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OPEN KNOWLEDGE BASE · V0

1014 activities from 12 public-domain books. Polish, English, or French source texts have Polish and English machine-translation layers.

Automatic translations: versions in a language other than the source have not been verified by a person. Every record links to the source text and digital edition.

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1014 activities
Gamebsh-001

Deer Hunting

The deer hunt has proved one of our most successful games. The deer is a dummy, best made with a wire frame, on which soft hay is wrapped till it is of proper size and shape, then all is covered with open burlap. A few touches of white and black make it very…

Ernest Thompson Seton · Boy Scouts Handbook: The Games · 1911

Gamebsh-002

The Bear Hunt

This is played by half a dozen or more boys. Each has a club about the size and shape of a baseball club, but made of straw tied around two or three switches and tightly sewn up in burlap.--One big fellow is selected for the bear. He has a school bag tightly…

Ernest Thompson Seton · Boy Scouts Handbook: The Games · 1911

Gamebsh-003

Spearing the Great Sturgeon

This water game is exceedingly popular and is especially good for public exhibition, being spectacular and full of amusement and excitement. The outfit needed is: (1) A sturgeon roughly formed of soft wood; it should be about three feet long and nearly a foot…

Ernest Thompson Seton · Boy Scouts Handbook: The Games · 1911

Gamebsh-004

Tilting In The Water

For this we usually have two boats or war canoes manned by four men each. These are a spearman, who is also a captain, a pilot, and two oarsmen. The spearman is armed with a light pole or bamboo eight or ten feet long, with a soft pad on the end. Sometimes…

Ernest Thompson Seton · Boy Scouts Handbook: The Games · 1911

Gamebsh-005

Canoe Tag

Any number of canoes or boats may engage in this. A rubber cushion, a hot-water bag full of air, any rubber football, or a cotton bag with a lot of corks in it is needed. The game is to tag the other canoe by throwing this into it. The rules are as in…

Ernest Thompson Seton · Boy Scouts Handbook: The Games · 1911

Gamebsh-006

Scouting

Scouts are sent out in pairs or singly. A number of points are marked on the map at equal distances from camp, and the scouts draw straws to see where each goes. If one place is obviously hard, the scout is allowed a fair number of points as handicap. All set…

Ernest Thompson Seton · Boy Scouts Handbook: The Games · 1911

Gamebsh-007

The Game of Quicksight

Make two boards about a foot square, divide each into twenty-five squares; get ten nuts and ten pebbles. Give to one player one board, five nuts, and five pebbles. He places these on the squares in any pattern he fancies, and when ready the other player is…

Ernest Thompson Seton · Boy Scouts Handbook: The Games · 1911

Gamebsh-008

Farsight, or Spot the Rabbit

Take two six-inch squares of stiff white pasteboard or whitened wood. On each of these draw an outline rabbit, one an exact duplicate of the other. Make twenty round black wafers or spots, each half an inch across. Let one player stick a few of these on one…

Ernest Thompson Seton · Boy Scouts Handbook: The Games · 1911

Gamebsh-009

Pole-star

Each competitor is given a long straight stick in daytime, and told to lay it due north and south. In doing this he may guide himself by sun, moss, or anything he can find in nature--anything, indeed, except a compass. The direction is checked by a good…

Ernest Thompson Seton · Boy Scouts Handbook: The Games · 1911

Gamebsh-010

Rabbit Hunt

The game of rabbit hunting is suited for two hunters in limited grounds. Three little sacks of brown burlap, each about eight inches by twelve, are stuffed with hay. At any given place in the woods the two hunters stand in a ten-foot circle with their bows…

Ernest Thompson Seton · Boy Scouts Handbook: The Games · 1911

Gamebsh-011

Hostile Spy

Hanging from the totem pole is a red or yellow horse-tail. This is the grand medicine scalp of the band. The hostile spy has to steal it. The leader goes around on the morning of the day and whispers to the various braves, "Look out--there's a spy in camp."…

Ernest Thompson Seton · Boy Scouts Handbook: The Games · 1911

Gamebsh-012

The Man-Hunt

This is played with a scout and ten or more hostiles, or hounds, according to the country, more when it is rough or wooded. The scout is given a letter addressed to the "Military Commandant" (usually the lady of the house that he gets to) of any given place a…

Ernest Thompson Seton · Boy Scouts Handbook: The Games · 1911

Gamebsh-013

Hunt the Coon

This is an in-door game, founded on the familiar "Hunt the Thimble." We use a little dummy coon; either make it or turn a ready-made toy rabbit into one by adding tail and black mask, and cropping the ears. All the players but one go out of the room. That one…

Ernest Thompson Seton · Boy Scouts Handbook: The Games · 1911

Gamebsh-014

Spear Fights

This is an in-door game with out-door weapons. The soft-headed, eight foot spears of the tilting-match are used. The contestants stand on barrels eight feet apart. Each tries to put the other off his barrel. It is well to have a catcher behind each player to…

Ernest Thompson Seton · Boy Scouts Handbook: The Games · 1911

Gamebsh-015

Navajo Feather Dance

An eagle feather hung on a horse-hair, so as to stand upright, is worked by a hidden operator, so as to dance and caper. The dancer has to imitate all its motions. A marionette may be used. It is a great fun-maker.

Ernest Thompson Seton · Boy Scouts Handbook: The Games · 1911

Gamebsh-016

Feather Football or Feather Blow

This is an in-door, wet-weather game. The players hold a blanket on the knees or on the table. A soft feather is put in the middle. As many may play as can get near. They may be in sides, two or four or each for himself. At the signal, "Go!" each tries to…

Ernest Thompson Seton · Boy Scouts Handbook: The Games · 1911

Gamebsh-017

Cock-Fighting

Get two stout sticks, each two feet long (broomsticks will do). Pad each of these on the end with a ball of rag. These are the spurs. Make an eight-foot ring. The two rivals are on their hunkers, each with a stick through behind his knees, his hands clasped…

Ernest Thompson Seton · Boy Scouts Handbook: The Games · 1911

Gamebsh-018

Hand-Wrestling

This is a jiujitsu game, introduced by Dr. L. H. Gulick. The two contestants stand right toe to right toe, each right hand clasped, left feet braced, left hand free. At the word, "Go!" each tries to unbalance the other: that is, make him lift or move one of…

Ernest Thompson Seton · Boy Scouts Handbook: The Games · 1911

Gamebsh-019

Badger-Pulling

The two contestants, on hands and knees, face each other. A strong belt or strap is buckled into one great loop that passes round the head of each: that is, crosses his nape. Half-way between them is a dead line. The one who pulls the other over this line is…

Ernest Thompson Seton · Boy Scouts Handbook: The Games · 1911

Gamebsh-020

Poison

This is an ancient game. A circle about three feet across is drawn on the ground. The players, holding hands, make a ring around this, and try to make one of the number step into the poison circle. He can evade it by side-stepping, by jumping over, or by…

Ernest Thompson Seton · Boy Scouts Handbook: The Games · 1911

Gamebsh-021

Hat-Ball

When I was among the Chepewyan Indians of Great Slave Lake, in 1907, I made myself popular with the young men, as well as boys, by teaching them the old game of hat-ball. The players (about a dozen) put their hats in a row near a house, fence, or log (hollows…

Ernest Thompson Seton · Boy Scouts Handbook: The Games · 1911

Gamebsh-022

Duck-on-a-Rock

This is a good old grandfather game. Each player has a large, smooth, roundish stone, about five or six inches through. This is his duck. He keeps it permanently. Toe rock is any low bowlder, block, stump, bump, or hillock on level ground. A dead line is…

Ernest Thompson Seton · Boy Scouts Handbook: The Games · 1911

Gamebsh-023

Road-side Cribbage

This is a game we often play in the train, to pass the time pleasantly. Sometimes one party takes the right side of the road, with the windows there, and the other the left. Sometimes all players sit on the same side. The game is, whoever is first to see…

Ernest Thompson Seton · Boy Scouts Handbook: The Games · 1911

Gamebsh-024

Chalk the Arrow

This is usually played in the city streets, one player running and trying to keep out of sight of the others who follow. The runner is given time to disappear around the first corner before the others start after him, and at every corner he turns he marks…

Ernest Thompson Seton · Boy Scouts Handbook: The Games · 1911

Gamebsh-025

Dodge Ball

Of any number of players, half of that number form a circle, while the other half stand inside of the ring (centre) facing outward. Now, the game for those in the centre is to dodge the ball which is thrown by any of those forming the circle with the…

Ernest Thompson Seton · Boy Scouts Handbook: The Games · 1911

Gamebsh-026

Prisoner's Base

Goals are marked off at both ends of the playground, the players divided into two equal divisions, occupying the two goals. About ten paces to the right of each goal is a prison. A player advances toward the opposite goal, when one from that goal starts out…

Ernest Thompson Seton · Boy Scouts Handbook: The Games · 1911

Gamebsh-027

Throwing the Spear

The game is an old Greek and Persian pastime. "Throw the spear and speak the truth," was a national maxim of the Persians that we may copy with advantage. The apparatus required is some light spears and an archery target. The spears should vary from five to…

Ernest Thompson Seton · Boy Scouts Handbook: The Games · 1911

Gamebsh-032

Follow My Leader

With a large number of boys this can be made a very effective display, and is easy to do at a jog trot, and occasional "knee-up" with musical accompaniment. It also can be done at night, each boy carrying a Chinese lantern on top of his staff. If in a…

Ernest Thompson Seton · Boy Scouts Handbook: The Games · 1911

Gamebsh-035

Unprepared Plays

Give the plot of a short, simple, play and assign to each player his part, with an outline of what he has to do and say, and then let them act it, making up the required conversation as they go along. This develops the power of imagination and expression on…

Ernest Thompson Seton · Boy Scouts Handbook: The Games · 1911

Gamebsh-036

The Treasure Hunt

The treasure hunt needs observation and skill in tracking, and practically any number can take part in it. Several ways of playing the game are given below. 1. The treasure is hidden and the scouts know what the treasure is; they are given the first clew, and…

Ernest Thompson Seton · Boy Scouts Handbook: The Games · 1911

Gamebsh-037

Will-o'-the-Wisp

This game should take place across country at night. Two scouts set off in a given direction with a lighted bull's-eye lantern. After two minutes have passed the patrol or troop starts in pursuit. The lantern bearer must show his light at least every minute…

Ernest Thompson Seton · Boy Scouts Handbook: The Games · 1911

Gamebsh-038

Treasure Island

A treasure is known to be hidden upon a certain island or bit of shore marked off, and the man who hid it leaves a map with clews for finding it (compass, directions, tide marks, etc.). This map is hidden somewhere near the landing-place; the patrols come in…

Ernest Thompson Seton · Boy Scouts Handbook: The Games · 1911

Gamebsh-039

Horse and Rider Tourney

In playing this game it is necessary to have a soft, velvety piece of grass, or if in doors, in the gymnasium, cover the floor with regular gymnasium mats. It requires four boys to play the game, two being horses and the other two riders. The riders mount…

Ernest Thompson Seton · Boy Scouts Handbook: The Games · 1911

Gameciz-001

Kim's Game

The patrol leader should prepare a collection of small objects, such as various penknives, fabric samples, pencils, pens, stones (rocks or minerals), booklets, and so on. For beginners (in the first few games), only 15 objects are arranged, while for those…

Herman A. Mojmir · Ćwiczenia i zabawy skautowe · 1912

Gameciz-002

Morgana's Game

Scouts are instructed to approach any of the shop windows, to which one scout has simultaneously been assigned as the judge. The judge ensures that the scouts look at the display for only one minute, after which the scouts return to camp and write down the…

Herman A. Mojmir · Ćwiczenia i zabawy skautowe · 1912

Gameciz-004

Hearing Exercise

A selected scout sits on a stool with eyes blindfolded. The area chosen for this game must be covered with dry twigs, leaves, gravel, and pebbles. A second scout, approaching cautiously from a distance of 90 meters, must traverse this space in 1½ minutes and…

Herman A. Mojmir · Ćwiczenia i zabawy skautowe · 1912

Gameciz-005

Scent Exercises

Prepare a certain number (for beginners 7, later always more—up to 15) of paper cones or dark little bottles (10 grams) and place in each one an item with a distinct scent, such as: a piece of onion, roasted coffee, rose petals, anise, orange peel, cloves,…

Herman A. Mojmir · Ćwiczenia i zabawy skautowe · 1912

Gameciz-006

Eyesight Exercise

The following game excellently develops sharpness of vision. After handing each scout a card divided into 12 small squares (or a sheet from a grid notebook), they are instructed to move several hundred meters away (starting from 100), toward the shorter wall…

Herman A. Mojmir · Ćwiczenia i zabawy skautowe · 1912

Gameciz-007

Campfire Race

When setting up camp, especially after prolonged strenuous games, it is possible to keep the weary in a state of nervous tension through the stimulus of competition. It suffices to promise a certain number of marks to the entire patrol that, in the shortest…

Herman A. Mojmir · Ćwiczenia i zabawy skautowe · 1912

Gameciz-008

Expedition for Plants

Exercises sharpness of sight, trains in identifying plants, and enriches memory, or rather reinforces the memorization of botanical names. Scouts may be instructed individually or in pairs, by bicycle or on foot, to go in any direction they choose and bring…

Herman A. Mojmir · Ćwiczenia i zabawy skautowe · 1912

Gameciz-009

Scout Postal Service (on Foot or by Wheels)

(on foot or by wheels). Setup at a distance of 100—500 metres (on wheels 2—3 times farther). Each patrol leader arranges their own patrol as for a relay race with flags. Transmitting a dispatch over a longer distance may be carried out by several teams. The…

Herman A. Mojmir · Ćwiczenia i zabawy skautowe · 1912

Gameciz-010

Tracking Footprints

One patrol should sit so that the soles of their boots are clearly visible. The second patrol is given 3 minutes for observation. Then, the first patrol is allowed to leave, except for one scout who is instructed to take several steps on soft ground, prepared…

Herman A. Mojmir · Ćwiczenia i zabawy skautowe · 1912

Gameciz-011

Drawing the Track

After leading your patrol outside the town and showing them a certain track, offer a reward for the best and most accurate drawing of the imprint (track) of the left (right) foot. Scouts may follow the track for a short distance until they reach ground where…

Herman A. Mojmir · Ćwiczenia i zabawy skautowe · 1912

Gameciz-012

Approaching the Guard

The instructor sends various scouts in different directions, half a kilometer away from him. Then, he waves a flag to signal the start of the game. At this point, all scouts drop to the ground and, hiding behind bushes or ground irregularities, now creeping…

Herman A. Mojmir · Ćwiczenia i zabawy skautowe · 1912

Gameciz-013

What Length?

A good camp exercise is the task of recording answers to questions about lengths and heights, for example: 1. How tall am I in my hat? When sitting on a stool? When sitting on the ground? When lying on my back? When lying ready to shoot? In a straddle? In a…

Herman A. Mojmir · Ćwiczenia i zabawy skautowe · 1912

Gameciz-014

Finding North

In this exercise, individual scouts are positioned at a distance of 30 meters from one another and instructed to place their staff on the ground in the direction where they have found north—or south—without the aid of tools, then step back 6 paces. The judge…

Herman A. Mojmir · Ćwiczenia i zabawy skautowe · 1912

Gameciz-015

Map Reading

A judge or patrol leader takes the patrol to a foreign town or an unfamiliar area where they wish to gather certain details. There, they show the scouts a map of the area and assign each one a destination to reach. While outlining the route on the map, they…

Herman A. Mojmir · Ćwiczenia i zabawy skautowe · 1912

Gameciz-016

Near and Far

The patrol leader guides their unit in patrol formation through the town or surrounding area. Having prepared beforehand lists of objects for the Scouts to observe, they distribute these lists at the moment of departure and instruct the Scouts to mark with…

Herman A. Mojmir · Ćwiczenia i zabawy skautowe · 1912

Gameciz-017

Finding the Thimble

The patrol leader asks their patrol to leave the troop room for a few minutes, while they themselves place a thimble, ring, coin, piece of paper, or any small object in a visible spot, though not too conspicuous. The patrol is then called back to search.…

Herman A. Mojmir · Ćwiczenia i zabawy skautowe · 1912

Gameciz-018

Outline of the Immediate Camp Vicinity (Croquis)

When a troop establishes a camp anywhere, it dispatches scouts with notebooks to gather an outline of the surrounding area within a radius of 2 kilometers. It is possible to send 4 patrols in 4 directions, ideally guided by the compass rose. The patrol leader…

Herman A. Mojmir · Ćwiczenia i zabawy skautowe · 1912

Gameciz-019

Signal Game

This is an excellent exercise for Morse code signals. The troop, or unit, is divided into 3 parts, or only 3 patrols are designated for this game. Part A may be the smallest but must consist of the best signalers (e.g., 3 scouts from Patrol A). Part C must be…

Herman A. Mojmir · Ćwiczenia i zabawy skautowe · 1912

Gameciz-020

The Spider and the Fly

An area of one square kilometer, whose boundaries are marked out in the terrain (or only on a map), designated for the web. Urban terrain is just as suitable for the game as terrain outside the city. One hour is sufficient for a single game. The entire…

Herman A. Mojmir · Ćwiczenia i zabawy skautowe · 1912

Gameciz-021

Cossack Maneuver in the Steppe

(Encounter with a Tatar). This game is an excellent school for stalking and has the added advantage of requiring no equipment and no large gathering. It suffices with 2 patrols, 2 pairs of scouts, or even 2 scouts. The terrain can be city streets just as well…

Herman A. Mojmir · Ćwiczenia i zabawy skautowe · 1912

Gameciz-022

Cossack Maneuver in the Trenches

A game that excellently sharpens visual acuity while also training in the art of stealth. Each Scout participating in this game has a number composed of 3 digits sewn onto the front of their hat. The length of the digits should be at least 3 inches so that…

Herman A. Mojmir · Ćwiczenia i zabawy skautowe · 1912

Gameciz-023

Fox Hunt for the Cat

A terrain is chosen, preferably hilly, covering an area of 5 kilometres square if the entire day is to be devoted to this game. If only a few hours are available, the space should be significantly smaller. The boundaries of this square must be clearly…

Herman A. Mojmir · Ćwiczenia i zabawy skautowe · 1912

Gameciz-024

Collecting Cotton

Prepare pieces of cotton or yarn each 1 feet (30 cm) long. The type may be the cheapest, as long as the color is not bright (khaki is best). Use these pieces to mark a path as an instructor through pastures, forests, rocky areas, or generally less frequented…

Herman A. Mojmir · Ćwiczenia i zabawy skautowe · 1912

Gameciz-025

The Escape of a Siberian. (Lion Hunt)

(Lion Hunt). A Scout, playing the role of an escaping Siberian, runs in any direction through the snow, where tracks are clearly visible, until he finds a suitable hiding place in which to conceal himself. The rest of the patrol sets out 20 minutes later,…

Herman A. Mojmir · Ćwiczenia i zabawy skautowe · 1912

Gameciz-027

Scout Race with Reconnaissance

The patrol leader positions individuals or small groups at three different points. These people are dressed differently and hold various objects, such as sticks, newspapers, etc. To distinguish them from bystanders and passersby, the aforementioned…

Herman A. Mojmir · Ćwiczenia i zabawy skautowe · 1912

Gameciz-028

Catch the Thief

The troop leader or instructor hangs a red scarf in a visible place in the camp or the troop room. Then, they walk around to all the scouts busy with their tasks and whisper into each one’s ear: “A thief is in the camp” (or “in the room”). To one of them,…

Herman A. Mojmir · Ćwiczenia i zabawy skautowe · 1912

Gameciz-029

Following the Guide's Trail in the City

Exercises similar to the Siberian scout in the forest. A scout sent ahead as a guide has pockets filled with grains, peas, nutshells, or paper: "confetti." Every few steps, they mark their trail on the ground. They may also use a piece of chalk to draw signs…

Herman A. Mojmir · Ćwiczenia i zabawy skautowe · 1912

Gameciz-030

Expedition to the Pole

Each patrol taking part in this expedition, having equipped themselves with sledges, loads them with food, cooking utensils, sheepskin coats, shovels, and the like, and in turns, all scouts pull them forward in pairs. Ahead, 2 scouts proceed for some 2…

Herman A. Mojmir · Ćwiczenia i zabawy skautowe · 1912

Gameciz-031

The Round-Up in the City

A scout known for cunning, agility, and guile is chosen as the fugitive (smuggler). The starting point for the fugitive should be a location 2 kilometers away from the camp (scout headquarters). If possible, the starting point should be one from which the…

Herman A. Mojmir · Ćwiczenia i zabawy skautowe · 1912

Gameciz-032

Cuckoos

Cuckoos are birds surrounded by extraordinary sympathy among us. They deserve this widespread sympathy—and even our gratitude—not because they herald spring, but because they protect our forests from destruction. Hairy caterpillars, which devastate woodland…

Herman A. Mojmir · Ćwiczenia i zabawy skautowe · 1912

Gameciz-033

Snow Fortress

This game involves two patrols. One patrol builds a snow fortress according to their own ideas, with possibilities including embrasures—whether round (a redoubt), four-sided (a bastion), or a zigzagging bastion. Once the fortress is completed, the patrol that…

Herman A. Mojmir · Ćwiczenia i zabawy skautowe · 1912

Gameciz-034

Crooked Things

A patrol exercise in the city. The entire patrol walks forward in single file, a few paces apart, one behind the other along one side of the street, then returns along the other side to the starting point. During this walk, each Scout pays close attention to…

Herman A. Mojmir · Ćwiczenia i zabawy skautowe · 1912

Gameciz-035

Skrzetuski of Zbaraż

The objective of this game is to deliver an important letter, document, or message to a besieged city or fortress. Potocki of Kaniów wrote a letter on the shaved head of his hajduk. When the hair grew back, he sent this unusual letter, and the recipient, in…

Herman A. Mojmir · Ćwiczenia i zabawy skautowe · 1912

Gameciz-036

Two Couriers with Dispatches

A game in which 2 patrols, or 2 troops, compete for superiority. The patrols stand at a distance of 4 kilometers from each other. The troop instructor or referee is positioned at an equal distance (2 km) from the patrols, in a town at the junction of 2…

Herman A. Mojmir · Ćwiczenia i zabawy skautowe · 1912

Gameciz-037

Allied Forces Junction

The troop is divided into platoons, or into 4 equal parts. The first platoon proceeds to a chosen location, at least 1 kilometer distant. The second platoon moves in the opposite direction, also a kilometer away. The rest of the troop remains in the same…

Herman A. Mojmir · Ćwiczenia i zabawy skautowe · 1912

Gameciz-038

Linking Up with the Cut-Off Detachment

This is a variation of the above game and provides excellent practice in stealthy movement. A detachment of scythemen has been cut off from its main army by enemy guards. After confirming this fact, it sends a courier with a dispatch to the main camp of its…

Herman A. Mojmir · Ćwiczenia i zabawy skautowe · 1912

Gameciz-039

Capturing the Flags

In this game, the troop is divided into two halves (the minimum number of players on each side is two patrols). The flags represent provisions, ammunition, etc. If 2 patrols from each side take part in the game, then the first patrol (A) forms the advance…

Herman A. Mojmir · Ćwiczenia i zabawy skautowe · 1912

Gameciz-040

The Traitor's List

The most suitable terrain for this game is a forest or fields overgrown with bushes, or possibly willow thickets; however, in their absence, hilly ground may also serve. The troop is divided into 2 parts: for example, Italians and Turks. Each half camps on…

Herman A. Mojmir · Ćwiczenia i zabawy skautowe · 1912

Gameciz-041

Cutting the Telegraph

An invading army disrupts a foreign country’s means of communication, primarily telegraph wires, and it is the duty of national defense to safeguard their integrity. For this game, select roads with telegraph poles in a location well-suited for stalking and…

Herman A. Mojmir · Ćwiczenia i zabawy skautowe · 1912

Gameciz-042

Fox Hunt

The chosen fox is given a head start of 20 minutes, during which time they must set off and hide. The rest of the patrol’s task is to locate their hiding place and catch them. The fox is considered caught when struck by the hand of any pursuer. The chase…

Herman A. Mojmir · Ćwiczenia i zabawy skautowe · 1912

Gameciz-043

Scouting Patrols

One patrol is sent out on reconnaissance to observe the movements of an approaching enemy. The enemy may be either another patrol or the rest of the troop. Once the scouting patrol has advanced, the enemy remains alert, sending two scouts ahead for…

Herman A. Mojmir · Ćwiczenia i zabawy skautowe · 1912

Gameciz-044

The Ambush

The main army advances along the highway, and to avoid danger or surprise, it sends scouts on reconnaissance along both flanks. Two enemy patrols, following behind the army, attempt to halt its march and for this purpose try to set an ambush. One patrol…

Herman A. Mojmir · Ćwiczenia i zabawy skautowe · 1912

Gameciz-045

Seeking the Instructor

The instructor hands sealed letters to the patrol leaders, strongly emphasizing the importance of their contents and forbidding, under loss of honor, their opening before the designated time (e.g., not until the second day in the morning at a certain hour).…

Herman A. Mojmir · Ćwiczenia i zabawy skautowe · 1912

Gameciz-046

For the Treasure

A game that trains the power of observation and requires considerable skill in tracking. One or 2 patrols take part in it. Of the many ways to conduct this game, I will mention only 3 methods, according to which other variations can be arranged. I. The…

Herman A. Mojmir · Ćwiczenia i zabawy skautowe · 1912

Gameciz-047

The Torn Note

Suppose there is an underground corridor in the area leading to a labyrinth of cellars and dungeons of an old castle, or a cemetery resembling catacombs or a cave monastery like the Lavra, or finally limestone caves with stalactites and stalagmites, such as…

Herman A. Mojmir · Ćwiczenia i zabawy skautowe · 1912

Gameciz-048

Worob's Testament

It is an example of peasant cunning in an illiterate man who, using just a few very simple symbols, was able to map out a route so well that it indeed led to the spot where a treasure was buried. The account of this testament from The Prophet’s Eye by…

Herman A. Mojmir · Ćwiczenia i zabawy skautowe · 1912

Gameciz-049

Photographic Reconnaissance

Show the scouts a series of photographs or drawings of objects from the immediate vicinity or from a village they have passed through. They should immediately recognize these objects and describe the place where they saw them. Here is an example series of…

Herman A. Mojmir · Ćwiczenia i zabawy skautowe · 1912

Gameciz-050

Urban Tracking Games

The patrol leader designates one scout to flee and hide. The rest of the patrol gathers in the quietest part of the town—that is, where traffic and pedestrian movement are minimal. The chosen fugitive has 2 minutes to hide, slip away, and get ahead, during…

Herman A. Mojmir · Ćwiczenia i zabawy skautowe · 1912

Gameciz-051

The Cigar as Traitor

A habitual worshipper of tobacco, having escaped from prison, first and foremost secures tobacco and matches. The police pursuit proves fruitless. Only the smoking habit betrays him into the hands of justice. On a dark night, scouts are informed that the…

Herman A. Mojmir · Ćwiczenia i zabawy skautowe · 1912

Gameciz-052

Ephialtes at Night

All scouts, except for one patrol, formed the garrison in a certain town or village for defense. On roads, passages, and in easily traversable places, guards were prudently stationed. One of the garrison scouts, chosen by lot as the traitor, inspects the…

Herman A. Mojmir · Ćwiczenia i zabawy skautowe · 1912

Gameciz-053

Night Hearing Exercise

This game involves two scouts and is best played on a moonless night, or during the part of the night after dusk before moonrise or after moonset. Stars are not an obstacle. One scout sits in place, while the other approaches stealthily and by crawling from a…

Herman A. Mojmir · Ćwiczenia i zabawy skautowe · 1912

Gameciz-054

Tracking by Scent at Night

This exercise is carried out during a calm but dark night, and in a place that is as open as possible—not in a forest or thicket. Smoke can be quickly produced by burning paper or a single box of matches. Finally, with appropriate precautions, ordinary…

Herman A. Mojmir · Ćwiczenia i zabawy skautowe · 1912

Gameciz-055

Chase by the Trail of Light

The game takes place at night and in the countryside, or alternatively outside the city. Two scouts are sent in a designated direction with shining torches. After 2 minutes, the entire patrol sets off in pursuit. The scouts with torches must uncover the light…

Herman A. Mojmir · Ćwiczenia i zabawy skautowe · 1912

Gameciz-056

Judging the Distance of Lights (Will-o'-the-Wisp)

This night-time game is an excellent exercise for the eyes in judging distances. A selected Scout ventures across fields, carrying a lit but shaded lantern. At a given whistle signal (from the patrol leader or judge), the Scout uncovers the lantern light for…

Herman A. Mojmir · Ćwiczenia i zabawy skautowe · 1912

Gameciz-057

Night Watches

Two or more scouts set out on the road, carrying lit lanterns, and take up a position no closer than one-quarter of a kilometer from the camp (or the starting point, respectively). These are called the watches and should not change their position, but may,…

Herman A. Mojmir · Ćwiczenia i zabawy skautowe · 1912

Gameciz-058

Dispute Over Morskie Oko

Two patrols send one guide each to a chosen spot called the Morskie Oko (Sea Eye). Naturally, both take different routes. The rest of each patrol sets off after a quarter of an hour, following the tracks of their own guide. Once the two guides reach the…

Herman A. Mojmir · Ćwiczenia i zabawy skautowe · 1912

Gameciz-059

Pioneers. In the Wilderness

A scout troop sets out for an area as remote and pathless as possible, resembling in its wildness the primeval state of newly discovered parts of the world (secluded forests, wildernesses, marshes, or the Tatras and Carpathians make such an ideal terrain).…

Herman A. Mojmir · Ćwiczenia i zabawy skautowe · 1912

Gameciz-061

Skirmish

An emulation game between 2 patrols. Both patrols stand side by side in a single line. Patrol A on the left, Patrol B on the right. Opposite them, at an appropriate distance, an equal number of bottles or bricks are set up as there are scouts in both patrols.…

Herman A. Mojmir · Ćwiczenia i zabawy skautowe · 1912

Gameciz-062

The Bear Hunt

First, 3 locations are designated as dens where the bear has its lairs. Then, one of the largest and strongest scouts is chosen to be the bear, and a small balloon made of thin rubber, tissue paper, or an inflated and sealed cushion from a shop paper bag is…

Herman A. Mojmir · Ćwiczenia i zabawy skautowe · 1912

Gameciz-063

Single-Handed Against the Bear

Our ancestors went after a bear with pitchforks and a poleaxe. They drove the pitchfork into the bear's chest when it reared up on its 2 legs right in front of them, growling and advancing, ready to grapple with the uninvited guest in its own way—crushing his…

