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Games In Stalking

Scout Hunting

One Scout is given time to go out and hide himself, the remainder then start to find him. He wins if he is not found, or if he can get back to the starting-point within a given time without being touched.

Message Running

A Scout is told to bring a note to a certain spot or house from a distance within a given time. Other "hostile" Scouts are told to prevent any message getting to this place, and to hide themselves at different points to stop the dispatch carrier getting in with it.

To count as a capture, two Scouts must touch the message runner before he reaches the spot for delivering the message.

Deer Stalking

Patrol Leader acts as a deer-not hiding, but standing, moving a little now and then if he likes.

Scouts go out to find him and each in his own way tries to get up to him unseen.

The moment the Patrol Leader sees a Scout he directs him to stand up as having failed. After a certain time the Patrol Leader calls "time". All stand up at the spot which they have reached, and the nearest wins.

The same game may be played to test the Scouts in stepping lightly-the umpire being blindfolded. The practice should preferably be carried out where there are dry twigs and gravel lying about. The Scout may start to stalk the blind enemy at 100 yards' distance, and he must do it fairly fast-say in one minute and a half-to touch the blind man before he hears him.

Flag Raiding

Two or more Patrols on each side.

Each side forms an outpost within a given tract of country to protect three flags (or at night three lanterns two feet above ground), planted not less than 200 yards (100 yards at night) from it. Those protecting an outpost will be posted in concealment either all together or spread out in pairs. They will then send out Scouts to discover the enemy's position. When they have found out where the outpost is, they try to creep round it out of sight, till they can get to the flags and bring them away to their own line. One Scout may not take away more than one flag.

This is the general position of a Patrol on such an outpost:

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Pair of Scouts. Pair of Scouts. Pair of Scouts.


Patrol Leader.



Any Scout coming within fifty yards of a stronger party will be put out of action if seen by the enemy. If he can creep by without being seen it is all right.

Scouts posted to watch at outposts cannot move from their ground, but their strength counts as double, and they may send single messengers to their neighbours or to their own scouting party.

An umpire should be with each outpost and with each scouting Patrol.

At a given hour, operations cease, and all assemble at the given spot to hand in their reports. The following points might be awarded:

  • for each flag or lamp captured and brought in - 5 points
  • for each report or sketch of the position of the enemy's outposts - up to 5 points
  • for each report of movement of enemy's scouting Patrols - 2 points

The side which makes the biggest total wins.

NOTE: For games such as the above - usually called Wide Games, because they are played in open country - some method of "killing" or "capturing" is often needed. A strand of wool - a different colour for each side - or a piece of 1 in. gauze bandage can be worn round the arm, visible between elbow and shoulder. When broken, the victim goes to an umpire to get a new "life" in order to continue in the fun. It is important that the smallest Scout should have as good a chance as the heftiest.


The Troop splits up into two parties, one of which goes out in advance and hides in bushes, etc., by the roadside. The other party follows, and calls out those Scouts whom they can see without leaving the road. They continue as long as desired; one party alternately hiding and seeking.

At first, time should be given for the hiders to arrange them - selves; later they should be able to do so quickly. Opportunity can always be taken when someone drops out for the rest of the party to get under cover as quickly as possible, so that when he returns the party has disappeared as if by magic. This always causes fun.

Stalking and Reporting

The umpire places himself out in the open and sends each Scout or pair of Scouts away in different directions about half a mile off. When he waves a flag as the signal to begin, they all hide, and then proceed to stalk him, creeping up and watching all he does. When he waves the flag again, they rise, come in, and report each in turn all that he did, either by handing in a written report or verbally, as may be ordered.

The umpire meantime has kept a look-out in each direction, and, every time he sees a Scout, he takes two points off that Scout's score. He, on his part, performs small actions, such as sitting down, kneeling, looking through glasses, using handkerchief, taking hat off for a bit, walking round in a circle a few times, to give Scouts something to note and report about him. Scouts are given three points for each act reported correctly.

It saves time if the umpire makes out a scoring card beforehand, giving the name of each Scout, and a number of columns showing each act of his, also a column for minus marks for Scouts who expose themselves.

Spider and Fly

A bit of country or section of the town about a mile square with its boundaries described is selected as the web, and an hour fixed at which operations are lo cease.

One Patrol (or half-Patrol) is the "spider", which goes out and selects a place to hide itself. The other Patrol (or half-Patrol) starts a quarter of an hour later as the "fly" to look for the "spider". They can spread themselves about as they like, but must tell their leader anything that they discover. An umpire goes with each party.

If within the given time (say, about two hours) the fly has not discovered the spider, the spider wins. The spiders write down the names of any of the fly Patrol that they may see. Similarly, the flies write down the names of any spiders that they may see, and their exact hiding-place.


Lord Baden-Powell of Gilwell (Chief Scout, London, UK)

Date of Creation


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