Boy Scouts Handbook - Part 64
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Part 64

The one who comes nearest wins.

It is optional with the judges whether the use of a timepiece is to be allowed.

Rabbit Hunt

The game of rabbit hunting is suited for two hunters in limited grounds.

Three little sacks of brown burlap, each about eight inches by twelve, are stuffed with hay.

At any given place in the woods the two hunters stand in a ten-foot circle with their bows and arrows. One boy is blindfolded; the other, without leaving the circle, throws the rabbits into good hiding places on the ground. Then the second hunter has to find the rabbits and shoot them without leaving the circle. The lowest number of points wins, as in golf. If the hunter has to leave the circle he gets one point for every step he takes outside. After he sees the rabbit he must keep to that spot and shoot till it is. .h.i.t once. One shot kills it, no matter where struck. For every shot he misses he gets five points.

After his first shot at each rabbit the hider takes alternate shots with him.

If it is the hider who kills the rabbit, the hunter adds ten points to his score. If the hunter hits it, he takes ten off his score.

If the hunter fails to find all the rabbits, he scores twenty-five for each one he gives up.

The hider cannot score at all. He can only help his friend into trouble. Next time the two change places.

A match is usually for two brace of rabbits.

Hostile Spy

Hanging from the totem pole is a red or yellow horse-tail. This is the grand medicine scalp of the band. The hostile spy has to steal it. The leader goes around on the morning of the day and whispers to the various braves, "Look out--there's a spy in camp." At length he gets secretly near the one he has selected for spy and whispers, "Look out, there's a spy in camp, and you are it." He gives him at the same time some bright-coloured badge, that he must wear as soon as he has secured the medicine scalp. He must not hide the scalp on his person, but keep it in view. He has all day till sunset {301} to get away with it. If he gets across the river or other limit, with warriors in close pursuit, they give him ten arrow heads (two and one half cents each), or other ransom agreed on. If he gets away safely and hides it, he can come back and claim fifteen arrow heads from the council as ransom for the scalp. If he is caught, he pays his captor ten arrow heads ransom for his life.

The Man-Hunt

This is played with a scout and ten or more hostiles, or hounds, according to the country, more when it is rough or wooded.

The scout is given a letter addressed to the "Military Commandant"

(usually the lady of the house that he gets to) of any given place a mile or two away. He is told to take the letter to anyone of three given houses, and get it endorsed, with the hour when he arrived, then return to the starting-point within a certain time.

The hostiles are sent to a point half-way, and let go by a starter at the same time as the scout leaves the camp. They are to intercept him.

If they catch him before he delivers the letter he must ransom his life by paying each two arrow heads (or other forfeit) and his captor keeps the letter as a trophy. If he gets through, but is caught on the road back, he pays half as much for his life. If he gets through, but is over time, it is a draw. If he gets through successfully on time he claims three arrow heads from each hostile and keeps the letter as a trophy.

They may not follow him into the house (that is, the fort), but may surround it at one hundred yards distance. They do not know which three houses he is free to enter, but they do know that these are within certain limits.

The scout should wear a conspicuous badge (hat, shirt, coat, or feather), and may ride a wheel or go in a wagon, etc., as long as his badge is clearly visible.

To "tag" the scout is not to capture. "The blockade to be binding must be effectual."

Hunt the c.o.o.n

This is an in-door game, founded on the familiar "Hunt the Thimble."

We use a little dummy c.o.o.n; either make it or turn a ready-made toy rabbit into one by adding tail and black mask, and cropping the ears.

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All the players but one go out of the room. That one places the c.o.o.n anywhere in sight, high or low, but in plain view; all come in and seek. The first to find it, sits down silently, and scores one. Each sits down, on seeing it, giving no clue to the others.

The first to score three c.o.o.ns is winner, usually. Sometimes we play till everyone but one has a c.o.o.n; that one is the b.o.o.by. The others are first, second, etc.

Sometimes each is given his number in order of finding it.

Then, after seven or eight c.o.o.ns, these numbers are added up, and the lowest is winner. If no c.o.o.n is available use a thimble.

Spear Fights

This is an in-door game with out-door weapons. The soft-headed, eight foot spears of the tilting-match are used. The contestants stand on barrels eight feet apart. Each tries to put the other off his barrel.

It is well to have a catcher behind each player to save him if he falls.

Games are for seven, eleven, or thirteen points.

Navajo Feather Dance

An eagle feather hung on a horse-hair, so as to stand upright, is worked by a hidden operator, so as to dance and caper. The dancer has to imitate all its motions. A marionette may be used. It is a great fun-maker.

Feather Football or Feather Blow

This is an in-door, wet-weather game.

The players hold a blanket on the knees or on the table. A soft feather is put in the middle. As many may play as can get near. They may be in sides, two or four or each for himself. At the signal, "Go!"

each tries to blow the feather off the blanket at the enemy's side, and so count one for himself.

A game is usually best out of seven, eleven, or thirteen.

c.o.c.k-Fighting

Get two stout sticks, each two feet long (broomsticks will do). Pad each of these on the end with a ball of rag. These are the spurs. Make an eight-foot ring. The two rivals are on their hunkers, each with a stick through behind his knees, his hands clasped in front of the knees, and the arms under the ends of the spurs.

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Now they close; each aiming to upset the other, to make him lose his spurs, or to put him out of the ring, any of which ends that round and scores one for the victor. If both fall, or lose a spur, or go out together, it is a draw. Battle is for seven, eleven, or thirteen rounds.

Hand-Wrestling

This is a jiujitsu game, introduced by Dr. L. H. Gulick. The two contestants stand right toe to right toe, each right hand clasped, left feet braced, left hand free. At the word, "Go!" each tries to unbalance the other: that is, make him lift or move one of his feet. A lift or a shift ends the round.