Scouting, Volume 78, Number 3, March-April 1990 Page: 3
The following text was automatically extracted from the image on this page using optical character recognition software:
Patrol C—First Aid
Hold a junior leader training session on "understanding
the needs" (Official Scoutmaster Handbook).
SHOOTING FEATURE OUTING
The primary purpose of this camp-out will be to have the
Scouts in your troop enjoy a positive camping experience
and give them exposure to a sport that is safe and fun.
The campsite might be at your council camp or perhaps a
military reservation or someplace where the public is
allowed. This means you need to present your campsite as a
clean and organized operation.
To encourage patrols to keep orderly, safe campsites, con-
duct a formal site inspection sometime during the weekend.
Scouts working on First Class rank will have an opportunity
to complete a number of the outdoor-related requirements.
There are many other possibilities for camp-out activities.
The troop might concentrate on one Scoutcraft skill, such as
pioneering, star study, fishing, orienteering, conservation,
tracking and trailing, bird study, or nature. Or, especially if
you have a lot of young Scouts, the patrol leaders' council
might instruct and practice a variety of basic outdoor skills—
campcraft, outdoor cooking, estimating heights and dis-
tances, bow saw and ax safety, map and compass, and so on.
Some ideas and resources are in Woods Wisdom, Troop Pro-
Blindfold Compass Course
Knot Tying Relay
Nature Scavenger Hunt
Bow Saw Relay
Far-Out Clove Hitch
If your site has a large wooded area, the patrol leaders'
council may plan a wide game, too. Most wide games require
at least a half-mile square territory and last about a half hour.
The best known is Capture the Flag, which is explained in
the Official Scoutmaster Handbook. For other wide games
see the next section of this feature.
The object of this night game is for one person, the Com-
mandant, to keep all the rest of the players from making it
back to home base in the dark. You will need one powerful
flashlight and a portable home base. The portable home base
isn't really necessary, but it allows some flexibility in choos-
ing game sites. An automobile makes a good home base. The
field area that you choose for play should be free of rocks,
stones, and whatever else could injure people.
The Commandant stands at the home base and counts to
50 slowly, while the rest of the players scatter to begin their
scamper back to home base, hopefully unseen. Each player
must physically touch two large, announced objects (tree,
cabin, etc.) in the field of play before he is allowed to try to get
back to home base. These two objects should be in the Com-
mandant's field of vision and at opposite ends of the field (or
at least 90 degrees apart). The Commandant must turn on his
light at the end of the 50 count, which visible action starts
the game. Players at this point may be no closer than 10 yards
to a mandatory-touch subject. The light may then be turned
off or on as the Commandant chooses.
The Commandant may either stay near the base or roam far
afield to try to catch someone. A catch is made if the Com-
mandant spots someone and can call his name. At the initial
stages of the game, a name must be used. Toward the end of
the game, as people are dashing toward home base, simply
"hitting" a player with the lightbeam is enough for a
"catch." A successful player, upon touching the home base,
yells, "Free." A caught player walks back to home base and
shares humorous insights with the growing number already
there. The first person to make it back free is the next Com-
mandant, if the game is to be played again.
Considerations: Certain chances are taken by playing this
fast-moving game in the dark. Players move quickly with
severely-reduced vision, and although a certain amount of
retinal adaptation takes place there is still the chance that
someone may trip and fall over or onto things that shouldn't
be there, or run into unseen branches, etc. If you know well
the area to be played in, the chances for injury are probably
minimal. Otherwise you might want to choose another game
(If you play this game, you might first explain a little of the
phenomenon of night vision. Check an encyclopedia.)
SHOOTING 3 1990
Here’s what’s next.
This issue can be searched. Note: Results may vary based on the legibility of text within the document.
Tools / Downloads
Get a copy of this page or view the extracted text.
Citing and Sharing
Basic information for referencing this web page. We also provide extended guidance on usage rights, references, copying or embedding.
Reference the current page of this Periodical.
Boy Scouts of America. Scouting, Volume 78, Number 3, March-April 1990, periodical, March 1990; Irving, Texas. (https://texashistory.unt.edu/ark:/67531/metapth353651/m1/73/: accessed March 19, 2019), University of North Texas Libraries, The Portal to Texas History, https://texashistory.unt.edu; crediting Boy Scouts of America National Scouting Museum.