shows,
above all things, the value of discipline. You are allowed to dislodge your enemy's spear by throwing your
own over it, but on no account must you throw your spear over the other boat or over the heads of your
crew, or a serious accident may result. The spearsman must not resign the spear to any other member of
the boat. It is forbidden to lay hands on the fish or on the other boat-unless this is done to avoid a
collision.
5. AMBULANCE KNIGHTS.
In this game a big boy takes the place of a horse, and a small one rides on his back. Each small boy
is labeled with the name of an injury, and holds a stick in his band. Rings-allowing one for each pair of
boys-are bung at a certain distance in such a manner that they can be easily dislodged by the sticks, and
this is the object of the game, the big boys carrying the small ones past the rings at a run. When a small
boy has succeeded in getting the ring upon his stick, the big one who is carrying him has to reach a given
point, put the mail boy down, examine his label, and treat him for his injury. The one who does this in the
quickest and most correct style wins. Should the small boy fail to dislodge the ring at the first attempt, the
big one may go back to the starting- place and try again. Necessary appliances must be supplied for the
big boys.
6. AMBULANCE ROUNDERS.
A judge is necessary for this game. Sides are taken as in ordinary rounders, and the game played as
usual, those who are "in" each having a label representing some kind of hemorrhage tied on to their
arms. When one is caught out, or hit with the ball, he drops on to the ground. The judge immediately calls
out the name of his supposed injury, and the one who has caught him out or hit him runs to treat him
instantly in the correct manner. The opposite side must be on the look-out for faulty treatment, for should
there be any it counts to them, and the injured person is released, his side still remaining in. In all other
respects the game is exactly the same as usual, but each member of the side which is " out " should be
provided with a bandage and piece of stick.
8. AMBULANCE HOTCHPOTCH.
Tables are arranged on which are various games, such as spillikens, draughts, sticking pins into
corks with scissors, building card houses, etc. Two boys sit at each table and play against one another,
and by each boy is a folded paper and pencil. When a bell rings, the boys begin to play the games when
it rings a second time, they leave off, unfold the paper, on which is a " first-aid " question, and answer it to
the best of their ability. When the bell rings a third time, all stop and give in their answers. Each pair then
moves to the next table, where the same performance is gone through. The same questions must, of
course, be asked each pair of boys at each table. When the game is finished, every boy's marks are
added together for both competitions, and the highest score wins. This game may be found useful for
asking such questions as : What would you do if your clothes-or those of an- other person-caught fire ?
How would you treat a bad burn I How would you treat a frostbite ? How would you treat a foreign body in
the eye or ear ? etc., etc.
9. AMBULANCE ELEMENTS.
The players are divided into two sides, and toss up to decide which should begin.
He who commences tosses a ball or handkerchief to any one on the opposite side, saying the name
of some artery as he does so. The one to whom the ball is thrown immediately calls out where the artery
is situated before the thrower can count ten. Should he fail to do this, he must cross over to the opposite
side. The Ride wins which has most players at the end of a given time. The name of an artery is only
given as an example. It might be required, for instance, that upon giving the name of any fracture, the
requisite number of bandages should be called out, or anything else of the kind. This game may be found
useful for filling up odd minutes.
2. WRIST PUSHING.
This game can be played by one boy alone. Stand with both your arms to the front about level with
the waist, cross your wrists so that one hand has knuckles up, the other knuckles down and clench the
fists. Now make the lower hand press upwards and make the upper hand press downwards. Press as
hard as you can with both wrists gradually, and only after great resistance let the lower push the upper
one upwards till opposite your forehead, then let the upper press the lower down, the lower one resisting
all the time.
These two exercises, although they sound small and simple, if carried out with all your might, develop
most muscles in your body and especially those about the heart. They should not be carried on too long
at a time, but should be done at frequent intervals during the day for a minute or so. "Wrist Pushing" can
also be played by two boys half facing each other, each putting out the wrist nearest to his opponent, at
arm's length, pressing it against the other wrist, and trying to turn him round backwards.
3. SCRUM.
Two teams of Scouts form up in line and stand face to face across the middle of the room. The
Scouts grasp one another round the waist in order to make each line compact.
When the whistle is blown, the opposing teams lean towards one another, and push steadily with
their heads -and shoulders until one line is driven back six yards from the starting place, This is done
three times, and the winning team is the one which gains two "scrums" out of the three.
