Hanging from the totem pole is a red or yellow horse-tail. This is the grand medicine scalp of the band. The hostile spy has to steal it. The leader goes around on the morning of the day and whispers to the various braves, "Look out--there's a spy in camp." At length he gets secretly near the one he has selected for spy and whispers, "Look out, there's a spy in camp, and you are it." He gives him at the same time some bright-coloured badge, that he must wear as soon as he has secured the medicine scalp. He must not hide the scalp on his person, but keep it in view. He has all day till sunset {301} to get away with it. If he gets across the river or other limit, with warriors in close pursuit, they give him ten arrow heads (two and one half cents each), or other ransom agreed on. If he gets away safely and hides it, he can come back and claim fifteen arrow heads from the council as ransom for the scalp. If he is caught, he pays his captor ten arrow heads ransom for his life.
The Man-Hunt
This is played with a scout and ten or more hostiles, or hounds, according to the country, more when it is rough or wooded.
The scout is given a letter addressed to the "Military Commandant" (usually the lady of the house that he gets to) of any given place a mile or two away. He is told to take the letter to anyone of three given houses, and get it endorsed, with the hour when he arrived, then return to the starting-point within a certain time.
The hostiles are sent to a point half-way, and let go by a starter at the same time as the scout leaves the camp. They are to intercept him.
If they catch him before he delivers the letter he must ransom his life by paying each two arrow heads (or other forfeit) and his captor keeps the letter as a trophy. If he gets through, but is caught on the road back, he pays half as much for his life. If he gets through, but is over time, it is a draw. If he gets through successfully on time he claims three arrow heads from each hostile and keeps the letter as a trophy.
They may not follow him into the house (that is, the fort), but may surround it at one hundred yards distance. They do not know which three houses he is free to enter, but they do know that these are within certain limits.
The scout should wear a conspicuous badge (hat, shirt, coat, or feather), and may ride a wheel or go in a wagon, etc., as long as his badge is clearly visible.
To "tag" the scout is not to capture. "The blockade to be binding must be effectual."
Hunt the Coon