Herman A. Mojmir · Ćwiczenia i zabawy skautowe · 1912

Gameciz-064

Hunting the African Elephant

The scout chosen by lot to be the elephant receives a sash loosely tied around the right leg (below the knee), so that it can be easily torn off with a tug. In the absence of a sash, a scrap of paper may substitute. Two or 3 scouts (hunters) attempt to corner…

Herman A. Mojmir · Ćwiczenia i zabawy skautowe · 1912

Gameciz-065

Hunting the Indian Elephant

A game similar to "Interrupted King," providing activity for several patrols or an entire troop. All participants join hands and form a circle. In the center of the circle stands a chosen or drawn-by-lot elephant (inhabitants of India lure wild elephants…

Herman A. Mojmir · Ćwiczenia i zabawy skautowe · 1912

Gameciz-066

The Tiger Hunt

The entire troop participates. The tiger wears a badge (a ribbon or paper band, black and yellow in color, matching its stripes) on its hat, while the rest—the hunters and elephants—have no badges. Hunters and elephants line up in pairs (2-row). At the signal…

Herman A. Mojmir · Ćwiczenia i zabawy skautowe · 1912

Gameciz-067

Bullfight

This game is as engaging as the previous one and equally exercises mental sharpness and quick orientation. After selecting 12 partners, roles are assigned: one as the bull, one as the matador or espada, four as picadors, and six as capeadors. The playing…

Herman A. Mojmir · Ćwiczenia i zabawy skautowe · 1912

Gameciz-068

Dłoniówka (a variant of fistball)

A game that develops agility and precision of movement. Players divide into 2 teams (preferably 4—5 each). A string or colored ribbon is hung in the middle between them at face height, and a small inflatable ball, smaller than a tennis ball, is used for…

Herman A. Mojmir · Ćwiczenia i zabawy skautowe · 1912

Gameciz-069

Inflated Ball Game

Players divided into 2 teams (5 from each side) take their places along the two longer edges of a table at least 6 feet long. A ping-pong ball, or else a light celluloid inflated ball, is placed in the center of the table, and each team tries to blow the ball…

Herman A. Mojmir · Ćwiczenia i zabawy skautowe · 1912

Gameciz-071

First Aid Exercises. Health Service

These exercises should first be practiced within the patrol, then by larger units in camp. The method of practice is as follows: half of the patrol, or unit, takes the role of patients, while the other half acts as the rescue team providing first aid (health…

Herman A. Mojmir · Ćwiczenia i zabawy skautowe · 1912

Gameciz-072

The Manor Farmyard

A game as engaging as it is instructive, training scouts in imitating the voices of various domestic animals, making the evening by the campfire all the more enjoyable. The leader or instructor first divides the participants into groups representing different…

Herman A. Mojmir · Ćwiczenia i zabawy skautowe · 1912

Gameciz-074

Scout Chess

First, one must draw the outline or plan of the area (town) on a very large scale. It can be drawn even with chalk on the floor or table of the scout room, or even on a wall, and then fixed with fixative. On such a map, all paths and roads should be marked,…

Herman A. Mojmir · Ćwiczenia i zabawy skautowe · 1912

Gameciz-075

The Painters

Scouts sit around a table with sketchbooks and pencils in hand. The most dexterous or cleverest draws a head or object with thick, unconnected strokes, arranging the lines in such an unusual sequence that for a long time it is impossible to recognize what the…

Herman A. Mojmir · Ćwiczenia i zabawy skautowe · 1912

Gameciz-076

Secretary

Social games exercise memory, wit, and mental agility, and are perfectly suited to dispelling boredom and inappropriate conversations on rainy days, whether in the scout house or at a social gathering. In camp, they make the post-lunch leisure hour more…

Herman A. Mojmir · Ćwiczenia i zabawy skautowe · 1912

Gameciz-077

The Ring

This is a game, like the following ones, played for forfeits. The instructor places a ring or a small hoop on a sturdy string and ties its ends with a simple knot. The players either stand or sit in a circle, holding the string with their hands, passing the…

Herman A. Mojmir · Ćwiczenia i zabawy skautowe · 1912

Gameciz-078

The Advocate

In the middle of a group seated in a circle stands the instructor, posing questions to any individual. However, none of those questioned should answer under penalty of forfeiting a token, for to their left sits an advocate who speaks on their behalf. For…

Herman A. Mojmir · Ćwiczenia i zabawy skautowe · 1912

Gameciz-079

The Neighbor

The instructor or patrol leader, acting as the game director, turns to their neighbor and says: »I like my neighbor,« then adds 1) why, 2) what they feed them, 3) to which city they send them, and 4) what they give them for the journey. These four terms,…

Herman A. Mojmir · Ćwiczenia i zabawy skautowe · 1912

Gameciz-080

Counting to Ten

A game combined with a memory exercise, similar to "Neighbor." The patrol leader or troop leader arranges 10 sentences or sequences loose words so that the first row contains 3 words, each beginning with j (one), the second row contains 4 words, each…

Herman A. Mojmir · Ćwiczenia i zabawy skautowe · 1912

Gameciz-081

Rough Sea

In the middle of the room, or the troop's quarters, chairs are arranged back-to-back. There must be one fewer chair than the number of participants. One person takes the name of the sea and stands, while the rest sit and take the names of various fish. The…

Herman A. Mojmir · Ćwiczenia i zabawy skautowe · 1912

Gameciz-082

The Deaf-and-Dumb

The patrol leader or game master divides the players into 2 halves, for example by rearranging a double line into two single lines, calling the first line the deaf and the second the dumb. Both lines sit on either side of a long table, the dumb on the right,…

Herman A. Mojmir · Ćwiczenia i zabawy skautowe · 1912

Gameciz-083

Yes and No

The patrol leader asks one of the scouts to leave the room, then chooses a word for the remaining scouts to guess—a word representing an object, place, or the name of someone present or a famous person, etc. The scout who left then returns and, to guess the…

Herman A. Mojmir · Ćwiczenia i zabawy skautowe · 1912

Gameciz-084

The Craft (Shoemaker)

The troop leader or patrol leader assigns the scouts participating in the game names of various objects related to the shoemaker's craft, such as: knife, waxed thread, leather, awl, paste, etc. Next, the patrol leader directing the game sits in the center of…

Herman A. Mojmir · Ćwiczenia i zabawy skautowe · 1912

Gameciz-085

Redeeming Forfeits

The conclusion of any forfeit game is essentially the end of the first half, while the second, often more engaging part, is the so-called redeeming of the pledged forfeits. The game leader draws any forfeit from the repository (a hat), and its owner, wishing…

Herman A. Mojmir · Ćwiczenia i zabawy skautowe · 1912

Gamegct-001

Searching for a Natural Object in the Field, within a Defined Area

The object of the search may be a certain species: trees, shrubs, flowers, insects (on the ground or in water), fungi. These could also be anthills, tree hives, or nests. We proceed in stages: from larger to smaller objects, from easily visible to barely…

Jan Jasiński · Gry i ćwiczenia terenowe (Harce terenowe) · 1938

Gamegct-002

Finding Terrain Objects, Such As

Finding terrain objects, such as bridges, culverts, signposts, roadside shrines, wayside crosses, boundary stones, certain buildings, forest boundaries and clearings, road intersections, and the like. This game must take place over larger areas. A more…

Jan Jasiński · Gry i ćwiczenia terenowe (Harce terenowe) · 1938

Gamegct-003

Searching for Missing Persons

The leader hides one or more persons within a certain area, preferably in a forested underbrush. A story about the missing persons in the wilderness should be created. Rescue expeditions will be carried out by troops or individuals. Note regarding games: 1,…

Jan Jasiński · Gry i ćwiczenia terenowe (Harce terenowe) · 1938

Gamegct-004

Tracking Trails

In any area where the leader has identified the presence of natural tracks—such as those of a hare, wild boar, roe deer, adder, crow, or other creatures—participants proceed to search for them. The instructor roughly defines the area or trail lines for the…

Jan Jasiński · Gry i ćwiczenia terenowe (Harce terenowe) · 1938

Gamegct-005

Urban Object Scouting

The instructor provides a description or presents a drawing of the facade of: a) a municipal, state, or social institution, b) an old, interesting house, c) a tenement building, etc. The area where the given object (or series of objects) is located is defined…

Jan Jasiński · Gry i ćwiczenia terenowe (Harce terenowe) · 1938

Gamegct-006

On the March

The instructor announces that the following should be observed: a) points and objects along the road, b) everything that happens on the road or beside it. From time to time, they ask questions such as: How many women passed by? How were they dressed? What…

Jan Jasiński · Gry i ćwiczenia terenowe (Harce terenowe) · 1938

Gamegct-007

On the Path Traveled

The instructor announces: "Observe everything (in the first exercises—on short segments of the path itself, later—on longer stretches and the adjacent terrain). We will see who remembers the most facts." They themselves strive to memorize details, such as: a…

Jan Jasiński · Gry i ćwiczenia terenowe (Harce terenowe) · 1938

Gamegct-008

From the Hill

We stop the class on a hill that offers a wide and varied view. The teacher asks: Where is our village visible? Where is the church tower? What church is that? Where is the town hall? Where are your own homes? Where does the road lead? Who sees sheep, cows, a…

Jan Jasiński · Gry i ćwiczenia terenowe (Harce terenowe) · 1938

Gamegct-009

Unannounced Observation

After leaving the city, the instructor orders the participants to describe on sheets of paper, for example: a section of the path traveled, a street, an orchard observed during the march, a bridge, etc. Evaluation takes place openly with the children's…

Jan Jasiński · Gry i ćwiczenia terenowe (Harce terenowe) · 1938

Gamegct-010

Nature Kim's Game

A. The instructor lays out on a cloak a series of species of leaves, flowers, fungi, or places in a box captured insects, lizards, frogs, etc. The children form a circle and observe the specimens for a set period, striving to memorize as many specimens and…

Jan Jasiński · Gry i ćwiczenia terenowe (Harce terenowe) · 1938

Gamegct-011

Field Observer

A. Position the players at a distance of 5 to 10 steps from one another and designate a section of terrain or a single, more complex field object for observation. Allow them time (2 to 10 minutes, depending on the terrain and the age of the players) for…

Jan Jasiński · Gry i ćwiczenia terenowe (Harce terenowe) · 1938

Gamegct-012

Who Stands Where

Observing the order in which children are arranged: in a line, row, or other formations. After some time, interspersed with active play or marching, the children recreate the previous order. --- Source scan: Polona / National Library, marked "Public Domain".…

Jan Jasiński · Gry i ćwiczenia terenowe (Harce terenowe) · 1938

Gamegct-013

Finding the Whistler:

A. seated in.), B. moving.), On small, open terrain, all listeners blindfold themselves. On larger terrain or at night, the game proceeds without blindfolds. The winner is the one who first discovers or catches the whistler. C. 3 groups, each with whistles of…

Jan Jasiński · Gry i ćwiczenia terenowe (Harce terenowe) · 1938

Gamegct-014

The Beast Hunt

Someone is the wolf, or the boar, or the lion. They emit the sounds proper to the given animal and are pursued by the rest. --- Source scan: Polona / National Library, marked "Public Domain". View scan — image 97.

Jan Jasiński · Gry i ćwiczenia terenowe (Harce terenowe) · 1938

Gamegct-015

To the Rescue

The instructor, having dispersed individual groups across the terrain within hearing distance of a gunshot, conceals himself at a location equidistant from all groups and fires a shot (using a pistol or a starter pistol). Upon this signal, the groups rush to…

Jan Jasiński · Gry i ćwiczenia terenowe (Harce terenowe) · 1938

Gamegct-016

Security Outpost

We are an outpost. In the forward area, we have 2, 3, or 4 sentries deployed in concealed terrain unknown to the outpost members. At an agreed-upon time, the sentries fire (blank cartridges for younger scouts; rifles with blanks may be used for older ones).…

Jan Jasiński · Gry i ćwiczenia terenowe (Harce terenowe) · 1938

Gamegct-017

Eavesdropping on Means of Transportation

The youth are positioned at a certain distance (500—1500 m) from: a railway line (to know when a train passes), a highway, or a road, in such a way that they cannot see the given routes or are unaware of their existence. In the first case, the goal is to:…

Jan Jasiński · Gry i ćwiczenia terenowe (Harce terenowe) · 1938

Gamegct-018

Eavesdropping on Conversations

The group is divided into two lines, which are positioned—lying down—opposite each other at a distance of 8 to 20 steps. One line (the youth lie at intervals of 2 to 8 steps from each other) orally passes a random sentence from one end to the other, ensuring…

Jan Jasiński · Gry i ćwiczenia terenowe (Harce terenowe) · 1938

Gamegct-019

Telephone Eavesdropping

Similarly, we can apply eavesdropping to a telephone conversation, whether conducted through a field telephone or carried out in a forester’s lodge. --- Scan source: Polona / National Library, marked "Public Domain". View scan — image 99.

Jan Jasiński · Gry i ćwiczenia terenowe (Harce terenowe) · 1938

Gamegct-020

Approaching Sentinels:

A. with blindfolded eyes ("blind" sentinel), B. with eyes open (in dense undergrowth terrain). Approaching is performed: by stepping or crawling, individually or en masse, by day or by night. It is also possible to approach a group of sentinels or slip…

Jan Jasiński · Gry i ćwiczenia terenowe (Harce terenowe) · 1938

Gamegct-021

Approaching the Camp (Creating a Tale Against the Backdrop of Polish-Tatar Wars)

We post sentinels from half of the participants around a small flag representing the central point of the camp. Sentinels may not stand closer than 100 paces from the flag, and from each other at distances ranging from 20 to 30 (depending on terrain cover).…

Jan Jasiński · Gry i ćwiczenia terenowe (Harce terenowe) · 1938

Gamegct-022

News from Zbarazh

One group is enclosed in Zbarazh, while the other—Cossacks and Tatars—guards a designated area with sentries. From Zbarazh, messengers are sent out at intervals in various directions to the king. The envoys must sneak past the sentry line. The procedure and…

Jan Jasiński · Gry i ćwiczenia terenowe (Harce terenowe) · 1938

Gamegct-023

Defense of the Telegraph Line

The exercise area should be a road, preferably winding, passing through a forest of varying age and undergrowth. One group defends it by posting sentries (two boys each) along the road every 100—300 meters. The sentries take their positions not on the road…

Jan Jasiński · Gry i ćwiczenia terenowe (Harce terenowe) · 1938

Gamegct-024

Infiltration P

Scouts (P.O.W.): The game’s terrain is a town square, accessible via several streets and featuring passage gates or any other crossings, such as: empty lots, gardens, etc. One group, acting as secret Russian or German agents, occupies all known crossings,…

Jan Jasiński · Gry i ćwiczenia terenowe (Harce terenowe) · 1938

Gamegct-025

Sneaking with Disguises

A variation that facilitates sneaking while making capture more difficult is the ability of "Peowiaks" to disguise themselves. This type of game, full of excitement and requiring ingenuity, is easier to conduct within youth organizations, though a teacher can…

Jan Jasiński · Gry i ćwiczenia terenowe (Harce terenowe) · 1938

Gamegct-026

Tracking

One group is instructed to leave their homes or the school building and reach a designated location by taking indirect routes (they know they will be tracked). Each participant in this group is followed by a member of the opposing group (disguises may also be…

Jan Jasiński · Gry i ćwiczenia terenowe (Harce terenowe) · 1938

Gamegct-027

The Struggle of Two Parties

Participants are divided into two parties, whose members do not know each other’s affiliation and recognize one another only by means of an agreed sign, such as grasping the bottom button of a jacket or taking a handkerchief from a pocket, while uttering a…

Jan Jasiński · Gry i ćwiczenia terenowe (Harce terenowe) · 1938

Gamegct-028

Messenger

A patrol has been cut off by an enemy group marching along the same route. The enemy is positioned between the main force and the dispatched patrol. The patrol sends messengers to the main force with messages and the task of slipping through the enemy group.…

Jan Jasiński · Gry i ćwiczenia terenowe (Harce terenowe) · 1938

Gamegct-029

The Ambush

One unit advances and prepares an ambush in a chosen terrain along a designated section of the road. It selects for the ambush: ditches covered with bushes, groves, forest undergrowth, villages, etc., dispersing its forces over a certain area. This unit may…

Jan Jasiński · Gry i ćwiczenia terenowe (Harce terenowe) · 1938

Gamegct-030

March Following Observed Trails on the Road (Distinguishing Trails of Men, Women, Children), Horses (Type of Gait—Walk, Trot, Gallop—and Its Direction), Cars, Bicycles (Direction of Travel)

From among many trails, such as human ones, select one and instruct the youth to track it, identifying the given trail over a certain distance amidst many others. Do not persist with the same trail continuously; vary the type and draw conclusions. --- Source…

Jan Jasiński · Gry i ćwiczenia terenowe (Harce terenowe) · 1938

Gamegct-031

March Following Bird Tracks

This game is easy to conduct near bodies of water. Endeavor to determine which bird's tracks we are reading. --- Scan source: Polona / National Library, marked "Public Domain". View scan — image 106.

Jan Jasiński · Gry i ćwiczenia terenowe (Harce terenowe) · 1938

Gamegct-032

Observation and Tracking of Animal Trails: Roe Deer and Wild Boar, Hares, or Other Game (Easily Found Along the Banks of Rivers and Lakes Situated in Forests)

Observation and tracking of animal trails: roe deer and wild boar, hares, or other game (easily found along the banks of rivers and lakes situated in forests). --- Scan source: Polona / National Library, marked "Public Domain". View scan — image 106.

Jan Jasiński · Gry i ćwiczenia terenowe (Harce terenowe) · 1938

Gamegct-035

Tracking the Trail of a Dispatched Group

An escaping group may split into smaller units, rejoin, or use evasive maneuvers such as: walking backward, crossing streams, or marching along their beds (not over a large area, but in a way that allows trackers to find the trail leading out of the stream…

Jan Jasiński · Gry i ćwiczenia terenowe (Harce terenowe) · 1938

Gamegct-036

Escape of the Insurgent

An insurgent from the year 63, exiled to Siberia, escapes from their place of confinement. A dispatched pursuit follows the insurgent's tracks, striving to capture them as swiftly as possible. The pursuit sets out 10—15 minutes after the insurgent's escape.…

Jan Jasiński · Gry i ćwiczenia terenowe (Harce terenowe) · 1938

Gamegct-037

Tracking Trails

On a known and announced route for all units or groups, we mark the path ourselves or send one of the participants to do the marking. Every sign and its surroundings or location must be noted by the messenger on a piece of paper. The route may extend over a…

Jan Jasiński · Gry i ćwiczenia terenowe (Harce terenowe) · 1938

Gamegct-038

On Friends' Signs

Following a simulated accident (e.g., a broken arm requiring bandaging) during an outing, two friends are left with the injured person. Several such groups of three can be organized, traveling along one or more routes at intervals of 5 minutes. An instructor…

Jan Jasiński · Gry i ćwiczenia terenowe (Harce terenowe) · 1938

Gamegct-039

In Pursuit of the Fox

This game is particularly suited for winter play on skis. The fleeing fox (which may also be a group of skiers) scatters colored paper markers (from notebook covers) at intervals, choosing a varied route adapted to the participants' skiing skills and stamina.…

Jan Jasiński · Gry i ćwiczenia terenowe (Harce terenowe) · 1938

Gamegct-040

Arctic Expedition

Two boys set out into snow-covered terrain, pulling sleds loaded with food, cooking utensils, and the like. After an interval of 15—30 minutes, the rest of the expedition follows, attempting to reach the campsite by tracking the sled marks left behind. The…

Jan Jasiński · Gry i ćwiczenia terenowe (Harce terenowe) · 1938

Gamegct-041

Reaching the Pole

Emissaries from two rival nations competing to discover the pole advance from two directions toward a specific target in the terrain (the pole). They depart simultaneously from points equidistant from the pole. They may travel on skis or, as in the previous…

Jan Jasiński · Gry i ćwiczenia terenowe (Harce terenowe) · 1938

Gamegct-042

The Manhunt

The terrain (covering an area of 2—3 kilometers) is wooded, varied, and enclosed on all sides by roads. Fresh snowfall. One patrol represents a Bolshevik sabotage band cut off from the border and moving within this area enclosed by roads. They do not emerge…

Jan Jasiński · Gry i ćwiczenia terenowe (Harce terenowe) · 1938

Gamegct-043

By Different Paths to One Goal

The game is conducted over a larger area (from 5 kilometers). From our base, via 3 routes (we strive to ensure the lengths of the routes are roughly equal), we send out to village N a number of guides who mark the path with colored wool or cotton thread.…

Jan Jasiński · Gry i ćwiczenia terenowe (Harce terenowe) · 1938

Gamegct-044

On the Trail

From a military depot (in the town), a granary (in the countryside), or a camp storehouse, food (flour, beans, etc.) was stolen during the night. It was carried away by cart or on the backs of thieves in sacks. Fortunately, without the thief’s knowledge, one…

Jan Jasiński · Gry i ćwiczenia terenowe (Harce terenowe) · 1938

Gamegct-045

Locating the Removed Goods

One time at camp during the night, with the 2 older boys, we transported more valuable food to the village, to the village head, using a borrowed wagon. We marked the transport route with scattered flour. The camp leader knew nothing of this matter, so in the…

Jan Jasiński · Gry i ćwiczenia terenowe (Harce terenowe) · 1938

Gamegct-046

On the Trails of Game

Individual groups or units act as hunters tracking game (bear, wolf, etc.). The game flees, leaving a distinct trail in the form of, for example: - a) a boot studded with a specific number of nails,¹) - b) galoshes or slippers with new rubber soles, - c) a…

Jan Jasiński · Gry i ćwiczenia terenowe (Harce terenowe) · 1938

Gamegct-047

On the Trail of the Wounded and the Lost

A trail of the missing has been found in the form of bloodstains. Tell the boys about the difficulties, efforts, and goals of exploratory expeditions: polar (game on snow), desert, or possibly in virgin forests (game depending on the natural terrain), or…

Jan Jasiński · Gry i ćwiczenia terenowe (Harce terenowe) · 1938

Gamegct-048

Finding a Man Who Has Lost His Memory

Patrols track a fleeing man who has forgotten who he is. He drops various personal items. The tracking patrols must find these items and, based on them, determine: the personality, profession, and name of the man who has lost his memory. In all tracking games…

Jan Jasiński · Gry i ćwiczenia terenowe (Harce terenowe) · 1938

Gamegct-049

History in the Sand:

a) Person A arrives by bicycle; b) Person B enters the "history" area from the opposite side; c) both persons meet; d) the cyclist dismounts; e) they eat sweets (sweet wrappers on the sand); f) they walk together, one of them leads the bicycle; g) at a…

Jan Jasiński · Gry i ćwiczenia terenowe (Harce terenowe) · 1938

Gamegct-050

History in the Snow

a) Tracks of 3 people skiing (if the track is narrow — a good skier, wide — a poor one); b) various forms of movement: incorrect stride (pole marks not roughly at the midpoint of the skis), long step (good use of the pole), running (long distances between…

Jan Jasiński · Gry i ćwiczenia terenowe (Harce terenowe) · 1938

Gamegct-051

A True Story

It may sometimes happen that a "story" in snow or sand is natural; one should then make use of it. I had the opportunity to exploit the following event. I was leading a scout camp in the Rudawska Forest. One day, a calf was purchased, quartered, and placed in…

Jan Jasiński · Gry i ćwiczenia terenowe (Harce terenowe) · 1938

Gamegct-052

During the March

During a march: on a highway, road, or street, we instruct the youth to estimate distances in paces from their current position to various objects: trees, telegraph poles, road intersections, houses, forest edges, and so on. When determining distances along…

Jan Jasiński · Gry i ćwiczenia terenowe (Harce terenowe) · 1938

Gamegct-053

From a Certain Point

Here, we can already assess greater distances, even those spanning kilometers (compare the youth's estimates with a staff map). It is possible to point out the inaccuracy of estimation and varying visibility in relation to the postures of the observed person…

Jan Jasiński · Gry i ćwiczenia terenowe (Harce terenowe) · 1938

Gamegct-054

Observing the Enemy

One group observes another, which attempts to approach the observers as closely as possible: crawling, concealing itself behind natural cover, running, etc. (choose appropriately varied terrain). The leader stays with the observation group, which shares its…

Jan Jasiński · Gry i ćwiczenia terenowe (Harce terenowe) · 1938

Gamegct-055

Measuring Distances

Each time, verify the given estimates by measuring with steps. Steps are always counted on one leg, for example, the right leg. Multiply the resulting number of steps by two. Teach the youth to quickly convert steps into meters—we achieve relative accuracy by…

Jan Jasiński · Gry i ćwiczenia terenowe (Harce terenowe) · 1938

Gamegct-056

Observing the Concealed

Place one of the groups, preferably a patrol, in varied terrain (undulating with cover). Conceal them using available terrain features at various distances (from 200—1200 meters) from the observers (minor movements of the concealed in their positions may be…

Jan Jasiński · Gry i ćwiczenia terenowe (Harce terenowe) · 1938

Gamegct-057

Determining Position Using Fingers

During the exercise, pay attention to determining the position of an object or person in the field using the width of the fingers of the hand. The instructor may ask, for example: “Look for a solitary tree that is located at a width of 4 fingers from the bend…

Jan Jasiński · Gry i ćwiczenia terenowe (Harce terenowe) · 1938

Gamegct-058

Enemy at a Great Distance on the Foreground

If the instructor, school, or youth have access to field binoculars, they should be taken along to teach observation of fixed and moving points in the terrain. We will apply the previous games and exercises here. Observation will be conducted from a distance…

Jan Jasiński · Gry i ćwiczenia terenowe (Harce terenowe) · 1938

Gamegct-059

Measuring Width

This may be the width of a river, pond, lake, marsh, ravine, sown field, etc. Fig. 3. Emphasize the practicality of this measurement in cases such as building a bridge across a river or ravine, determining the time needed to swim across a river or lake, etc.…

Jan Jasiński · Gry i ćwiczenia terenowe (Harce terenowe) · 1938

Gamegct-060

Laying Out a Line

This skill is necessary when constructing a bivouac or camp and in sketching. At the point from which we wish to lay out a line, we place a staff or a person, standing ourselves facing the given direction. A second person positions themselves or a staff at…

Jan Jasiński · Gry i ćwiczenia terenowe (Harce terenowe) · 1938

Gamegct-061

Establishing a Right Angle in the Field (Fig.

4). Fig. 4. On line AB, from point B, we wish to lay out a line at a right angle. To do this, using a string or cord tied to a peg, we mark two equal segments from point B along the straight line AB, obtaining two points: a and b (we drive pegs into these).…

Jan Jasiński · Gry i ćwiczenia terenowe (Harce terenowe) · 1938

Gamegct-062

Calculating the Speed of a Water Current

Having measured a length of 1 or 2 metres along the riverbank, we throw a stick, bark, or grass into the main current (upstream of the starting point of the measured length). We note the moment the object passes the starting point on the second hand of a…

Jan Jasiński · Gry i ćwiczenia terenowe (Harce terenowe) · 1938

Gamegct-063

Measuring Water Depth

To measure the depth of water in streams, brooks, and small ponds, a straight stick of length 2 metres will suffice. We immerse it at the desired spot until the bottom is felt. The mark left by the water on the stick will allow us to measure the depth. When…

Jan Jasiński · Gry i ćwiczenia terenowe (Harce terenowe) · 1938

Gamegct-064

Determining Wind Direction

This is necessary for: setting up a kitchen, pitching a bivouac or camp; in water journeys, and often also for orientation. We determine the wind direction by tossing dry grass or paper upward. Their descent, deviating from the vertical, will indicate the…

Jan Jasiński · Gry i ćwiczenia terenowe (Harce terenowe) · 1938

Gamegct-066

Ability to Calculate Distance Based on Elapsed Time

We recommend that units or small groups cover half a kilometre (this segment is not marked in the terrain but is precisely calculated by the instructor) based on the time required to traverse this distance. The group with the best sense of time and…

Jan Jasiński · Gry i ćwiczenia terenowe (Harce terenowe) · 1938

Gamegct-068

Determining the Exact North–South Direction Using Natural Phenomena

By day: a) the sun, b) the sun and a watch, c) a cut tree stump (rings thicker on the south side), d) moss on solitary trees not standing near water (moss on the north side), e) the tree crown (greater branch development on the south side). ¹) Before the…

Jan Jasiński · Gry i ćwiczenia terenowe (Harce terenowe) · 1938

Gamegct-069

Determining the Exact North–South Direction Using Instruments:

a) compass, b) Bézard prismatic compass, c) map. When determining North, one must remember to account for declination. It is essential to become accustomed to the concept that the magnetic needle indicates only magnetic north. The sought-after geographic…

Jan Jasiński · Gry i ćwiczenia terenowe (Harce terenowe) · 1938

Gamegct-070

Cross-Country March by One's Own Shadow

A sunny day. Patrols are released from a certain point into varied and wooded terrain, with the task of reaching a bridge located by the road leading from locality A to locality B. The instructor provides the angle of the marching scout's shadow relative to…

Jan Jasiński · Gry i ćwiczenia terenowe (Harce terenowe) · 1938

Gamegct-071

Cross-Country March by Cardinal Directions and Terrain Points

We are an exploratory expedition in the Gobi Desert (sandy terrain), or a reconnaissance expedition in the Amazon forests (forested terrain), or a military unit in the field (normal terrain). We have sent several reconnaissance patrols into the field. From…

Jan Jasiński · Gry i ćwiczenia terenowe (Harce terenowe) · 1938

Gamegct-072

Retrieval of a Drowned Person

We lower to the bottom of a lake, pond, or river—a sack with a stone or a specially made human figure (the best and cheapest way is to make a covering from old sacks, stuff it with hay, and weigh it down with stones in the legs and head). The depth at which…

Jan Jasiński · Gry i ćwiczenia terenowe (Harce terenowe) · 1938

Gamegct-073

Searching for Castaways

Castaways may be hidden in some lake bay, on primitive grass, or placed on an island located in the middle of a lake or river. --- Source scan: Polona / National Library, marked "Public Domain". View scan — image 145.

Jan Jasiński · Gry i ćwiczenia terenowe (Harce terenowe) · 1938

Gamegct-074

Seal Hunting

The seals will be boards or logs cast out at a certain point on the lake. The camp that hunts the most seals wins. --- Source scan: Polona / National Library, marked "Public Domain". View scan — image 145.