4. FEET WRESTLING.
Two boys stand facing each other with their hands behind their backs. They have to stand on one
leg, and each tries to push the other over with the leg he is not standing on.
5. STRAIGHT BACK.
One boy has to lie flat on his back on the ground, while another lifts him up by the head-he must try
to keep perfectly rigid until he is upright. If he can do it, it is a sign that he has a strong back.
6. BRIDGE.
The Scouts stand in single file, No. 1. facing his Scouts. No. 2. bends at the hips and puts his arms
around the hips of No. 1. Nos. 3, 4 and 5, etc., take the same position as No. 2, forming a straight line of
Scouts, bend forward at the hips, and holding the hips of the Scouts in front of them. Team No. 2, then, in
a manner similar to " A Foot and a half " takes along jump and jumps astride the back of one of the
Scouts. Other members of No. 2 follow suit until the men are piled up three and four high. The object of
the game is to try and upset the Scouts who are endeavoring to bear the burden.
7. TOURNAMENTS.
Each of the bigger boys chooses a small one and gives him a " pick-a-back." These mounted knights
divide into two companies who challenge one another to combat, either in separate duels or in a general
melee. The " knights " try to pull each other to the ground, and the " horses " may assist by putting their
weight into the pull or by charging their opponents. When a rider's foot touches the ground he may not
take any further part in the game. The tournament is finished when all the riders of one company have
been unhorsed.
2. GOOD TURNS.
Patrol of Scouts out on knight errantry expedition. Halt and sit easy for a rest. Cook tea.
THE FOUNDLING.
(For this a rough perambulator made out of an old box and four small wheels must be prepared
beforehand. These should be packed inside the box at first, as the Scouts have to put it together,
pretending to build it.)
SCOUTS Resting. Enter, all alone, a little child who has lost her way: as she wanders about the
scouts look at her and one gets up and calls to her and finally goes to her and leads her in to the others.
They make a pet of her, give her food, and with hammer, etc., set to work to make the perambulator.
When it is finished the distracted mother enters, looking everywhere for her child, and at last finds her
among the Scouts. Great Delight. The Scouts put the child into perambulator and the mother goes off
gratefully waving to them and dragging the perambulator.
BLIND MAN. Enter a lot of urchins jeering at a blind man who is feeling the way with his stick. Boys
knock his hat off and kick his stick away. The Scouts run to his rescue, drive off the boys, and hunt them
till they capture them. They tie each prisoner's wrists together with a neckerchief, push his elbows well
back and pass a staff through both elbows, and behind his back, thus trussing him. Meanwhile one Scout
(or two) help the blind man to find his hat and stick and then lead him off and put him on his way. Patrol-
leader then acts as if addressing the prisoners. He explains to them about being Scouts, whose duty it is,
instead of bullying people, to help them in every way. The prisoners then want to become Scouts. They
are promptly unbound. They make the sign and take the oath. The other Scouts all shake hands with
them. Fall in. All march off together singing " Ingonyama."
SCOUT Sir, a white jackal is within hail. A white man approaches near to thee.
CHIEF Has he with him a multitude of men ? They tell me white men never come singly.
They come in hordes like locusts, bearing with them noise-making weapons that
spit fire and sting men to death.
SCOUT No, sir; he is alone, save that he has with him two natives to show the way and to
bear his baggage.
CHIEF What brings him here ?
SCOUT I know not, lord; but he gave me this token as a sign of peace towards you.
(Hands small wooden cross to chief.)
SCOUT (turns and cries). But see, my lord, he comes without waiting your permission.
(Enter LIVINGSTONE, followed by two natives carrying bundles of bedding, clothing and food on
their heads.)
LIVINGSTONE (stops, R., raises his right hand, and cries). Hail, O chief!
CHIEF (aside to his attendants). So this is a white man who does not kneel or even bow to
me; tell him, one of you, that such is not our custom.
(A native crosses to LIVINGSTONE and whispers to him, and imitates bowing, etc., to show him
what to do.)
LIVINGSTONE (aloud). No, I bow not to any native man. I salute him to show that my right hand is
not armed, and that I recognize him as a man, but I kneel only to God.
(Walks up to CHIEF and shakes him by the hand.)
Good-day to you; I am glad to meet you and your people.
CHIEF (replies). All hail, white man.
