1. WOUNDED PRISONERS.
Placed at various points, each fifty yards from camp, are prisoners, one for each competitor in the
game. These prisoners can be the smaller boys of the troop, and their arms and legs should be securely
bound. They are supposed to be unconscious. At a signal each of the competitors has to make for a
prisoner and bring him home, and the one who reaches camp first with an unbound prisoner receives
twelve marks. The competitors can either untie the knots directly they reach the prisoner-which would aid
in carrying-or on arrival at Camp, but the ropes must be removed before the result can be arrived at. No
knives must be used and the prisoners, being unconscious, cannot give any assistance. The Scoutmaster
has his eye on the competitors all the time, and is particularly observant for cases of rough handling or
bad carrying, both of which are naturally injurious to wounded people. The competitor who obtains most
marks wins. A boy, for instance, might win twelve marks for getting home before the others, but he may
lose three marks through handling his captive roughly, therefore the second boy, who would receive ten
marks, should be acclaimed the winner. Generally speaking, however, the first arrival wins. This provides
good practice in untying knots and carrying the wounded. It can be adopted as an inter-patrol game, the
first boy home out of twelve receiving 24 points, the last, 2, and the patrol which obtains the most marks
2. THE RED CROSS HERO.
One day while the whole camp are enjoying themselves a messenger arrives and tells a Patrol-leader
that while he was being pursued by the enemy on their side of the border he saw one of his men lying on
the ground, wounded, and was unable to render him any assistance. The Patrol-leader then tells his men
the bad news, and calls for a volunteer to go and bring or endeavor to bring their comrade back to camp.
Thus the "Red Cross Hero" is found. His duty is to find the wounded man (who will have been placed in a
fairly hidden position before- hand) and then carry him back to camp, without being captured by the
opposing Scouts. This game needs a Scout of brain and resource to act the part of the " Red Cross
Hero," for he is supposed to be in a hostile country with a wounded man whom he must bring back to
camp. If seen he must endeavor to dodge. Two of the enemy must get hold of him before he is captured.
This is a game which will severely test the resourcefulness of the Scout. For example, if pressed he might
be sharp enough to leave his comrade completely hidden until he has knocked his pursuers off his track.
When the wounded Scout has been hidden all who can be spared from camp should go out to act as
enemy, then one comes in as messenger and describes roughly where the wounded man is. There could
be several wounded men and red cross heroes, if the enemy's number is sufficient.
3. THE ILL-FATED CAMP. By PERCY HILL.
Orders are given to a patrol to march in a certain direction until they find a camp, and, when they
arrive there, they are to act as they think best. They find the camp after a short time, with every- thing
disordered, as though there had been a fight. There is a man lying in the tent labeled : " Shot through the
head - dead." Near by is another man, with a label, " Broken thigh," while some way off there is yet
another wounded man, who crawled away after he had been shot, and had fainted from loss of blood. It is
interesting to watch different patrols at work. A tenderfoot patrol will very likely spend the first ten minutes
fussing round the dead man when they arrive on the scene ; and, after prodding him, poking him, and
rolling him about, will, perhaps, make a stretcher, and carry him off for burial. After wasting all this
precious time, they turn to the man with the broken thigh, and carry him to the tent to patch him up,
making the fracture a compound one on the way. They then tie up the wrong leg with numerous granny
knots, and, after some quite needless artificial respiration, leave the unfortunate patient to himself. The
spoor of the third man passes unnoticed, and he is left to bleed to death. But now watch the arrival of a
more experienced patrol. As soon as the leader sees that the men have been wounded in a fight, he puts
out two sentries to prevent another surprise attack ; the dead man is briefly examined and left to himself,
and the broken thigh carefully put into splints on the spot, and the patient gently carried into the tent. Then
one of the Scouts notices that there are three tea cans by the fire, so they hunt round for the owner of the
third. When he is found, a Scout's scarf makes a tourniquet, and the man's life is saved. This game
makes a good subject for a display.
Scouting Games -- 37 -- Sir Robert Baden-Powell
The boys are divided into pairs. One boy starts the game by turning to his neighbor and saying: " I
have twisted my ankle," or " cut my finger," at the same time assuming a position he considers the
accident will cause, or simply holding out the injured member. His neighbor has to explain at once the
proper treatment for the injury. If he cannot answer he must take up the sufferer's burden. If he answers
correctly the sufferer has to keep in the position. The procedure is repeated with each pair, different
troubles being used in each case, therefore at the end of the first round half the boys are sufferers (the
losers) and the other half uninjured (the winners). The sufferer now suddenly conquers his malady, but
discovers one equally troublesome which he asks his neighbor to solve. If the neighbor is successful it
proves that be is the better boy at First-Aid, because he has won twice. Only those boys who have won
twice enter the next round; those who have lost both times, or won one and lost the other, being counted
out. The winning boys are pitted against each other until a final winner is discovered. If the final between
the last two boys be a draw, they should test each other again. Of course the winner is not necessarily the
smartest boy in the troop at First-Aid, but the game undoubtedly helps to impress the principles of First-
Aid upon the memory of the boys. The Scoutmaster listens to the recital of each injury and judges the
suggested treatment. He may also ask .supplementary questions to make sure that the doctor really
