In all games and competitions, it should be arranged as far as possible that all the scouts should take part, because we do not want to have merely one or two brilliant performers, and the others no use at all. All ought to get practice, and all ought to be pretty good. In competitions where there are enough entries to make heats, ties should be run off by losers instead of the usual system of by winners, and the game should be to find out which are the worst instead of which are the best. Good men will strive just as hard not to be worst, as they would to gain a prize, and this form of competition gives the bad man most practice.
MARKS TOWARDS BADGES OF HONOUR IN CAMPAIGNING.
Making a complete model bridge. Up to four marks.
Lay and light the following fires separately, using only six matches for the whole: First, cooking fire, and cook a bannock. Second, flame signal fire and make signals. Third, smoke signal fire and make signals. Marks up to three.
To measure without instruments, within ten per cent. of correctness, three different widths of river, or impassable ground, without crossing it. Heights of three different trees or buildings. Number of sheep in a flock, stones on a table, etc. Weights of four different things from one ounce up to one hundred pounds. Four distances between one inch and one mile. Marks up to five for the whole lot.
DISPATCH RUNNING.
A scout is given a dispatch to take to the headquarters of a besieged town, which may be a real town (village, farm, or house), and he must return with a receipt for it. He must wear a coloured rag 2ft. long pinned on to his shoulder. He must start at least four miles away from the town he is going to. Besiegers who have to spot him can place themselves where they like, but must not go nearer to the headquarters' building than three hundred yards. (Best to give certain boundaries that they know or can recognise.) Anyone found within that limit by the umpire will be ruled out as shot by the defenders at headquarters. The dispatch runner can use any ruse he likes, except dressing up as a woman, but he must always wear the red rag on his shoulder. To catch him, the enemy must get the red rag from him. Ten hours may be allowed as the limit of time, by which the dispatch runner should get his message to headquarters and get back again to the starting-point with the receipt. This game may also be made a life-and-death venture, in which case any scout who volunteers to risk his life (i.e. his scout's badge) in getting through with a dispatch, gains the badge "For Merit" if he wins; but if he fails, he loses his scout's badge (fleurs-de-lis), and cannot get it again, although he may still remain a member of the corps. The enemy win three marks each if they spot him, and lose three marks if he succeeds. To win a badge of merit there must be not less than two patrols out against him. A similar game can be played in a city, but requires modifications to suit the local conditions.
For Exploration Practice, see Appendix, Part VI., for imitating exploring expedition in Africa, Arctic regions, etc.
DISPLAY.
Act a scene of castaways on a desert island. They make camp fire: pick seaweed, grass, roots, etc., and cook them: Make pots, etc., out of clay: Weave mats out of grass: Build raft, and if water is available get afloat in it: put up a mast and grass mat sail, etc.: and punt or sail away, or can be rescued by sighting ship and making smoke signals or getting a boat's crew of sailors to come and fetch them.