LIVINGSTONE. I see you - have my token there. It means " good-will and peace between us." That
cross has four arms, like the human race, for there are four great divisions of man-
the whites in Europe, the blacks in Africa, the red in America, and the yellow in
Asia; but human beings all of them, forming the four branches of one great family.
The whites are better off than either the black, the red, or the yellow, because they
have the knowledge and the love of God, which raises them above the rest.
(Natives spread blankets on The ground. CHIEF sits in the center, LIVINGSTONE near and hall
facing him. Natives squat all round.)
CHIEF Now tell me more of whence you came and why you came, and whither you go
from hence.
LIVINGSTONE I am but an ordinary man, and years ago, when but a little boy, I worked at
spinning cotton in a great big mill in Scotland, far away across the seas. But in the
long, dark evenings after work I loved to read from books, which you poor natives
do not understand as yet, and in these books were told me all the wonders of the
plants and flowers, the birds and beasts, and foreign lands, that made me want to
wander. So I came across the seas a long voyage in a ship, on which I learnt about
the stars, and what their places are up in the heavens. Then, when I reached this
land, I wandered across the deserts and forests of the South. I saw its mountains
and its vales, its running rivers, and the mighty falls of water called " the Smoke
that Sounds (native name for the Victoria Falls). Then, as I roamed across the
land, I saw the plants and beasts which I had read about. (Laughs.) Too close I
saw the beasts, for one-a lion-once caught me and .near mauled me to the death.
See here his marks upon my arm. But, like all Scouts, I had learnt well the art of
curing wounds, and so I made a cure by cooking leaves and making thus some
bandages.
CHIEF What, canst thou also cure the sick and wounded?
LIVINGSTONE Of course I can.
CHIEF (to attendants). Then bring me quick my injured son, Lompolo.
LIVINGSTONE (continuing). And everywhere across the land I found men like yourselves, kind-
hearted and willing to receive me, and I seldom departed without leaving them
more peaceful and more happy for the thought that they had souls within them that
would never die, but only live according to the good they did, as I will shortly show
to you ; but here comes your son.
(Enter LOMPOLO, being supported. He has a bad wound on his arm. He sinks down, and
Livingstone takes off covering, puts on fresh medicine, and bandages him, talking all the time.)
LIVINGSTONE This is not the right dressing; I Will give you better. There, that will do you good'
(and so on).
(While he is busy with the patient a noise is heard without. A native runs in and kneels to the Chief.)
(Enter STANLEY. About to go up to the CHIEF, but sees LIVINGSTONE, at work on LOMPOLO.
Stops short, strides up to LIVINGSTONE, takes off cap, and says- )
(LIVINGSTONE rises, stares for a moment, and then shakes hands with him.)
STANLEY To think we have met at last. For months have I been seeking you, hoping and
fearing alternately-for it seemed as though I should never find you. You moved with
so small an escort that it is difficult to trace your journeys.
LIVINGSTONE I am glad to meet you. You are the first white Man I have seen for months. At the
same time I do not know why you should wish to find me; but if there is aught you
wish me to do-why, let me do it to the best of my ability.
STANLEY perhaps you do not know that all your countrymen are hanging on your fate, and
want you safely home, and I have been sent to find you and bring you back to your
home and native land.
LIVINGSTONE But what is it they want of me? I do not see how my help can be of use to them,
when it is of use here. What is it they want of me ?
STANLEY Naught but to see you back again. You have been lost to them for years. They
know your work, they love you for it, and would even see you home again.
LIVINGSTONE I have but one home, and that is
STANLEY No, but I have been sent to bring you forth from this-to bring you back to Scotland
and your own people once more.
LIVINGSTONE I fail to understand it. You, too, whom I have never known before, Who are you ?
STANLEY I am a Celt, like yourself; for you are a Scotsman. I was born in Wales. My name
was Rowlands, but I went to sea, and as a cabin boy I reached America, and there,
from office stool, I worked my way up till my employer took me as his son and gave
his name to me-Stanley. I took to literary work, became a journalist, and as such
have been sent to view this country and to search for you. I have been searching
for you for this many months, until at last I began to fear that you were a "Will-o'-
the-Wisp" who never would be found.
LIVINGSTONE Well, now you have found me, go you back to those who sent you, tell them I am
well and happy, but am busy here.
STANLEY (astonished). But will you not come back home with me ?