Jan Jasiński · Gry i ćwiczenia terenowe (Harce terenowe) · 1938

Gamegct-075

Whale Hunt, Which Will Be Either a Large Beam or a Car Tire

In games of types 7, 8, and 9, besides locating the whereabouts (of people) of the game using a map or directional angle, the goal will be to tow the sought-after object to a designated point on the shore, determined based on the map. An element of…

Jan Jasiński · Gry i ćwiczenia terenowe (Harce terenowe) · 1938

Gamegct-076

Defense of Ports

Two warring maritime states organize the defense of their main port. These ports lie on bays of a lake, situated on opposite shores. Both maritime states protect their port by laying mines. The mines are tin cans filled with preserves, anchored with wire and…

Jan Jasiński · Gry i ćwiczenia terenowe (Harce terenowe) · 1938

Gamegct-078

Fox Hunt

The instructor has discovered a fox's den. He indicates the direction or the bearing angle in which the den is located. Additionally, a distinctive landmark along that line must be provided, near which the den should be sought. We can diversify this game in…

Jan Jasiński · Gry i ćwiczenia terenowe (Harce terenowe) · 1938

Gamegct-079

Village Reconnaissance

We are a military patrol tasked with investigating the position of village A, located on the opposite edge of the forest. To achieve this, we must determine the directional angle using a Bézard compass based on the map and use it to reach the given village.…

Jan Jasiński · Gry i ćwiczenia terenowe (Harce terenowe) · 1938

Gamegct-080

Return by the Same Route

The instructor leads the group (preferably in a forest) along paths, constantly changing direction. After covering at least 1—2 kilometers, participants are instructed to return individually to the starting point. In the early versions of this game, the…

Jan Jasiński · Gry i ćwiczenia terenowe (Harce terenowe) · 1938

Gamegct-081

Skill of Reporting the Path Traveled

The participants are divided into two equal even parties. In each party, pairs of friends are formed. The friends are then separated, creating two groups within each party. Next, the instructor takes one group from each party and leads them along winding…

Jan Jasiński · Gry i ćwiczenia terenowe (Harce terenowe) · 1938

Gamegct-083

March According to the Map

a) individually, b) in groups. In this game, if we have a sufficient number of maps, we primarily use individual competition or small teams. This creates good conditions for independent work with the map by all participants. However, most often we will have a…

Jan Jasiński · Gry i ćwiczenia terenowe (Harce terenowe) · 1938

Gamegct-084

Map and March Inspection

A march guide is chosen, who receives from the leader a secret instruction on where to lead the entire unit according to the map. (The route should be varied and conducted along secondary roads.) The remaining participants receive maps (aim to assign a map to…

Jan Jasiński · Gry i ćwiczenia terenowe (Harce terenowe) · 1938

Gamegct-085

Terrain Recognition Game¹)

This game reinforces the memorization of topographic symbols and provides practice in drawing them. The instructor presents an imaginary sketch or one taken from a map, drawn within a grid of marked squares (square size: 3 × 3 cm). The number of squares may…

Jan Jasiński · Gry i ćwiczenia terenowe (Harce terenowe) · 1938

Gamegct-086

Topographic Dictation

We can dictate a specific route by providing details of the terrain and the direction of communication lines. The youth then draws this route using appropriate topographic symbols at a predetermined scale and in accordance with the given cardinal directions.…

Jan Jasiński · Gry i ćwiczenia terenowe (Harce terenowe) · 1938

Gamegct-087

On the March Along the Road

Along a road varied with different terrain features, we send out individuals or groups. They record using topographic symbols: Fig. 9. A) terrain objects, B) type of terrain, C) terrain relief, D) the road itself at a certain scale, and finally, it is…

Jan Jasiński · Gry i ćwiczenia terenowe (Harce terenowe) · 1938

Gamegct-088

Cross-Country March Using Topographic Signs

Units or groups receive sheets marked with topographic signs in sequence. Example (fig. 10): ¹) The booklet Field Sketches for Scouts by S. Gawkowski will facilitate learning sketching. Fig. 10. Starting point — Małka mill, then — bridge over the stream,…

Jan Jasiński · Gry i ćwiczenia terenowe (Harce terenowe) · 1938

Gamegct-089

Establishing a Defensive Line

We are a military company tasked with occupying the line between the villages of Kicin and Wierzonka and organizing a defense there. (Fig. 11). For this purpose, 1 platoon (which may be a single unit or several participants) will take position at the northern…

Jan Jasiński · Gry i ćwiczenia terenowe (Harce terenowe) · 1938

Gamegct-090

The Treasure of the Iroquois

We are trappers who, after the last battle with the Indians, found birch bark on the slain old chieftain, bearing the following pictographic inscription: Fig. 12. The question arises as to what it means. All participants ponder this pictorial riddle.…

Jan Jasiński · Gry i ćwiczenia terenowe (Harce terenowe) · 1938

Gamegct-091

The Bandits' Treasure

We are bandits. From our leader, we have received the order to retrieve a treasure hidden by his predecessors, about which he has the following information: a) Follow the ravine (gorge) located north of village A. Soon, you will see a huge rock. b) Stand on…

Jan Jasiński · Gry i ćwiczenia terenowe (Harce terenowe) · 1938

Gamegct-092

Hidden Rifles of the P.O.W. Scouts

We are P.O.W. scouts. The location of our arms cache is changed after every exercise for security reasons. Therefore, before a new exercise, each unit member receives preliminary information about the cache’s location. Caution dictates that the search be…

Jan Jasiński · Gry i ćwiczenia terenowe (Harce terenowe) · 1938

Gamegct-093

Who First?

Divide the youth into two groups. Each group sets out from a different starting point, receiving a route sketch (as in fig. 16). The group's task is to reach the designated destination according to the provided sketch. This is essentially an off-road march.…

Jan Jasiński · Gry i ćwiczenia terenowe (Harce terenowe) · 1938

Gamegct-094

Directional Marches in the City

A. Moving based on directional angles and the number of given steps, or precise meter measurements using a tape (game in a small area). The goal of this game may be searching for: a) a water hydrant in the city, b) a bird’s nest or an animal’s burrow in the…

Jan Jasiński · Gry i ćwiczenia terenowe (Harce terenowe) · 1938

Gamegct-095

To the Rescue

A person has been kidnapped for ransom. The pursuit sent out finds a note on the road with the words: "To village N — — signature." The pursuit will consist of patrols, setting out in succession from a certain point. They locate, according to the map 1:…

Jan Jasiński · Gry i ćwiczenia terenowe (Harce terenowe) · 1938

Gamegct-096

On Reconnaissance

Each patrol is a team tasked with reaching a certain point. The patrol marches according to a map, having specific intermediate points along its route. Patrols depart every few minutes. The patrol that accomplishes the task the fastest (running is not…

Jan Jasiński · Gry i ćwiczenia terenowe (Harce terenowe) · 1938

Gamegct-097

Gathering Intelligence

The instructor leaves notes at various points in the terrain (road intersections, forest edges, solitary trees, hills, ditch crossings, fences near houses, bridges, river bends, etc.). These locations are provided to the patrols, which find the designated…

Jan Jasiński · Gry i ćwiczenia terenowe (Harce terenowe) · 1938

Gamegct-098

Messenger Service

All participants in the game serve as messengers (a tale of the scouting messenger service during the struggle for independence, and the importance of such a messenger during war). They receive a verbal command from the commander (instructor) as follows:…

Jan Jasiński · Gry i ćwiczenia terenowe (Harce terenowe) · 1938

Gamegct-099

Visual and Auditory Signals During March

Alongside the use of messengers, young people should be familiarized with the simplest visual and auditory signals listed below, which are used by the military. Command Whistle Signal Sign --- --- --- "Attention" 1 short whistle Arm raised vertically upward…

Jan Jasiński · Gry i ćwiczenia terenowe (Harce terenowe) · 1938

Gamegct-101

Signal Kim's Game

These games will allow youth to relax after active signaling games, while also demanding: observation skills, attention, and memory. A signaling dictation can be conducted in two ways: a) the instructor dictates — the youth write using the appropriate…

Jan Jasiński · Gry i ćwiczenia terenowe (Harce terenowe) · 1938

Gamegct-102

Setting Up Signals

Several groups participate in the game simultaneously. In each group, there are several participants wearing headgear (representing dashes) and several without (representing dots). Initially, the instructor calls out letters, later words, and finally…

Jan Jasiński · Gry i ćwiczenia terenowe (Harce terenowe) · 1938

Gamegct-103

Signal Ball

Place a punchball in a small pit. Everyone sits around it. Each participant represents one letter of the alphabet or a name: an animal, geographical term, etc. The instructor or one of the designated boys signals from a distance greater than 100 meters a…

Jan Jasiński · Gry i ćwiczenia terenowe (Harce terenowe) · 1938

Gamegct-104

Collective Decoding of a Dispatch

The patrols form rows (other formations are also permissible) with their backs to the signaling instructor, who stands at a distance of at least 150 meters from the rows. He holds signal flags and a whistle. At the first whistle blast, the last boys at the…

Jan Jasiński · Gry i ćwiczenia terenowe (Harce terenowe) · 1938

Gamegct-105

Elimination

We arrange the youth in a relaxed double rank or quadruple rank (intervals and distances of 2 metres). The covering pairs (or fours) are assigned the name of a single letter or any short word. The instructor, standing in front of the column at a distance of…

Jan Jasiński · Gry i ćwiczenia terenowe (Harce terenowe) · 1938

Gamegct-106

Signal Relay Race

Several rows are formed. On the instructor’s signal given by a whistle, the first in each row, holding flags (which can be a stick with a handkerchief tied to it), run to the instructor positioned at least 100 meters in front of the rows. The instructor…

Jan Jasiński · Gry i ćwiczenia terenowe (Harce terenowe) · 1938

Gamegct-107

Deciphering Secret Telegrams

The instructor obtains rolls of old, unused telegraph tapes from post offices or railway offices. By selecting certain words, they assemble a series of telegrams with mysterious and intriguing content. These telegrams are left along the route of their unit's…

Jan Jasiński · Gry i ćwiczenia terenowe (Harce terenowe) · 1938

Gamegct-108

Individual Competition in Receiving a Telegram

To test the signaling skills of individual participants, we use the following game. We arrange all participants loosely, spread out in width and depth, while we ourselves, from a point visible to everyone and at least 200 meters away from the nearest boy,…

Jan Jasiński · Gry i ćwiczenia terenowe (Harce terenowe) · 1938

Gamegct-109

Who Faster?

There are two enemy groups in the field, separated by a distance of 500 to 2000 meters. Their advance guards are to occupy a certain point, preferably a hill located equidistant from both main force positions. (Fig. 18). Along their march route, the advance…

Jan Jasiński · Gry i ćwiczenia terenowe (Harce terenowe) · 1938

Gamegct-110

Chain Race of Signal Stations

We set up on level or undulating terrain two or more chains of signal stations (each patrol provides one chain). A chain may consist of two or more stations. The first stations receive a written dispatch from the game leader through their messengers, then…

Jan Jasiński · Gry i ćwiczenia terenowe (Harce terenowe) · 1938

Gamegct-111

Observing Enemy Signaling

In undulating and varied terrain, we establish one or more signaling stations operating in a certain direction, concealed from other sides. Patrols dispatched from a certain point are to detect enemy stations, observe them, and report back the content of the…

Jan Jasiński · Gry i ćwiczenia terenowe (Harce terenowe) · 1938

Gamegct-112

Elephant Hunters

Terrain covered with thickets and bushes, with varied topography, featuring a height in the center dominating the area, bounded by natural lines (a river, forest edge, road). The size of the terrain ranges from 2—3 kilometers to ². One of the patrols is a…

Jan Jasiński · Gry i ćwiczenia terenowe (Harce terenowe) · 1938

Gamegct-113

Tit, Taa

Form parallel lines with 4 participants each, spaced across any terrain at a distance of 50 meters apart. Individual participants should be positioned within up to 10 meters of each other, so they can pass a message sequentially using spoken sounds…

Jan Jasiński · Gry i ćwiczenia terenowe (Harce terenowe) · 1938

Gamegct-114

Broken Bridge — Stop the Train

A double-track railway line, winding in sections, running through undulating terrain. We deploy two competing teams along the track, on both sides of it, in the ditches (do not position on the track). The distance between individual relay stations may reach…

Jan Jasiński · Gry i ćwiczenia terenowe (Harce terenowe) · 1938

Gamegct-115

Occupying Positions

Flat terrain, varied with roads, woodlands, and buildings, from which a dominant point is visible: a church tower, the roof of a tall building, a hill. Before the game, the instructor places lists at certain points in the area, informing about the nocturnal…

Jan Jasiński · Gry i ćwiczenia terenowe (Harce terenowe) · 1938

Gamegct-123

Collecting Cockchafers

Which group collects the most of them within a set time. For evaluation, the collection can be weighed or measured. --- Source scan: Polona / National Library, marked "Public Domain". View scan — image 194.

Jan Jasiński · Gry i ćwiczenia terenowe (Harce terenowe) · 1938

Gamegct-124

Collecting Papers

In the woods lying outside the city, a common and uncivilized phenomenon is the littering of papers. Pointing out that this should not be done will be good and beneficial for the future. We recommend collecting papers abandoned in the forest. Children gather…

Jan Jasiński · Gry i ćwiczenia terenowe (Harce terenowe) · 1938

Gamegct-125

Transporting the Sick:

a) using a "chair" made from the hands of two people, b) by means of a rescue grip, c) using improvised stretchers made from previously prepared material. The group that first transports its sick (running is not allowed during transport) a certain distance…

Jan Jasiński · Gry i ćwiczenia terenowe (Harce terenowe) · 1938

Gamegct-126

Collecting the Wounded from the Battlefield

On a certain defined area, the wounded are placed in various locations, more or less concealed. In each location, there are as many wounded as there are groups participating in the exercise. Each wounded individual is assigned to a specific group and carries…

Jan Jasiński · Gry i ćwiczenia terenowe (Harce terenowe) · 1938

Gamegct-127

Rescuing the Gassed

The course of the game is the same as in the previous one. Those providing aid perform their work in masks. The gassed individuals must have masks put on them. --- Source scan: Polona / National Library, marked "Public Domain". View scan — image 196.

Jan Jasiński · Gry i ćwiczenia terenowe (Harce terenowe) · 1938

Gamegct-128

To the Rescue of the Airman

There are two enemy groups separated by concealed terrain. At a certain moment, they receive news that two aircraft have crashed in their forward area. The task of each group will be to reach the crash site, provide first aid to the airmen (bandaging the…

Jan Jasiński · Gry i ćwiczenia terenowe (Harce terenowe) · 1938

Gamegct-129

Rescuing the Burning

Create two (or more) dummies representing children. Douse certain parts with gasoline and set them alight. The patrols are to perform a proper rescue. Assess the work in detail according to the rescue procedures provided in the manuals. --- Source scan:…

Jan Jasiński · Gry i ćwiczenia terenowe (Harce terenowe) · 1938

Gamegct-130

Leg Fracture

We organize a free-form game involving running. A boy (or girl) who is in on the scenario falls, writhing in pain. After a brief examination, the instructor determines that a bone in the lower leg has been fractured. Consequently, he issues a series of orders…

Jan Jasiński · Gry i ćwiczenia terenowe (Harce terenowe) · 1938

Gamegct-131

Disaster

Arrange, with the help of an acquaintance familiar to you but unknown to the boys, an accident along the route of your march in the form of: a) a passerby who has fainted; b) an unconscious cyclist who has crashed into a tree (a broken bicycle handlebar also…

Jan Jasiński · Gry i ćwiczenia terenowe (Harce terenowe) · 1938

Gamegct-132

Excellence in Concealment

One group conceals itself along a road over a certain distance, utilizing terrain depressions and cover. The second group, moving in patrol formation, observes the sides of the road. It calls out anyone spotted who is poorly concealed. The roles are then…

Jan Jasiński · Gry i ćwiczenia terenowe (Harce terenowe) · 1938

Gamegct-133

Ambush

One party, sent ahead, conceals itself at a location designated by the leader or chosen by themselves (limit the route by designating a point before which the ambush should be set). The second party, ensuring its security, marches along the road. (It sends a…

Jan Jasiński · Gry i ćwiczenia terenowe (Harce terenowe) · 1938

Gamegct-134

The Best Report

One patrol occupies a certain area: in front of a village, on a hill, etc. Other patrols are on reconnaissance. We send them out every 5 minutes in the direction of the enemy's defensive line. Their task is to scout the enemy's force deployment and report on…

Jan Jasiński · Gry i ćwiczenia terenowe (Harce terenowe) · 1938

Gamegct-135

Enemy Patrols in the Field

Divide the youth into two groups—patrols. Each group marches along a designated route in a secure formation. The routes are arranged so that they have common points of contact. The route may be a circular path along which the two groups move toward each…

Jan Jasiński · Gry i ćwiczenia terenowe (Harce terenowe) · 1938

Gamegct-136

Approaching the Enemy

One group serves as the outpost, positioned at the edge of a forest, village, etc. The foreground in front of the outpost should be varied. The outpost deploys two to three sentries (a sentry consists of 2 persons) as its security. The second group, knowing…

Jan Jasiński · Gry i ćwiczenia terenowe (Harce terenowe) · 1938

Gamegct-149

Bridge Reconnaissance by Enemy Patrols

The youth are divided into two patrols or more. They are tasked with conducting reconnaissance of a bridge over a river situated in a forested area. These patrols are mutual enemies. Objective: each patrol must perform reconnaissance without being seen by the…

Jan Jasiński · Gry i ćwiczenia terenowe (Harce terenowe) · 1938

Scout coursegct-171

Run 1

a) sewing on a button, b) climbing a tree, c) writing a few words in Morse code, d) observing an anthill (report on observations), e) lighting a campfire and erasing all traces. --- Source scan: Polona / National Library, marked "Public Domain". View scan —…

Jan Jasiński · Gry i ćwiczenia terenowe (Harce terenowe) · 1938

Scout coursegct-172

Race 2

a) transporting an injured person using a "chair" made of hands, b) nailing two planks together, bending the nails, and then removing them, c) singing a certain song, either assigned or freely chosen by the patrol, d) jumping over a ditch, e) tying two ropes…

Jan Jasiński · Gry i ćwiczenia terenowe (Harce terenowe) · 1938

Scout coursegct-173

Run 3

a) building a kitchen, b) boiling water in a mess tin, c) finding a hidden letter and reading it (it may be encrypted or written in Morse code), d) determining the cardinal directions using natural phenomena or tools (compass, surveyor’s compass, map), e)…

Jan Jasiński · Gry i ćwiczenia terenowe (Harce terenowe) · 1938

Scout coursegct-174

Run Four

a) reading a section of the map, b) marching in patrol formation, c) chopping a tree for firewood, d) digging a certain area (as a good deed in some garden), e) throwing a grenade (stone) for distance, f) jumping over a fence, g) marking a right angle in the…

Jan Jasiński · Gry i ćwiczenia terenowe (Harce terenowe) · 1938

Scout coursegct-175

Run 5

a) performing a shooting knot, b) disassembling a rifle, c) throwing a grenade into a crater, d) shooting at a target (air rifle, sling, small-caliber rifle), e) drawing several topographic symbols, f) dressing a finger. --- Source of scan: Polona / National…

Jan Jasiński · Gry i ćwiczenia terenowe (Harce terenowe) · 1938

Scout coursegct-176

Run Six

a) measuring the width of a river, b) tying a square knot, c) cooking two soft-boiled eggs, d) organizing a game among yourselves or with younger children, e) determining a given directional angle and marching according to it, f) using a railway timetable.…

Jan Jasiński · Gry i ćwiczenia terenowe (Harce terenowe) · 1938

Scout coursegct-177

Run Seven

a) locating designated flowers, b) executing a topographic sketch along the route, c) constructing a footbridge across a stream, d) pitching a tent, e) unhitching and hitching a rural cart, f) paddling in a kayak or boat, g) artificial respiration. --- Source…

Jan Jasiński · Gry i ćwiczenia terenowe (Harce terenowe) · 1938

Scout coursegct-178

Individual Run 8

a) sharpening pegs and sawing through planks, b) climbing over a fence (height 2 m), c) gathering firewood from a tall pine tree using a rope (climbing the pine is forbidden), d) brewing tea (it must not contain floating tea leaves) in the Leaky Pot (we…

Jan Jasiński · Gry i ćwiczenia terenowe (Harce terenowe) · 1938

Scout coursegct-179

Run Nine (for Scout Trainees)

a) setting up a campsite for the patrol, b) frying pancakes for the entire patrol using prepared ingredients, c) preparing a river crossing on a raft, with only one paddle available (obstacle with a judge in hiding), d) making a sketch along the route (1…

Jan Jasiński · Gry i ćwiczenia terenowe (Harce terenowe) · 1938

Scout coursegct-180

Run 10 (for Scout Trainees)

a) observation of a fallen rider (joint report on his appearance), b) reading a dispatch sent by the judge from a distance of 1 kilometers, containing instructions for the further march through terrain covered (the patrol must march in such a way as not to be…

Jan Jasiński · Gry i ćwiczenia terenowe (Harce terenowe) · 1938

Scout coursegct-181

Run 11 (with Military Training)

a) fastest transport of the patrol over a distance of 1 km (2 bicycles per patrol), b) determining directional angles of roads at the Crossroads (using a Bźard compass — 2 compasses per patrol) and transferring them onto paper in the form of a sketch (two…

Jan Jasiński · Gry i ćwiczenia terenowe (Harce terenowe) · 1938

Scout coursegct-182

Run 12 (on Snow)

a) quick putting on and removal of skis, b) lighting a fire and boiling water from snow, c) making a windbreak for a bivouac, d) taking a stream on skis, e) applying splints to a fractured lower leg, f) marching by directional angle in highly undulating…

Jan Jasiński · Gry i ćwiczenia terenowe (Harce terenowe) · 1938

Scout coursegct-183

Course Thirteen (on Water)

a) towing a boat from the shore, b) patching or dressing a hole (gap) in a boat, c) signaling from a boat to the shore, d) rowing with one short oar (broken) or a pole (by pushing), e) diving to retrieve a sunken backpack (a sack with stones) from the bottom,…

Jan Jasiński · Gry i ćwiczenia terenowe (Harce terenowe) · 1938

Scout coursegct-184

Run 14 (in the city)

a) sending the shortest telegram at the post office on a given topic (strict completion of the form), b) finding an interesting historical building in the city based on a facade drawing, conducting an interview about it, c) marching according to a directional…

Jan Jasiński · Gry i ćwiczenia terenowe (Harce terenowe) · 1938

Scout coursegct-185

Run 15 (Cycling)

a) crossing water, b) repairing an inner tube, c) constructing bicycle stretchers from two or three bicycles and transporting an injured companion, d) punctual arrival at a location indicated on the map (10—15 minutes of riding) and oral repetition of the…

Jan Jasiński · Gry i ćwiczenia terenowe (Harce terenowe) · 1938

Gamegct-186

Projectile Combat:

a) pine cones (lying on the ground, dried, and thus light), b) snowballs. In these combats, conducted between two parties, the fighters are separated by a neutral zone, the width of which will be adjusted to the average throwing strength of the given group.…

Jan Jasiński · Gry i ćwiczenia terenowe (Harce terenowe) · 1938

Gamegct-187

Capture of the Flags

We choose a forested area with clear side boundaries (forest edge, water, road). At a distance of 300—500 paces, flags are placed in two locations known to all participants. Two teams compete to capture these flags. Each team divides into defense and attack…

Jan Jasiński · Gry i ćwiczenia terenowe (Harce terenowe) · 1938

Gamegct-188

Spy Crossing the Border

The game takes place over a larger area, preferably along a road running through wooded or hilly terrain. The Border Protection Corps has outposts positioned every half a kilometer, set up at road intersections, in buildings, or on elevations. Between and…

Jan Jasiński · Gry i ćwiczenia terenowe (Harce terenowe) · 1938

Gamegct-189

Enemy Patrols

Enemy patrols operate within an area of 5—10 kilometers by ². They march along roads or terrain lines designated for them based on map 1: 100.000. The assigned march routes may align or oppose each other in direction along certain road segments and frequently…

Jan Jasiński · Gry i ćwiczenia terenowe (Harce terenowe) · 1938

Gamegct-190

On the Paths of Your Patrol

We create a route (there may be several) forming a closed loop. From one point, two units set out in opposite directions. The marching time varies depending on the time available. In the first stage, which constitutes 1/3 of the time allocated for the game,…

Jan Jasiński · Gry i ćwiczenia terenowe (Harce terenowe) · 1938

Gamegct-191

Raid on a Bivouac

One patrol is assigned a specific point on the map (a hill in varied terrain, a clearing in the forest, etc.), where it is to establish a bivouac and secure it with outposts and sentries or just sentries. This patrol sets out 10 minutes earlier than the…

Jan Jasiński · Gry i ćwiczenia terenowe (Harce terenowe) · 1938

Gamegct-192

Slipping Away from an Area Threatened by Encircling Advancing Patrols

We then mark the time within which the bivouac can be struck. This may occur either at the moment the enemy is discovered or, regardless of that, at the arrival of a specified time. The bivouacking group wins if they slip away unnoticed from the encircling…

Jan Jasiński · Gry i ćwiczenia terenowe (Harce terenowe) · 1938

Gamegct-193

Breaking Through a Route Blocked by the Enemy

Assumption. The White party has dispatched a reconnaissance platoon marching from locality C (position of the White main forces) to B. The enemy is reported along the line A—B. Execution. The platoon marches in a secured formation and surveys the terrain not…

Jan Jasiński · Gry i ćwiczenia terenowe (Harce terenowe) · 1938

Gamegct-194

Hunting-Style Shooting

Ordinary shooting, now accessible to all youth, can be transformed into a game incorporating elements of hunting. The cheapest and easiest way to conduct it is with an air rifle (¹). However, small-caliber shooting is best. ¹) Borrow from a military training…

Jan Jasiński · Gry i ćwiczenia terenowe (Harce terenowe) · 1938

Gamegct-195

Intelligence on the Enemy

Within a designated area of 2—3 kilometers by ², in undulating terrain with heavy cover, Group A is tasked with performing the following activities: a) measuring the width of river N near forester’s lodge G, b) measuring the height of the chimney at…

Jan Jasiński · Gry i ćwiczenia terenowe (Harce terenowe) · 1938

Gamegct-196

A Several-Day War

An agreed-upon game between two neighboring camps or colonies at least 5 — 10 km apart (the greater the distance between neighbors, the more interesting and instructive the game will be). The camp commanders establish the timeframe of the war, e.g., from 18…

Jan Jasiński · Gry i ćwiczenia terenowe (Harce terenowe) · 1938

Gamegih-001

Kim's Game

Kim's Game is widely known (see Kipling's Kim ). Its variations primarily involve increasing the difficulty to different degrees. One can either increase the number of objects to be memorized, progressively shorten the observation time, or select objects that…

Juliusz Dąbrowski · Gry i zabawy w izbie harcerskiej · 1934

Gamegih-002

Kim's Picture Game

A sheet of paper divided into 12—16 rectangles. In most of the squares, one must exert effort to win—indeed, even beyond gathering, practice is necessary—until, at the end of such a cycle, a great test arrives: either a rank trial (or part of it), a major…

Juliusz Dąbrowski · Gry i zabawy w izbie harcerskiej · 1934

Gamegih-003

Morgan's Game

An old, well-known scouting game. After observing an exhibition, the boys are to write down what was on display or sketch how it was arranged. --- Source of scan: Polona / National Library, marked "Public Domain". View scan — image 15.

Juliusz Dąbrowski · Gry i zabawy w izbie harcerskiej · 1934

Gamegih-004

Sketch the Wall

During a gathering held in a room, lead the patrol out and declare: now sketch how a certain wall of the room is arranged. --- Source scan: Polona / National Library, marked "Public Domain". View scan — image 15.

Juliusz Dąbrowski · Gry i zabawy w izbie harcerskiej · 1934

Gamegih-005

Changes in the Room

The patrol is led out of the room, and something in it is changed: a picture is rehung, a table is moved, and so on. Upon returning, the boys must notice the changes. --- Source scan: Polona / National Library, marked "Public Domain". View scan — image 15.

Juliusz Dąbrowski · Gry i zabawy w izbie harcerskiej · 1934

Gamegih-006

Who Arrived — Who Departed?

Who arrived? — Who left? from the patrol during the guesser’s brief absence. --- Source scan: Polona / National Library, marked "Public Domain". View scan — image 15.

