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A SECONDCLASS SCOUT

Source: Outdoor Sports and Games
Category: Sports





Before being awarded a second-class scout's badge, a boy must pass the
following tests:

1. Have at least one month's service as a tenderfoot.

2. Elementary first aid bandaging.

3. Signalling. Elementary knowledge of semaphore or Morse alphabet.

4. Track half a mile in twenty-five minutes, or if in a town describe
satisfactorily the contents of one store window out of four, observed
for one minute each.

5. Go a mile in twelve minutes at "scouts' pace."

6. Lay and light a fire using not more than two matches.

7. Cook a quarter of a pound of meat and two potatoes without cooking
utensils other than the regulation billy.

8. Have at least twenty-five cents in the savings bank.

9. Know the sixteen principal points of the compass.


FIRST-CLASS SCOUT

Before being awarded a first-class scout's badge, a scout must pass
the following test in addition to the tests laid down for a
second-class scout:

1. Swim fifty yards. (This may be omitted where the doctor certifies
that bathing is dangerous to the boy's health).

2. Must have at least fifty cents in the savings bank.

3. Signalling. Send and receive a message either in semaphore or
Morse, sixteen letters per minute.

4. Go on foot or row a boat alone to a point seven miles away and
return again, or if conveyed by any vehicle or animal go a distance of
fifteen miles and back and write a short report on it. It is
preferable that he should take two days over it.

5. Describe or show the proper means for saving life in case of two of
the following accidents: Fire, drowning, runaway carriage, sewer gas,
ice breaking, or bandage an injured patient or revive an apparently
drowned person.

6. Cook satisfactorily two of the following dishes as may be directed:
Porridge, bacon, hunter's stew; or skin and cook a rabbit or pluck and
cook a bird. Also "make a damper" of half a pound of flour or a
"twist" baked on a thick stick.

7. Read a map correctly and draw an intelligent rough sketch map.
Point out a compass direction without the help of a compass.

8. Use an axe for felling or trimming light timber: or as an
alternative produce an article of carpentry or joinery or metal work,
made by himself satisfactorily.

9. Judge distance, size, numbers and height within 25 per cent. error.

10. Bring a tenderfoot trained by himself in the points required of a
tenderfoot.


THE SCOUTS' LAW

1. A scout's honour is to be trusted. If a scout were to break his
honour by telling a lie, or by not carrying out an order exactly, when
trusted on his honour to do so, he may be directed to hand over his
scouts' badge and never to wear it again. He may also be directed to
cease to be a scout.

2. A scout is loyal to his country, his officers, his parents and his
employers. He must stick to them through thick and thin against any
one who is their enemy or who even talks badly about them.

3. A scout's duty is to be useful and to help others. He must be
prepared at any time to save life or to help injured persons, and he
must try his best to do a good turn to somebody every day.

4. A scout is a friend to all and a brother to every other scout, no
matter to what social class the other belongs.

5. A scout is courteous, especially to women, children, old people,
invalids, and cripples. And he must never take a reward for being
courteous.

6. A scout is a friend to animals. Killing an animal for food is
allowable.

7. A scout obeys orders of his parents, patrol leader, or scout master
without question.

8. A scout smiles and whistles under all circumstances.

9. A scout is thrifty and saves every penny he can and puts it into
the bank.

The scout master is the adult leader of a troop. A troop consists of
three or more patrols. The scout master may begin with one patrol. He
must have a deep interest in boys, be genuine in his own life, have
the ability to lead and command the boys' respect and obedience, and
possess some knowledge of a boy's ways. He need not be an expert on
scoutcraft. The good scout master will discover experts for the
various activities.

To organize a patrol, get together seven or more boys, explain to them
the aims of the Boy Scouts, have them elect a leader and corporal from
their own number and take the scout oath as tenderfeet. To organize a
local committee, call together the leading men of a town or city,
teachers, business men, professional men, and all who are interested
in the proper training of boys, for a committee to superintend the
development of the scout movement.

There are a number of divisions to scouting depending upon the place
where the boys live and upon their opportunities. For instance, to
obtain:

_An Ambulance Badge_: A scout must know: The fireman's lift. How to
drag an insensible man with ropes. How to improvise a stretcher. How
to fling a life-line. The position of main arteries. How to stop
bleeding from vein or artery, internal or external. How to improvise
splints and to diagnose and bind fractured limb. The Schafer method of
artificial respiration. How to deal with choking, burning, poison,
grit in eye, sprains and bruises, as the examiners may require.
Generally the laws of health and sanitation as given in "Scouting for
Boys," including dangers of smoking, in continence, want of
ventilation, and lack of cleanliness.