LIVINGSTONE My home is where my work is-my work is here, so here is my home.
STANLEY And is that all you have to say ?
LIVINGSTONE Yes, that is all. If you will eat and rest I shall be glad. If you will not, then all I can
say is farewell. I must go to work upon this injured boy.
(He turns and goes back to LOMPOLO, after shaking hands with STANLEY. STANLEY wheels about
and departs. The sick boy is raised by the natives and carried out, attended by LIVINGSTONE and
followed by the Chief.)
A party of prospectors have been out into the wild country in South Africa, and have found a
magnificent diamond. They are now making their way back to civilization with it. Horse-sickness has killed
off their horses, and so they are doing their journey on foot, carrying their blankets, food, and cooking-
pots.
RECITATION.
There's a breathless hush in the close to-night
Ten to make and the match to win
A bumping pitch and a blinding light,
An hour to play, and the last man in.
Scene II. - Tableau. Soldiers in a hard-fought fight retreating-a young officer among them.
RECITATION.
The sand of the desert is sodden red-
Red with the wreck of the square that broke
The gatling's jammed and the colonel dead,
And the regiment blind with dust and smoke.
Scene III. - A procession of all kinds of men, old ones at the head, middle-aged in center, young ones
behind-soldiers, sailors, lawyers, workmen, footballers, etc., etc.-Scotch, Irish, English, Colonial-all linked
hand in hand.
RECITATION.
This is the word that year by year,
While in her place the school is set,
Every one of her sons must hear,
And none that hears it dare forget.
Lord Roberts, in Forty-one Years in India, describes how the Kashmir Gate of Delhi was captured by
the British troops during the Mutiny. Lieutenants Home and Salkeld, with eight sappers and a bugler of
the 52nd Regiment, went forward to blow the gate open for the column to get into Delhi. The enemy were
apparently so astounded at the audacity of this proceeding that for a minute or two they offered but slight
resistance. They soon, however, discovered how small the party was and the object for which it had
come, and forthwith opened a deadly fire upon the gallant little band from the top of the gateway, from the
city wall, and through the open wicket.
The bridge over the ditch in front of the gateway had been destroyed, and it was with some difficulty
that the single beam which remained could be crossed. Home, with the men carrying the powder bags,
got over first. As the bags were being attached to the gate Sergeant Carmichael was killed, and Havildar
8. THE S.A.C.
[ The South African Constabulary was a corps of 10,000 mounted men which I raised in South Africa
during the Boer War to act as Police throughout the Transvaal, Orange River Colony and Swaziland. The
men were of a splendid type and their fearless devotion to their duty gained them a great name among
both Boer and British and native tribes as well. Just as the Boy Scout uniform is copied from that of the
S.A.C., so also the Boy Scouts can well copy the example of the pluck and efficiency of the men of that
corps. The following scene is founded upon an incident which actually occurred of an arrest of a Chief by
a trooper single handed. ]
SCENE: A Native Kraal or village of beehive straw huts at the back. A lot of native warriors strolling
or sitting about. The Chief, a fine big savage in war paint, enters at right with one or two Indians or
headmen. Warriors all spring together to salute him, right hand held aloft, and all shout " Bayate." The
Chief then compares himself with a lion and the whites with jackals, and announces that some of the tribe
have captured a party of whites, and he calls them forward. Enter more savages at right, leading white
prisoners, two or three men, women and children. The men wounded and bloodstained. They huddle at
R.C. (right center) back of stage. Warriors yell excitedly, pick up their assagais, dance war dance round
prisoners, and then rush to kill them, but are stopped by the Chief at L.C. (left center) shouting: " Stay-kill
them not. Not yet. I have a better use for them than that," and explains that he will invite the Government
at Pretoria to ransom them with gold. When the gold is received he will release them, that his men may
then kill them. Warriors shout in acclamation, crowd round the Chief (at left center) and bow down to him,
kissing his feet or the ground he walks on. In the midst of the hubbub a South African Constabulary
trooper appears (at right), dismounts and stands. Warriors cringe away at left behind their Chief, staring
at the trooper angrily.
TROOPER: "How now, dogs, what is this" ( He walks towards the Chief and says: ) "Chief
Sikomo, I am a messenger of the Great White King."