Juliusz Dąbrowski · Gry i zabawy w izbie harcerskiej · 1934

Gamegih-007

Whose Hands

Everyone shows their right hands to the observer. Then, from under a blanket lying on the table, they extend their hands, intertwined in such a way that it is difficult to recognize to whom they belong based on their direction. The observer must identify this…

Juliusz Dąbrowski · Gry i zabawy w izbie harcerskiej · 1934

Gamegih-008

Describing a Postcard

The patrol leader distributes postcards to the boys for 2 minutes (as identical as possible). After 2 minutes, he collects them, and then the boys must describe on sheets of paper (or draw) what the postcard contained. Points are awarded based on the number…

Juliusz Dąbrowski · Gry i zabawy w izbie harcerskiej · 1934

Gamegih-009

Trick Questions

The patrol leader shows the boys a picture depicting some complicated scene. After hiding it, he asks several questions. Some of them concern objects actually shown in the picture. But others concern things that were not in the picture at all. For example:…

Juliusz Dąbrowski · Gry i zabawy w izbie harcerskiej · 1934

Gamegih-010

Memory Games

A deck of cards, preferably made by the boys themselves, is scattered randomly on the table, face down (left side up). Each boy takes turns lifting 2 cards. The goal is to draw a pair of cards with the same number of pips (e.g., a pair of eights, a pair of…

Juliusz Dąbrowski · Gry i zabawy w izbie harcerskiej · 1934

Gamegih-011

Finding the Object

A widely known scouting game involving the search for a hidden object. The rule is that no one should reveal they have found the object or guide others to it. Points are awarded for the order in which the object is found and for self-control—proper conduct…

Juliusz Dąbrowski · Gry i zabawy w izbie harcerskiej · 1934

Gamegih-012

Searching for Coins

Variation: searching for money, such as twenty-grosz coins hidden in several places, with increasing difficulty of discovery. Points are awarded depending on the difficulty—differently for each coin. --- Source scan: Polona / National Library, marked "Public…

Juliusz Dąbrowski · Gry i zabawy w izbie harcerskiej · 1934

Gamegih-013

Detecting Disorder

The patrol is brought into a room where some disorder has been created: spilled ink, a crooked picture, a poorly closed window, and the like. The changes made are announced without specifying their nature; anyone who notices all of them sits down, writes them…

Juliusz Dąbrowski · Gry i zabawy w izbie harcerskiej · 1934

Gamegih-014

Near — Far

A long-known game. The patrol walks along a street or road and must observe the greatest number of details previously indicated by the patrol leader. Each member, upon spotting a given object, reports it to the patrol leader in a whisper. These details may be…

Juliusz Dąbrowski · Gry i zabawy w izbie harcerskiej · 1934

Gamegih-015

Changes in Clothing

A widely known game; we show the patrol someone twice, making certain changes to their clothing the second time. Each participant lists the changes they notice. The one who identifies the most wins. It can be played in teams, in which case members of each…

Juliusz Dąbrowski · Gry i zabawy w izbie harcerskiej · 1934

Gamegih-016

The Warriors

The patrol sends one boy out of the room, announcing that upon his return, he will have to guess what is going on. When he comes back—everyone precisely imitates his movements and words. He must then deduce that by this imitation, they are trying to distract…

Juliusz Dąbrowski · Gry i zabawy w izbie harcerskiej · 1934

Gamegih-017

Straight Ahead — Crosswise

The patrol sits in a circle. Several among them are initiated into the secret of the game. The patrol leader hands 2 pencils to the neighbor on the right, saying: "straight ahead"—or "crosswise"—depending on whether, while sitting, they have their legs…

Juliusz Dąbrowski · Gry i zabawy w izbie harcerskiej · 1934

Gamegih-018

Ducat I

Two teams sit on opposite sides of a table covered with a blanket. One team has a large coin, which they discreetly pass under the table to one of their members, while the others pretend to be the one holding it. On the signal “hop,” the entire team places…

Juliusz Dąbrowski · Gry i zabawy w izbie harcerskiej · 1934

Gamegih-019

Storm at Sea

Everyone is seated, with one person left without a place. That person walks around and tells a story, during which, whenever they say "storm at sea," everyone must jump up and switch places, while the storyteller also tries to find a seat. Anyone who fails to…

Juliusz Dąbrowski · Gry i zabawy w izbie harcerskiej · 1934

Gamegih-020

The Ring

A well-known game. The patrol stands in a circle, facing inward, holding a ring threaded on a string in their hands. They move their hands so that the ring circulates from hand to hand—unseen. A boy standing in the center tries to catch the ring in the hand…

Juliusz Dąbrowski · Gry i zabawy w izbie harcerskiej · 1934

Gamegih-021

The Electric Handkerchief

The patrol sits in a circle, facing inward. The boy in the center tries to catch the handkerchief, which circulates in such a way that the boys take it from the knees of a nearer or farther neighbor and place it on their own. The handkerchief may only be…

Juliusz Dąbrowski · Gry i zabawy w izbie harcerskiej · 1934

Gamegih-022

Knocking Bum

Boys take turns quickly striking the edge of a table with their fists. The goal is to avoid accelerating the strike—that is, each boy should strike only after his predecessor has knocked. Whoever rushes is out of the game. The last one remaining becomes the…

Juliusz Dąbrowski · Gry i zabawy w izbie harcerskiej · 1934

Gamegih-023

Hens — Roosters (with Variation)

Two teams stand in lines, facing each other, parallel to the longer walls of the hall or field. One team is the "hens," the other the "roosters." The patrol leader, standing to the side, imitates clucking: "cluck, cluck, coo, coo, cluck"—and ends it with a…

Juliusz Dąbrowski · Gry i zabawy w izbie harcerskiej · 1934

Gamegih-024

To the Water

(Gilcraft 8/19). The patrol forms a circle around the patrol leader, outside a line drawn on the floor with chalk. On the command: “to the water!” they jump inside the circle. On the call: “to land!” they jump out. If the command “to the water” is given when…

Juliusz Dąbrowski · Gry i zabawy w izbie harcerskiej · 1934

Gamegih-025

Drop — Hold!

All boys hold (each with one hand) a scarf stretched between them. The patrol leader runs a finger along it and stops it at one of the hands, saying: “drop!” or “hold!”—which must be done in the opposite way. Whoever fails to react correctly leaves the game…

Juliusz Dąbrowski · Gry i zabawy w izbie harcerskiej · 1934

Gamegih-026

By Order of the Comrade

(Gilcraft 12/20). At the beginning of the gathering, the boys are informed that orders preceded by the words: "by order of the comrade" (or others as given by the patrol leader) should not be carried out. Whoever makes a mistake and executes the order loses a…

Juliusz Dąbrowski · Gry i zabawy w izbie harcerskiej · 1934

Gamegih-027

Nose, Floor, Lamp

The patrol forms a semicircle in front of the patrol leader. The leader says: “nose,” “floor,” “lamp,” and points with a finger at these objects, but when saying “nose,” for example, points at the lamp, and so on. The boys must, while continuously watching…

Juliusz Dąbrowski · Gry i zabawy w izbie harcerskiej · 1934

Gamegih-028

Do This — Do That!

(Gilcraft, 5/18). The patrol leader makes a few simple movements (grabs their hips, bends their knees) and says: “Do this!” — and everyone does what they do. If they say: “Do that!” — no one moves. Whoever makes a mistake withdraws from the game; the last one…

Juliusz Dąbrowski · Gry i zabawy w izbie harcerskiej · 1934

Gamegih-029

Scrambled Syllables

The patrol leader shows a list in which the syllables of each word are rearranged. Who can read the list first? --- Source scan: Polona / National Library, marked "Public Domain". View scan — image 23.

Juliusz Dąbrowski · Gry i zabawy w izbie harcerskiej · 1934

Gamegih-030

Scattered Words

As before—but the words of the sentence are mixed together, preferably proverbs, for example: „see — own — flaws — harder — than — neighbors’“. --- Source scan: Polona / National Library, marked "Public Domain". View scan — image 23.

Juliusz Dąbrowski · Gry i zabawy w izbie harcerskiej · 1934

Gamegih-031

Message on Blotting Paper

Whoever first writes down the word or short sentence read aloud by the patrol leader—read from the end as if from a reflection on blotting paper—wins. --- Source scan: Polona / National Library, marked "Public Domain". View scan — image 23.

Juliusz Dąbrowski · Gry i zabawy w izbie harcerskiej · 1934

Gamegih-032

Cipher Letters

Who will be the first to deduce the content of a letter written in an uncomplicated cipher? It is best to play in 2 teams. --- Source of scan: Polona / National Library, marked "Public Domain". View scan — image 23.

Juliusz Dąbrowski · Gry i zabawy w izbie harcerskiej · 1934

Gamegih-033

Lost Memory

The patrol leader announces that a man who has lost his memory has been found—and displays the contents of his pockets. 2 teams (or more) race to determine, based on these items, who the man was and provide as much information about him as possible. --- Scan…

Juliusz Dąbrowski · Gry i zabawy w izbie harcerskiej · 1934

Gamegih-034

Espionage Exercise

In the park, each boy chooses a person to sit beside and observes them discreetly. The most sensibly constructed account of who the observed person might be, their profession, where they came from, why they are sitting there, and so on, wins a reward.…

Juliusz Dąbrowski · Gry i zabawy w izbie harcerskiej · 1934

Gamegih-035

Criminal Scene

(Gilcraft 69/34). Teams describe the course of a crime based on examining a room where it took place—appropriately prepared by the patrol leader. --- Source scan: Polona / National Library, marked "Public Domain". View scan — image 24.

Juliusz Dąbrowski · Gry i zabawy w izbie harcerskiej · 1934

Gamegih-036

Illogical Story

For example, the well-known tale "of the young old man on the oak stone" and the like. However, illogicalities can be more concealed within a story. --- Source scan: Polona / National Library, marked "Public Domain". View scan — page 24.

Juliusz Dąbrowski · Gry i zabawy w izbie harcerskiej · 1934

Gamegih-037

Illogical Picture

A picture, for example, of a camp where tents stand without trestles, tree shadows point in different directions, a flag is hung upside down; or a picture of a street in winter—yet people are walking in summer clothes, trees are green—but there is an ice…

Juliusz Dąbrowski · Gry i zabawy w izbie harcerskiej · 1934

Gamegih-038

Counting Backwards

Who can count backwards from 25 to 1 faster and without error? --- Source scan: Polona / National Library of Poland, marked "Public Domain". View scan — page 25.

Juliusz Dąbrowski · Gry i zabawy w izbie harcerskiej · 1934

Gamegih-039

Count, Poet

Players take turns. Specifically, after briefly considering their choice, each must recite from memory a poem while simultaneously performing simple arithmetic operations on numbers written by themselves or provided on a slip of paper by someone else. The…

Juliusz Dąbrowski · Gry i zabawy w izbie harcerskiej · 1934

Gamegih-040

The Thief in the Room

Before the game, the patrol leader discreetly selects someone clever to be the "thief." The thief must snatch a cap hanging in the room and reach the door with it without being caught. Simultaneously, a "search for an object" takes place. The boys must both…

Juliusz Dąbrowski · Gry i zabawy w izbie harcerskiej · 1934

Gamegih-041

Boom

The patrol forms a circle, and each member in turn says the next number in sequence (e.g., A says “one,” B says “two,” C says “three,” and so on). Instead of numbers that begin or end with 7 or are divisible by 7, one must say “boom.” Whoever fails to notice…

Juliusz Dąbrowski · Gry i zabawy w izbie harcerskiej · 1934

Gamegih-042

Bum — Bam

(Gilcraft, 26/24). A game similar to "bum"—but more complicated: "bum" is said to replace numbers beginning with, ending with, or divisible by 7, while "bam" replaces those for 5. For example, 17 — bum, 15 — bam, 57 — bam - bum, 75 — bum - bam, 35 — bum - bam…

Juliusz Dąbrowski · Gry i zabawy w izbie harcerskiej · 1934

Gamegih-043

Whispered Commands (with Variations)

The patrol stands in a line. The patrol leader, from a distance of several steps, gives commands such that their execution by those who hear them is invisible and inaudible to others. For example: close one eye, smile, and so on. Whoever hears—executes and…

Juliusz Dąbrowski · Gry i zabawy w izbie harcerskiej · 1934

Gamegih-044

Long-Distance Telephone

2 teams—these are 2 rows, with a distance of 6 paces between them, and the same distance between the boys in each row. The patrol leader whispers a word to the first boy in the first row. He turns around, stands at attention, and whispers (from a distance of…

Juliusz Dąbrowski · Gry i zabawy w izbie harcerskiej · 1934

Gamegih-045

Finding the Watch Under the Caps

On the table lie 6—8 caps. Under one of them, a watch is "ticking." Each participant listens in turn and must eventually say under which one. This can be combined with an observation game by asking the participant to describe the cap under which, in their…

Juliusz Dąbrowski · Gry i zabawy w izbie harcerskiej · 1934

Gamegih-046

Finding the Watch in the Room (with Variation)

A watch is hidden in the room so that it is not visible but can be heard—quite distinctly. In complete silence, the patrol searches; whoever finds it must not reveal this but instead pretends to keep searching—only later reporting to the judge. Points are…

Juliusz Dąbrowski · Gry i zabawy w izbie harcerskiej · 1934

Gamegih-047

Stealing an Object

In one corner of the room, a boy is seated with his eyes blindfolded, and next to him, within a radius of 1—2 metres, a series of objects is placed. At the opposite end of the room, a patrol is assembled. Boys are indicated one by one, who attempt to sneak as…

Juliusz Dąbrowski · Gry i zabawy w izbie harcerskiej · 1934

Gamegih-048

Blind Camp

This is a strange camp. A flag planted in the center is guarded by blind sentries (with their eyes blindfolded) seated on the ground in a circle with a radius of approximately 6 — 10 paces (depending on the terrain), spaced 4 — 5 paces apart. Meanwhile, the…

Juliusz Dąbrowski · Gry i zabawy w izbie harcerskiej · 1934

Gamegih-049

Burglars

A game similar to "Blind Camp"—played indoors. The task is also to sneak into the center of the guard circle, but while carrying a gym bench or another large object in one's hands—which makes maintaining balance and silence more difficult. --- Source scan:…

Juliusz Dąbrowski · Gry i zabawy w izbie harcerskiej · 1934

Gamegih-050

Words (with Variations)

The patrol leader reads aloud a list of 15 unrelated words three times. The boys must write down these words from memory in the same order. For remembering a word in the correct order—2 points, in the wrong order—1 point. Variation: The words are related to…

Juliusz Dąbrowski · Gry i zabawy w izbie harcerskiej · 1934

Gamegih-051

Submarine Boats

Boys from one team, with their eyes blindfolded, form a cordon across the room, standing with legs apart so that their neighbors' feet touch. They must not bend their knees, but they may move their arms. The others try to slip through the cordon—preferably…

Juliusz Dąbrowski · Gry i zabawy w izbie harcerskiej · 1934

Gamegih-052

Wall of the Blind

The troop is divided into two parts. One group has their eyes blindfolded and the boys are positioned 1—2 paces apart from each other (arm's span). The other group must sneak through the wall of outstretched arms. The boys forming the "wall" may wave their…

Juliusz Dąbrowski · Gry i zabawy w izbie harcerskiej · 1934

Gamegih-053

Passing Through the Room

The door of the room is opened, and the patrol is led out of the room, leaving one boy who sits with his back to the door. The boys sneak into the room one by one and sit against the opposite wall. When the boy sitting with his back turned hears a rustle, he…

Juliusz Dąbrowski · Gry i zabawy w izbie harcerskiej · 1934

Gamegih-054

Where Are You, Little Jacob?

Little Jacob and his pursuer are "blind"—they have their eyes blindfolded. Little Jacob must answer "here" to every question from the pursuer. In this way, he is eventually caught. The patrol stands around them, protecting them from collisions. Variation: The…

Juliusz Dąbrowski · Gry i zabawy w izbie harcerskiej · 1934

Gamegih-056

Chase the Whistle

At dusk, in a dense thicket... Two boys with whistles hide somewhere deep inside. One of them whistles. The patrol rushes in pursuit in that direction. Suddenly, they hear a whistle from another side. So they turn toward it (not knowing that there are two…

Juliusz Dąbrowski · Gry i zabawy w izbie harcerskiej · 1934

Gamegih-057

Kim's Game of Strikes (with Variations)

The patrol leader strikes successively a cupboard, wall, windowpane, table, and floor—the patrol listens and watches. Then the patrol turns away—and the patrol leader strikes the same objects again—but in a different order; the boys take turns stating…

Juliusz Dąbrowski · Gry i zabawy w izbie harcerskiej · 1934

Gamegih-058

Recognize by Voice

One of the boys must identify the other members of the patrol by their voices (for example, by a grunt or by the sound of the letter "a" spoken in turn by everyone), without seeing them. --- Source scan: Polona / National Library, marked "Public Domain". View…

Juliusz Dąbrowski · Gry i zabawy w izbie harcerskiej · 1934

Gamegih-059

Recognize by Gait

Just like recognizing by voice. The gait by which the guesser identifies the person must be normal, as usual. --- Source scan: Polona / National Library, marked "Public Domain". View scan — image 32.

Juliusz Dąbrowski · Gry i zabawy w izbie harcerskiej · 1934

Gamegih-060

Kim’s Watch Game

Each boy in turn listens to the “ticking” of 4—5 watches, which the patrol leader holds to his ear, allowing him to examine them. Then the boy turns away, and the patrol leader presents the same watches to his ear from behind, but in a different order.…

Juliusz Dąbrowski · Gry i zabawy w izbie harcerskiej · 1934

Gamegih-061

Seeking by Sounds

One of the boys searches for a hidden object. The patrol hums a tune quietly when the seeker is far from the object, and louder as he approaches it. This helps guide his search. --- Source scan: Polona / National Library, marked "Public Domain". View scan —…

Juliusz Dąbrowski · Gry i zabawy w izbie harcerskiej · 1934

Gamegih-062

Prisoner's Dispatch

A dispatch tapped through the wall using Morse code. It must be decoded. A dot — one tap. A dash — two quick taps in succession. --- Source of scan: Polona / National Library, marked "Public Domain". View scan — image 32.

Juliusz Dąbrowski · Gry i zabawy w izbie harcerskiej · 1934

Gamegih-063

Marek Went

(Gilcraft, 23/23). Someone begins the game by saying: "Marek went to the fair and bought himself an axle"—then turns to the next player, who repeats this and adds one more item besides the axle. Each subsequent player repeats the previous player's sentence…

Juliusz Dąbrowski · Gry i zabawy w izbie harcerskiej · 1934

Gamegih-064

Who Said It?

(Gilcraft, 49/30). The patrol leader notes approximately 15 of the most interesting sentences or remarks made by different boys during the gathering. At the end of the meeting, he reads them aloud. The one who most accurately identifies the authors of these…

Juliusz Dąbrowski · Gry i zabawy w izbie harcerskiej · 1934

Gamegih-065

Kim's Game of Touch

The patrol forms a circle, facing outward. We hand (from a prepared set of approximately 15 objects) the first scout in the circle an object, such as a nib, to their hands, which they hold behind their back. They feel the object with their fingers and pass it…

Juliusz Dąbrowski · Gry i zabawy w izbie harcerskiej · 1934

Gamegih-066

Beans Under a Blanket

Beans under a blanket threaded on a string. Count how many seeds there are. --- Source scan: Polona / National Library, marked "Public Domain". View scan — image 34.

Juliusz Dąbrowski · Gry i zabawy w izbie harcerskiej · 1934

Gamegih-067

Identifying Coins

Identifying coins given for examination in a bag is easier when the coins are different, much harder when they are similar—for example, 50-grosz coins and one-złoty coins, 10-złoty and 5-złoty coins. --- Source scan: Polona / National Library of Poland,…

Juliusz Dąbrowski · Gry i zabawy w izbie harcerskiej · 1934

Gamegih-068

Message on a String

This is a challenging game! Tedious to prepare. We tie knots on a string: 2 close together signifies a dash, one knot alone signifies a dot, and in this way, we create a secret signaling message using Morse code. A splendid game, demanding great dedication…

Juliusz Dąbrowski · Gry i zabawy w izbie harcerskiej · 1934

Gamegih-069

Identify by Clothing (with Variations)

The boy who is to identify others first examines with his fingers the roughness, thickness, finishing method, and the like of the edges of all the scouts' jackets. Then his eyes are blindfolded, and each scout approaches him in turn, while he identifies them…

Juliusz Dąbrowski · Gry i zabawy w izbie harcerskiej · 1934

Gamegih-070

Leashed Serpent

One boy starts the game. He holds onto a door handle with one hand while trying to touch one of the other boys teasing him around him with the other. When he catches someone, he takes him by the hand, and together they form a serpent, catching further…

Juliusz Dąbrowski · Gry i zabawy w izbie harcerskiej · 1934

Gamegih-071

The Stag and the Wolf

(Gilcraft, 93/39). In the center of the room stands a table, with the "stag" and the "wolf" positioned on opposite sides. During the chase, both must continuously touch the table with any part of their body. If the stag avoids capture for 3 minutes, it wins.…

Juliusz Dąbrowski · Gry i zabawy w izbie harcerskiej · 1934

Gamegih-072

Tug-of-War in Ranks

(Gilcraft, 38/68). Two teams stand on either side of a line drawn with chalk, each boy with his right foot on the line. On the signal, the mutual tugging of competitors begins. When both feet are beyond the line, their "owner" has been pulled over and must…

Juliusz Dąbrowski · Gry i zabawy w izbie harcerskiej · 1934

Gamegih-073

Blow Football

(Gilcraft, 36/68). On a table, 2 goals are set up, with players from both teams taking their places around it. They attempt to propel a ping-pong ball by blowing—this way scoring goals—and laurels for their team. --- Source scan: Polona / National Library,…

Juliusz Dąbrowski · Gry i zabawy w izbie harcerskiej · 1934

Gamegih-074

Feather Blowing

A feather—down—is tossed above a line drawn with chalk across the room. Two teams attempt to fan it with their caps onto the opponent's territory so that it lands on the ground there. Usually, boys cannot resist blowing on it, but the rule should be to fan it…

Juliusz Dąbrowski · Gry i zabawy w izbie harcerskiej · 1934

Gamegih-075

Snake Fight

Two teams form snakes, made up of boys standing one behind the other and holding onto each other's belts. Each snake aims—using the hands of the first boy—to grab the tail of the other snake while also protecting its own tail from the other's attacks. ---…

Juliusz Dąbrowski · Gry i zabawy w izbie harcerskiej · 1934

Gamegih-076

Ball to the Cap

(Gilcraft). The boys' caps lie close together in the center of a circle with a radius of about 10 feet. The patrol stands on the circumference of the circle. One boy throws a tennis ball, aiming at one of the caps, but not his own. If he misses, a marker is…

Juliusz Dąbrowski · Gry i zabawy w izbie harcerskiej · 1934

Gamegih-077

Weaving Race

(Gilcraft 4/56). Two or three teams in a circle, facing inward, spaced one meter apart, arranged so that every third person belongs to the same team. On the call “hop,” the first from each team runs to the right, weaving like a shuttle between those standing…

Juliusz Dąbrowski · Gry i zabawy w izbie harcerskiej · 1934

Gamegih-078

Tumbler

(Gilcraft 31/25). About 12 boys sit on the ground in a circle, touching shoulders, legs stretched toward the center where one remains. Holding himself stiffly, he falls onto the outstretched hands of one of the seated boys; that boy pushes him so he tilts…

Juliusz Dąbrowski · Gry i zabawy w izbie harcerskiej · 1934

Gamegih-079

Bullfights

(Gilcraft 26/50). Players: 1 bull, 1 matador, 4 toreadors, 6 people with sashes. Phase I: The bull enters the arena with 5 strips of paper (8 cm in length) hanging from its back. The toreadors try to tear them off. Anyone touched once by the bull "dies." The…

Juliusz Dąbrowski · Gry i zabawy w izbie harcerskiej · 1934

Gamegih-080

Rat

The patrol leader stands in the center of a circle of boys, holding a string with a sandbag attached to the other end. He swings it in a low circular motion just above the ground, so the boys must jump to avoid the string touching their legs. Whoever jumps at…

Juliusz Dąbrowski · Gry i zabawy w izbie harcerskiej · 1934

Gamegih-081

Precious Stick

(Gilcraft 21/49). The patrol sits in a circle on the floor, each with a drawn number. In the center, the patrol leader holds a stick upright with a finger—at some point, they call out a number and remove their finger. The called scout must catch the stick…

Juliusz Dąbrowski · Gry i zabawy w izbie harcerskiej · 1934

Gamegih-082

Cossack and Tatar

A common active game. In the center of the room lies an object. Along two walls are the 2 playing teams: Cossacks and Tatars. The game begins: on either side of the object stand a Cossack and a Tatar. The Cossack performs various movements and contortions,…

Juliusz Dąbrowski · Gry i zabawy w izbie harcerskiej · 1934

Gamegih-083

Apple Thief

(Gilcraft 18/48). The patrol stands in a circle, with an apple lying in the center. One of the boys leaves the room—he will be the thief; another is designated as the gardener in the thief’s absence. The thief returns to the room and must seize the apple,…

Juliusz Dąbrowski · Gry i zabawy w izbie harcerskiej · 1934

Gamegih-084

One-Two-Three

Who hasn’t played this? At the finish line stands one boy—covering his eyes with his hand while he counts: one—two—three; during this time, the troop, initially lined up in a row at a distance of about 25 steps from him, approaches. When the boy says “three,”…

Juliusz Dąbrowski · Gry i zabawy w izbie harcerskiej · 1934

Gamegih-085

Obstacles in the Fog

(Gilcraft 17/62). Chairs arranged in a room serve as obstacles for ships navigating through fog—boys with their eyes blindfolded, starting from one end of the room toward a designated finish line, divided into 2 teams. Whoever touches an obstacle must circle…

Juliusz Dąbrowski · Gry i zabawy w izbie harcerskiej · 1934

Gamegih-086

Yes — No!

One boy leaves the room, and the rest choose a single word that he must guess upon returning by asking about its characteristics. However, only the words "yes" or "no" may be used in response to his questions. --- Source scan: Polona / National Library,…

Juliusz Dąbrowski · Gry i zabawy w izbie harcerskiej · 1934

Gamegih-087

What Is It?

(Gilcraft 27/24). Each player is allowed to voice their guess once. The patrol leader describes an object using ten descriptors, each subsequent one narrower than the previous (e.g., if describing a duck—the first descriptor: "bird," the last: "says…

Juliusz Dąbrowski · Gry i zabawy w izbie harcerskiej · 1934

Gamegih-088

Mama — Papa

One boy leaves the room, and the rest choose two words that have some logical connection, one masculine and the other feminine (e.g., collar and neck). To the guesser, everyone says a pair of sentences in which the masculine noun is replaced with "papa" and…

Juliusz Dąbrowski · Gry i zabawy w izbie harcerskiej · 1934

Gamegih-089

My Mimi

Two boys agree between themselves—they choose a word called a homonym, that is, one with a double meaning, for example: zamek (castle/lock), or lód (ice/deck), and then carry on a conversation in front of the troop, replacing that word with the phrase “my…

Juliusz Dąbrowski · Gry i zabawy w izbie harcerskiej · 1934

Gamegih-090

Proverbs

As before—but instead of a word, a proverb is chosen. The guesser asks questions, which must be answered logically, and the answer must include that word of the proverb which was assigned to the respondent during the division of the proverb’s words among the…

Juliusz Dąbrowski · Gry i zabawy w izbie harcerskiej · 1934

Gamegih-091

Intelligence Game

On a sheet of paper, each person writes a short word chosen by everyone—vertically down the left side and vertically up the right side. For example, with the word dog , the letter "d" on the left corresponds to "g" on the right, and so on. Then, each person…

Juliusz Dąbrowski · Gry i zabawy w izbie harcerskiej · 1934

Gamegih-092

What Is the Ship Loaded With?

The patrol sits in a circle. One letter is chosen, for example, A. Someone starts the game by tossing a handkerchief to another Scout and asking: "What is the ship loaded with?" The recipient answers with a word beginning with the chosen letter, for instance,…

Juliusz Dąbrowski · Gry i zabawy w izbie harcerskiej · 1934

Gamegih-093

Alphabet Game

The patrol sits in a circle. Someone tosses a handkerchief to another Scout and calls out, for example, A. That Scout must immediately answer 3 questions: What is your name? Where are you from? What is your profession?—and the answers must start with A, for…

Juliusz Dąbrowski · Gry i zabawy w izbie harcerskiej · 1934

Gamegih-094

Ship C

(Gilcraft 18/21). Players sit in a circle. The patrol leader names a letter, for example, C, and asks the nearest Scout: "Name of the ship?" The Scout gives a reasonable name starting with "C" and asks the next: "Captain’s name?" Further questions, asked in…

Juliusz Dąbrowski · Gry i zabawy w izbie harcerskiej · 1934

Gamegih-095

Great People

We choose a letter. Then, each participant tries to compile as many names as possible of people known from literature, or generally those who have contributed to culture—or to the fight for Poland’s independence—or to scouting—or the names of athletes, and so…

Juliusz Dąbrowski · Gry i zabawy w izbie harcerskiej · 1934

Gamegih-096

Syllable Chain

(Gilcraft, 88/38). The patrol forms a circle. The first person utters a two-syllable word and addresses another, who must then say a two-syllable word whose first syllable matches the last syllable of the previous word. For example: First: Mar-ia, Second:…

Juliusz Dąbrowski · Gry i zabawy w izbie harcerskiej · 1934

Gamegih-097

Five-Minute Word Game

Choose a word. From the letters of this word, form as many new words as possible—nouns in the nominative case. For example, from the word "kraska," we can form: kara, rak, krasa, rasa, and so on. The one who has the most words after 5 minutes wins. --- Source…

Juliusz Dąbrowski · Gry i zabawy w izbie harcerskiej · 1934

Gamegih-098

Black Magic (with Variations)

Someone with an initiated ally poses as a magician: they leave the room, the others choose a certain word, and upon returning, the magician guesses it. If the troop is naive, they may allow the initiated ally to leave, fetch the magician into the room, and…

Juliusz Dąbrowski · Gry i zabawy w izbie harcerskiej · 1934

Gamegih-099

Confession

The "priest" seats the penitent with their back to them; then makes certain gestures, such as washing or kissing, and asks: "how many times have you done this?" to which the penitent answers at random. This results in amusing situations. --- Source scan:…

Juliusz Dąbrowski · Gry i zabawy w izbie harcerskiej · 1934

Gamegih-100

Court I

Two escorts lead the wrongdoer before the judge, who sits on a chair placed on a table. A blanket hangs down from the table, behind which one boy is hidden; the wrongdoer stands on a rug—the blanket, one edge of which is under the table, behind the hanging…

Juliusz Dąbrowski · Gry i zabawy w izbie harcerskiej · 1934

Gamegih-101

Marmot Club

We are to admit a novice into the Marmot Club. The club's "President" delivers a lofty speech about the club's moral duties. Finally, they drape a cloak over the novice's shoulders, lead them among the club members, and declare that they will be accepted once…

Juliusz Dąbrowski · Gry i zabawy w izbie harcerskiej · 1934

Gamegih-102

Secretary

Each participant receives a piece of paper and writes a masculine personal noun on it. They then fold the top of the paper to conceal what they have written and pass it to their neighbor, while receiving another piece of paper from their other neighbor, on…

Juliusz Dąbrowski · Gry i zabawy w izbie harcerskiej · 1934

Gamegih-103

Testament

The game is played like "Secretary," but the successive questions are as follows: who? to whom? what did they bequeath in the testament? for what reason? was the recipient pleased? --- Source scan: Polona / National Library, marked "Public Domain." View scan…

Juliusz Dąbrowski · Gry i zabawy w izbie harcerskiej · 1934

Gamegih-104

The Poet

Each participant receives a small piece of paper. At the top, they write one line of verse (1 line)—as if the beginning of some work. The paper is passed to a neighbor, and each person receives a paper from another neighbor. On the received papers, everyone…

Juliusz Dąbrowski · Gry i zabawy w izbie harcerskiej · 1934

Gamegih-105

What-If

The patrol sits in 2 rows facing each other. Each person in the 1 row whispers a sentence to their neighbor, beginning with the words: "What would happen if...". In this way, everyone in the row receives a question from their neighbor (each one different),…

Juliusz Dąbrowski · Gry i zabawy w izbie harcerskiej · 1934

Gamegih-106

Meow

The patrol stands in a circle. One of the boys approaches each in turn and imitates a cat’s meow three times in front of them. The one thus "challenged" must keep a straight face and say: "Why do you meow, little, white kitten?" If they laugh at this, they…

Juliusz Dąbrowski · Gry i zabawy w izbie harcerskiej · 1934

Gamegih-107

Buffalo Stable

(Gilcraft 9/61). Four teams in the four corners of the hall. Two of them—opposite each other diagonally—attempt to convey a question and a sensible answer to one another, but not through gestures or signaling. At the same time, they strive to raise an…

Juliusz Dąbrowski · Gry i zabawy w izbie harcerskiej · 1934

Gamegih-108

Persian Eye

Girls sit in a circle, boys—each stands behind his lady, with only one of them having an empty chair in front of him—and he "winks an eye" at one of the seated girls, who quickly moves to sit by him if she is not stopped by her suitor. If the suitor is…

Juliusz Dąbrowski · Gry i zabawy w izbie harcerskiej · 1934

Gamegih-109

Yes — No II

The patrol leader conducts a conversation with the patrol, striving to ask questions in such a way that the boys must use the words: yes, no, white, black in their answers. However, it is forbidden to use these words; whoever utters them in response loses a…

Juliusz Dąbrowski · Gry i zabawy w izbie harcerskiej · 1934

Gamegih-110

Advocate

The patrol sits in a circle. The patrol leader asks individual boys a series of questions. The one questioned is not allowed to answer—this is done for him by his neighbor on the left, meaning each boy answers the questions asked of his neighbor on the right.…

Juliusz Dąbrowski · Gry i zabawy w izbie harcerskiej · 1934

Gamegih-111

Great People II

(Gilcraft 6/18). Each player in turn describes themselves or a well-known person, deceased or living, speaking as if they were that person (if deceased — "I was", if living — "I am"). From the others, each may make only one guess as to who it is. Points are…

Juliusz Dąbrowski · Gry i zabawy w izbie harcerskiej · 1934

Gamegih-112

Court II

(Gilcraft 81/37). The game requires meticulous preparation. The judge, lawyer, and witnesses are appointed, while the rest form the court. Every effort should be made to faithfully imitate court procedure. Brevity is an important principle of the game. ---…

Juliusz Dąbrowski · Gry i zabawy w izbie harcerskiej · 1934

Gamegih-113

Mast Competition

The patrol shall construct from wood and canvas models of masts with movable flags. The best-made masts win, and the single finest one will serve for the following ceremony: at the beginning of each patrol gathering, the flag is hoisted solemnly, and at the…

Juliusz Dąbrowski · Gry i zabawy w izbie harcerskiej · 1934

Gamegih-114

Illogical Picture

The picture shows flags or heraldic banners that are incorrectly arranged or composed of the wrong colors, and each participant must identify as many errors as possible. --- Source scan: Polona / National Library, marked as "Public Domain". View scan — image…

Juliusz Dąbrowski · Gry i zabawy w izbie harcerskiej · 1934

Gamegih-115

Singing Competitions

A singing competition of solemn songs between groups of three within a patrol or between patrols. --- Source scan: Polona / National Library of Poland, marked "Public Domain". View scan — image 51.

