Scouting, Volume 38, Number 6, June-July 1950 Page: 37
40 p. : ill. ; 28 cm.View a full description of this periodical.
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YOUR SCOUTCRAFT
BICYCLING
PATROL TEAMS
INFORMAL
Your Scoutcraft Game
File is presented to all
Scouters in an effort to
give assistance to Unit
leaders and to Green Bar
men. But it is YOUR
Scoutcraft Game File. It
is not one person think-
ing up new games, but
rather it is a compilation
of the efforts of many
people brought together
in one spot and then
tested in various Troops.
When the game is suc-
cessful and the wrinkles
are ironed out, it is pre-
sented in Y.S.G.F.
It is therefore neces-
sary that you folks send
in new games.
If you know of some
game that has not yet
appeared in Y.S.G.F.,
kindly drop us a line and
let us know all about the
details. Not only will
we appreciate it, but
Scouters throughout the
country will use it.
Next month's theme is
ADVENTURING. And a
really good way of ad-
venturing is per bicycle!
Good bicycling requires
practice, skill and ad-
herence to safety rules.
Games will help your
boys become better bi-
cyclists. Here are a
couple of games to do
the job.
For non-cyclist Troops
we're' including "Thread
the Needle" which
should leave your gang
tied up in knots.
BICYCLE PATHFINDING
Equipment: A bicycle for each boy, and a map
for each Patrol.
Method: Each Patrol receives a sealed envelope
containing a map of your town and a series
of 20 to 30 questions about your town. Plan
the questions to increase the Scouts' knowledge
of their home town. For example: "Which is
the shortest route from Troop House to Fire
House?", "How many windows in the school?",
"Determine compass bearing of Orchard St.",
"Get the signature of a policeman," and so
on. Patrol leaders decide on the shortest and
quickest routes that will accomplish the job.
Scouts go out in pairs and find the answers to
the questions. Patrols plan to reassemble at a
particular spot. When list is complete, they
report to leader in charge.
Scoring: First Patrol to return with completed
list wins.
BICYCLING PATROL REPRESENTATIVES
SINGLE LINE
SNAIL RACE
Equipment: A bicycle for each contestant.
Method: A course 50' long is laid out with a
lane for each contestant. Lanes are 3' to 4
wide. Patrol representatives line up at one end
of the course. Each Scout stands by his bicycle.
At the signal "GO," each Scout mounts his bike
and proceeds as slowly as possible toward the
finish line. Any rider whose foot touches the
ground, or whose wheel touches either side
of his lane is disqualified.
Scoring-. The last fellow to cross the finish line
without being disqualified, wins.
VARIATION I: HANDICAP RACE: Scouts line up
as above. 6" diameter logs (not too heavy) are
tied so they are dragged along by the bicycles.
VARIATION II: SPEED RACE: Scouts line up as
above, but at the signal to go, they go as fast
as they can. First to finish wins.
FUN PATROL TEAMS RELAY
THREAD THE NEEDLE
Equipment: None.
Method: Patrols line up in relay formation. At
the signal "GO," first Scout in each Patrol runs
up to a line. He then joins his hands, and passes
his legs one by one through the loop that's
formed. When this is accomplished, he "un-
threads" the needle, returns to his Patrol, and
touches off the second Scout. Should a Scout's
hands break apart while threading the needle,
he must begin the threading all over again.
Scoring: First Patrol wins.
VARIATION I: DOUBLE THREAD THE NEEDLE.
Scouts go up to line in pairs. They face each
other and clasp hands. Both Scouts then step
out of this loop, both going in the same direc-
tion. This will place them back to back. Scouts
must then unthread the needle. Hands must
not break apart.
SW.mmf
BOY SCOUT SECTION
JUNE-JULY, 1950
37
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Boy Scouts of America. Scouting, Volume 38, Number 6, June-July 1950, periodical, June 1950; New York, New York. (https://texashistory.unt.edu/ark:/67531/metapth313165/m1/39/: accessed May 9, 2024), University of North Texas Libraries, The Portal to Texas History, https://texashistory.unt.edu; crediting Boy Scouts of America National Scouting Museum.