Warriors shift back (at left) a pace or two, leaving the Chief standing alone (at left center). The
Trooper suddenly draws two pistols and puts one to the head of the Chief and with the other covers the
warriors. To them he says,
TROOPER: "Your Chief is a dead man if you move a finger to his rescue. As for you, Warriors,
turn about: if any man shows his face this way it will bring a bullet to his heart. Now
each man drop his weapons, (they do so) and now walk."
(Warriors turn facing away from the trooper.)
TROOPER: (to the white prisoners). " Now, good people, get you on your road again. You are
safe."
TROOPER: " Now, Warriors, your Chief goes with me or he falls dead here."
(To the CHIEF). "It will be well for you to come in peace with me. I am going to
bring you in, alive or dead. I don't much care which-that rests with you. So
Warriors, to your Kraals else Sikomo dies. "
Sikomo half turns to call his warriors, but trooper threatens with pistol. The Chief with a gesture of
despair turns and moves off (at right) followed by the trooper with pistol, and looking back to guard
against an attack by the warriors.
ENTER: A band of Red Indians, scooting. The leading scout suddenly signals to the others to halt
and hide, and remains himself keenly looking ahead. The PATROL LEADER creeps nearer to him, and
they speak in a loud whisper.
EAGLE'S WING (Patrol Leader). Ho, Silver Fox, What dost thou see?
SILVER FOX (the leading Scout). My leader, I saw but just now a strange figure ahead-but for
the moment I see it not. There was an Indian, one of the hated Assock tribe, and
close by him was a being who looked like a man yet not a man. He wore no
feathers, no war paint. But his body was all hidden in skins or cloths, and his head
was covered with a huge kind of protector. He had, it is true, two arms and legs,
but his face was of a horrible color-not bronze like ours, but an awful white, like
that of a dead man, and half covered with a bush of hair.
EAGLE’S WING It must be either a medicine man or devil.
SILVER FOX (still gazing ahead). Look there, he moves !
(PATROL LEADER springs forward and crouches near SILVER Fox.)
Close to yonder birch tree. What is it he carries ? A heavy shining staff of iron.
See, he is pointing at those ducks with it. Ah !
(Report of gun in the distance.)
EAGLE'S WING Scouts I There is the devil before us. He spits fire and smoke from an iron staff.
SILVER FOX Aye, and see how the birds fall dead before hint.
EAGLE'S WING Yes, he is a very devil. What a prize for us if we can kill him and take his scalp.
SCOUTS Nay, nay. He is a devil. He will kill us !
SILVER FOX Yes, that is true. There is a saying, "Let dogs that sleep lie sleeping, then they
harm you not. Let us leave this devil so he harm us not.
SCOUTS Aye, aye.
EAGLE’S WING Scouts, What woman's talk is this? Are ye no longer scouts and warriors when ye
see a foe ? The worse the foe the greater the glory of defeating him. Are four
Sioux scouts afraid of one, even though he be the devil himself ? Begone to your
lodges, but never call yourselves warriors more. Ye be dogs I Ours but to harbor
such thoughts. For me I am going to have that scalp - devil or no devil, I am going
to have that scalp !
SILVER FOX Pardon, my leader I am no cur. Any man I will fight, but a witch or the devil is more
than I had thought on. But if you mean to face him, why, then, so do I.
SCOUTS Ay, and so do all of us.
EAGLE’S WING 'Tis well, my Scouts. But soft, he is coming this way. What luck! Better than
scalping him, we will catch him alive, and present him living to our King. Hide. Hide
yourselves. Lie close around his path, and, when I give the call, then rush upon
him and secure him.
(The Red Indians are heard shouting their war cries without. Arrows fly past. John SMITH fires,
loads, and fires again, talking all the time, while his native guide crouches back alarmed.)
SMITH (laughing). Ha! ha ! They like not my rifle- fire. They run, the dogs I Another bites
the dust. (Patting his rifle.) Well done, thou trusty Bess-thou art a good lass, There!
Have at them again. (Fires.) Good; another falls I But now they rally and come on
again - their leader gives them heart. Well, and we will give them lead.
(Fires again. To his guide, who is very frightened.)
Cheer up. Gadzooks, but I like their leader-that last ball struck him, still he fainteth
not. He leads them on again. By my head! but we shall yet have a decent fight of it.
Aid me, St. George, and let me show what stuff an Englishman is made of.
(As he presses forward the guide in his fear slips down and accidentally drags
SMITH down with him.)