Juliusz Dąbrowski · Gry i zabawy w izbie harcerskiej · 1934

Gamegih-117

Sketching the Castle

Sketching from memory the outline of the Royal Castle in Warsaw, with the flag—how it looks when the President of the Republic is present, and how it looks when he is not. --- Scan source: Polona / National Library, marked "Public Domain". View scan — image…

Juliusz Dąbrowski · Gry i zabawy w izbie harcerskiej · 1934

Gamegih-118

Blind Maps

In the Książnica - Atlas (Warsaw, Nowy Świat 59), "blind maps" of Poland (without inscriptions) are available for purchase. Various types of games involve drawing on the map cities, rivers, mountains, industrial centers, and the like. These maps are very…

Juliusz Dąbrowski · Gry i zabawy w izbie harcerskiej · 1934

Gamegih-119

Quartets

We make a set of cards from bristol board—and proceed to prepare a game, for example, a geographical one. At the top of 4 of them, we write: "coal," and below, 4 towns where the largest mines are located. Then, on each of these four cards, we underline a…

Juliusz Dąbrowski · Gry i zabawy w izbie harcerskiej · 1934

Gamegih-120

The Wanderer's Journal

“Vigilant Spirit” No. 10 from the year 1932 presents the following game: An excerpt from a supposed journal of two Scouts wandering through a certain region of Poland is read aloud. This could be a car or airplane trip across all of Poland or a walk through a…

Juliusz Dąbrowski · Gry i zabawy w izbie harcerskiej · 1934

Gamegih-121

Examples

The following game, when applied judiciously, may be used: we read aloud a story written by ourselves about the conduct of a boy or a group of boys, containing examples of the application or violation of various points of the Scout Law. Whoever correctly…

Juliusz Dąbrowski · Gry i zabawy w izbie harcerskiej · 1934

Gamegih-122

Torn Letter

The Patrol Leader prepares as many identical cards containing the text of the Scout Law as there are boys in the patrol, or half that number. Then, he tears these letters into pieces—all in exactly the same way—and distributes them to the boys or pairs (each…

Juliusz Dąbrowski · Gry i zabawy w izbie harcerskiej · 1934

Gamegih-123

Kim's Game of the Law

On a sheet of paper divided into 12 squares, we draw—similarly to the game described above under the title "Examples"—scenes from the lives of scouts, which the boys must identify by the points of the Scout Law when copying the square, writing them into the…

Juliusz Dąbrowski · Gry i zabawy w izbie harcerskiej · 1934

Gamegih-124

Scout Cross

The boys make a cross out of cardboard, in which the wreath, circle, and fleur-de-lis can be changed (attached) — and are kept in reserve — in silver and gold colors. The patrol leader displays this cross in various versions (different parts are attached to…

Juliusz Dąbrowski · Gry i zabawy w izbie harcerskiej · 1934

Gamegih-125

Who is Under Whom?

On figures of scouts cut out from paper by the boys, the patrol leader draws colored pencil function cords. Each one in turn arranges these figures according to hierarchy: "who is under whom," meaning "according to the importance of functions." It will be…

Juliusz Dąbrowski · Gry i zabawy w izbie harcerskiej · 1934

Gamegih-126

Changes in the Uniform

We present a boy in the regulation uniform. The patrol observes him. Then we take him out of the room and make changes to his uniform: we pin the cross in the wrong place, position the service-year leaves or troop numerals incorrectly. We then present our…

Juliusz Dąbrowski · Gry i zabawy w izbie harcerskiej · 1934

Gamegih-127

Alarm on the Map

The first part of the game involves the boys tracing a map of the district of the city where they live. After checking and correcting the maps, and calculating the points, the second part of the game follows: marking with crosses where the members of the…

Juliusz Dąbrowski · Gry i zabawy w izbie harcerskiej · 1934

Gamegih-128

The Scatterbrained Secretary

The patrol leader reads out the addresses (surnames and positions only) of 4 letters in which a scatterbrained secretary has mixed up the positions and surnames of the following individuals: the troop leader, the Scout Region Commander, the Chief Scout, and…

Juliusz Dąbrowski · Gry i zabawy w izbie harcerskiej · 1934

Gamegih-130

District Plan

In the game described above under the name "Alarm on the Plan"—instead of the scouts' homes, everyone marks the points where the following are located: the nearest doctor, pharmacy, police station, post office, reading room, and the like. --- Source of scan:…

Juliusz Dąbrowski · Gry i zabawy w izbie harcerskiej · 1934

Gamegih-131

Sudden Outbreak

The game involves applying first-aid skills to a sudden, fictional gasoline explosion—during a lecture or another game—unexpectedly. --- Source scan: Polona / National Library, marked "Public Domain". View scan — page 57.

Juliusz Dąbrowski · Gry i zabawy w izbie harcerskiej · 1934

Gamegih-132

Invalid Patrol

Half of the patrol suddenly becomes "wounded"—this is one team. The other team bandages their comrades. Then, the roles are switched. The team that completes the task faster and with better results wins. --- Source scan: Polona / National Library, marked…

Juliusz Dąbrowski · Gry i zabawy w izbie harcerskiej · 1934

Gamegih-134

Ships

Groups of 4 to 6 scouts—"sinking." The patrol leader calls out, for example, "square knot," and begins counting consecutively, for instance, up to 10. If the ship captains manage to tie a square knot from the ropes they have within the counting time, they…

Juliusz Dąbrowski · Gry i zabawy w izbie harcerskiej · 1934

Gamegih-135

The Sea

The captains are already on shore, and the sailors are drowning; to rescue a sailor, one must tie a knot—throw a rope to the drowning person, then untie the knot. The captain who manages to rescue all of his sailors in this way first wins. It can be required…

Juliusz Dąbrowski · Gry i zabawy w izbie harcerskiej · 1934

Gamegih-136

Knot-Tying by Touch

Tying knots behind one's back or in a dark room. Regarding other games—I refer to the cited book. --- Scan source: Polona / National Library, marked "Public Domain". View scan — image 59.

Juliusz Dąbrowski · Gry i zabawy w izbie harcerskiej · 1934

Gamegih-137

The Hike

"On the Trail," from the year 1932, presents the following game: the patrol leader reads a story they have composed, for example, about a Scout’s hike during which he needed to use a rope several times. As the patrol leader recounts these incidents, the…

Juliusz Dąbrowski · Gry i zabawy w izbie harcerskiej · 1934

Gamegih-138

Bridge

The patrol is divided into 2 teams: these are the brigades of workers building 2 bridges for a competition. Each brigade receives 10 strings, each approximately 30 to 50 centimetres long. The riverbanks are represented by 2 benches turned upside down.…

Juliusz Dąbrowski · Gry i zabawy w izbie harcerskiej · 1934

Gamegih-142

Marching with a Compass

The “Expedition” sets out—“for real”—onto the playing field, or “pretend” with a pencil on paper, and receives “via radio” the order to head in various directions of the world. Whoever correctly plots the directions or marches on the field earns positive…

Juliusz Dąbrowski · Gry i zabawy w izbie harcerskiej · 1934

Gamegih-144

Drill

Each person leads the drill in turn (but not during a single gathering); who makes the fewest mistakes? Drill conducted according to hand signals, whistle, light, or specially agreed-upon, subtle movements of the hand or head. --- Source scan: Polona /…

Juliusz Dąbrowski · Gry i zabawy w izbie harcerskiej · 1934

Gamegih-145

Indian Letters

A letter written in Indian patrol signs. Who can decipher these signs? --- Source of scan: Polona / National Library, marked "Public Domain". View scan — image 61.

Juliusz Dąbrowski · Gry i zabawy w izbie harcerskiej · 1934

Gamegih-146

Indian Expedition

The Indians set out on an expedition, the events of which are recounted by the patrol leader, and they leave signs (each draws on paper) for those following them. Knowledge of Indian signs can be taken to the furthest limits—it is so engaging—especially in…

Juliusz Dąbrowski · Gry i zabawy w izbie harcerskiej · 1934

Gamegih-147

Rejecting Letters

The patrol forms a circle. The patrol leader stands in the center, points to one of the boys, and signals a letter to him. The boy must respond by signaling the next letter in the alphabet. Whoever makes a mistake loses a point. The more points someone loses,…

Juliusz Dąbrowski · Gry i zabawy w izbie harcerskiej · 1934

Gamegih-148

Changing Places

The patrol forms a circle, with each scout assigned 2 letters—one scout has no place and stands in the center. The patrol leader signals 2 letters, and immediately the scouts designated by those letters exchange places, while the one in the center tries to…

Juliusz Dąbrowski · Gry i zabawy w izbie harcerskiej · 1934

Gamegih-149

What Is the Ship Loaded With? II

Two teams sit facing each other. Someone from the first team tosses a handkerchief at one of the scouts from the second team and signals a letter, then asks: "What is the ship loaded with?" The boy who receives the handkerchief must immediately answer with a…

Juliusz Dąbrowski · Gry i zabawy w izbie harcerskiej · 1934

Gamegih-150

Dots — Dashes

Two teams in ranks. Each boy holds his cap in hand. The patrol leader calls out, for example, "b". Each team strives to be the first to arrange itself so that the boy with the cap on his head (representing a dash) and three with bare heads (dots) form the…

Juliusz Dąbrowski · Gry i zabawy w izbie harcerskiej · 1934

Gamegih-151

Pair Race

Two teams sit on the ground in rows parallel to each other. The first in each row receives one letter, the second another, and so on. The patrol leader, positioned at a certain distance in front of the heads of both rows, signals one of these letters. The…

Juliusz Dąbrowski · Gry i zabawy w izbie harcerskiej · 1934

Gamegih-152

Signalers' Club

Each person is assigned 2 letters. In the center of the field lies a ball, with the patrol gathered around it. The patrol leader signals a letter (using flags or a whistle)—everyone except the one designated by that letter scatters, while the latter grabs the…

Juliusz Dąbrowski · Gry i zabawy w izbie harcerskiej · 1934

Gamegih-153

Kim's Signaling Game

On a card divided into 12—16 rectangles, letters in Morse code or semaphore, as well as in the regular alphabet, are drawn in some of the squares. The patrol observes the card for 1—1⅓ of a minute, after which it must reproduce it from memory, replacing…

Juliusz Dąbrowski · Gry i zabawy w izbie harcerskiej · 1934

Gamegih-154

Constructing Words

Two teams stand in rows, parallel to each other, with their backs to the patrol leader, who devises a word composed of as many letters as there are scouts in each row. On his clap, the two nearest scouts (the first in each row) turn toward him, and he signals…

Juliusz Dąbrowski · Gry i zabawy w izbie harcerskiej · 1934

Gamegih-155

Letter of the Distracted

A letter written in Morse code—but some letters are not separated from each other. Decipher this letter. The first one to do so wins. --- Scan source: Polona / National Library, marked "Public Domain". View scan — image 68.

Juliusz Dąbrowski · Gry i zabawy w izbie harcerskiej · 1934

Gamegih-156

Five-Minute Exercise II

Create the maximum number of letters from 8 dashes and 8 dots, ensuring all dashes and dots are used; or—form a word. --- Source scan: Polona / National Library, marked "Public Domain". View scan — image 68.

Juliusz Dąbrowski · Gry i zabawy w izbie harcerskiej · 1934

Gamegih-157

Signaling Task

The patrol leader presents the patrol with a topographic sketch of the area drawn by himself; on it, he has marked two points on hills with crosses, between which rises a higher elevation—these points must be connected by means of signaling, having at their…

Juliusz Dąbrowski · Gry i zabawy w izbie harcerskiej · 1934

Gamegih-158

Prisoner's Tap Code

The prisoner taps his message through the wall: two quick taps in succession—a dash; one tap—a dot; a longer pause—the end of a letter; an even longer pause—the end of a word. Who can decipher it best? This game belongs to the group of competitive games that…

Juliusz Dąbrowski · Gry i zabawy w izbie harcerskiej · 1934

Gamegih-160

Dispatch Race

A dispatch race among relay stations set up over a space of several kilometers. Approaching the camp according to dispatches sent from a hill or the top of a tree, either by whistle or flashlight. The principle of capturing opponents must be numerical…

Juliusz Dąbrowski · Gry i zabawy w izbie harcerskiej · 1934

Gamegih-161

Chase of the Fugitives

The chase of fugitives (usually two) within an area enclosed by boundaries, entirely visible from a single point where a signaling station is located, directing the pursuit. A fugitive can only be captured when surrounded by a significant numerical advantage…

Juliusz Dąbrowski · Gry i zabawy w izbie harcerskiej · 1934

Gamegih-162

The Siege of Czorsztyn

The starosta, besieged in Czorsztyn Castle, wishes to send a message through the chain of Kostka Napierski’s highlanders surrounding him to the royal troops concealed in the forests behind, in such a way that the highlanders do not intercept the dispatch.…

Juliusz Dąbrowski · Gry i zabawy w izbie harcerskiej · 1934

Gamegih-163

Who Is It? — The Pharmacist I

The patrol is shown a collection of several medicine bottles, powders, and other pharmaceutical materials for two minutes. After covering them, each member must list these items, noting at least one use for each medicine. Scoring: for remembering the items…

Juliusz Dąbrowski · Gry i zabawy w izbie harcerskiej · 1934

Gamegih-164

Who Is It? — The Pharmacist II

The patrol leader presents to each scout in turn, one by one, bottles containing various medicines with distinctive odors to smell without looking. The scout must then list them in the same order. Scoring: for correctly identifying the medicine and…

Juliusz Dąbrowski · Gry i zabawy w izbie harcerskiej · 1934

Gamegih-165

A Tragic Story

The patrol leader recounts a prepared story in which, at every turn, someone encounters an accident requiring the use of certain remedies. As they listen, the scouts write down the necessary remedies—whoever does so most accurately will receive the most…

Juliusz Dąbrowski · Gry i zabawy w izbie harcerskiej · 1934

Gamegih-166

At the Scene of the Accident

The patrol arrives at the scene of the 'accident,' where they find abandoned medicines and first-aid supplies that the rescuer used during initial assistance. From their selection, one must deduce what kind of accident it was. --- Source scan: Polona /…

Juliusz Dąbrowski · Gry i zabawy w izbie harcerskiej · 1934

Gamegih-167

Emergency Situation

The patrol leader stages, or instructs someone in advance to enact, a sudden emergency and observes the patrol's behavior. Whoever orients themselves the fastest earns the most points. --- Source scan: Polona / National Library, marked "Public Domain". View…

Juliusz Dąbrowski · Gry i zabawy w izbie harcerskiej · 1934

Gamegih-168

Stretcher Race

The patrol divides into several teams of 2 boys each. Beforehand, as many scouts as there are teams step aside and fall down as wounded. At the signal, the teams run to their patients, construct stretchers (from prepared sticks and coats), and race around the…

Juliusz Dąbrowski · Gry i zabawy w izbie harcerskiej · 1934

Gamegih-169

Disaster

In a disaster, several people have sustained identical injuries. A competition between teams for the best and most efficient rescue. Such competitions—whether in the form where several teams simultaneously rescue their wounded or where they take turns…

Juliusz Dąbrowski · Gry i zabawy w izbie harcerskiej · 1934

Gamegih-170

Injured in the Mountains

Teams consist of 3 boys. One of them is injured, lying on an inaccessible rock in the mountains. He signals a message designated by the patrol leader with his hands, receives a response from the team, and then, after overcoming certain obstacles such as:…

Juliusz Dąbrowski · Gry i zabawy w izbie harcerskiej · 1934

Gamegih-171

Internal Shock

The patrol leader presents a schematic drawing of the abdominal cavity with all human organs, which have been "displaced" due to shock. After a brief observation, each person must write down what "disorders" they noticed in the drawn abdominal cavity and then…

Juliusz Dąbrowski · Gry i zabawy w izbie harcerskiej · 1934

Gamegih-172

Radio Orders (with Variations)

Boys "march" with pencils on paper or "in reality" on the field and receive short orders "via radio" sounding, for example: 5 N, 7 SW, 15 SWW, and so on, which means: 5 kilometers (centimeters on paper, steps on the field) in the north-northwest direction; 7…

Juliusz Dąbrowski · Gry i zabawy w izbie harcerskiej · 1934

Gamegih-173

Grandmother's Journey Around the Table (with Variation)

Each boy undertakes a journey around the room, stairs, and nooks of the school, continuously making a directional sketch. Variation: one team creates such a sketch and hides notes along the way, and at the end, some "treasure," while the other team searches…

Juliusz Dąbrowski · Gry i zabawy w izbie harcerskiej · 1934

Gamegih-174

Drawing Plans

After drawing the plan of a room, a contest is announced for imaginatively sketching a plan— a design for the most exemplary scout room or Scout House. Who is the most inventive as an architect and the most skillful in sketching? --- Source scan: Polona /…

Juliusz Dąbrowski · Gry i zabawy w izbie harcerskiej · 1934

Gamegih-175

Mountains of Wisdom

The patrol leader arranges stacks of books on a table to form what resembles mountains—larger books at the bottom, with progressively smaller ones toward the top. The boys then create a contour-line sketch of this "terrain"—the upper edges of books of medium…

Juliusz Dąbrowski · Gry i zabawy w izbie harcerskiej · 1934

Gamegih-176

Signaling on a Sketch (with Variation)

The patrol leader presents a sketch of a certain terrain to be copied, on which crosses mark 2 locations that must be connected by signaling stations. However, a mountain (indicated by contour lines) rises between them, blocking the view—there is generally…

Juliusz Dąbrowski · Gry i zabawy w izbie harcerskiej · 1934

Gamegih-177

Kim's Terrain Recognition Game

On a sheet divided into 12 to 16 rectangles, various conventional symbols are written in these squares. It is shown to the boys for 1 to 1 and a half minutes. During observation, the boys must copy the sheet, placing descriptions in the appropriate squares…

Juliusz Dąbrowski · Gry i zabawy w izbie harcerskiej · 1934

Gamegih-178

Terrain Lottery for Scouts

Each boy has on cardboard, divided into 12 rectangles, a drawn sketch of fairly simple terrain, such that each rectangle contains a different conventional symbol or several. Someone "holding the bank" has in a bag a corresponding number of squares for each…

Juliusz Dąbrowski · Gry i zabawy w izbie harcerskiej · 1934

Gamegih-179

Terrain Dictation

The patrol leader tells the boys: "From the bottom left corner of the map, a maintained road runs in the direction of North-Northwest for 3 kilometers; at the 1-th kilometer, a second-class highway crosses the road in the direction of South-West, and to the…

Juliusz Dąbrowski · Gry i zabawy w izbie harcerskiej · 1934

Gamegih-180

Sketch with Errors

The patrol leader shows the boys a sketch of the area containing various absurdities: a river flowing uphill, a train station with no tracks, a church in the middle of marshes, a town reachable only by a footpath, and so on. The boys must identify these…

Juliusz Dąbrowski · Gry i zabawy w izbie harcerskiej · 1934

Gamegih-181

Study the Map (with Variations)

The patrol leader shows the boys a small, very simple sketch, which they are to copy accurately after observation. Variation: The sketch becomes increasingly difficult, eventually a map; instead of copying a section of the map, they must determine from memory…

Juliusz Dąbrowski · Gry i zabawy w izbie harcerskiej · 1934

Gamegih-182

Map Walk

Each participant receives a section of a map, examines it, and then must describe the terrain they are passing through, what they see along the way, and so on, as they march from point A to point B. --- Scan source: Polona / National Library, marked "Public…

Juliusz Dąbrowski · Gry i zabawy w izbie harcerskiej · 1934

Gamegih-183

Determine the Direction

The boys endeavor to determine the direction from point A to point B on a map. --- Scan source: Polona / National Library of Poland, marked "Public Domain". View scan — image 80.

Juliusz Dąbrowski · Gry i zabawy w izbie harcerskiej · 1934

Gamegih-184

Where Will You End Up?

The patrol leader specifies: go (on the map) from point A 18 kilometers toward the southeast, where will you end up? or find hill 203 in the direction north-northwest from A, at a distance equal to that from A to B, and the like. --- Source scan: Polona /…

Juliusz Dąbrowski · Gry i zabawy w izbie harcerskiej · 1934

Gamehmp-001

Expedition to the Pole

Each patrol purchases or makes its own sled. Two people take turns pulling it by a rope. It is advantageous (if possible) to train dogs for this purpose and harness them. Two scouts advance the troop by 2—3 kim., cutting across the field, while the rest…

Mieczysław Schreiber i Eugeniusz Piasecki · Harce młodzieży polskiej · 1917

Gamehmp-002

Snow Fortress

One patrol builds a fortress out of snow, according to their own design. They equip it with loopholes to have a view of the entire surroundings. Once everything is ready, the enemy patrol launches an attack on it, using snowballs. Every scout hit by a…

Mieczysław Schreiber i Eugeniusz Piasecki · Harce młodzieży polskiej · 1917

Gamehmp-003

The Escape of a Siberian Exile

One of the scouts slips away as a fugitive from a labor camp and flees through the snow in any direction toward some hiding place. There, he conceals himself from the guards, who have just discovered his disappearance. The patrol allows him at least 20…

Mieczysław Schreiber i Eugeniusz Piasecki · Harce młodzieży polskiej · 1917

Gamehmp-004

The Cossack and the Tatar

Individually, in pairs, or in entire patrols, scouts set out to meet "enemies" distant by some 3 kilometers. To prevent them from straying off course, they may be positioned on a main road or given a direction in open terrain according to some distant visible…

Mieczysław Schreiber i Eugeniusz Piasecki · Harce młodzieży polskiej · 1917

Gamehmp-005

The Messenger

A scout is sent to find a designated location, such as a post office in a nearby village or a little-frequented district of a large city. Upon arrival, he mails a registered postcard containing details of the post office building's appearance, addressed to…

Mieczysław Schreiber i Eugeniusz Piasecki · Harce młodzieży polskiej · 1917

Gamehmp-006

Kim's Game

The patrol leader places 20 or 30 small objects on a tray, table, or floor (for example, 3 different types of buttons, pencils, corks, scraps of cloth, nuts, pebbles, penknives, pieces of string, pictures—whatever is at hand) and covers them with a cloth or…

Mieczysław Schreiber i Eugeniusz Piasecki · Harce młodzieży polskiej · 1917

Gamehmp-007

Guide

The Scoutmaster marches with the patrol (in dispersed formation) to a foreign town or more challenging terrain, also unknown, using a cycling map (i.e., 1:750.000). He explains where they aim to reach, after which each Scout takes turns as the patrol guide…

Mieczysław Schreiber i Eugeniusz Piasecki · Harce młodzieży polskiej · 1917

Gamehmp-008

Where is North?

The Scoutmaster positions the scouts at a distance of 30 paces from one another. Each then places their staff on the ground in the position they believe to be exactly north-south, without using any instrument, and steps back three paces from the staff. The…

Mieczysław Schreiber i Eugeniusz Piasecki · Harce młodzieży polskiej · 1917

Gamehmp-009

Sentry Approach

At night, a scout is positioned as a sentry, and others are instructed to approach him. If the sentry detects their approach, he signals with a whistle, at which point those approaching throw themselves to the ground and remain still, waiting quietly without…

Mieczysław Schreiber i Eugeniusz Piasecki · Harce młodzieży polskiej · 1917

Gamehmp-010

Marmots

At dawn, three scouts called "marmots" are sent out into the mountains to hide. After breakfast, the scout troop, acting as "highlanders," sets off to detect the marmots by a certain hour, for example, 4 in the afternoon. The highlanders win if they spot the…

Mieczysław Schreiber i Eugeniusz Piasecki · Harce młodzieży polskiej · 1917

Gamehmp-011

Whale Hunting

At a distance of 1 half a kilometer from each other, two scout troops establish two landing points and wait for the signal. Someone not participating in the game then launches a log of soft wood into the water midway between the two landing points,…

Mieczysław Schreiber i Eugeniusz Piasecki · Harce młodzieży polskiej · 1917

Gamehmp-012

His Majesty's Royal Courier

The Scoutmaster (acting as the king) gives one of the scouts, as the courier, a letter with the order to infiltrate besieged Zbaraż—which may be any town, village, or house—and return with proof of delivery. The courier must wear a colored ribbon, 60 cm long,…

Mieczysław Schreiber i Eugeniusz Piasecki · Harce młodzieży polskiej · 1917

Gamehmp-013

Caravan

Scouts form a Central African caravan; each carries spare clothing and provisions in a small bundle on their head. They march in a line, preceded by a "guide" at a distance of 200 meters, and follow scouting signs left by the guide. They build bridges across…

Mieczysław Schreiber i Eugeniusz Piasecki · Harce młodzieży polskiej · 1917

Gamehmp-014

Scout Race

The Scoutmaster places three scouts or three groups of scouts, each differing in clothing details and objects held in hand, at distances of 300—1000 metres from the starting point. If there are other people in this area, these groups are given a…

Mieczysław Schreiber i Eugeniusz Piasecki · Harce młodzieży polskiej · 1917

Gamehmp-018

Seek the Thimble

The Scoutmaster sends the patrol out of the room. Then he takes a thimble, ring, coin, piece of paper, or any small object and places it so that it is perfectly visible, yet in a spot where it will be easily overlooked. He calls the patrol back and instructs…

Mieczysław Schreiber i Eugeniusz Piasecki · Harce młodzieży polskiej · 1917

Gamehmp-019

Shop Windows

The Scoutmaster leads the patrol down a street past six shops and allows them to look at each display for half a minute. Then, having moved them a certain distance away, he gives each a pencil and paper and instructs them to write down from memory what they…

Mieczysław Schreiber i Eugeniusz Piasecki · Harce młodzieży polskiej · 1917

Gamehmp-020

What Does the Room Contain?

The Scoutmaster sends scouts one by one into a room for half a minute; each, upon exiting, must list the furniture and other objects they noticed. The winner is the one who observed the most. The simplest way to record the items will be to prepare in advance…

Mieczysław Schreiber i Eugeniusz Piasecki · Harce młodzieży polskiej · 1917

Gamehmp-021

Identifying Pictures

The Scoutmaster will show a series of photographs or sketches of objects in the vicinity that every one of his Scouts should recognize, provided they have their eyes open: such as, for example, a crossroads, a window of interesting shape, a turret, a weather…

Mieczysław Schreiber i Eugeniusz Piasecki · Harce młodzieży polskiej · 1917

Gamehmp-022

The Hare and the Hounds

The Scoutmaster sends a Scout as the "hare" on foot or by bicycle, with a bag of grain, nut shells, confetti, buttons, and the like, and instructs them to scatter a few of these small items here and there as a "trail" for the patrol that is chasing the hare.…

Mieczysław Schreiber i Eugeniusz Piasecki · Harce młodzieży polskiej · 1917

Gamehmp-023

The Scout's Sense of Smell

The Scoutmaster prepares a certain number of paper bags of various sizes and places in each one an object with a different scent, such as chopped onion, rose petals, leather, orange peels, and the like. The bags are arranged in a row, half a meter apart from…

Mieczysław Schreiber i Eugeniusz Piasecki · Harce młodzieży polskiej · 1917

Gamehmp-024

Far and Near

The Scoutmaster sets out with the patrol in scouting formation, having previously announced to the Scouts that he requires each of them to report the sighting of one of any 8—10 predetermined objects. For example, spotting a matchstick earns the Scout a mark,…

Mieczysław Schreiber i Eugeniusz Piasecki · Harce młodzieży polskiej · 1917

Gamehmp-025

Track Memory

The Scoutmaster instructs Patrol A to sit so that the scouts of Patrol B can study their feet and footwear for 3 minutes. Then, he orders one of Patrol A’s scouts to walk across soft ground where Patrol B cannot see him. Finally, he calls the scouts of Patrol…

Mieczysław Schreiber i Eugeniusz Piasecki · Harce młodzieży polskiej · 1917

Gamehmp-026

Drawing a Trail

The Scoutmaster takes the patrol out and points out a trail to them, awarding a prize to the scout who most accurately copies one of the footprints from that trail. Naturally, he allows the scouts to track until they find a patch of softer ground with…

Mieczysław Schreiber i Eugeniusz Piasecki · Harce młodzieży polskiej · 1917

Gamehmp-027

Identify the Thief!