_Aviator_: A scout must have a knowledge of the theory of aeroplanes,
ball balloons and dirigibles, and must have made a working model of an
aeroplane or dirigible that will fly at least twenty-five yards. He
must also have a knowledge of the engines used for aeroplanes and
dirigibles.

_Bee-farmer_: A scout must have a practical knowledge of swarming,
hiving, hives, and general apiculture, including a knowledge of the
use of artificial combs, etc.

_Blacksmith_: A scout must be able to upset and weld a one-inch iron
rod, make a horseshoe, know how to tire a wheel, use a sledge hammer
and forge, shoe a horse correctly, and rough-shod a horse.

_Bugler_: A scout must be able to sound properly on the bugle the
Scouts' Rally and the following army calls: Alarm, charge, orderlies
(ord. corpls.), orders, warning for parade, quarter bugle, fall in,
dismiss, rations, first and second dinner calls (men's), reveille,
last post, lights out.

_Carpenter_: A scout must be able to shoot and glue a four-foot
straight joint, make a housing, tenon and mortise, and halved joint,
grind and set a chisel and plane iron, make a 3 ft. by 1 ft. 6 in., by
1 ft. by 6 ft. dovetailed locked box, or a table or chair.

_Clerk_: A scout must have the following qualifications: Good
handwriting and hand printing. Ability to use typewriting machine.
Ability to write a letter from memory on the subject given verbally
five minutes previously. Knowledge of simple bookkeeping. Or, as
alternative to typewriting, write in shorthand from dictation at
twenty words a minute as minimum.

_Cook_: A scout must be able to light a fire and make a cook-place
with a few bricks or logs; cook the following dishes: Irish stew,
vegetables, omelet, rice pudding, or any dishes which the examiner may
consider equivalent; make tea, coffee, or cocoa; mix dough and bake
bread in oven; or a "damper" or "twist" (round steak) at a camp fire;
carve properly, and hand plates and dishes correctly to people at
table.

_Cyclist_: A scout must sign a certificate that he owns a bicycle in
good working order, which he is willing to use in the scouts' service
if called upon at any time in case of emergency. He must be able to
ride his bicycle satisfactorily, and repair punctures, etc. He must
be able to read a map, and repeat correctly a verbal message. On
ceasing to own a bicycle the scout must be required to hand back his
badge.

_Dairyman_: A scout must understand: Management of dairy cattle; be
able to milk, make butter and cheese; understand sterilization of
milk, safe use of preservatives, care of dairy utensils and
appliances.

_Electrician_: A scout must have a knowledge of method of rescue and
resuscitation of persons insensible from shock. Be able to make a
simple electro-magnet, have elementary knowledge of action of simple
battery cells, and the working of electric bells and telephone.
Understand and be able to remedy fused wire, and to repair broken
electric connections.

_Engineer_: A scout must have a general idea of the working of motor
cars and steam locomotives, marines, internal combustion and electric
engines. He must also know the names of the principal parts and their
functions; how to start, drive, feed, stop, and lubricate any one of
them chosen by the candidate.

_Farmer_: A scout must have a practical knowledge of ploughing,
cultivating, drilling, hedging and draining. He must also have a
working knowledge of farm machinery, hay-making, reaping, heading and
stacking, and a general acquaintance with the routine seasonal work on
a farm, including the care of cattle, horses, sheep and pigs.

_Fireman_: A scout must know how to give the alarm to inhabitants,
police, etc. How to enter burning buildings. How to prevent spread of
fire. Use of hose, unrolling, joining up, hydrants, use of nozzle,
etc. The use of escape, ladders, and shutes; improvising ropes,
jumping sheets, etc. The fireman's lift, how to drag patient, how to
work in fumes, etc. The use of fire extinguishers. How to rescue
animals. How to salve property, climb and pass buckets. "Scrum" to
keep back crowd.

_First Aid to Animals_: A scout must have a general knowledge of the
anatomy of domestic and farm animals, and be able to describe
treatment and symptoms of the following: Wounds, fractures and
sprains, exhaustion, choking, lameness. He must understand shoeing and
shoes, and must be able to give a drench for colic.

_Gardener_: A scout must dig a piece of ground not less than twelve
feet square, know the names of a dozen plants pointed out in an
ordinary garden, understand what is meant by pruning, grafting and
manuring, plant and grow successfully six kinds of vegetables or
flowers from seeds or cuttings, cut and make a walking stick, or cut
grass with scythe under supervision.