How now-fool You have undone me.
(Indians rush in from all sides, spring on to SMITH, and after a severe struggle capture him and bind
his arms behind his back. He stands panting and smiling. The Indians stand back on either side while
EAGLE'S WING - with one arm bleeding-addresses him.)
EAGLE’S WING So, devil, we have thee caught at last. Four good warriors hast thou sent to their
happy hunting-grounds, but our turn has come and we have thee fast-a prize for
kings-and for our King.
SMITH Well, 'twas a good fight, and you deserve to win for facing rifle-fire, which you had
never seen before. I should like to shake you by the hand had I a hand free to do it
with. But by St. George, had it not been for this white-livered knave who dragged
me down, there would have been more of you to join your hunting-party down
below. But who is this who comes ?
(Scouts' chorus heard, without, "Ingonyama," etc. Scouts all raise their hands and join in the chorus,
looking off to R.)
(Enter KING POWHATTAN, R., with his chiefs and warriors.)
POCAHONTAS What is this strange being ? A man, yet not a red man. He has a noble look. Alas!
that he should fall into my father's power, for he will surely slay him.
KING (to SMITH). And thou wert, not afraid ?
SMITH Nay. Why should I be ? I have long ago thought out how to meet my fate. Death
and I have looked at each other face to face before now, and death has a kindly
smile for any one who has never willfully done ill to a fellow creature ; to such an
one he is no longer a dreaded demon, but a kindly host.
KING Well! he'll have a guest before long now; for since you say he is a friend of yours it
proves that you are, as my people first told me, some kind of witch or devil
yourself. Therefore, it will be well for the land that we do slay thee. Besides, I have
not seen a man's red blood for many days, and I am tired of the blood of the
Assocks.
(POCAHONTAS shrinks down, holding her ears.)
I shall dearly like to see bow looks the blood of a white half-man half-devil. But first
I want to see him cower, and squeal for mercy; for therein lies the joy of killing.
(Calls to his Warriors.) Ho ! there I Stretch out this devil on the ground, and let him
learn that death is not the joy he thinks it is.
(They drag SMITH down, and lay him on his back on the ground, c. One holds his feet, but the rest,
finding that he does not struggle, stand back ; two prepare to use their battle-axes on him, while the rest
dance weird dances, singing Ingonyama chorus round him. The executioners make false blows at his
head-but he never flinches.)
POCAHONTAS (kneeling beside the KING, R.), Oh ! King-I have not often asked for gifts from you-
and now I pray you, on my bended knee, to grant me this request. I have no slave
to guard me when I walk abroad. It is not seemly that I take a young brave of our
tribe, and the old ones are so very old and slow. Now here is a slave of whom one
may be proud-one strange to see yet strong and great and brave. Ah I give him to
thy child instead of unto death.
KING Nay I nay I my child. If you like not the scene, withdraw, for he shall die. 'Tis sport
for me to see how long he lasts before he cries for mercy. And when he does he
dies. (To WARRIORS.) Now stand him up, and try some new device to make him
quail.
(POCAHONTAS shrinks back. They raise SMITH, and he strands boldly lacing them.)
KING Death now comes to thee, and thou hast no chance of escaping him. Art thou not
now afraid of him ?
SMITH Nay. Why should I be? We men are born not for ourselves but as a help to others ;
and if we act thus loyally we know our God will have us in His care both now and
after death.
(PRINCESS POCAHONTAS, who has been cowering in the back- ground, runs forward and places
herself close in front of CAPT. JOHN SMITH, so as to protect him from the WARRIORS, who are
preparing, R. and BACK, to rush at him with their spears and axes.)
POCAHONTAS Hold ! Warriors -I am your Princess, and to get at him you have to kill me first. (To
KING.) O King-I call you no more Father." O King, your rule has been a time of
blood and murder. I was too young to think before, but now I know that all your
works are cruel, bad, not just.
(WARRIORS lower their weapons, and whisper among themselves, as if saying: "
Yes. She's quite right.")
And I have been obedient as your child till now. But now my eyes are opened, and
I see that as King you are neither just nor kind towards your tribe or other men. To
bring it home to you, I swear that if you slay this man you also slay your daughter!
For I'll not leave him thus to die alone. (To WARRIORS.) Now, braves, come on
and do your work. (They hang back.) How now-you never feared an enemy, so
why fear me ?