The Scoutmaster invites a person unknown to the scouts to leave a trail without being seen by them. The scouts study this trail. Then, the Scoutmaster sends this same person among 8—10 others. Each of them passes by in turn, leaving a trail visible to the…

Mieczysław Schreiber i Eugeniusz Piasecki · Harce młodzieży polskiej · 1917

Gamehmp-028

Smugglers

The "border" is a strip of land, approximately 300 metres long, ideally a road, wide path, or sandy strip where tracks are clearly visible. One patrol (the "border guards") secures the border by posting sentries along the road and reinforcements further…

Mieczysław Schreiber i Eugeniusz Piasecki · Harce młodzieży polskiej · 1917

Gamehmp-029

Hunter and Scout

One scout is given time to hide; the others set out across the field to find him. The hidden scout wins if he is not found, or if he returns to the original spot within the allotted time without being touched. --- Source scan: Wielkopolska Digital Library,…

Mieczysław Schreiber i Eugeniusz Piasecki · Harce młodzieży polskiej · 1917

Gamehmp-030

National Government Courier

One scout is entrusted with a letter to be delivered to a designated location at a first distance within a specified time; the "Cossacks" attempt to prevent this by setting up well-hidden sentries. The "Courier" is captured if two enemy sentries touch him…

Mieczysław Schreiber i Eugeniusz Piasecki · Harce młodzieży polskiej · 1917

Gamehmp-031

Relay Race

A certain point is chosen at a distance of 3 kilometers or more; two patrols compete to deliver a letter (or a token: a small flag, handkerchief, or twig) to this destination faster with the help of relay messengers (runners or cyclists). The patrols position…

Mieczysław Schreiber i Eugeniusz Piasecki · Harce młodzieży polskiej · 1917

Gamehmp-032

Approaching the Game

The Scoutmaster takes on the role of the game. He does not hide but stands and moves slightly from time to time. Scouts go on the hunt, and each tries to approach the game without being noticed. As soon as the Scoutmaster spots a scout, he orders him to stand…

Mieczysław Schreiber i Eugeniusz Piasecki · Harce młodzieży polskiej · 1917

Gamehmp-033

Approach and Report

The Scoutmaster stands in an open place and dispatches scouts in various directions at a distance of about one kilometre. He then gives the signal to start the game with a flag. Each scout hides and then approaches the Scoutmaster, observing all his…

Mieczysław Schreiber i Eugeniusz Piasecki · Harce młodzieży polskiej · 1917

Gamehmp-034

The Spider and the Fly

An area of field, forest, or part of a city measuring 1—3 km.² is chosen as the "web." Its boundaries are described, and the game's end time is set. One patrol (or half-patrol) becomes the "spider," departs, and selects a hiding place. The other patrol (or…

Mieczysław Schreiber i Eugeniusz Piasecki · Harce młodzieży polskiej · 1917

Gamehmp-035

Flag Capture

Two or more patrols on each side. Each side stations guards across a designated area to defend three flags (or at night, three lanterns placed half a metre above the ground), no closer than 200 metres (at night 100 metres) from them. Sentinels may be…

Mieczysław Schreiber i Eugeniusz Piasecki · Harce młodzieży polskiej · 1917

Gamehmp-036

Bear Hunt

One scout takes on the role of the »bear« and leaves the camp with tracker irons on their feet, a pouch of grain or peas, and 6 balls (tennis or cloth). Half an hour later, the patrol sets out on their trail; each »hunter« is armed with a ball. The bear may…

Mieczysław Schreiber i Eugeniusz Piasecki · Harce młodzieży polskiej · 1917

Gamehmp-037

Race for the Plant

The Scoutmaster sends scouts, on foot or by bicycle, in any direction each chooses to search for a particular species of plant. Whoever brings it back the fastest wins. (This is a test not only of knowledge of plant species but also of the places where they…

Mieczysław Schreiber i Eugeniusz Piasecki · Harce młodzieży polskiej · 1917

Gamehmp-038

Errant Knights

Scouts go out individually, in pairs, or in a patrol. In the city, they seek out the elderly, women, and children in need of assistance. Upon returning, they report modestly and without embellishment on what they managed to accomplish. In the countryside,…

Mieczysław Schreiber i Eugeniusz Piasecki · Harce młodzieży polskiej · 1917

Gamehmp-039

Firefighter Race

One patrol, playing the role of the "fainted," lies down in a row. At a distance of 50 metres from them, the second patrol (the "firefighters") sets off at a given signal. Each of them carries a rope, which they must quickly place around the fainted person…

Mieczysław Schreiber i Eugeniusz Piasecki · Harce młodzieży polskiej · 1917

Gamehwp-001

Reading a Map in the Field

a) On a hill with a wide view, a scout patrol gathers. They orient the map—first using a compass, then by matching map symbols—and determine the patrol’s position on it (see below). Next, while examining the surroundings, they identify various terrain…

Zygmunt Wyrobek · Harcerz w polu: zabawy i gry terenowe · 1946

Gamehwp-002

Cross-Country with a Map

The patrol leader draws a line on the map, leading it through passable terrain. He hands the map to one scout and orders him to lead the patrol exactly along the line. The rest, with maps in hand, are to monitor the march and, if called upon, correct his…

Zygmunt Wyrobek · Harcerz w polu: zabawy i gry terenowe · 1946

Gamehwp-003

Determining the Cardinal Directions

On a sunny day, the patrol stands in an open space, each scout several paces apart from the next. Each, using a watch (see p. 42), determines the cardinal directions and places his staff on the ground in the North–South direction. The patrol leader checks the…

Zygmunt Wyrobek · Harcerz w polu: zabawy i gry terenowe · 1946

Gamehwp-004

Cross-Country with a Compass

After explaining the construction and use of the compass (busola) in the field, the patrol sets off with a compass in hand, heading north, south, east, or west. (For repeated exercises, intermediate directions are chosen). The requirement is only to maintain…

Zygmunt Wyrobek · Harcerz w polu: zabawy i gry terenowe · 1946

Gamehwp-005

In the Forest with a Compass

Game marked with an asterisk in the book: more suitable for older scouts. a) In impassable terrain, such as the middle of a forest, a flag is planted. From this point, scouts set out individually or in pairs, compass in hand, in different cardinal directions,…

Zygmunt Wyrobek · Harcerz w polu: zabawy i gry terenowe · 1946

Gamehwp-006

In Search of the Runner

Based on a map, scouts are positioned at various points in the terrain, each several hundred paces apart. The location of each is unknown to the others. One stands, for example, at a road junction, another at a bridge, a third in a ravine, at the edge of a…

Zygmunt Wyrobek · Harcerz w polu: zabawy i gry terenowe · 1946

Gamehwp-007

To a Vanishing Target in Concealment

Point out to the patrol a distant but not overly prominent object—yet not so difficult to recognize and locate. Allow them to observe it for a moment to determine its position relative to other notable landmarks, then order them to reach it by any route, and…

Zygmunt Wyrobek · Harcerz w polu: zabawy i gry terenowe · 1946

Gamehwp-008

The Same Path Back

This exercise takes place in unfamiliar terrain, or at least known roads must not be used. The patrol knows that after covering a certain distance—e.g., several kilometers—and changing direction several times, they must return to the starting point by the…

Zygmunt Wyrobek · Harcerz w polu: zabawy i gry terenowe · 1946

Gamehwp-009

The Shortest Way Back

a) The leader marks his position with a flag and sends out several patrols in different directions, instructing them to dispatch scouts at set intervals with fictional reports—i.e., merely a note indicating the report’s serial number, the dispatch location…

Zygmunt Wyrobek · Harcerz w polu: zabawy i gry terenowe · 1946

Gamehwp-010

Stage by Stage to the Goal

Patrol follows patrol every 10 minutes. The route, cleverly laid out, leads through rocks, ditches, fences, bushes, forests, etc.—in short, through varied terrain, but over a small area of no more than a few kilometers. Each patrol has its route precisely…

Zygmunt Wyrobek · Harcerz w polu: zabawy i gry terenowe · 1946

Gamehwp-011

Along the Direction Line

A direction marked on a map can be transferred to the field using a compass: Find a prominent terrain feature on the map, such as a cross, bridge, etc., and calculate the angle by which its direction line (i.e., the line connecting your position on the map to…

Zygmunt Wyrobek · Harcerz w polu: zabawy i gry terenowe · 1946

Gamehwp-012

Finding the Way

Lay out a map and draw on it with a pencil, very precisely, the route the patrol is to take. Lead it partly along a road, then through a forest, a meadow, a bridge, etc., and mark the point the patrol is to reach. The patrol observes this route on the map for…

Zygmunt Wyrobek · Harcerz w polu: zabawy i gry terenowe · 1946

Gamehwp-013

On Reconnaissance by Any Route

Game marked with an asterisk in the book: more suitable for older scouts. The patrol leader points out on the map to each scout a location they must find in the field and the reconnaissance they must bring back from its vicinity. For example: measuring the…

Zygmunt Wyrobek · Harcerz w polu: zabawy i gry terenowe · 1946

Gamehwp-014

Following the Route Sketch — to the Hideout

Game marked with an asterisk in the book: more suitable for older scouts. The exercise takes place in unfamiliar terrain. From a marked point on the terrain, one patrol sets out and, after a half-hour march, hides in the area. During the march, a route sketch…

Zygmunt Wyrobek · Harcerz w polu: zabawy i gry terenowe · 1946

Gamehwp-015

Can You Find It?

Game marked with an asterisk in the book: more suitable for older scouts. A scout patrol, and each scout individually, must locate a specific terrain feature within a pre-designated area of several square kilometers. This could be a hut, a cellar, a copse, a…

Zygmunt Wyrobek · Harcerz w polu: zabawy i gry terenowe · 1946

Gamehwp-016

With a Rough Sketch in Hand

Game marked with an asterisk in the book: more suitable for older scouts. Scouts receive a sketch of a certain area, on which only a few of the most important landmarks are drawn and the north direction is marked. Each has a point in their sketch marked with…

Zygmunt Wyrobek · Harcerz w polu: zabawy i gry terenowe · 1946

Gamehwp-017

Following the Compass Rose

Game marked with an asterisk in the book: more suitable for older scouts. In partially wooded terrain, I place 5–10 small flags made of colored tissue paper. They stand upright from the ground, about a dozen centimeters tall. For each flag, I assign 1–2…

Zygmunt Wyrobek · Harcerz w polu: zabawy i gry terenowe · 1946

Gamehwp-018

Finding a Marching Troop

Game marked with an asterisk in the book: more suitable for older scouts. a) In this exercise, the goal is to locate one's own troop, which is marching in a designated direction known to the scouting patrol. The marching troop is represented by one scout…

Zygmunt Wyrobek · Harcerz w polu: zabawy i gry terenowe · 1946

Gamehwp-019

Visibility of Objects

The following exercises, in addition to developing visual acuity and observance, aim to teach how lighting, color, background, the size of an object, and whether it is stationary or moving affect its visibility—that is, how easily or difficult it is to…

Zygmunt Wyrobek · Harcerz w polu: zabawy i gry terenowe · 1946

Gamehwp-020

March in a Straight Direction

From a staff planted in the ground by the patrol leader, the scouts march one after another in a straight line toward a designated target (a tree trunk, the edge of a house, etc.). During the march, they help themselves maintain an accurate direction by…

Zygmunt Wyrobek · Harcerz w polu: zabawy i gry terenowe · 1946

Gamehwp-021

Marking a Straight Line with a Compass

The task is to mark a straight line in a specific direction, e.g., W–E. The first scout stands with a compass in hand, facing west. The second scout walks 30–50 paces in that direction according to the compass, and the third scout walks another few dozen…

Zygmunt Wyrobek · Harcerz w polu: zabawy i gry terenowe · 1946

Gamehwp-022

Kim’s Game in the Field

Everyone stands with their back to the terrain that is to be observed. Its boundaries to the left and right are marked by prominent, easily noticeable objects. ("You will observe the terrain from the railway line on the left to the river on the right.") Now,…

Zygmunt Wyrobek · Harcerz w polu: zabawy i gry terenowe · 1946

Gamehwp-023

What Do You See?

—During a march to exercises, the patrol leader poses a series of questions, such as: «How many cows are grazing in the pasture? — How many trees are in the group on the meadow? — How many windows are in the building by the road? — How many broken panes? —…

Zygmunt Wyrobek · Harcerz w polu: zabawy i gry terenowe · 1946

Gamehwp-024

The Grid

A piece of cardboard, divided into 16 squares measuring 6 × 6 cm, is placed on a tree trunk at eye level. Single- or double-digit numbers are placed in these squares, leaving some empty (see Fig. 24). Scouts, each equipped with a similarly gridded sheet, line…

Zygmunt Wyrobek · Harcerz w polu: zabawy i gry terenowe · 1946

Gamehwp-025

Observation of the Road

Observation can be directed not only at specially indicated objects but also at everything encountered during the march—both the terrain configuration to the right and left of the road and objects near and far. Moreover, observations should be memorized. This…

Zygmunt Wyrobek · Harcerz w polu: zabawy i gry terenowe · 1946

Gamehwp-026

A Strange Path

A route—chosen by the patrol leader—leads through varied terrain (sections of forest, buildings, thickets, hollows, etc.) and is several hundred or even one or two thousand paces long. The entire patrol walks this route to become thoroughly familiar with it…

Zygmunt Wyrobek · Harcerz w polu: zabawy i gry terenowe · 1946

Gamehwp-027

Who will spot it?

We stand on a hill from which there is a fairly extensive view. The question is asked: «Where is the wayside shrine surrounded by trees?» Everyone eagerly scans the area. A shout — someone has spotted it and points in that direction. Now they describe its…

Zygmunt Wyrobek · Harcerz w polu: zabawy i gry terenowe · 1946

Gamehwp-028

The Magical Corner

The patrol observes for several minutes a section of terrain with boundaries precisely defined by the patrol leader (a few hundred meters in width and depth). After the observation, they move to a concealed spot from which this section is not visible.…

Zygmunt Wyrobek · Harcerz w polu: zabawy i gry terenowe · 1946

Gamehwp-029

From Outpost to Outpost

At the assembly point, the red patrol remains. The white patrol sets out and, every few hundred paces, leaves a small group of scouts. In one spot, three remain; in another, one; then two, and so on. The patrol’s route passes through varied terrain and in…

Zygmunt Wyrobek · Harcerz w polu: zabawy i gry terenowe · 1946

Gamehwp-030

Scout Hunts

In a coniferous forest, there is a polygon enclosed by a rope with a diameter of several dozen paces. Inside the polygon, there is game: a dozen or so cardboard figures imitating a squirrel, hare, badger, woodpecker, jay, etc., placed either on the ground or…

Zygmunt Wyrobek · Harcerz w polu: zabawy i gry terenowe · 1946

Gamehwp-031

Searching for Plants

The patrol leader distributes among the scouts samples of 10 previously collected plants and orders them to find and bring them back to camp. These are, of course, plants that are either in the wider vicinity of the camp or are not encountered at every step.…

Zygmunt Wyrobek · Harcerz w polu: zabawy i gry terenowe · 1946

Gamehwp-032

Who Made the Mistake?

Signalling can be practiced in the form of a game or play. Here is one for beginners: Two patrols stand at a distance of several hundred paces and send out signalmen. The white [patrol] gives a word of 3–4 letters, the red [patrol] reads it (no one is allowed…

Zygmunt Wyrobek · Harcerz w polu: zabawy i gry terenowe · 1946

Gamehwp-033

Through a Chain of Stations

Several patrols (at least two) position themselves in the field at equal distances from a location indicated to them on a map, e.g., from hill ×. At the designated time, all patrols set out toward this hill, leaving 3 scouts at their starting point with a…

Zygmunt Wyrobek · Harcerz w polu: zabawy i gry terenowe · 1946

Gamehwp-034

Secret Dispatch

A vital, secret dispatch from the Whites is being transmitted through a chain of signaling stations. The objective is to intercept it. This chain, consisting of 3–4 stations, is well concealed (choose suitable terrain!); it is not easy to track down. The Reds…

Zygmunt Wyrobek · Harcerz w polu: zabawy i gry terenowe · 1946

Gamehwp-035

By Signs

At greater distances, Scouts communicate using flag signaling (or a lantern at night), while at shorter distances, they use hand, cap, or stick signals. There is a series of such signals expressing the most important actions during stalking, e.g., "forward —…

Zygmunt Wyrobek · Harcerz w polu: zabawy i gry terenowe · 1946

Gamehwp-036

Following the Signs in the Sketch

The patrol leader hands the scouts a sheet of paper on which only conventional symbols of various terrain features are drawn, in the order in which the marching patrol may encounter them. The route of the march is unknown to the scouts, as only the initial…

Zygmunt Wyrobek · Harcerz w polu: zabawy i gry terenowe · 1946

Gamehwp-037

Following the First Scout's Signs

One scout walks along a route marked on a map and makes various agreed-upon signs (with chalk, arranged sticks, laid stones, tied grass or branches, etc.). He records the order and type of signs on a piece of paper. The rest follow him, one scout after…

Zygmunt Wyrobek · Harcerz w polu: zabawy i gry terenowe · 1946

Gamehwp-038

As the Signs Command

The previous exercise can be arranged differently. Here, the scout leading the way does not make the agreed-upon but meaningless signs, but only those that have a specific meaning. The patrol following him observes the signs and acts accordingly. There are…

Zygmunt Wyrobek · Harcerz w polu: zabawy i gry terenowe · 1946

Gamehwp-039

Estimating Distances

a) Measure a space of 100 m (on a road, you have it between two roadside stones) and have the entire patrol walk it in double steps, i.e., counting each time the left foot steps. After taking 66.5 such double steps, the patrol should reach the finish line.…

Zygmunt Wyrobek · Harcerz w polu: zabawy i gry terenowe · 1946

Gamehwp-040

Judging in the Dark

A dark evening. One scout sets off into the field, counting his steps. After some time, he stops, and at the patrol leader’s whistle, he flashes an electric torch for 5 seconds. Then he makes a mark where he stood and moves aside or hides. The rest estimate…

Zygmunt Wyrobek · Harcerz w polu: zabawy i gry terenowe · 1946

Gamehwp-041

Will-o'-the-wisp

Two scouts go into the field with an electric torch. Two minutes later, the rest set off in pursuit of them. The pursued flash the light every minute, constantly changing position in order to escape the chase. If things go badly, they separate to divide the…

Zygmunt Wyrobek · Harcerz w polu: zabawy i gry terenowe · 1946

Gamehwp-042

Keep Your Eyes Open

A white scout is given the order: «You will walk 10 minutes along the road, then 300 paces in the direction of NW, where you will find a wayside shrine surrounded by trees—hide there. A red scout will arrive; follow him, for you must later describe what he…

Zygmunt Wyrobek · Harcerz w polu: zabawy i gry terenowe · 1946

Gamehwp-043

Scouting

On a terrain extending up to 1,000 meters in depth and several hundred meters in width, with its lateral boundaries established, a patrol of reds is positioned. One lies, kneels, or stands closer, another farther away; in one spot stands a single scout, in…

Zygmunt Wyrobek · Harcerz w polu: zabawy i gry terenowe · 1946

Gamehwp-044

Disappearing Heads

In a hidden spot, in a ravine or on a hillside, a scout patrol (in this case, 8 scouts) takes position, while the patrol leader stands at the edge of the ravine with a whistle and a flag in hand. The wings of the hiding place, which is several dozen paces…

Zygmunt Wyrobek · Harcerz w polu: zabawy i gry terenowe · 1946

Gamehwp-045

In Cossack Fashion

a) The red patrol lies in hiding, while the whites, twice as numerous, are positioned 200–300 paces away. Everyone has a three-digit number pinned to the front of their cap. Each digit is 5–6 cm tall and 3 cm wide, drawn in ink with a stroke 1 cm thick. The…

Zygmunt Wyrobek · Harcerz w polu: zabawy i gry terenowe · 1946

Gamehwp-046

Sketching a Route

Game marked with an asterisk in the book: more suitable for older scouts. In many exercises, there is a need to make a sketch of a certain section of terrain, a cartographic or perspective sketch. This is usually a cursory sketch, i.e., a very simplified…

Zygmunt Wyrobek · Harcerz w polu: zabawy i gry terenowe · 1946

Gamehwp-047

Sketch from Memory

Game marked with an asterisk in the book: more suitable for older scouts. a) A section of terrain to be used for the exercise is marked by prominent boundaries, e.g., a forest on the left and a river on the right. The patrol observes this terrain intently for…

Zygmunt Wyrobek · Harcerz w polu: zabawy i gry terenowe · 1946

Gamehwp-048

The Abandoned Bivouac

A patrol camps on a glade: they pitch tents, set up campfires, cook, etc., performing various camp duties. After some time, they leave the camp and not only do they fail to erase the traces of the campsite, but on the contrary, they leave behind various small…

Zygmunt Wyrobek · Harcerz w polu: zabawy i gry terenowe · 1946

Gamehwp-049

Torn Letter

The task is to reconstruct the content of a letter from torn scraps of paper. The patrol leader writes an order on a quarter sheet of paper, tears it into small pieces, and scatters them in the wind. Then, he returns to the patrol and instructs them, for…

Zygmunt Wyrobek · Harcerz w polu: zabawy i gry terenowe · 1946

Gamehwp-050

Recognizing Tracks

On damp sand or freshly turned earth, the patrol leaves footprints. Each marks their own track, after which everyone observes all the tracks for several minutes. Finally, one scout steps aside, and one of the remaining scouts walks a dozen or so steps,…

Zygmunt Wyrobek · Harcerz w polu: zabawy i gry terenowe · 1946

Gamehwp-051

Reading Trails

The art of drawing conclusions from reading tracks is just as important as the skill of tracking itself. Tracks are merely the material from which one builds, i.e., derives the appropriate conclusions. One scout walks across terrain where visible tracks…

Zygmunt Wyrobek · Harcerz w polu: zabawy i gry terenowe · 1946

Gamehwp-052

On the Trail

Under the conditions in which we live, tracking over long distances by natural signs is usually impossible. We must create artificial trails. The simplest are colored scraps of paper, scattered along the marching route. At first, use more eye-catching…

Zygmunt Wyrobek · Harcerz w polu: zabawy i gry terenowe · 1946

Gamehwp-053

False Trails

It is possible to make tracking more difficult by laying false trails. Specifically, branches are created from the true trail, marked with scraps of paper of the same color, but ending at a certain distance with an agreed-upon sign indicating that the trail…

Zygmunt Wyrobek · Harcerz w polu: zabawy i gry terenowe · 1946

Gamehwp-054

Behind the Straw Bundles

For many, it is an interesting matter to find out whether the trail they laid has been discovered. This can be combined with laying another kind of trail. A stick about 30 cm long is split at one end, and a handful of twisted, knotted straw is inserted into…

Zygmunt Wyrobek · Harcerz w polu: zabawy i gry terenowe · 1946

Gamehwp-055

Tracking in the Snow

In winter, 2 or 3 scouts set out across clean snow, while the rest follow their trail 15–25 minutes later. The fugitives, weaving through not very open terrain (quite extensive but with defined boundaries), try to mislead the trackers to gain time. If they…

Zygmunt Wyrobek · Harcerz w polu: zabawy i gry terenowe · 1946

Gamehwp-056

Hey, After the Fox!

The fox glides on skis. Wherever it encounters more ski tracks, it drops small scraps of colored paper. Fifteen minutes later, the hounds set off in pursuit of its trail. The fox zigzags, finally hiding in a den from which a convenient escape is possible.…

Zygmunt Wyrobek · Harcerz w polu: zabawy i gry terenowe · 1946

Gamehwp-057

Treasure Hunt

a) The treasure — a pocketknife, a matchbox, or similar object — is well hidden, and the patrol must find it by following a series of hidden clues, discovered one after another. The patrol is set on the trail by being given the first and only clue. For…

Zygmunt Wyrobek · Harcerz w polu: zabawy i gry terenowe · 1946

Gamehwp-058

After the Night Dew

On a quiet, clear evening, a scout patrol gathers on a small hill. Each scout, in complete silence, strains their ears to catch all the rustles and sounds coming from every direction and to determine their origin. There are many and varied: the call of a bird…

Zygmunt Wyrobek · Harcerz w polu: zabawy i gry terenowe · 1946

Gamehwp-059

Cat’s Step

One scout has their eyes tightly blindfolded, and a small flag is stuck into the ground about 10 paces away from them. The blindfolded scout must not know where the flag is. The others stand scattered around at a distance of several dozen paces. Absolute…

Zygmunt Wyrobek · Harcerz w polu: zabawy i gry terenowe · 1946

Gamehwp-060

Like a Snake in the Grass

Some scouts sit on the ground with their eyes blindfolded, forming a circle, each spaced 6–10 paces apart. In the center of the circle, scouting equipment is placed: hats, walking sticks, small shovels, canteens, etc. The rest of the scouts must, by stepping,…

Zygmunt Wyrobek · Harcerz w polu: zabawy i gry terenowe · 1946

Gamehwp-061

By the Clock

A string is stretched between two trees, and a pocket watch is hung from it. One Scout has their eyes blindfolded and is then led near the watch. The rest surround them and keep them within a circle during the game. Guided by hearing alone, the blindfolded…

Zygmunt Wyrobek · Harcerz w polu: zabawy i gry terenowe · 1946

Gamehwp-062

Who is Closer?

A sentinel stands on a hill clearly visible even in the evening. Scouts approach from all sides, each trying to get as close as possible. When a scout believes they are close enough, they make a sign to indicate they have reached that spot. Then, they…

Zygmunt Wyrobek · Harcerz w polu: zabawy i gry terenowe · 1946

Gamehwp-063

At the Whistle

When it is sufficiently dark, one scout moves away from the patrol and, winding his way, hides in a place unknown to anyone. From there, he whistles once. The rest, standing in a group, determine from which direction the whistle came and from what distance,…

Zygmunt Wyrobek · Harcerz w polu: zabawy i gry terenowe · 1946

Gamehwp-064

Pursuit in the Dark

On a limited, enclosed space, one is to catch a Scout who, every minute, either whistles once or lights a match for a duration of 5 seconds. The pursuit is thus guided by both sight and hearing. If the pursuer does not catch the runner within the designated…

Zygmunt Wyrobek · Harcerz w polu: zabawy i gry terenowe · 1946

Gamehwp-065

Eavesdropping

A scout patrol lies in a single line on the ground, each scout 15 paces apart from the next. The patrol leader is in the middle. Opposite them, at a distance of 20–25 paces, another patrol lies in the same manner. The patrol leader gives a single sentence to…

Zygmunt Wyrobek · Harcerz w polu: zabawy i gry terenowe · 1946

Gamehwp-066

Learning to Hide

Over a distance of 1–2 km, scouts hide on both sides of the road, no more than 50 paces away from it. Each scout uses ground depressions, rocks, bushes, etc., to better conceal themselves. After 10 minutes, the patrol leader walks along the road, and if he…

Zygmunt Wyrobek · Harcerz w polu: zabawy i gry terenowe · 1946

Gamehwp-067

Hide and Seek

This exercise shares the same characteristic as the previous one: one person hides while the others search, or all the White Patrol hide while the Red Patrol search. One party must wear distinctive badges. It is essential to clearly mark the boundaries of the…

Zygmunt Wyrobek · Harcerz w polu: zabawy i gry terenowe · 1946

Gamehwp-068

Learning to Approach Stealthily

a) The terrain abounds in various small cover: uneven ground, bushes, stones, etc. The patrol leader stands in the middle; everyone scatters in different directions to a distance of 500 paces and drops to the ground, concealing themselves behind cover. On a…

Zygmunt Wyrobek · Harcerz w polu: zabawy i gry terenowe · 1946

Gamehwp-069

On the Covert Trail

From opposite directions, at a distance of 2–4 km, two scout patrols approach each other. Both set out at the same time. The route is chosen such that they must meet; specifically, a meeting point is designated, which each patrol must reach, as well as two…

Zygmunt Wyrobek · Harcerz w polu: zabawy i gry terenowe · 1946

Gamehwp-070

Dispersion

a) After the assembly point is designated, in case of dispersion, the patrol goes on reconnaissance, using the terrain for concealed movement. Suddenly — at the patrol leader’s whistle — dispersion occurs. Each scout vanishes from sight as quickly as…

Zygmunt Wyrobek · Harcerz w polu: zabawy i gry terenowe · 1946

Gamehwp-071

Along the Polygon

A scout patrol travels along a path forming a closed polygon, aiming to traverse it entirely and return unnoticed to the starting point. The path is 3–4 km long and should be covered in 1½–2 hours. The patrol knows that during the march, they will encounter…

Zygmunt Wyrobek · Harcerz w polu: zabawy i gry terenowe · 1946

Gamehwp-072

On the Trail of the Enemy

A patrol is heading to a destination, one hour's march away, following a strictly designated route and having several tasks to complete during the march at specified locations, e.g., two halts, measuring the width of a river, signaling with a semaphore from…

Zygmunt Wyrobek · Harcerz w polu: zabawy i gry terenowe · 1946

Gamehwp-073

Misdirecting the Pursuit

At a destination, one hour’s march from the starting point, a flag is deliberately planted in a fairly visible spot by an appointed person. The White patrol heads there, while the Red patrol follows their trail. Only the Whites know where the flag is planted.…

Zygmunt Wyrobek · Harcerz w polu: zabawy i gry terenowe · 1946

Gamehwp-074

Terrain Reconnaissance

Game marked with an asterisk in the book: more suitable for older scouts. Terrain reconnaissance is the act of personally verifying whether a given section of terrain is suitable for a specific purpose. It is conducted because maps do not contain all details…

Zygmunt Wyrobek · Harcerz w polu: zabawy i gry terenowe · 1946

Gamehwp-075

At the Bivouac

At the designated bivouac site, the White patrol is stationed. Around it, 4–5 sentries, each a single scout, are positioned at a distance of several dozen paces from the bivouac. The terrain is not very open, allowing for stealthy approach. At the appointed…

Zygmunt Wyrobek · Harcerz w polu: zabawy i gry terenowe · 1946

Gamehwp-076

Sketch of Outposts

Game marked with an asterisk in the book: more suitable for older scouts. The white outposts stand in a semicircle, each 100–200 paces apart. Each consists of 2–3 people. Between the outposts, in places offering a view of the nearest surroundings, several…

