The object of the contest is to hit the target from a given mark, the firing line. Whoever throws nearest to the centre of the target the greatest number of times out of six shots is hailed the winner.
The best form for throwing is with the left foot forward, the leg perfectly straight, body well back, its weight resting on the right leg. Now extend the left arm forward, in a line with the shoulder, and over the left leg; poise the spear horizontally in the right hand, holding at the centre of gravity by the forefinger and thumb. Bring the right arm backward until the hand is behind the right shoulder.
Now, inclining the point of the spear slightly upward, make your cast, bringing the right arm forward, followed by the right side of the body, the right leg forward and the left arm backward. Count yourself fortunate if you even hit the target in the first few attempts, but practice will make a wonderful difference. The distance should be mutually agreed upon, but fifty feet for a boy of fifteen and one hundred feet for an adult will be found about right.
To "throw the javelin" is another phase of this pastime. The javelin is four to five feet in length, three quarters of an inch in thickness, and fitted with a barbed end, slightly heavier than the spear end. The "object of the game" is to throw the javelin as far as possible but not at a target; instead, the javelin must stick into the ground.
In throwing the javelin, hold it in the right hand, the left leg and hand being advanced; the barb and arm at this point should be at the rear. Then, describing a semicircle with the arm over the right shoulder, and leaning well to the rear, hurl the weapon as far as possible forward.
Arctic Expedition
Each patrol make a bob sleigh with ropes, harness, for two of their number to pull or for dogs if they have them and can train them to do the work. Two scouts or so go a mile or two 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, etc.
Build snow huts. These must be made narrow, according to the length of the sticks available for forming the roof, which can be made with brushwood and covered with snow.
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Dragging Race
A line of patients from one patrol is laid out fifty feet distant from the start. Another patrol, each carrying a rope, run out, tie ropes to the patients, and drag them in. Time taken of last in. Patrols change places. The one which completes in the shortest time wins. Knots must be carefully tied, and patients" coats laid out under their heads.
Far and Near
Umpire goes along a given road or line of country with a patrol in patrol formation. He carries a scoring card with the name of each scout on it.
Each scout looks out for the details required, and directly he notices one he runs to the umpire and informs him or hands in the article, if it is an article he finds. The umpire enters a mark accordingly against his name. The scout who gains the most marks in the walk wins.
Details like the following should be chosen to develop the scout"s observation and to encourage him to look far and near, up and down, etc.
The details should be varied every time the game is played; and about eight or ten should be given at a time.
Every match found 1 point Every b.u.t.ton found 1 point Bird tracks 2 points Patch noticed on stranger"s clothing or boots 2 points Gray horse seen 2 points Pigeon flying 2 points Sparrow sitting 2 points Ash tree 2 points Broken chimney-pot 2 points Broken window 1 point
Fire-lighting Race
To collect material, build, and light a fire till the log given by umpire is alight.
Follow My Leader
With a large number of boys this can be made a very effective display, and is easy to do at a jog trot, and occasional "knee-up" with musical accompaniment. It also can be done at night, {316} each boy carrying a Chinese lantern on top of his staff. If in a building all lights, of course, would be turned down. A usual fault is that the exercise is kept on too long, till it wearies both audience and performers.
Games in Path-finding
Instructor takes a patrol in patrolling formation into a strange town or into an intricate piece of strange country, with a cycling map. He then gives instructions as to where he wants to go, makes each scout in turn lead the patrol, say, for seven minutes if cycling, fifteen minutes if walking. This scout is to find the way entirely by the map, and points are given for ability in reading.
Mountain Scouting
This has been played by tourists" clubs in the lake district, and is very similar to the "Spider and Fly" game. Three hares are sent out at daybreak to hide themselves about in the mountains: after breakfast a party of hounds go out to find them before a certain hour, say 4 o"clock P.M. If they find them even with field-gla.s.ses, it counts, provided that the finder can say definitely who it was he spotted.
Certain limits of ground must be given, beyond which anyone would be out of bounds, and therefore disqualified.
Knight Errantry
Scouts go out singly, or in pairs, or as a patrol. If in a town, to find women or children in want of help, and to return and report, on their honor, what they have done. If in the country, call at any farms or cottages and ask to do odd jobs--for nothing. The same can be made into a race called a "Good Turn" race.
Unprepared Plays
Give the plot of a short, simple, play and a.s.sign to each player his part, with an outline of what he has to do and say, and then let them act it, making up the required conversation as they go along.
This develops the power of imagination and expression on points kept in the mind, and is a valuable means of education.
It is well before starting to act a play in this way to be a little less ambitious, and to make two or three players merely {317} carry out a conversation on given topics leading up to a given point, using their own words and imaginations in doing so.
The Treasure Hunt
The treasure hunt needs observation and skill in tracking, and practically any number can take part in it.
Several ways of playing the game are given below.
1. The treasure is hidden and the scouts know what the treasure is; they are given the first clew, and from this all the others can be traced. Such clews might be (a) written on a gate post: "Go west and examine third gate on north side of stream"; (b) on that gate, scout"s sign pointing to notice board on which is written, "Strike south by south-east telegraph post, No. 28," and so on. The clews should be so worded as to need some skill to understand, and the various points should be difficult of access from one another. This method might be used as a patrol compet.i.tion, starting off patrols at ten-minute intervals, and at one particular clew there might be different orders for each patrol, to prevent the patrols behind from following the first.
2. The clews may be bits of colored wood tied to gates, hedges, etc., at about three-yard intervals, leading in a certain direction, and when these clews come to the end it should be known that the treasure is hidden within so many feet. To prevent this degenerating into a mere game of follow my leader, several tracks might be laid working up to the same point, and false tracks could be laid, which only lead back again to the original.
3. Each compet.i.tor or patrol might be given a description of the way--each perhaps of a slightly different way; the description should make it necessary to go to each spot in turn; and prevent any "cutting" in the following way: "Go to the tallest tree in a certain field, from there go one hundred yards north, and then walk straight toward a church tower which will be on your left," etc. All the descriptions should lead by an equal journey to a certain spot where the treasure is hidden. The first to arrive at that spot should not let the others know it is the spot, but should search for the treasure in as casual a manner as possible.
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 {318} lantern.
After two minutes have pa.s.sed 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 hard pressed. They should arrange certain calls or signals between themselves.
Treasure Island
A treasure is known to be hidden upon a certain island or bit of sh.o.r.e marked off, and the man who hid it leaves a map with clews for finding it (compa.s.s, 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 returns to the starting place with the treasure in the shortest time.
(This can be played on the river, the patrols having to row across the river to find the treasure.)