“Since most of you are scouts of the second class, and have some knowledge of elementary signaling, we can start our try-outs for the corps by playing the Signalers’ Game this morning. I would like to see what you can do in work with the semaphore codes. It is going to be a perfect day, clear and sunny, and we ought to take advantage of it.
“The game is one for good signalers; nevertheless, those of you who are not so expert can take part in it and learn the first principles. How many of you know how to play it?”
About eleven hands were raised confidently, then two others went up almost timidly, as if the owners were uncertain of their knowledge. The Scout Master counted them, then turned smilingly to his assistant.
“Rawson, there will be quite enough for the first try-out,” he said. “I will take charge of the smallest division, you of the largest. In that way we shall work to the best advantage. I observe that most of those who seem confident of their ability as signalers are Otters. I shall need a few of them, and you may distribute the others as you think best.
“Now, boys,” he added, “this is how the game is played: The troop must be split up, temporarily, into three divisions. Division A, numbering eight scouts, will go with me to some position on high-ground,—like those bare ridges on old Stormberg yonder,—where we can command a good view of the stretch of country between here and the mountain. We will take with us our semaphore flags, to-day, although any other signaling apparatus will serve equally well in the game. Division B, numbering twelve scouts, will then go out and keep under cover in this stretch of country which we, the signalers, or defenders, overlook. This division, keeping under cover, will try to dodge or trick the signalers by appearing in different places and disappearing, and will finally take up a concealed position. After Division B has been out fifteen minutes, the rest, Division C, under command of Mr. Rawson, will leave camp.
“Then Division A will signal down to Division C, or attackers, the position of the hostile Division B, and other details that will help the attackers to advance unseen and surprise the enemy. Of course, Division B, the enemy, is watching the signals all the while. To win, the attackers must capture the scouts of Division B by surrounding their hiding-places. If Division C passes by more scouts than they capture, it counts a win for Division B.
“We’ll put a time limit of, say, two hours upon the game.”
Following this explanation, came a series of questions about minor details of the game, which were answered by Rawson, while Lieutenant Denmead undertook the arrangement of the troop into three divisions, so that in each division there should be a certain number of scouts who were familiar with the code.
It so happened that Alec Sands, Don Miller, Walter Osborne, and a lad named Arthur Cameron, who belonged to Hugh’s patrol and was just finishing his first month’s service as a tenderfoot, together with Bud Morgan and three others, were chosen to form Division A, much to their delight. Hugh was assigned to Division B, the so-called invaders or enemies, while Billy Worth became Assistant Scout Master Rawson’s right-hand man in charge of Division C.
Taking their semaphore flags, the first division, led by the Scout Master, sallied forth from camp. They followed a faintly defined trail which ran close to the shore of the lake and thence up the nearer slopes of old Stormberg, climbed up and up, scrambling over rocky patches of ground, plunging through thickets of white birch, ash, and maple, until they reached an elevation whereon grew only a few somber spruces and pines, but which commanded a magnificent view of the surrounding territory.