EAGLE'S WING (bowing). Nay, sweet Princess, it may not be. We care not what of men we kill in
fighting for our land, but this we cannot do to raise a hand against a woman, and
she our own Princess.
KING (furious). How now I What talk is this ? Ye speak as though you had no King and
no commands. Slay on strike true, and spare not man nor maid, for she no longer
is a child of mine.
(Braves still hesitate.)
Ye will not ? Dogs, wouldst have me do it for myself? I will, and, what is more, I'll
slay you, Eagle's Wing, for this, and you too
(Enter a warrior SCOUT, L., who rushes up to the KING and kneels while shots are heard outside.)
SCOUT O King ! There be more white devils over there. They're pressing on, and none can
stand against them.
KING (to WARRIORS). Stand firm, and kill these devils as they come. To every brave
who takes a white man's scalp I'll give the noblest feather for his head. Stand firm!
Bend well your bows.
(While the KING and WARRIORS are looking Off L. towards the fight, POCAHONTAS takes SMITH
R., draws a dagger and Cuts JOHN SMITH's arms loose. He shakes hands with her. Taking the dagger,
he rushes to the KING, and seizing his hair with one hand, and threatening him with the dagger with the
other, he leads him C.)
(Leads KING to front, C., and then lets go his hold of him. WARRIORS remain at back. Distant noise
of fighting, cries and shots heard all the time. WARRIORS keep looking off to see how the fight is going
on.)
(SMITH standing L., facing KING, C. POCAHONTAS, R., WARRIORS, back.)
SMITH If you would live in peace, your only way is now to join with us. Our God is
stronger than your idols, and our King is king of many tribes far greater and more
powerful than your own. But if you join with us your wicked ways must cease ; no
more to kill your people for no crime, no more to steal their goods or beasts, no
more to make them slaves against their will. Beneath the British flag all men are
free.
(WARRIORS whisper among themselves. SMITH turns to them.)
What say you ? Will you join and serve our King, and live in peace, or will you go
on being slaves of cruel chiefs, to live a life of fear and poverty
EAGLE’S WING Nay. We should like to join you well, but we have always been faithful to our King,
and what he says, why that is what we'll do.
SMITH You're right in being faithful to your King. Now, King, what say you ? Will you join
our mighty King with all your braves, or will you face his power and be destroyed ?
KING (sullenly). You talk as though you were a king yourself and conqueror, instead of
but a prisoner in my hands. You must be mad or very brave, since I could kill thee
at one stroke.
SMITH Well, mad or brave, it matters not; but there are others just as mad or brave out
there, who even now (points O.# L.) are pressing back your men; and were your
men to kill off all of us, a thousand more will come for each one killed, and in the
end you too would meet your fate. Know this, that Britain, once she puts her hand
to the plough for doing noble work, does not withdraw, but presses on till peace
and justice are set up, and cruel wrongs redressed. You would yourself remain as
King among your people, but beneath the friendly wing of Britain's world-wide
power.
KING (to WARRIORS). My braves! I never asked your will before; but ye have heard
what this brave man has said. What think ye ? Should we yield or fight this white
man's power ?
EAGLE’S WING My King, we all say "yield," and join this mighty power, whereby we shall ourselves
be strong.
POCAHONTAS (kneeling to KING, R.). Once more I call thee father, and I pray, for all the wives
and children of our tribe, that you will take this noble man's advice, and bring true
peace at last into our land.
(Kisses KING'S hands and remains kneeling while he speaks.)
KING 'Tis well. Fair sir, we yield; and on our oath we swear allegiance to your King for
aye and ever, weal or woe. We will be true.
(holding up right Hand in Scouts' sign).
WARRIORS (holding up right hand in Scouts’ salute). We will be true.
SMITH (taking St. George's flag from under his coat, and tying it on to a Scout's staff,
holds it allot).
Behold your flag, the flag of St. George and Merry England !
(WARRIORS salute and sing Ingonyama Chorus. Band plays " Rule Britannia ------ CURTAIN.)
WARRIORS.
Band or tape round head, with plait of hair over ear, and four goose feathers with black tips. Naked
body colored red brick dust color.
Trousers: light-colored if possible, with strips of colored rag and goose feathers stitched all down the
outside seam of the leg. Bare feet. Bow and arrows and staff.
KING.
