GAMES IN STALKING.
Scout Hunting.

One scout is given time to go out and hide himself, the remainder 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.

Despatch Running.

A scout is told to bring a note into a certain spot or house from a distance within a given time: other hostile scouts are told to prevent any message getting to this place and to hide themselves at different points to stop the despatch carrier getting in with it.

To count as a capture two scouts must touch the despatch runner before he reaches the spot for delivering the message.

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 in 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.