The Patrol-leaders of a troop are each handed a sealed envelope, and being told that the envelopes are important, are put upon their honor not to open them before a certain time. This waiting makes the game more exciting. When the moment for opening the envelopes arrives, they find inside a rough outline map of some particular district, and instructions stating that:--All are to meet at a certain point, the patrols will form themselves, and each patrol, proceeding by its special route, will make for the place depicted in the map where the Scoutmaster will be hiding. Naturally, the boundaries of the place must not be too confined, or the Scoutmaster's discovery will quickly take place. A reward is offered to the patrol which first finds their Scoutmaster, so each patrol should work together, searching the ground carefully in extended order. If the Scoutmaster is still concealed at the expiration of half an hour--or some agreed upon time--after the troops' arrival at the spot, he blows a whistle and the game is at an end. Then the troop could go on with other Scouting work. The spot selected should contain undergrowth in plenty and should be physically suited for concealment. In the envelope of each Patrol-leader would be placed a paper showing the route his men must follow to reach the spot, and these routes should be equal in length otherwise one patrol will have an advantage over another. This is done so that the patrols shall feel they are working on their own. The sealed orders would teach the Scouts to restrain their curiosity.
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