_Handyman_: A scout must be able to paint a door or bath, whitewash a
ceiling, repair gas fittings, tap washers, sash lines, window and door
fastenings, replace gas mantles and electric light bulbs, hang
pictures and curtains, repair blinds, fix curtain and portiere rods,
blind fixtures, lay carpets, mend clothing and upholstery, do small
furniture and china repairs, and sharpen knives.

_Horseman_: A scout must know how to ride at all paces, and to jump an
ordinary fence on horseback. How to saddle and bridle a horse
correctly. How to harness a horse correctly in single or double
harness, and to drive. How to water and feed, and to what amount. How
to groom his horse properly. The evil of bearing and hame reins and
ill-fitting saddlery. Principal causes and remedies of lameness.

_Interpreter_: A scout must be able to carry on a simple conversation,
write a simple letter on subject given by examiner, read and translate
a passage from a book or newspaper, in either Esperanto or any
language that is not that of his own country.

_Leather Worker_: A scout must have a knowledge of tanning and
curing, and either (a) be able to sole and heel a pair of boots, sewn
or nailed, and generally repair boots and shoes: or (b) be able to
dress a saddle, repair traces, stirrup leathers, etc., and know the
various parts of harness.

_Marksman_: A scout must pass the following tests for miniature rifle
shooting from any position: N.R.A. Standard Target to be used. Twenty
rounds to be fired at 15 or 25 yards. Highest possible, 100 points. A
scout gaining 60 points or over to be classified as marksman. Scoring:
Bull's-eye, 5 points; inner, 4 points; magpie, 3 points; outer 2
points. Also: Judge distance on unknown ground: Five distances under
300 yards, 5 between 300 and 600 yards, with not more than an error of
25 per cent. on the average.

_Master-at-arms_: A scout must attain proficiency in two out of the
following subjects: Single-stick, quarter-staff, fencing, boxing,
jiu-jitsu and wrestling.

_Missioner_: The qualifications are: A general elementary knowledge of
sick-nursing; invalid cookery, sick-room attendance, bed-making, and
ventilation. Ability to help aged and infirm.

_Musician_: A scout must be able to play a musical instrument
correctly other than triangle, and to read simple music. Or to play
properly any kind of musical toy, such as a penny whistle,
mouth-organ, etc., and sing a song.

_Pathfinder_: It is necessary to know every lane, by-path, and short
cut for a distance of at least two miles in every direction around the
local scouts' headquarters in the country, or for one mile if in a
town, and to have a general knowledge of the district within a
five-mile radius of his local headquarters, so as to be able to guide
people at any time, by day or night. To know the general direction of
the principal neighbouring towns for a distance of twenty-five miles,
and to be able to give strangers clear directions how to get to them.
To know, in the country, in the two-mile radius, generally, how many
hayricks, strawricks, wagons, horses, cattle, sheep and pigs there are
on the different neighbouring farms; or, in a town, to know in a
half-mile radius what livery stabling, corn chandlers, forage
merchants, bakers, butchers, there are. In town or country to know
where are the police stations, hospitals, doctors, telegraph,
telephone offices, fire engines, turncocks, blacksmiths and
job-masters or factories, where over a dozen horses are kept. To know
something of the history of the place, or of any old buildings, such
as the church, or other edifice. As much as possible of the above
information is to be entered on a large scale map.

_Photographer_: A scout must have a knowledge of the theory and use of
lenses, and the construction of cameras, action of developers. He must
take, develop and print twelve separate subjects, three interiors,
three portraits, three landscapes and three instantaneous photographs.

_Pioneer_: A scout must have extra efficiency in pioneering in the
following tests, or suitable equivalents: Fell a nine-inch tree or
scaffolding pole neatly and quickly. Tie eight kinds of knots quickly
in the dark or blindfolded. Lash spars properly together for
scaffolding. Build model bridge or derrick. Make a camp kitchen. Build
a hut of one kind or another suitable for three occupants.

_Piper_: A scout must be able to play a march and a reel on the pipes,
to dance the sword-dance, and must wear kilt and Highland dress.

_Plumber_: A scout must be able to make wiped and brazed joints, to
cut and fix a window pane, repair a burst pipe, mend a ball or faucet
tap, and understand the ordinary hot and cold water system of a house.

_Poultry Farmer_: A scout must have a good knowledge of incubators,
brooders, sanitary fowl-houses and coops and runs; also of rearing,
feeding, killing, and dressing birds for market; also he must be able
to pack birds and eggs for market.