Like warriors, but with red blanket or shawl over one shoulder, and headdress made of linen band
with goose feathers, some upright in it and continued down the back.
POCAHONTAS.
Headdress band of linen, with three upright goose feathers and two drooping on each side ; also a
plait of hair over each shoulder. Brass curtain-rings tied with thread round each ear as earrings. Necklace
of beads, also bracelets. A skirt. Colored short petticoat under it. Bare feet.
JOHN SMITH.
Big hat with pheasant's tail feathers. Beard and moustache and long hair of tow or crepe hair. Could
all be stitched to hat if desired. Steel gorget or wide, soft linen collar ; long 'brown r yellow coat, with big
belt. Bagging knickerbockers. Stockings. Shoes with big buckles. Old-fashioned flint-lock gun.
SCENERY.
Strips of brown paper, I ft. to I 1/2 ft. wide, and 2 ft. to 3 ft. wide at the bottom will represent trees if
stuck up on the back wall, and marked with charcoal and chalk to represent rough bark.
10. KIDNAPPED.
A farmer's man is discovered at work hoeing up field, and with him a small boy, who plays about, with
loosely tied-on boot. Enter a patrol of Scouts, who ask if they can camp in the farmer's field. The man
assents, and the patrol rig up their shelter and light fire and place billies round, and then march off leaving
one of their number, a tenderfoot, in charge. The latter straightway goes to sleep.
Two tramps now make their way on the scene, Weary Willie and Tired Tim, and commence to beg
from the man, who gives them a coin. They, however, want more, and threaten him, till he runs away.
They notice the child and resolve to take him with them, and throwing a coat over his head, steal away
with him. He, in the struggle, kicks off his boot, which is left on the ground. They disappear.
Enter red-faced farmer, who gets excited when he sees Scouts' tent and fire, and he yells for his man
and demands explanations. Now enter patrol of Scouts, marching. Farmer goes up and abuses the
Patrol-leader, and orders them to take themselves off, threatening to use his whip. The leader explains
that the man had given permission, etc. Farmer roars out for " Garge."
" Garge " enters with white face and in terror, wringing his hands, and explains that the farmer's little
son is missing, and he expects the tramps have taken him. Thereupon Patrol-leader steps up and offers
to find and bring him back if the farmer wishes. He agrees, and they depart, farmer and man with them.
They find as they go the shoe. This gives them the trail, and they disappear in the tramps' direction.
(Bushes or trees will make this possible.)
Tramps enter with boy, sit down for meal, thrash the child, and then go to sleep. A Scout appears,
discovers them, and goes back to report. The patrol works up to the tramps, surrounds them, and
struggle ensues, the tramps being captured and led away prisoners, and the child placed on improvised
stretcher and carried home, to farmer, who profusely thanks and wishes to reward them; but this is
refused by leader, who says they will be more than satisfied if the farmer will permit them to use his (field
for their camp, etc., and so exit.
THE GARROTERS.
Scouts sitting at ease. Enter two villainous-looking ruffians who are evidently loitering about on the
lookout for a victim to rob. The Scouts hide themselves and watch. Enter an old gentleman, well-to-do,
smoking, twirling his stick. One villain walks humbly up to him asking him (in dumb show) to help him as
he is out of work. The old gentleman listens to his story, but while be does so the second villain is
sneaking round behind him with an empty sack in his hand ; he creeps nearer and nearer, and suddenly
rushes and pulls the sack over the old gentle- man's head, while the other goes for his watch. But the
Scouts rush in and springing on to the thieves throw them down, overpower them, and truss them with
staves through their elbows and wrists tied with neckerchiefs.
Meantime one Scout has run (or biked) off for the police, who promptly arrive on the scene-take
notes and march off the two villains. Old gentleman offers money from his purse which Patrol-leader
refuses. He then gives cheque for the patrol, shakes hands, and walks off very happy amid the cheers of
the Scouts.
POISONOUS FUMES.
While Scouts are sitting at ease they notice a bad smell of gas, jump up, hold noses, etc. Enter men
one after another, staggering along, becoming overcome by gas, and falling insensible. Scouts tie
handkerchiefs over mouth and nose ; go on all fours to the men ; tie ropes round their waists and heels
and then in a bowline round about their own necks, and drag them out feet first-first laying out the men's
coat tails under their heads to prevent them scraping along the ground.