Zygmunt Wyrobek · Harcerz w polu: zabawy i gry terenowe · 1946

Gamehwp-077

Raid on a Bivouac

a) The White patrol receives an order to launch a sudden raid on the Red patrol, which is bivouacked. If this exercise is not connected to another (e.g., the "step-by-step pursuit of the enemy" march, p. 72), meaning the Whites do not know the Reds' location,…

Zygmunt Wyrobek · Harcerz w polu: zabawy i gry terenowe · 1946

Gamehwp-078

Withdrawal from a Threatened Point

Game marked with an asterisk in the book: more suitable for older scouts. The White Patrol set up camp on a clear evening. They surrounded themselves with guards, knowing the enemy is nearby, and are prepared to abandon the camp if alarmed. Indeed, the enemy…

Zygmunt Wyrobek · Harcerz w polu: zabawy i gry terenowe · 1946

Gamehwp-079

After the Retreat is Cut Off

Game marked with an asterisk in the book: more suitable for older scouts. A patrol of Whites is returning from reconnaissance to their unit in X. The path winds through a forest, which is difficult to traverse. Since the patrol must deliver important…

Zygmunt Wyrobek · Harcerz w polu: zabawy i gry terenowe · 1946

Gamehwp-080

Ambush

A patrol should, as far as possible, not return by the same route it took to go on reconnaissance. This is one of the principles of conducting reconnaissance. Why? The following exercise provides the answer. The White patrol receives an order to reach point…

Zygmunt Wyrobek · Harcerz w polu: zabawy i gry terenowe · 1946

Gamehwp-081

Scouts Sneaking Past the Enemy

Game marked with an asterisk in the book: more suitable for older scouts. A patrol sets out on reconnaissance without a map and must, based solely on a general explanation and description, locate a specified point in the terrain. For example: "At a distance…

Zygmunt Wyrobek · Harcerz w polu: zabawy i gry terenowe · 1946

Gamehwp-082

Between Outposts

a) In the evening, three outposts, each consisting of 3–4 men, are stationed in front of the village, spaced 100–300 paces apart (the distance depends on the quality of the terrain between the outposts and the degree of darkness). The outposts are marked with…

Zygmunt Wyrobek · Harcerz w polu: zabawy i gry terenowe · 1946

Gamehwp-083

Through Three Lines

Game marked with an asterisk in the book: more suitable for older scouts. An exercise similar to the previous one. The sides of the area through which one is allowed to sneak are precisely defined, e.g., by a road on the left and the edge of a forest on the…

Zygmunt Wyrobek · Harcerz w polu: zabawy i gry terenowe · 1946

Gamehwp-084

Siege of the Fortress

A fortress is a wall of snow, perhaps semicircular, perhaps closed in a circle—it may be a solid snow wall, and it may have loopholes. Inside the fortress, the Whites are stationed with a supply of ammunition—snowballs. The Reds must locate and capture this…

Zygmunt Wyrobek · Harcerz w polu: zabawy i gry terenowe · 1946

Gamehwp-085

For the Flags

The exercise terrain is uneven, full of trees, bushes, etc., and is divided by a clear natural boundary, such as a road, path, or a row of trees, etc.; its natural side boundaries should also be marked (which must not be crossed during the exercise). However,…

Zygmunt Wyrobek · Harcerz w polu: zabawy i gry terenowe · 1946

Gamehwp-086

In Search of the Letter

In a forest or terrain with clearings, many scattered trees, overgrown ground, thickets, hollows, etc.—where it is easy to hide and move unnoticed—the leader hides a letter, marking the hiding spot in a visible manner. Then, he gathers both patrols, the…

Zygmunt Wyrobek · Harcerz w polu: zabawy i gry terenowe · 1946

Gamehwp-087

Across the Border

Game marked with an asterisk in the book: more suitable for older scouts. a) Not every terrain is suitable for this exercise. It must be undulating, in places overgrown, full of hollows, bushes, clusters of trees, etc., to facilitate concealment and stealth.…

Zygmunt Wyrobek · Harcerz w polu: zabawy i gry terenowe · 1946

Gamehwp-088

From the Nest

Game marked with an asterisk in the book: more suitable for older scouts. The leader points out to one scout the place where he must hide the flag. No one knows this location. The scout sets off from point A, taking a winding path through varied terrain to…

Zygmunt Wyrobek · Harcerz w polu: zabawy i gry terenowe · 1946

Gamehwp-089

Breaking the Railway Line

The road is a railway line that the scout patrol must break. The exercise takes place in the evening. The Whites guard this road. Patrols of several men walk back and forth along it. (A patrol may stop briefly at a certain point, but it is not allowed to…

Zygmunt Wyrobek · Harcerz w polu: zabawy i gry terenowe · 1946

Gamehwp-090

The Aviator

In the forest, an aviator has crashed and lies helpless. It is not known where he fell or to which side he belongs. Both the Whites and the Reds, encamped on opposite sides of the forest at a distance of 1–3 km from each other, receive this news…

Zygmunt Wyrobek · Harcerz w polu: zabawy i gry terenowe · 1946

Gamehwp-091

Spies in the Camp

Game marked with an asterisk in the book: more suitable for older scouts. From each patrol participating in the exercise, two scouts are selected. These, as the reds , play against the remaining whites . The whites set up a camp with very visible boundaries…

Zygmunt Wyrobek · Harcerz w polu: zabawy i gry terenowe · 1946

Gamehwp-092

Bandits and Gendarmes

Game marked with an asterisk in the book: more suitable for older scouts. A gang of 4–5 bandits, led by a chief, hides in the forest. The gendarmes conduct a manhunt. To this end, several of their patrols set out simultaneously from several points on the…

Zygmunt Wyrobek · Harcerz w polu: zabawy i gry terenowe · 1946

Gamehwp-093

The Merchant with Goods

Game marked with an asterisk in the book: more suitable for older scouts. From north to south, through dense forests, ravines, gorges, etc., a merchant travels accompanied by 6 men. From the west, a gang of Whites lies in wait for him; from the east, a gang…

Zygmunt Wyrobek · Harcerz w polu: zabawy i gry terenowe · 1946

Gamehwp-094

Relay Post

During many exercises, a relay post is set up for the rapid transmission of messages, as if a single messenger could do it. Scouts are positioned in a single long line every 50–150 paces, and a note, handed to the last scout, passes sequentially from hand to…

Zygmunt Wyrobek · Harcerz w polu: zabawy i gry terenowe · 1946

Gamehwp-095

Attack on the Relay Post

Game marked with an asterisk in the book: more suitable for older scouts. At the assembly point, one white scout remains, while the entire patrol sets off in a designated direction toward a specified goal, located an hour's march away. The march takes place…

Zygmunt Wyrobek · Harcerz w polu: zabawy i gry terenowe · 1946

Gamehwp-096

Breaking the Telegraph Line

Game marked with an asterisk in the book: more suitable for older scouts. A road with telegraph poles runs through terrain that is perfectly suited on both sides for stalking and sudden attacks. The Whites, with a strength of 2 patrols, occupy the road,…

Zygmunt Wyrobek · Harcerz w polu: zabawy i gry terenowe · 1946

Gamehwp-097

Courier

Game marked with an asterisk in the book: more suitable for older scouts. The terrain on which the exercise takes place has precisely defined boundaries. A courier must cross it and deliver a dispatch to a designated point (there may be several such points).…

Zygmunt Wyrobek · Harcerz w polu: zabawy i gry terenowe · 1946

Gamehwp-098

Two Passwords

Towards a forest glade, located in the middle of the terrain where the exercise takes place, scouts creep forward, each positioned singly around the area: The exercise begins as follows: all participants (after receiving cards, the contents of which must not…

Zygmunt Wyrobek · Harcerz w polu: zabawy i gry terenowe · 1946

Gamehwp-099

Transport

Game marked with an asterisk in the book: more suitable for older scouts. The White Patrol escorts a cart, which must be delivered to a designated location several kilometers from the starting point. The cart is a type of stretcher made from scout staves.…

Zygmunt Wyrobek · Harcerz w polu: zabawy i gry terenowe · 1946

Gamehwp-100

Camp in the Forest

Game marked with an asterisk in the book: more suitable for older scouts. The exercise takes place on a clear evening. The Whites are camping in the forest; guards are posted around. The camp consists of a planted flag with a few scouts by a campfire or, if…

Zygmunt Wyrobek · Harcerz w polu: zabawy i gry terenowe · 1946

Gamehwp-101

Avoiding the Enemy

Game marked with an asterisk in the book: more suitable for older scouts. A scout with one signal flag indicates an outpost; with two, a larger unit. Both sides are aware of this. Along a stream, 3 white outposts are stationed, with the middle one occupying…

Zygmunt Wyrobek · Harcerz w polu: zabawy i gry terenowe · 1946

Gamehwp-102

Without an Opponent

Game marked with an asterisk in the book: more suitable for older scouts. The exercise takes place in the evening. The white patrol receives the order to reach point A to determine whether it is free of reds. They must proceed very cautiously, and if they…

Zygmunt Wyrobek · Harcerz w polu: zabawy i gry terenowe · 1946

Gamehwp-103

With the Enemy at Your Back

Game marked with an asterisk in the book: more suitable for older scouts. The White patrol moves from point B towards A, occupies the bridge over the river (i.e., the point marked by two flags on the road), and observes whether the Reds are approaching A,…

Zygmunt Wyrobek · Harcerz w polu: zabawy i gry terenowe · 1946

Gamehwp-104

Unaware of Danger

Game marked with an asterisk in the book: more suitable for older scouts. Two white patrols are sent towards the river to check if bridges m and n are free of the enemy. Fig. 51. Written reports about this should be sent to point B, then the river crossings…

Zygmunt Wyrobek · Harcerz w polu: zabawy i gry terenowe · 1946

Gamehwp-105

Between the Hammer and the Anvil

Game marked with an asterisk in the book: more suitable for older scouts. One patrol of Whites plays against three patrols of Reds. The Whites receive the order: «Reconnoitre the road section M—N—O—P and wait in P until hour X for their own unit (i.e., a…

Zygmunt Wyrobek · Harcerz w polu: zabawy i gry terenowe · 1946

Gamehwp-106

Difficult Reconnaissance

Game marked with an asterisk in the book: more suitable for older scouts. White patrols guard the railway line against destruction by the reds and report their observations via relay post — the reds must uncover the white’s protective arrangements. A…

Zygmunt Wyrobek · Harcerz w polu: zabawy i gry terenowe · 1946

Gamehwp-107

Behind Enemy Lines

Game marked with an asterisk in the book: more suitable for older scouts. One patrol of the Whites is to set up outposts at points m—n—o; another, after they are placed, is to search the terrain (non-transparent) in front of them, drive off the enemy if…

Zygmunt Wyrobek · Harcerz w polu: zabawy i gry terenowe · 1946

Gamehwp-108

Alliance of the Allied Forces

Game marked with an asterisk in the book: more suitable for older scouts. The Reds, divided into two parts, stand 2–4 km apart. A White detachment separates them, positioned in the middle. Both sides are of equal strength. The Reds must unite while avoiding…

Zygmunt Wyrobek · Harcerz w polu: zabawy i gry terenowe · 1946

Gamehwp-109

Obstacles

Game marked with an asterisk in the book: more suitable for older scouts. The Whites are assigned a route they must traverse within a specified time, for example, 4 km per hour. Alternatively, two routes can be marked over a certain area of the terrain, and…

Zygmunt Wyrobek · Harcerz w polu: zabawy i gry terenowe · 1946

Gamehwp-110

Towards the Flag

The Whites set up outposts in a semicircle. There are at least four of them, each consisting of several people. They are well concealed, and if the terrain in front of an outpost is impassable, it sends out two-man scouts ahead. Small patrols move back and…

Zygmunt Wyrobek · Harcerz w polu: zabawy i gry terenowe · 1946

Gamehwp-111

Destruction of the Battery

Game marked with an asterisk in the book: more suitable for older scouts. In this exercise, of the same type as the previous one, the Reds have a more difficult task to accomplish. The terrain is similar, the procedure and meeting conditions are the same, but…

Zygmunt Wyrobek · Harcerz w polu: zabawy i gry terenowe · 1946

Gamehwp-112

In Constant Contact with the Enemy

Game marked with an asterisk in the book: more suitable for older scouts. This exercise is intended to demonstrate proficiency in maintaining contact with a once-located enemy and in transmitting information about them under changing tracking conditions. One…

Zygmunt Wyrobek · Harcerz w polu: zabawy i gry terenowe · 1946

Gamehwp-113

Attack on the Railway Line

The Whites are to guard the railway line from damage, while the Reds are to destroy it—these are the tasks of both parties. The leader selects a road passing through impassable terrain and marks it with flags at the points where the line must be broken. The…

Zygmunt Wyrobek · Harcerz w polu: zabawy i gry terenowe · 1946

Gamehwp-114

Free Shooters

Game marked with an asterisk in the book: more suitable for older scouts. The Whites must capture the hidden bands of "free shooters" (the Reds), while the Reds must evade the encirclement. The terrain should be as varied as possible—hilly and mixed, with…

Zygmunt Wyrobek · Harcerz w polu: zabawy i gry terenowe · 1946

Gamehwp-115

Defence of the Village

Game marked with an asterisk in the book: more suitable for older scouts. The Whites must capture the village, which is defended by the Reds. The village is considered captured if at least one of its entrances is taken. For this purpose, either a locality…

Zygmunt Wyrobek · Harcerz w polu: zabawy i gry terenowe · 1946

Gamehwp-116

Defence of Bridges

Game marked with an asterisk in the book: more suitable for older scouts. This exercise is similar to the previous one. Instead of capturing the entrance to the village, the goal is to seize a bridge over a river. If there is no river (a possible case), a…

Zygmunt Wyrobek · Harcerz w polu: zabawy i gry terenowe · 1946

Gamehwp-117

Scout Orienteering Course

A relatively new and well-conceived outdoor game is the so-called scout orienteering course ( bieg harcerski ). What does it involve? A scout patrol (or groups of 2–3 scouts) moves along a designated route in the field and, at pre-marked points, must complete…

Zygmunt Wyrobek · Harcerz w polu: zabawy i gry terenowe · 1946

Gamemdr-001

Kim's Game

Now let us turn to the game. You have probably played it many times before—but this time we shall do it properly. Forward march! About turn—march to the wall! (Now I arrange from 12 to 24 objects and cover them completely). About turn—march to me! I…

Alojzy Pawełek · Młoda drużyna · 1919

Gamemdr-002

Finding the Thimble

The patrol is led out, and a small object is hidden in a visible but not easily found location. The patrol is then sent to search for it. Whoever finds it says nothing but sits in the designated spot. --- Source scan: Podlaska Digital Library, marked "Public…

Alojzy Pawełek · Młoda drużyna · 1919

Gamemdr-003

Estimating Weight

Each of you should know how much you weigh and remember that number. Additionally, you must know the length of your span, foot, height to the knee, to the waist, your full height, and the length of your arm span (these last two measurements are almost the…

Alojzy Pawełek · Młoda drużyna · 1919

Gamemdr-005

Scent Game

The patrol leader brings in paper cones containing pieces of: bread, tea, cinnamon, --- Source scan: Podlaska Digital Library, marked "Public Domain". View scan — image 31.

Alojzy Pawełek · Młoda drużyna · 1919

Gamemdr-007

Chessboard Game

Draw the outline of a hare. A more challenging game when several chess pieces are placed on the chessboard. --- Source scan: Podlaska Digital Library, marked "Public Domain". View scan — image 37.

Alojzy Pawełek · Młoda drużyna · 1919

Gamemdr-008

Vanishing Images

A postcard or several are shown briefly, then hidden, and the participants are asked to describe them. --- Source of scan: Podlaska Digital Library, marked "Public Domain". View scan — image 40.

Alojzy Pawełek · Młoda drużyna · 1919

Gamemdr-010

Remembering Announcements

Game. Read a theater poster, cinema announcement, or something similar, and have the boys write down as many details as possible. --- Source scan: Podlaska Digital Library, marked "Public Domain". View scan — image 45.

Alojzy Pawełek · Młoda drużyna · 1919

Gamemdr-011

Expedition for Plants

(Whoever first brings the specified plant, matches, a piece of wire, a cork, a brick, a tram ticket, and the like). --- Source of scan: Podlaska Digital Library, marked "Public Domain". View scan — image 48.

Alojzy Pawełek · Młoda drużyna · 1919

Gamemdr-012

Kim and the Thimble Hunt

Kim’s Game. To test the development of observation skills, and thus quite difficult. Another thimble hunt. This time, scatter 10 small objects or pins around the room—whoever finds the most wins. --- Source scan: Podlaska Digital Library, marked "Public…

Alojzy Pawełek · Młoda drużyna · 1919

Gamemdr-013

Purring Cat

One player, with eyes blindfolded, catches the others and, by running a hand over their face, tries to recognize them. If unable to do so, the caught player is instructed to purr, and the blindfolded player identifies them by their voice. --- Source scan:…

Alojzy Pawełek · Młoda drużyna · 1919

Gamemdr-014

Half a Letter

A letter is written, folded in half, and the second part is torn off. The first half is given to the patrol, and each member tries to guess the rest as best as they can. --- Source scan: Podlaska Digital Library, marked "Public Domain". View scan — image 57.

Alojzy Pawełek · Młoda drużyna · 1919

Gamemdr-015

Drawing a Wallpaper Pattern

First time from the template, second time from memory. --- Scan source: Podlaska Digital Library, marked "Public Domain". View scan — image 59.

Alojzy Pawełek · Młoda drużyna · 1919

Gamemdr-020

Drawing a Profile

from a shadow on the wall. (Possible only with artificial light). --- Source scan: Podlaska Digital Library, marked "Public Domain". View scan — image 72.

Alojzy Pawełek · Młoda drużyna · 1919

Gamemdr-021

The Marmot Club

Everyone except one conspires and informs him that they belong to the Marmot Club, to which he too may be admitted with certain ceremonies. All put on their overcoats, and then the novice is secretly attached with a whistle on a string to his back.…

Alojzy Pawełek · Młoda drużyna · 1919

Gamemdr-022

Visiting Cards or Compositor (Typesetter)

Both games involve giving mixed letters that form a name, which must be arranged. --- Source scan: Podlaska Digital Library, marked "Public Domain". View scan — image 77.

Alojzy Pawełek · Młoda drużyna · 1919

Gamemdr-025

Yes and No

The patrol agrees on a single word, for example, Mickiewicz . One who does not know the word may ask, for instance, Is it an object? The patrol responds: No. Is it a person? Exactly! The patrol answers only with two words, from which the boy must guess the…

Alojzy Pawełek · Młoda drużyna · 1919

Gamemdr-028

Silent Approach to the Campsite

The most appropriate time to arrive at the site is for conducting some general game. At least one patrol should perform a silent approach to the location designated for the camp and scout the surrounding area. Several patrols converging from different…

Alojzy Pawełek · Młoda drużyna · 1919

Gamemdr-029

Approaching — First Type

The task of the patrol is to reach the agreed and designated location, occupy it, and set up sentries with the following conditions: a) the enemy is not present there, b) the enemy may be present there. Other patrols receive similar orders and instructions on…

Alojzy Pawełek · Młoda drużyna · 1919

Gamemdr-030

Approach — Second Type

The patrol goes first, followed by the others, which on the way try to outflank it and, knowing in advance where it will hide, meet it there themselves. If they do not arrive in time, they come later but from another direction and approach the patrol, which…

Alojzy Pawełek · Młoda drużyna · 1919

Gamemdr-031

Approach — Third Type

The patrol sets out and sets up an ambush along the way. Other patrols proceed cautiously, searching the area. If they succeed, they surround the ambush from behind; if not, they stumble upon it and may save themselves by fleeing or by boldly launching an…

Alojzy Pawełek · Młoda drużyna · 1919

Gamemdr-032

Approach — Fourth Type

The patrol sets out on its way, unaware of others and convinced it is traveling alone in that direction. Another patrol is assigned a point where the first will pass, lets it go by, and stealthily follows in its tracks, never losing sight of it. An easier…

Alojzy Pawełek · Młoda drużyna · 1919

Gamemdr-035

Expedition for Plants

Who will be the first to bring coals from the campfire, a stone, an oak twig, a linden twig, and the like. --- Source scan: Podlaska Digital Library, marked "Public Domain". View scan — image 94.

Alojzy Pawełek · Młoda drużyna · 1919

Gamemdr-036

Hunting for the Thimble

On a piece of ground marked by a line, a copper coin, pencil, or other small item is hidden—preferably in some crevice or hole. Near a tree, hide a knife 2—3 paces away, so that it is slightly visible. Hide it on the ground 2 times, and on the third, stick it…

Alojzy Pawełek · Młoda drużyna · 1919

Gamemdr-038

Spotting the Stag

The one chosen as the stag closes their eyes while the others hide. Then, they perform actions: wiping their nose, writing something in a notebook, looking at a watch, and the like. They should make 10 movements. The game then ends, and everyone says what…

Alojzy Pawełek · Młoda drużyna · 1919

Gamemdr-039

Blind Man's Approach

The blindfolded player has a blindfold over their eyes and a stick in hand. Whoever they hear three times and point to with the stick counts their steps and leaves the game. A referee must absolutely be present here. --- Source scan: Podlaska Digital Library,…

Alojzy Pawełek · Młoda drużyna · 1919

Gamemdr-043

Sneaking from Zbaraż

Along a ditch, the ridge of a hill, the line of a clearing, or any other natural line at a great distance from one another (so they cannot see each other), sentries are positioned, through whom one must pass, show oneself to the troop leader, and return.…

Alojzy Pawełek · Młoda drużyna · 1919

Gamemdr-044

The Escape of a Siberian Deportee

(In winter). Two scouts sent out avoid well-trodden paths and try to lose their tracks. If found, they defend themselves with snowballs. A hit is considered a kill. --- Source scan: Podlaska Digital Library, marked "Public Domain". View scan — image 95.

Alojzy Pawełek · Młoda drużyna · 1919

Gamemdr-045

Spiders and Flies

Flies hide on the spiderweb. Spiders advance in a skirmish line in one direction. A flushed fly may flee until caught by hand. One who passes unnoticed emerges victorious (hide under branches, in a tree, or in a juniper bush). --- Source scan: Podlaska…

Alojzy Pawełek · Młoda drużyna · 1919

Gamemdr-046

Badger

One person hides in a designated area. The rest search in a skirmish line. Essentially, it is the same as the previous game. --- Source scan: Podlaska Digital Library, marked "Public Domain". View scan — image 95.

Alojzy Pawełek · Młoda drużyna · 1919

Gamemdr-047

The Crow

runs and signals with a bugle or cawing. At every whistle, she should respond. They chase her in a chain, then by sight until caught. The game works well at dusk. --- Source scan: Podlaska Digital Library, marked "Public Domain". View scan — image 95.

Alojzy Pawełek · Młoda drużyna · 1919

Gamemdr-048

Cossack-Tatar

Two patrols stalk each other along a hill, ravine, valley, road, or gully. A scout who is spotted is called out, then removes their cap as a sign of being out of the game and steps aside. The patrol that completely eliminates the opponent wins. --- Source…

Alojzy Pawełek · Młoda drużyna · 1919

Gamemdr-049

Detecting the Sentry

The patrol moves along a road, boundary, or overgrown gully, then returns, creeping back the same way. Meanwhile, a sentry hidden in a hole, bush, tree, under a pile of brushwood, or the like calls out repeatedly until someone successfully tracks and locates…

Alojzy Pawełek · Młoda drużyna · 1919

Gamemdr-050

The Thief in the Camp

A designated thief stealthily snatches a neckerchief from the camp. Upon noticing the loss, the others search for or track the thief. The thief may hide no farther than 200 steps away and must keep the neckerchief around their neck. --- Source scan: Podlaska…

Alojzy Pawełek · Młoda drużyna · 1919

Gamemdr-051

Searching for a Lost Object

Searching for an intentionally lost object—a knife, watch, or cap—by advancing in a chain around the area or in strips. It can also be done this way: upon leaving the campsite, one says: "Somewhere near the camp, a whistle was left behind—who will find it…

Alojzy Pawełek · Młoda drużyna · 1919

Gamemdr-053

Return in Five Minutes

People are sent into the forest without a watch—who will return at the right time. --- Scan source: Podlaska Digital Library, marked "Public Domain". View scan — image 95.

Alojzy Pawełek · Młoda drużyna · 1919

Gamemdr-057

March Through the Forest

Designate 2 trees through which each boy aims at the third, then the fourth, and so on, walking while maintaining this line. After 15 minutes, he sits down. When the entire patrol, sent individually at 5-minute intervals, arrives at approximately the same…

Alojzy Pawełek · Młoda drużyna · 1919

Gamemdr-063

Relay Race

1) Two troops position their members every 50 steps apart. By passing a flag from one to another, the runners strive to ensure their troop delivers it to the finish line first. 2) 4 troops stand at two finish lines. The first faces the second, the third faces…

Alojzy Pawełek · Młoda drużyna · 1919

Gamemdr-064

Called Race

Everyone stands in pairs. Each pair knows their number. The leader calls out, for example, "6-th pair forward." If we want everyone to run in sequence, we always call: the last pair forward, but this is less interesting. --- Source scan: Podlaska Digital…

Alojzy Pawełek · Młoda drużyna · 1919

Gamemdr-065

Single Race

A cap is hung on a stick. At a distance of two metres, two boys run at the whistle to snatch it. Run slowly from the left side only and grab with the right hand (so that they do not collide and injure themselves). The one who is late may, in the first moment,…

Alojzy Pawełek · Młoda drużyna · 1919

Gamemdr-070

Cockfight

(A humorous game). In a circle holding hands, two "cocks" appear, hopping on one leg with their arms crossed on their chests. Who will drop onto the other leg upon collision? The winner faces the next challenger until they are defeated. --- Source scan:…

Alojzy Pawełek · Młoda drużyna · 1919

Gamemdr-071

The Dash for the Cap

From two meters away, they run to the cap to snatch it up. --- Source scan: Podlaska Digital Library, marked "Public Domain". View scan — image 99.

Alojzy Pawełek · Młoda drużyna · 1919

Gamemdr-072

Decoy with Feints

Cap and finish line. The fleeing player performs various movements—sits, lies down, kneels, makes turns. The pursuer must repeat everything to the letter until the moment the fleeing player snatches the cap and bolts. The pursuer must catch them before the…

Alojzy Pawełek · Młoda drużyna · 1919

Gamemdr-073

Stork

One player stands over 2—3 caps with a belt in hand and strikes anyone who tries to steal them. Whoever steals one or two becomes the stork. (Only a few players may participate.) --- Source scan: Podlaska Digital Library, marked "Public Domain". View scan —…

Alojzy Pawełek · Młoda drużyna · 1919

Gamemdr-074

To the Gentleman Hare

The dog sleeps, resting its head on the gentleman's knees. The hares hide. Then the gentleman releases the dog and calls: "to the gentleman hare!" — The hares run, and the one the dog catches becomes the dog. (Patrol game). --- Source scan: Podlaska Digital…

Alojzy Pawełek · Młoda drużyna · 1919

Gamemdr-075

To the Gentle Tap-Hare

The hares do not run immediately at the call and wait until the dog chases off somewhere. Then they run to the placed stick and tap it 3 times. If the dog arrives first and taps 3 times, the hare is caught. The next hare can redeem him by calling: “for me!”…

Alojzy Pawełek · Młoda drużyna · 1919

Gamemdr-076

Fox and Geese

A gander with outstretched arms defends an entire line of geese from the fox, which tries to snatch them. Older boys most often will not wish to play, and it is not worth compelling them. The same can be said of "Rooms for Rent" (changing places). --- Source…

Alojzy Pawełek · Młoda drużyna · 1919

Gamemdr-078

The Last One Hanging

At this command, everyone scatters and hangs from whatever they can. The last one who is late must catch one of their companions, who in the meantime change their places. --- Source scan: Podlaska Digital Library, marked "Public Domain". View scan — image 99.

Alojzy Pawełek · Młoda drużyna · 1919

Gamemdr-079

Day and Night

Two halves of the boys' troop stand at 2 meters apart. On the command "Day," one half chases the other (as in "Black Man"), switching sides. On the command "Night," the other half does the same. The commands alternate. --- Source scan: Podlaska Digital…

Alojzy Pawełek · Młoda drużyna · 1919

Gamemdr-080

Tug-of-War Troop

Two troops stand on 2 sides of a line, grasp hands individually, and pull, with no more than two allowed to pull one opponent. The king must be pulled across 3 times. --- Source scan: Podlaska Digital Library, marked "Public Domain". View scan — image 99.

Alojzy Pawełek · Młoda drużyna · 1919

Gamemdr-081

Pushing Army

Two chains push against each other, attempting to shove one another aside. --- Source scan: Podlaska Digital Library, marked "Public Domain". View scan — image 99.

Alojzy Pawełek · Młoda drużyna · 1919

Gamemdr-082

Blind Man's Buff

Two players with blindfolded eyes move within a circle (which can be enlarged using sticks held in their hands). One flees, blowing a whistle every few seconds, while the other, listening carefully, tries to catch them. The caught player then flees from the…

Alojzy Pawełek · Młoda drużyna · 1919

Gamemdr-083

Hot Potato Wall Ball

Players hit the ball against the wall. Whoever catches it gets a throw (right hand — 2 throws, left hand — 3). If they miss, they go to hit the ball themselves. If the ball slips from someone’s hands while catching, that player is "sparzony" (burned) and must…

Alojzy Pawełek · Młoda drużyna · 1919

Gamemdr-084

Nationalities (Vocatus)

Nationalities. (Vocatus). Each participant takes a name (preferably a native one, such as: Krakowiak, Ślązak, Mazur, Litwin, Podlasiak, Hucul, etc.). Everyone crouches over a small hole in which a ball lies. The called-out player strikes the others as they…

Alojzy Pawełek · Młoda drużyna · 1919

Gamemdr-085

The Standard

The ball is passed from hand to hand. One player calls: standard! The boys instantly scatter and each stands motionless. The caller then throws the ball at any one of them. If they miss, another picks up the ball, calls: standard! and so on. If they hit, the…

Alojzy Pawełek · Młoda drużyna · 1919

Gamemdr-092

Cross-Country Run

along a designated route passing through hurdles, posts, railings, and sometimes water. --- Source scan: Podlaska Digital Library, marked "Public Domain". View scan — image 100.

Alojzy Pawełek · Młoda drużyna · 1919

Gamemdr-093

Obstacle Run

An obstacle run involving jumps over heights every several steps. --- Source scan: Podlaska Digital Library, marked "Public Domain". View scan — image 100.

