Scouting, Volume 39, Number 2, February 1951 Page: 38
40 p. : ill. ; 28 cm.View a full description of this periodical.
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YOUR SCOUTCRAET
KNOTTING
PATROL TEAMS
RELAY
BLIND SHEETBEND
Equipment: A knotting rope for each Scout.
jxj Method: Patrols in relay formation. First Scoot
j £f in each Patrol runs up to a line. He then must
tie a sheetbend (or any other knot the leader
announces) with his hands behind his back.
Scout is not permitted to look at rope. When
his knot is tied, he runs back and touches off
the next Scout. At the end of the game, all
knots are checked by a leader.
Scoring: 25 points for first Patrol to finish,
5 points for each correct knot, 5 points off for
each incorrectly tied knot.
VARIATION: DOUBLE BLIND SHEETBEND.
Scouts go up to the turning line in pairs. At the
line they stand back to back and join their
two ropes together with two sheetbends. The
Scouts may not look at the rope while they are
tying it. Same scoring as above.
KNOTTING
WHOLE TROOP
KNOT RUN
CIRCLE
Equipment: A rope for tying knots.
Method: Scouts in circle formation, facing in-
ward. One Scout who is "it" takes the rope,
ties a knot in it, then runs around the outside
of the circle. He drops the rope behind one
of the players, taps him on the shoulder, then
tries to run around the circle and back before
the player he has tapped has identified the
knot and told if the knot is correctly tied.
Whoever loses ties the next knot.
Scoring: None.
VARIATION: KNOT CIRCLE. Scouts in circle for-
mation, facing outward. One Scout with rope
is "it." "It" runs around the outside of the
circle, hands the rope to one of the Scouts.
He names a knot, then tries to run around the
circle before the tier can finish tying the knot.
Loser runs around circle next time.
FUN
WHOLE TROOP
BUZZ!
CIRCLE
Equipment: None.
Method: Scouts sit in circle formation, or at
campfire. Starting with the number 1, Scouts
count off in turn around the circle. When the
number 7 comes up, the Scout whose turn it is
must say "Buzz!" Scouts must say "Buzz!"
whenever the number is a multiple of seven
or a figure with seven in it: 14, 17, 21, 27, 28,
etc. Fourteen would be "buzz," 17 would be
"one buzz." After each mistake, the count
starts over again at 1. Scout drops out of game
when he makes a mistake.
Scoring.- None.
VARIATION: WHIZZ! BUZZ! Played the same
as above, except that as well as saying "buzz"
for seven, Scouts also say "whizz" for 5. 57 is
"whizz buzz." 35 is "whizz whizz buzz," since
it has a 5 in it, and also a multiple of both
5 and 7.
The games in Your
Scoutcraft Game File
can, for the most part,
be played with equip-
ment made or impro-
vised on the spot; and
this is the kind of game
that it is best to use
whenever possible. For
those games which do
require equipment, how-
ever, it is best that the
equipment needed be
supplied by the Scouts
themselves. When there
is a game which requires
that each Scout have a
knotting rope (such as
"Blind Sheetbend" in
this month's selection)
then a Scout should
know beforehand that
he must bring the rope
with him. This same
rope can be put to good
use in other parts of the
activities program — in-
struction period, other
games, demonstrations,
advancement training
sessions, etc.
This also holds true
for the items of equip-
ment which must be
made. These, too, should
be made by the Patrols
themselves. Morse buzz-
ers, rope quoits, tent
pegs, cards with com-
pass points, whatever
the needed equipment
may be, the Patrols can
cope with them with a
little help from the
Scoutmaster or Senior
Patrol Leader.
38
SCOUTING
BOY SCOUT SECTION
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Boy Scouts of America. Scouting, Volume 39, Number 2, February 1951, periodical, February 1951; New York, New York. (https://texashistory.unt.edu/ark:/67531/metapth329193/m1/40/: accessed April 25, 2024), University of North Texas Libraries, The Portal to Texas History, https://texashistory.unt.edu; crediting Boy Scouts of America National Scouting Museum.