_Printer_: A scout must know the names of different types and paper
sizes. Be able to compose by hand or machine, understand the use of
hand or power printing machines. He must also print a handbill set up
by himself.

_Seaman_: A scout must be able to tie eight knots rapidly in the dark
or blindfolded. Splice ropes, fling a rope coil. Row and punt a boat
single-handed, and punt with pole, or scull it over the stern. Steer a
boat rowed by others. Bring the boat properly alongside and make it
fast. Box the compass. Read a chart. State direction by the stars and
sun. Swim fifty yards with trousers, socks, and shirt on. Climb a rope
or pole of fifteen feet, or, as alternative, dance the hornpipe
correctly. Sew and darn a shirt and trousers. Understand the general
working of steam and hydraulic winches, and have a knowledge of
weather wisdom and knowledge of tides.

_Signaller_: A scout must pass tests in both sending and receiving in
semaphore and Morse signalling by flag, not fewer than twenty-four
letters per minute. He must be able to give and read signals by
sound. To make correct smoke and flame signals with fires. To show the
proper method of signalling with the staff.

_Stalker_: A scout must take a series of twenty photographs of wild
animals or birds from life, and develop and print them. Or,
alternately, he must make a collection of sixty species of wild
flowers, ferns, or grasses, dried and mounted in a book and correctly
named. Or, alternately, he must make coloured drawings of twenty
flowers, ferns or grasses, or twelve sketches from life of animals and
birds. Original sketches, as well as the finished pictures, to be
submitted. Or, alternately he must be able to name sixty different
kinds of animals, insects, reptiles, or birds in a museum or
zoological garden, or from unnamed coloured plates, and give
particulars of the lives, habits, appearance and markings of twenty of
them.

_Starman_: A scout must have a general knowledge of the nature and
movements of the stars. He must be able to point out and name six
principal constellations. Find the north by means of other stars than
the Pole Star in case of that star being obscured by clouds, etc., and
tell the hour of the night by the stars or moon. He must have a
general knowledge of the positions and movements of the earth, sun
and moon, and of tides, eclipses, meteors, comets, sun spots, planets.

_Surveyor_: A scout must map correctly, from the country itself, the
main features of a half a mile of road, with 440 yards each side, to a
scale of two feet to the mile, and afterward re-draw same map from
memory. Measure the heights of a tree, telegraph pole and church
steeple, describing method adopted. Measure width of a river, and
distance apart of two objects a known distance away and
unapproachable. Be able to measure a gradient, contours, conventional
signs of ordnance survey and scales.

_Swimming and Life Saving_: A scout must be able to dive and swim
fifty yards with clothes on (shirt, trousers, socks as minimum). Able
to fling and use life-line or life-buoy. Able to demonstrate two ways
of rescue of drowning person, and revival of apparently drowned.


THE PATROL

The simplest way to form a patrol of scouts is to call together a
small group of boys over twelve years of age. A simple recital of the
things that scouts do, with perhaps an opportunity to look over the
Manual, will be enough to launch the organization. The selection of a
patrol leader will then follow, and the scouting can begin. It is well
not to attempt too much at the start. Get the boys to start work to
pass the requirements for the tenderfoot.

_The Patrol Leader_: Each patrol should have a patrol
leader--preferably a boy. The choice of this leader has much to do
with the success of the patrol. He should be a recognized leader among
the boys in the group. Do not hesitate to entrust him with details.
Let him feel that he is your right-hand man. Ask his opinion on
matters pertaining to the patrol. Make him feel that the success of
the organization depends largely upon him, being careful, of course,
not to overdo it. You will find that this attitude will enlist the
hearty cooperation of the boy and you will find him an untiring
worker, with the ability to bind the boys closer together than you
could ever hope to do alone.


POINTS OF INTEREST

1. Scouting does not consist in wearing a khaki suit or a lot of
decorations. It is in doing the things that are required for the
tenderfoot, second-class and first-class scout badges and the badges
of merit.

2. Scouts do not wish any one to buy things for them. They buy their
own equipment and pay their own way.

3. Scouts do their best to keep the scout oath and law.

4. The glory of scouting is "_to do a good turn to some one every day
without reward_."

5. Scouts regard the rights of others, and do not trespass on the
property or feelings of others.

6. Scouting means obedience and discipline. The boy who can't obey
will never command.

7. Scouts are always busy and getting fun out of it--at work, at
school, at home, at play. _Be a good scout._


HOW TO ORGANIZE A TROOP

_First_: Write to Headquarters, which is at 200 Fifth Avenue, New York
City, for a scout master's certificate.