5. AMBULANCE KNIGHTS.
In this game a big boy takes the place of a horse, and a small one rides on his back. Each small boy
is labeled with the name of an injury, and holds a stick in his band. Rings-allowing one for each pair of
boys-are bung at a certain distance in such a manner that they can be easily dislodged by the sticks, and
this is the object of the game, the big boys carrying the small ones past the rings at a run. When a small
boy has succeeded in getting the ring upon his stick, the big one who is carrying him has to reach a given
point, put the mail boy down, examine his label, and treat him for his injury. The one who does this in the
quickest and most correct style wins. Should the small boy fail to dislodge the ring at the first attempt, the
big one may go back to the starting- place and try again. Necessary appliances must be supplied for the
6. AMBULANCE ROUNDERS.
A judge is necessary for this game. Sides are taken as in ordinary rounders, and the game played as
usual, those who are "in" each having a label representing some kind of hemorrhage tied on to their arms.
When one is caught out, or hit with the ball, he drops on to the ground. The judge immediately calls out
the name of his supposed injury, and the one who has caught him out or hit him runs to treat him instantly
in the correct manner. The opposite side must be on the look-out for faulty treatment, for should there be
any it counts to them, and the injured person is released, his side still remaining in. In all other respects
the game is exactly the same as usual, but each member of the side which is " out " should be provided
with a bandage and piece of stick.
7. AMBULANCE, FRENCH AND ENGLISH.
The boys are all labeled with the name of some injury and are divided into two parties - one French,
one English. Captains should be chosen for each side, and certain boundaries agreed upon. Two camps
are chosen as far apart as possible, and in each are placed as many objects as there are boys on one
side. Anything that is light to carry is suitable, such as sticks, empty match-boxes, etc. The object of the
game, as in ordinary French and English, is for the boys on one side to obtain the articles from the
opposite camp and bring them back to their own. There is no division of territory as in the ordinary game
when played in a garden, and a boy is only safe when in his own camp, which must be quite a small
space, when he is on a return journey with an article from the enemy's camp, or when he is on a return
journey with a prisoner. The game should be played where there is as much .cover as possible, as it
makes it so much more exciting. The boy on one side who can first snatch the label off an enemy and
read it has a right to make him prisoner. The prisoner must then be attended to 'with the best improvised
treatment possible in the circumstances, and must accompany his captor to the latter's camp. It is of
course a great object to obtain as many prisoners as possible 'without delay. The prisoner can only be
rescued by one of his own side. He is free when he has been touched, and can then shed his bandages,
etc., and return. The captain does not take an active part in the game. He picks up, and then remains in
camp to put fresh labels on liberated prisoners, judge the ambulance work, and keep a list of marks
obtained for his side. The captain can be changed at half-time if desired. The game lasts until the whistle
Scouting Games -- 38 -- Sir Robert Baden-Powell
is sounded at a certain time, and then the marks on each side are added up. Marks are given as follows:
one for every article from the enemy's camp, one for every prisoner, one, two, or three for the
ambulance work according to its quality.
8. AMBULANCE HOTCHPOTCH.
Tables are arranged on which are various games, such as spillikens, draughts, sticking pins into
corks with scissors, building card houses, etc. Two boys sit at each table and play against one another,
and by each boy is a folded paper and pencil. When a bell rings, the boys begin to play the games when it
rings a second time, they leave off, unfold the paper, on which is a " first-aid " question, and answer it to
the best of their ability. When the bell rings a third time, all stop and give in their answers. Each pair then
moves to the next table, where the same performance is gone through. The same questions must, of
course, be asked each pair of boys at each table. When the game is finished, every boy's marks are
added together for both competitions, and the highest score wins. This game may be found useful for
asking such questions as : What would you do if your clothes-or those of an- other person-caught fire ?
How would you treat a bad burn I How would you treat a frostbite ? How would you treat a foreign body in
the eye or ear ? etc., etc.
9. AMBULANCE ELEMENTS.
The players are divided into two sides, and toss up to decide which should begin.
He who commences tosses a ball or handkerchief to any one on the opposite side, saying the name
of some artery as he does so. The one to whom the ball is thrown immediately calls out where the artery
is situated before the thrower can count ten. Should he fail to do this, he must cross over to the opposite
side. The Ride wins which has most players at the end of a given time. The name of an artery is only
given as an example. It might be required, for instance, that upon giving the name of any fracture, the
requisite number of bandages should be called out, or anything else of the kind. This game may be found
useful for filling up odd minutes.