The boys are divided into pairs. One boy starts the game by turning to his neighbor and saying: "I have twisted my ankle," or cut my finger," at the same time assuming a position he considers the accident will cause, or simply holding out the injured member. His neighbor has to explain at once the proper treatment of the injury. If he cannot answer he must take up the sufferer's burden. If he answers correctly the sufferer has to keep in the position. The procedure is repeated with each pair, different troubles being used in each case, therefore at the end the first round half the boys are sufferers (the losers) the other half uninjured (the winners). The sufferer now suddenly conquers his malady, but discovers one equally troublesome which he asks his neighbor to solve. If the neighbor is successful it proves that he is the better boy at First Aid, because he has won twice. Only those boys who have won twice enter the next round; those who have lost both times, or won one and lost the other, being counted out. The winning boys are pitted against each other until a final winner is discovered. If the final between the last two boys be a draw, they should test each other, again. Of course the winner is not necessarily the smartest boy in the troop at First Aid, but the game undoubtedly helps to impress the principles of First Aid upon the memory of the boys. The Scoutmaster listens to the recital of each injury and judges the suggested treatment. He may also ask supplementary questions to make sure that the doctor really understands.