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 found1 point
Every button found1 point
Bird tracks2 points
Patch noticed on stranger's clothing or boots2 points
Gray horse seen2 points
Pigeon flying2 points
Sparrow sitting2 points
Ash tree2 points
Broken chimney-pot2 points
Broken window1 point

Fire-lighting Race

To collect material, build, and light a fire till the log given by umpire is alight.