_Second_: Either combine three or more patrols or having one patrol,
appoint several patrol leaders and enlist boys for the new patrols.

_Third_: The minimum number of patrols in a troop is three, and the
maximum the number a scout master can _rightly_ handle. Care should be
taken not to organize for the sake of a big showing.

_Hints on starting_: In actually starting a troop, it has been found
better to start in a small way. Begin by one or two leader-men making
a careful study of "Scouting for Boys" and as soon as the main ideas
have been grasped, get together a small number of boys, and go through
with them the initial stages step by step, until the boys bubble over
with scouting ideals, and until the notion of a fancy uniform and
games in the country have given place to a definite desire to qualify
for manhood and citizenship. These boys will make the nucleus round
which to form a troop, and should pass on their training and
enthusiasm to the boys who are enlisting under them. It has been found
better to obtain _distinctly older fellows for patrol leaders_: the
scout masters should invariably be men who feel the great
responsibility of having boys under their charge, and the possibility
of leading the boys from the moment when they enlist in the scouts to
the time they pass out again to be fully fledged men.

_Finances_: The finances necessary to run a troop of scouts should be
met by the scouts themselves. It is a main principle of scouting to
teach the boys to be self-reliant, and anything which will militate
against the constant sending round of the hat will be a national
good.

_The Scout Master_: The scout master is the adult leader of a troop.
The scout master may begin with one patrol. He must have a deep
interest in boys, be genuine in his own life, have the ability to lead
and command the boys' respect and obedience and possess some knowledge
of a boy's ways. He need not be an expert on scoutcraft. The good
scout master will discover experts for the various activities.
Applications for scout masters' certificates may be made at the
Headquarters, 200 Fifth Avenue, New York City.

From the outset, the scout master must have the interest of each boy
at heart. He must not play favourites with any of the boys in his
patrol or troop. While there are sure to be boys in the group who will
develop more rapidly than others, and whose keenness will be sure to
call forth the admiration of the scout master, he should not permit
himself to be "carried away" by the achievements of these "star boys"
to such an extent that he will neglect the less aggressive boy. The
latter boy is the one who needs your attention most, and your interest
in him must be genuine. Every effort he makes, no matter how poor it
may be, should be commended just as heartily as the better
accomplishments of the more handy boy.


PRACTICAL ACTIVITIES FOR SCOUTS

1. _Scoutcraft_: Boy Scouts' organization, scout laws, discipline,
scouts' secret signs, badges, etc.

2. _Campaigning_: Camp life and resourcefulness. Hut and mat making.
Knots. Fire lighting. Cooking. Boat management. Judging distances,
heights and numbers. Swimming. Cycling. Finding the way.


SIGN POSTS

1. Do not have in the same patrol boys of great disparity in ages. For
instance, the boy of twelve should not be in the same group with the
sixteen-year-old boy, if it can possibly be avoided. You must remember

that in most cases the things that appeal to the younger boy will have
no attraction for the older boy.

2. Do not enroll boys under twelve. If you do you are certain to lose
your older boy. The movement is distinctly for boys of the adolescent
period and is designed to help them to rightly catch the spirit of
helpfulness.

3. Do not try to do everything yourself. Try to remember that the
boys are always willing and anxious to take hold. Let the boys
understand that the whole proposition is theirs. It is what they make
it. Your contract with them should be largely of a big brother nature.

4. Do not burden nor weary the boys with excessive military drills and
tactics. The movement is not a military one. The military virtues of
obedience, neatness, order, endurance and erect, alert bearing,
however, are scout virtues. Use everything that develops boys. This is
good scoutcraft.

5. Do not confine the activities of the patrols to things of one
character. Touch every activity as far as possible. Do not omit
anything. Get the proper agencies to cooperate with you for these
ends--a military man for signalling; a naturalist for woodcraft; a
physician for first aid, etc.

6. Do not permit the boys to fail in the proper keeping of the scout
oath and law.

7. Never fail to keep an engagement with your patrol or troop. If
something should delay your coming or should you find yourself unable
to keep an appointment with them, be sure to notify the patrol leaders
beforehand. It might be well to require the same of the boys.

8. A real danger point is the failure of a scout master to visit the
boys in their homes. Knowing the boys' parents means much, and their
cooperation will be much heartier when they know the man to whose care
they entrust their boy, after he has discussed with them the real
purpose of the scout movement.

