Scouting, Volume 38, Number 2, February 1950 Page: 37
40 p. : ill. ; 28 cm.View a full description of this periodical.
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YOUR SCOUTCRAFT
ALL GAMES have rules
— some complicated,
some quite simple. These
rules are necessary to
avoid chaos. For a game
to accomplish its pur-
pose, the players must
adhere to the rules. Life
itself, is an exciting
game . . . with a strict
set of rules and the
sooner each Scout learns
self-discipline, the soon-
er he will be ready to
play his part in life.
Each game in Your
Scoutcraft Game File
has a set of rules. That
doesn't mean that this is
the only set possible. On
the contrary, if certain
rules do not fit the cir-
cumstances in your
Troop, by all means,
make the rules suitable.
If, for instance, your
Troop room has no posts
for the Bowline, Clove
Hitch Race, then use
some other object, even
if some other knot must
be used. Use your initia-
tive to devise variations.
Often the variations will
serve better than the
original.
The games this time
feature knotting. Here
are two variations on
that theme. They are
just the thing to give the
new Tenderfoot Scouts a
chance to show off their
new-found knowledge.
KNOTTING
HALF-TROOP TEAM
FACING LINE
BOWLINE, CLOVE HITCH RACE
Equipment: Two lengths of rope ten to fifteen
feet long.
Method: Half Troop Teams face each other in
facing lines, with twenty feet between teams.
First player of each team has a rope, goes
to opposite team. He gives the rope to any
player of that team, who must tie the rope
in a bowline around his own waist and a
clove hitch around a post, before the giver
can run around a given course and return to
touch the knotter. First to finish earns a point
for his team, and so on, until all have run.
Scoring: Team with most points wins.
VARIATION: First player ties a knot, drops
it at the foot of any player of other team
who must name the knot, tell its use, and
fell if it is tied correctly before the first
Scout runs around that team.
KNOTTING
PATROL TEAMS
PATROL CORNERS
KNOTTING OBSERVATION
Equipment: One-half inch or one inch ropes,
one for each Patrol, and one for the Leader.
Method: In heavy rope, tie six to ten knots,
joining the ends with a sheetbend. Display
rope to Scouts for one minute. Then rope
is removed from sight. Each Patrol receives
a rope, goes to Patrol Corners and tries to
duplicate the knotted rope that they have
just seen. It is best if each Scout has one
knot to tie.
Scoring: First correctly tied rope received by
the Leader wins. If none is correct, then the
rope with the greatest number of correctly
tied knots wins.
VARIATION: KNOTS IN THE DARK. For each
Patrol a burlap bag, inside which is knotted
rope as above. Scouts reach inside and by
touching, decide what knots have been tied.
A rope is then tied in like manner.
FUN
WHOLE TROOP
INFORMAL
CRASH LANDING
Equipment: None
Method: Scouts are scattered throughout room.
Leader says, "Sit in five's (or in 4's, 3's or
2's). Those who don't get in a group of five,
fall out of game. Should the Leader say,
"Stand in fives," nobody moves. Those who sit
at that command, drop out. Leader continues
with "Sit in four's," and so on.
Scoring: Last two Scouts remaining are the
winners.
VARIATION I: The Leader spins a yarn, and
whenever a number is mentioned. Scouts sit
in groups of that number. Should Scouts sit
on such words as "to," "too," "for," or "ate,"
they are out of the game.
VARIATION II: Whenever a pre-arranged word
(or words) is mentioned by the Leader in
his story, the Scouts all sit down. Last Scout
to sit down, drops out of the game.
BOY SCOUT SECTION
FEBRUARY, 1950 37
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Boy Scouts of America. Scouting, Volume 38, Number 2, February 1950, periodical, February 1950; New York, New York. (https://texashistory.unt.edu/ark:/67531/metapth313161/m1/39/: accessed July 16, 2024), University of North Texas Libraries, The Portal to Texas History, https://texashistory.unt.edu; crediting Boy Scouts of America National Scouting Museum.