9. Do not hesitate to give a boy a hard task, but not an impossible
one. A boy likes to do hard things.

10. Do not attempt right at the start to give the boy every bit of
detail regarding the activities of the troop. Work out the plans with
the boys from time to time, always reserving some things of interest
for the next meeting. Your attempt to give them everything at one time
will cause the whole proposition to assume the nature of a task
instead of pleasurable education, as was originally intended.

11. Hold frequent tests for advancement to the classes of scouthood.
Get your fellows to really win their badges.

12. As a scout master use good judgment. If there are other scout
masters in your town, or a scout council or local committee, cooperate
with these. To be a scout master, you must have the spirit of '76,
but be sure to work with others. The boys will benefit by the lesson.


THE SCOUTS CAMP

To go camping should mean more than merely living under canvas away
from the piles of brick and stone that make up our cities. To be in
the open air, to breathe pure oxygen, to sleep upon "a bed of boughs
beside the trail," to look at the camp fire and the stars, and to hear
the whisper of the trees--all of this is good. But the camp offers a
better opportunity than this. It offers the finest method for a boy's
education. Between twelve and eighteen years the interests of a boy
are general ones, and reach from the catching of tadpoles and minnows
to finding God in the stars. His interests are the general mass
interests that are so abundant in nature, the activities that give the
country boy such an advantage for the real enjoyment of life over the
city lad. Two weeks or two months in camp, they are too valuable to be
wasted in loafing, cigarette smoking, card playing or shooting craps.
To make a camp a profitable thing there must needs be instruction; not
formal but _informal_ instruction. Scouting, nature study, scout law,
camp cooking, signalling, pioneering, path finding, sign reading,
stalking for camera purposes, knowledge of animals and plants, first
aid, life saving, manual work (making things), hygiene, sex
instruction, star gazing, discipline, knowing the rocks and trees, and
the ability to do for one's self, in order that a boy may grow strong,
self-reliant, and helpful. This is a partial list of the subject in
the camp curricula.

A model scout camp programme is given here. It takes eight days to
carry it out, but there is material enough to run ten times the number
of days specified.


A SIR R.S.S. BADEN-POWELL SCOUT CAMP MODEL PROGRAMME

_First Day_: Preliminary work: settling into camp, formation of
patrols, distribution of duties, orders, etc.

_Second Day_: Campaigning: camp resourcefulness, hut and mat making,
knots, fire lighting, cooking, health and sanitation, endurance,
finding way in strange country, and boat management.

_Third Day_: Observation: noticing and memorizing details far and
near, landmarks, tracking, deducing meaning from tracks and signs, and
training the eyesight.

_Fourth Day_: Woodcraft: study of animals, birds, plants and stars;
stalking animals, noticing people, reading their character and
condition, and thereby gaining their sympathy.

_Fifth Day_: Chivalry: honour, code of knights, unselfishness,
courage, charity and thrift; loyalty to God, country, parents and
employers, or officers; practical chivalry to women; the obligation to
do a "good turn" daily, and how to do it.

_Sixth Day_: Saving life: from fire, drowning, sewer gas, runaway
horses, panic, street accidents, improvised apparatus, and first aid.

_Seventh Day_: Patriotism: national geography, the history and deeds
that won our world power, the navy and army, flags, medals, duties of
a citizen, marksmanship, helping the police.

_Eighth Day_: A summary of the whole course: sports comprising games
and competitive practices in all subjects of the course.


CAMP ROUTINES

6.30 a.m. Turn out, bathe, etc.
7.00 " Breakfast
8.00 " Air bedding in sun if possible
9.00 " Scouting games and practice
11.00 " Swimming
12.00 m. Dinner
1.00 p.m. Talk by leader
2.00 " Water games, etc.
6.00 " Supper
7.30 " Evening council around camp fire
Order of business:
Opening council
Roll-call
Record of last council
Report of scouts
Left-over business
Complaints
Honours
New scouts
New business
Challenges
Social doings, songs, dances, stories
Closing council (devotional services when desired)
10.00 p.m. Lights out.

The father of scouting for boys in America, and in fact the
inspiration for the movement in England under Lieut-Gen. Sir Robert
S.S. Baden-Powell, K.C.B., is Mr. Ernest Thompson Seton, the
distinguished naturalist and nature student.

The official handbook of the organization may be obtained from
Doubleday, Page and Company, Garden City, N.Y., the publishers of this
book, or from the national headquarters of The Boy Scouts of America.




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