Alojzy Pawełek · Młoda drużyna · 1919

Gamemdr-094

Humorous Races

in sacks, with bound legs, with a candle, a glass of water, or with a blown-out egg on a spoon—in hand. --- Source scan: Podlaska Digital Library, marked "Public Domain". View scan — image 100.

Alojzy Pawełek · Młoda drużyna · 1919

Gamemdr-097

Races

patrol races—and a contest between the winners over a distance of 100 steps (no more). --- Source scan: Podlaska Digital Library, marked "Public Domain". View scan — image 100.

Alojzy Pawełek · Młoda drużyna · 1919

Gamemdr-101

Sneaking Through a Cordon of Sentinels

Sneaking through a cordon of sentinels stationed around a square, marketplace, or along a street. The task can be made more difficult for the sentinels by assigning them a section so large that there are not enough to cover each corner, or by allowing passage…

Alojzy Pawełek · Młoda drużyna · 1919

Gamemdr-103

The Hare

For the first time, two go as hares, following the same precise route and having the same endpoint where they must hide. They go, marking the path with chalk. The patrol leader, having explained the tracking rules (with the main emphasis on doing it so…

Alojzy Pawełek · Młoda drużyna · 1919

Gamemdr-106

Memorizing Three Displays

Memorizing Three Displays written on a card. After viewing them, one opens a sealed envelope with an inscription, which must be described. (Mainly list what was on the display). --- Scan source: Podlaska Digital Library, marked "Public Domain". View scan —…

Alojzy Pawełek · Młoda drużyna · 1919

Trialpw-001

Strike Fire

  • Thoroughness
  • Cunning
  • Resourcefulness
  • Patience

I lock you in this room for one hour. In this piece of wood, you will burn the first letter of your name. (The sign of your totem, the emblem of your patrol, etc.). — You will use neither matches nor a lighter. I will return in an hour. Be prepared!

L. Ungeheuer · Próby wodzów · 1935

Trialpw-002

Burning Through a Suspended Rope with Knots

  • Cunning
  • Patience
  • Ingenuity

Here you have one match and this thick rope, which I am weighting with a stone and hanging from a tree. Burn through this rope at the spot between these two knots (which are 1 cm apart). Do not touch the rope with your hands. Leave the knots untouched by the…

L. Ungeheuer · Próby wodzów · 1935

Trialpw-003

Seeking the Source

  • Thoroughness
  • Tracking
  • Ingenuity in making a primitive tool
  • Endurance in hardship
  • Patience

Do you have any vessel with you? — No? That’s fine. Find the source of this stream, and bring six handfuls of its water to that grotto. I’m waiting — see you there!

L. Ungeheuer · Próby wodzów · 1935

Trialpw-004

Breaking a Horseshoe

  • Heat endurance
  • Resourcefulness
  • Strength
  • Perseverance

You shall break this horseshoe, and then straighten each of the pieces. Fire? Yes, you may use it. I await you at your patrol, which is holding its games nearby, there by the stream.

L. Ungeheuer · Próby wodzów · 1935

Trialpw-005

From Prison

  • Strength
  • Dexterity
  • Resourcefulness
  • Cunning
  • Discipline

A Scout from a patrol, e.g., the Wild Boars, is kidnapped, bound, and carried into the troop’s room (located on the ground floor) by another patrol, the Wolves, and locked inside. Under the door, the Scoutmaster slips a note with the following message: Be…

L. Ungeheuer · Próby wodzów · 1935

Trialpw-006

The Shot Vessel

  • Accuracy
  • Cooking skill
  • Cunning

Are you hungry? — My mess tin is hanging on that branch over the stream, right there, three paces from you. Can’t you reach it? Take this carbine and the ammunition, shoot it down, and cook breakfast. The rest is in my backpack.

L. Ungeheuer · Próby wodzów · 1935

Trialpw-007

Descent from the Mountain with a Stone

  • Strength
  • Balance

This stone is much heavier (and the path far more difficult than you suppose) rests upon your neck; descend the mountain with it without touching it with your hands. Do not underestimate it, for the stone is heavy and the path is hard.

L. Ungeheuer · Próby wodzów · 1935

Trialpw-008

The Shadow Circles

  • Precision
  • Technique
  • Time orientation
  • Cunning

Do you remember the path you have walked? — here is a map of our surroundings. Precisely in one hour and thirty minutes, report to me, and I will tell you what to do next! — Without a watch — the sun will suffice!

L. Ungeheuer · Próby wodzów · 1935

Trialpw-009

The Broken Pot

  • Resourcefulness
  • Mystery
  • Patience

Beware: there is no water around here. Take the shards of an old pot from this sack. Repair the pot and store the water from my canteen in it until tomorrow; you will find the tools in the sack. Act quickly, for we must continue our journey soon. (In the…

L. Ungeheuer · Próby wodzów · 1935

Trialpw-010

Unrecognized

  • Characterization
  • Tracking
  • Thoroughness
  • Self-confidence

In any attire you choose, unrecognized by the troop leader (or patrol leader, father, mother, brother, etc.), you must exchange at least 3 sentences with them on an interesting topic. You have 3 hours to complete this.

L. Ungeheuer · Próby wodzów · 1935

Trialpw-011

For Earnings

  • Earning
  • Honesty
  • Honor
  • Generosity
  • Scout Station for a good cause

Go and earn honestly within 6 hours 50 groszy — well done, and now deposit them at the Scout Station in Lwów (or another cause).

L. Ungeheuer · Próby wodzów · 1935

Trialpw-012

Gas

  • Anti-gas defense
  • Volume assessment
  • Courage

There is gas in this cellar, which is not at all good for health and brings tears to the eyes. Go and calculate how many tons of coal this cellar can hold. Here is the mask.

L. Ungeheuer · Próby wodzów · 1935

Trialpw-013

To the Target with Liquid

  • Accuracy
  • Resourcefulness
  • Crossing
  • Scent test

On the other side of the stream, 25 paces from us, I placed a flask with a liquid. Open that flask while standing here, and then, without wetting your feet, determine what liquid is inside it.

L. Ungeheuer · Próby wodzów · 1935

Trialpw-014

At Night

  • Courage
  • Composure

Where the roads cross, a solitary alder stands. Beneath that alder lies a stone, and under it a sign or a letter. Go there at midnight and do as the sign commands. (The content of the letter is secondary; it may be some life motto.)

L. Ungeheuer · Próby wodzów · 1935

Trialpw-015

A Piece of Ice

  • Cold endurance

Here is a piece of ice I place on your palm. Hold it until the ice melts. You may switch to the other hand.

L. Ungeheuer · Próby wodzów · 1935

Trialpw-016

The Mysterious Sack

  • Mystery
  • Curiosity
  • Resourcefulness
  • Self-control in the face of fear
  • Courage

Do you know that stream by the caves? — When midnight comes, you will sit by it and untie the sack I give you. Inside is everything needed to prepare a feast for us when we arrive at dawn. The pot, I warn you, is leaky. The tea must be hot. (In the sack: a…

L. Ungeheuer · Próby wodzów · 1935

Trialpw-017

For Further Watch

  • Skill

Night approaches... You will stand on the watchtower of our troop’s camp. Let the clear, starry sky mark the time for you. You will wake me for the next watch.

L. Ungeheuer · Próby wodzów · 1935

Trialpw-018

The Silent One

I bind your mouth with tape. Your patrol is near. Only they can free you from the tape. Only a voice obtained by skill can lure them; shouts will not help. Take this knife and this log from me! Obtain a voice by skill, a sign by skill!

L. Ungeheuer · Próby wodzów · 1935

Trialpw-019

On Reconnaissance

  • Cunning
  • Observation
  • Reconnaissance
  • Thoroughness
  • Reasoning

Go to the town and find a red-haired man. Learn about him: 1) his age 2) whether he is married 3) his profession 4) what he intends to do today 5) where he lives. — answer in 3 hours.

L. Ungeheuer · Próby wodzów · 1935

Trialpw-020

What Song

  • Musicality
  • Dexterity
  • Cunning

Play me the song you sing most often. Have no instrument? On anything, make your own instrument—flute, cymbals, whatever you like—but play.

L. Ungeheuer · Próby wodzów · 1935

Trialpw-021

The Hunt

  • Tracking
  • Cunning
  • Ingenuity

Take a photograph of your troop leader (a photo, sketch, or caricature) without them noticing.

L. Ungeheuer · Próby wodzów · 1935

Trialpw-022

Foolish Thomas

  • Cunning
  • Resourcefulness

...and now free yourself from these bonds and tell me with what knot I bound your hands.

L. Ungeheuer · Próby wodzów · 1935

Trialpw-023

Mistake

  • Observation
  • Time estimation

There is a printing error on this newspaper page. Find it and state in minutes how long you searched. — Naturally, without a watch. — Begin.

L. Ungeheuer · Próby wodzów · 1935

Trialpw-024

By what trick?

  • Ingenuity
  • Strength of arms and legs

Here you have a 25-meter rope. You may not walk on the ground. Nor from branch to branch—only along the rope. From this tree here, you must reach that third one. By what trick will you do it? — I’ll see! The distance between these trees is at most 2 meters.

L. Ungeheuer · Próby wodzów · 1935

Trialpw-025

Bowl

  • Resourcefulness
  • Patience
  • Willpower
  • Ingenuity

From this lump of clay, you will make a durable bowl to serve your troop on the night of your vigil.

L. Ungeheuer · Próby wodzów · 1935

Trialpw-026

Underground

  • Muscle strength
  • Patience
  • Willpower
  • Composure
  • Ingenuity

On the glade, whose sketch I give you, I will arrive promptly at 3 p.m. along with your patrol leader, who will attempt to find you within one minute. Your task: by 3:01 p.m., you must lure the patrol leader toward you with your voice from a distance of less…

L. Ungeheuer · Próby wodzów · 1935

Trialpw-027

Disrupt the Troop Meeting

  • Willpower
  • Initiative
  • Cunning

Tonight at 6 o'clock, the Buffalo Patrol of your troop is to hold its meeting. Without causing the slightest harm to any of the Buffaloes, you shall endeavor to ensure that the meeting follows a completely different program than originally intended.

L. Ungeheuer · Próby wodzów · 1935

Trialpw-028

Cat

  • Tracking
  • Speed
  • Alertness

Do you have a cat at home? No? — all the better, for I need a cat just for a moment. Bring me a cat from wherever you can, without harming it in any way. You’ve brought one! Well done, scout. Now pay attention, for I am letting it go free, and you must…

L. Ungeheuer · Próby wodzów · 1935

Trialpw-029

Dead Branches

  • Self-reliance
  • Resourcefulness
  • Steadiness of hand
  • Accuracy

To the north of here you will find an old pine. Lead the way to it. — That’s the one. Do you see those lower dead branches? — Set up your camp beneath it. You will have firewood and everything else from those old branches, but you must not touch the trunk.…

L. Ungeheuer · Próby wodzów · 1935

Trialpw-030

Two Fir Trees

  • Muscle strength
  • Distance estimation
  • Resourcefulness

Look: on both sides of this ravine, two fir trees grow, almost of the same age. — How old do you think they are? — They stand no more than three paces apart. From one to the other, you can only reach using this rope.

L. Ungeheuer · Próby wodzów · 1935

Trialpw-031

Gathering

  • Initiative
  • Ingenuity
  • Cheerfulness
  • Self-confidence
  • Willpower

Do something that will draw the entire troop to the clubhouse or another place. Then, arrange something there so that the troop will not regret coming.

L. Ungeheuer · Próby wodzów · 1935

Trialpw-032

Along the Rope

  • Physical fitness
  • Scouting the unknown
  • Practical knots

There is only one way down to that ravine—along a rope. Search the bottom of the ravine thoroughly and report back to me at once. Here is a piece of bread, some sugar, and tea. There is water at the bottom.

L. Ungeheuer · Próby wodzów · 1935

Trialpw-033

Defense of the Fire

  • Finding north
  • Orientation
  • Agility
  • Ambition
  • Defense

Do you know that broken tree by the road to Borek? North of that tree is a clearing. The snow there is deep, up to the knees. In that clearing, light a fire at three o'clock and keep it burning until I arrive. I will be there at 3:15. Hidden enemies will try…

L. Ungeheuer · Próby wodzów · 1935

Trialpw-034

Troop Reconnaissance

  • Cunning
  • Reasoning
  • Intelligence
  • Tracking

You will cleverly find out about the "Eagles" patrol of the neighboring troop: when the Eagles hold their meetings, where, what happened at their last meeting, what they plan to do at the next meeting, how many are in the patrol, what the troop leader’s…

L. Ungeheuer · Próby wodzów · 1935

Trialpw-035

Along the Line into the Abyss

  • Movement control
  • Muscle strength
  • Composure

Do you see that branch on this beech tree—yes, the one 5 meters above the ground? Beneath this tree, I place a full mess tin of water. Take this rope and do as I command. Bring that water up to that height immediately, without spilling a drop from the mess…

L. Ungeheuer · Próby wodzów · 1935

Trialpw-036

What is there?

  • Accuracy
  • Distance estimation
  • Measuring distance
  • Resourcefulness
  • Cunning

What is the exact distance from you to that old pot standing on the other side of the stream? — You say 7 steps, but how many meters? Check it precisely, and then, without crossing the river, find out what substance is inside that pot. Here is a 15-meter rope.

L. Ungeheuer · Próby wodzów · 1935

Trialpw-037

Birds, Trees, Stones

  • Knowledge of birds
  • Tracking their life; knowledge of trees and inanimate nature

For half a day, you will come with me. We will go into the forest. You will identify three birds — and describe them. You will identify three trees — from each tree, a leaf, a piece of bark, and a lump of resin. You will identify three different stones —…

L. Ungeheuer · Próby wodzów · 1935

Trialpw-038

Leap

  • Readiness
  • Long jump
  • Decision speed

Do you have the sports badge? Can you jump three meters? This stream is exactly three meters wide. — Jump!

L. Ungeheuer · Próby wodzów · 1935

Trialpw-039

Preserve the Ice

  • Ingenuity
  • Patience

Tomorrow, precisely at 12 noon, you will receive from me on the hill at 435 meters northwest of the city a piece of ice. Do this—without leaving the hill—so that by 6 p.m. I receive from you the remainder of the ice. Your entire patrol will be waiting there.…

L. Ungeheuer · Próby wodzów · 1935

Trialpw-040

Iron Burns

  • Ritual moment
  • Fire
  • Dexterity
  • Pictographic writing
  • Gathering impressions from the completed trial

On this very stake, draw with a glowing iron the history of this trial.

L. Ungeheuer · Próby wodzów · 1935

Trialpw-041

About the Document

  • Cunning
  • Ingenuity

In the Troop Command, there is a valuable document that you must retrieve. This letter is written by me to the Troop Commander on the 7th of March of the current year.

L. Ungeheuer · Próby wodzów · 1935

Trialpw-042

By One's Own Industry

  • Ingenuity
  • Sense of beauty
  • Accuracy

Make, by your own industry, for someone dearest to you something both very beautiful and useful. You shall complete the task and present the item on the last night of the vigil.

L. Ungeheuer · Próby wodzów · 1935

Trialpw-043

To the Mast

  • Muscle strength
  • Ingenuity

Within 5 minutes, climb this mast to the height of the stork’s nest. You may use the rope.

L. Ungeheuer · Próby wodzów · 1935

Trialpw-044

Cut the Rope

  • Ingenuity
  • Patience
  • Willpower

Without using sharp tools, you will cut this rope into two parts within 5 minutes.

L. Ungeheuer · Próby wodzów · 1935

Trialpw-045

Barrel Run

  • Courage
  • Composure
  • Distance estimation
  • Time estimation
  • Cunning

You will run by rolling inside this large barrel for 25 meters. I will give the signal in a moment.

L. Ungeheuer · Próby wodzów · 1935

Trialpw-046

In the Hay Bag

  • Dexterity
  • Patience

Take your Scout uniform with you. Here is your own camp hay bag. Step inside it, like this. I will sew you into it for a period of 15 minutes. In a quarter of an hour, you will stand before me in your Scout uniform.

L. Ungeheuer · Próby wodzów · 1935

Trialpw-047

The Mysterious Campfire

  • Ingenuity

Here, on this beautiful glade, you will kindle a fire—but in such a way that afterwards no one will recognize that you were here and that a fire burned.

L. Ungeheuer · Próby wodzów · 1935

Trialpw-048

With a Stone

  • Patience
  • Endurance in hardship
  • Orientation

Enter this hayloft. I will fasten it. Stand up inside it. Now take this stake from me, carry it to that rock, no more than 100 paces from here. Drive the stake into the ground beneath the rock and await further orders.

L. Ungeheuer · Próby wodzów · 1935

Trialpw-049

Like an Eagle

  • Dexterity
  • Ingenuity
  • Endurance in hardship

On this very oak, you shall make your bed for tonight. Good night.

L. Ungeheuer · Próby wodzów · 1935

Trialpw-050

Find the Thought

  • Intelligence
  • Reasoning

Tea ready? — Then let us sit here in a circle and drink. In this leaf, I have enclosed my thought. Ask, and I will answer yes or no; find my thought.

L. Ungeheuer · Próby wodzów · 1935

Trialpw-051

The Nine

  • Endurance
  • Composure

— Now, draw the Arabic numeral nine (9) on the ground so that the diameter of the circle in this number is 2 small steps, and the line is 10 steps long. Good, now run around the circumference of that circle for 100 steps, then along the straight line of the…

L. Ungeheuer · Próby wodzów · 1935

Trialpw-052

Extinguish the Lamp

  • Decision speed
  • Courage
  • Risk
  • Muscle strength
  • Resourcefulness

Put out this gas lantern, then quickly light it again, but in such a way that you are not caught doing so.

L. Ungeheuer · Próby wodzów · 1935

Trialpw-053

No One Will Hear

  • Willpower
  • Thoroughness

From this moment until the arrival of your watch, that is, for the entire day, no one shall hear your voice.

L. Ungeheuer · Próby wodzów · 1935

Trialpw-054

Forged!

  • Muscle strength
  • Ingenuity
  • Willpower

From this iron bar, make a camp knife, using fire, bricks, and an axe.

L. Ungeheuer · Próby wodzów · 1935

Trialpw-055

Without Water, Without Bread

  • Willpower
  • Thoroughness
  • Endurance in hardship

Tomorrow at sunrise, set out on a hike and until sunset you shall neither drink nor eat. — At sunset, you will prepare your own supper.

L. Ungeheuer · Próby wodzów · 1935

Trialpw-056

Literary Scout

  • Intelligence
  • Skill
  • Self-expression

Write something so engaging for our "Skaut" or another Scout magazine that it truly gets published in its pages.

L. Ungeheuer · Próby wodzów · 1935

Trialpw-057

The Hunted

  • Accuracy
  • Resourcefulness
  • Thoroughness

— Make yourself a bow and arrows. You must cook your own dinner from the potatoes that lie there on the rock, 5 paces away from us. Only the potatoes hit by 16 of your arrows will be yours. Aim and strike!

L. Ungeheuer · Próby wodzów · 1935

Trialpw-058

Apple

  • Accuracy
  • Steadiness of hand

I give you 17 minutes. Do you see that apple attached to the board? It is no more than 3 steps away. Take out your camping knife and cleverly ensure that the apple is no longer there from this distance.

L. Ungeheuer · Próby wodzów · 1935

Trialpw-059

Guard the Flower

  • Cunning
  • Love of nature

Take this wildflower and transplant it there beneath the rock, and see to it that when we come on the night of your vigil, we find it as fresh as it is now.

L. Ungeheuer · Próby wodzów · 1935

Trialpw-060

From the Scree Slope

  • Patience
  • Endurance in hardship
  • Courage

No harm will come to you, even with your legs bound. Descend this sandy scree slope; at the bottom, free yourself from the bonds and make your way back here to face the next trial.

L. Ungeheuer · Próby wodzów · 1935

Trialpw-061

How Will You Do It?

  • Intelligence
  • Ingenuity
  • Wit

I give you a sheet of paper with this instruction: Make a hole in it so that you and your entire patrol can pass through it.

L. Ungeheuer · Próby wodzów · 1935

Trialpw-062

Lantern

  • Ingenuity
  • Patience

You will make a camp lantern from this bottle. It must have the advantage that even a strong wind cannot extinguish the candle placed inside it.

L. Ungeheuer · Próby wodzów · 1935

Trialpw-063

With Silent Step

  • Composure
  • Alertness
  • Willpower

In that hollow below, a wolf patrol is encamped. — Approach it with silent step, find out what is happening there, write everything down, and return to me. Be careful, for the jingles (bells) I have tied to your legs may easily betray you, and if they do, the…

L. Ungeheuer · Próby wodzów · 1935

Trialpw-064

To the Rescue

  • Readiness
  • Composure
  • Decision speed
  • Resourcefulness

— Tomek, get up! Alarm — look, there’s a fire. Run to the rescue.

L. Ungeheuer · Próby wodzów · 1935

Trialpw-065

Arise

  • Dexterity
  • Muscle strength

Lie down on this turf on your back, place your hands on your chest. — Very well, and now, without crossing your legs, arise!

L. Ungeheuer · Próby wodzów · 1935

Trialpw-066

The Touchstone

  • Muscle strength
  • Willpower

This stone weighs more than you. Roll this stone up this hill to the very circle, so that you may sit upon this stone for the next trial.

L. Ungeheuer · Próby wodzów · 1935

Trialpw-067

Uphill

  • Willpower
  • Patience

How much do you think this rock fragment weighs? 10 decagrams? Perhaps. Holding it continuously in your hand, roll it down this slope all the way to that spruce tree above the stream.

L. Ungeheuer · Próby wodzów · 1935

Trialpw-068

The Weight

  • Ingenuity
  • Intelligence

Here you have a weight of 1 kg. Without a scale — tell me in a moment how much I weigh.

L. Ungeheuer · Próby wodzów · 1935

Trialpw-069

Three-Pronged Forks

  • Courage

They say that three-pronged forks bring luck to the patrol. Such a forest talisman. — Go and find such forks, but you must absolutely go for them at 12 at night, to find ones that possess the power of luck.

L. Ungeheuer · Próby wodzów · 1935

Trialpw-070

Thrift

  • Thrift
  • Planning
  • Prudence

We are going into the forest, but first you will go shopping. I give you 25 groszy. Buy with it enough food of such kind that it will suffice for both of us for breakfast.

L. Ungeheuer · Próby wodzów · 1935

Trialpw-071

Wheel from the Cart

  • Muscle strength
  • Endurance

Place this wheel on the ground, sit on it, and do not let yourself be thrown off, even if the wheel tries to throw you off.

L. Ungeheuer · Próby wodzów · 1935

Trialpw-072

Twin Stones

  • Courage
  • Cunning
  • Observation

Bring a stone similar to this one and place it on that old stump beside the waterfall. — Here — I cover both with a scarf and, from under the scarf, I throw them into the water. Recognize both in the water, bring them back, and tell me which one you placed on…

L. Ungeheuer · Próby wodzów · 1935

Trialpw-073

Such a Cart

  • Ingenuity
  • Muscle strength

Here you have a wagon wheel. From this single wheel, make a forest cart so that, sitting on it, you can travel along this road as far as the strongest man can throw a stone.

L. Ungeheuer · Próby wodzów · 1935

Trialpw-074

Sink the Bladder

  • Ingenuity
  • Cunning

Inflate this bladder and tie it tightly, then measure the depth and current of this stream. Can you swim? You say the water is waist-deep? Well, secure this bladder to the bottom without entering the water at all, nor using any string.

L. Ungeheuer · Próby wodzów · 1935

Trialpw-075

Facing the Sea

  • Orientation
  • Alertness

Stand facing the Polish sea without using any instruments.

L. Ungeheuer · Próby wodzów · 1935

Trialpw-076

From a Book

  • Alertness
  • Reasoning
  • Intelligence

I give you this book for 15 minutes. Find out what its content is, and when I return—you will tell me.

L. Ungeheuer · Próby wodzów · 1935

Trialpw-077

Backwards Boots

  • Endurance in hardship
  • Cunning

— Take off your shoes, then put the left one on your right foot and the right one on your left foot. Walk like this and find someone you know, behaving so that they do not notice the change. Then switch the shoes back to the correct feet and return as quickly…

L. Ungeheuer · Próby wodzów · 1935

Trialpw-078

Kayak Dash

  • Courage
  • Willpower
  • Orientation
  • Muscle strength

Can you swim? — yes? and in a kayak? — then sit down and paddle down this stream. Stop at the bend by that broken tree. Without paddles. Be prepared!

L. Ungeheuer · Próby wodzów · 1935

Trialpw-079

Roll the Hoops

  • Movement control
  • Divided attention
  • Alertness

Take this hoop in your left hand and that one in your right, and roll them simultaneously along the path I show you—from here all the way to that post.

L. Ungeheuer · Próby wodzów · 1935

Trialpw-080

Observe

  • Observation
  • Memory

Do you remember who last passed by you? Who was it? How were they dressed? Approximately how old were they? Describe.

L. Ungeheuer · Próby wodzów · 1935

Trialpw-081

Three Nails

  • Cunning
  • Muscle strength
  • Willpower

I have driven three nails of different lengths into this board with their ends exposed. With your hands tied behind your back, drive the nails into the board.

L. Ungeheuer · Próby wodzów · 1935

Trialpw-082

Chop Along the Mark

  • Accuracy
  • Steadiness of hand

Just now, I made a mark with an axe on this branch. With a single blow, cut through the branch, hitting my mark.

L. Ungeheuer · Próby wodzów · 1935

Trialpw-083

Chop

  • Resourcefulness
  • Muscle strength

With one hand, chop a log from this very clearing. I will wait no longer than 5 minutes.

L. Ungeheuer · Próby wodzów · 1935

Trialpw-084

Coins

  • Touch
  • Concentration

Here is a handful of small coins. Put them in your pocket and, without looking, count how much money is there. — Yes, and now check how much there actually is. — Declare the difference to the Scout Station.

L. Ungeheuer · Próby wodzów · 1935

Trialpw-085

The Black Hand

  • Willpower
  • Composure
  • Cunning

Immerse your left hand in this vessel. Black ink. No one may see this hand for a full day. You will return here tomorrow at this hour and show the black hand.

L. Ungeheuer · Próby wodzów · 1935

Gamesfb-001

Arctic Expedition

Each patrol makes a bob sleigh with ropes, harness, for two of their number to pull (or for dogs if they have them, and can train them to the work). Two scouts go a mile or so ahead, the remainder with the sleigh follow, finding the way by means of the spoor,…

Robert Baden-Powell · Scouting for Boys · 1908

Gamesfb-002

Snow Fort

The snow fort may be built by one patrol according to their own ideas of fortification, with loop holes, etc., for looking out. When finished it will be attacked by hostile patrols, using snowballs as ammunition. Every scout struck by a snowball is counted…

Robert Baden-Powell · Scouting for Boys · 1908

Gamesfb-003

Siberian Man Hunt

One scout as fugitive runs away across the snow in any direction he may please until he finds a good hiding place, and there conceals himself. The remainder, after giving him twenty minutes' start or more, proceed to follow him by his tracks. As they approach…

Robert Baden-Powell · Scouting for Boys · 1908

Gamesfb-004

Scout Meets Scout

In Town or Country. Single scouts, or complete patrols or pairs of scouts, to be taken out about two miles apart, and made to work towards each other, either alongside a road, or by giving each side a landmark to work to, such as a steep hill or big tree,…

Robert Baden-Powell · Scouting for Boys · 1908

Gamesfb-005

Despatch Runners

A scout is sent out to take note of some well-known spot, say, the post office in a neighbouring town or district. He will there get the note stamped with the post mark of the office and return. The rest of the scouts are posted by their leader to prevent him…

Robert Baden-Powell · Scouting for Boys · 1908

Gamesfb-006

Kim's Game

Place about twenty or thirty small articles on a tray, or on the table or floor, such as two or three different kinds of buttons, pencils, corks, rags, nuts, stones, knives, string, photos—anything you can find—and cover them over with a cloth or coat. Make a…

Robert Baden-Powell · Scouting for Boys · 1908

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Thimble Finding

(Indoors). Send the patrol out of the room. Take a thimble, ring, coin, bit of paper, or any small article, and place it where it is perfectly visible but in a spot where it is not likely to be noticed. Let the patrol come in and look for it. When one of them…

Robert Baden-Powell · Scouting for Boys · 1908

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Shop Window

(Outdoors in town). Umpire takes a patrol down a street past six shops. Gives them half a minute at each shop, then, after moving them off to some distance, he gives each boy a pencil and card, and tells him to write from memory, or himself takes down what…

Robert Baden-Powell · Scouting for Boys · 1908

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Similar Game

(Indoors). Send each scout in turn into a room for half a minute; when he comes out take down a list of furniture and articles which he noticed. The boy who noticed most wins. The simplest way of scoring is to make a list of the articles in the room on your…

Robert Baden-Powell · Scouting for Boys · 1908

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Spotting the Spot

(Indoors—town or country). Show a series of photos or sketches of objects, in the neighbourhood such as would be known to all the scouts if they kept their eyes open—such, for instance, as cross-roads, curious window, gargoyle or weathercock, tree, reflection…

Robert Baden-Powell · Scouting for Boys · 1908

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Follow the Trail

Send out a "hare," either walking or cycling, with a pocketful of corn, nutshells, confetti paper or buttons, etc., and drop a few here and there to give a trail for the patrol to follow. Or go out with a piece of chalk and draw the patrol sign on walls,…

Robert Baden-Powell · Scouting for Boys · 1908

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Scouts' Nose

(Indoors). Prepare a number of paper-bags, all alike, and put in each a different smelling article such as chopped onion in one, tan in another, roseleaves, leather, aniseed, violet powder, orange-peel, etc. Put these packets in a row a couple of feet apart…

Robert Baden-Powell · Scouting for Boys · 1908

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Far and Near

(For town or country.) Umpire goes along a given road or line of country with a patrol in patrol formation. He carries a scoring card with the name of each scout on it. Each scout looks out for the details required and directly he notices one he runs to the…

Robert Baden-Powell · Scouting for Boys · 1908

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Track Memory

Make a patrol sit with their feet up so that other scouts can study them. Give the scouts, say, three minutes to study the boots. Then leaving the scouts in a room or out of sight let one of the patrol make some footmarks in a good bit of ground. Call up the…

Robert Baden-Powell · Scouting for Boys · 1908

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Track Drawing

Take out a patrol; set them on to one foot-track. Award a prize to the scout who makes the most accurate drawing of one of the footprints of the track. The scouts should be allowed to follow up the track till they get to a bit of ground where a good…

Robert Baden-Powell · Scouting for Boys · 1908

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Smugglers Over the Border

The "Border" is a certain line of country about four hundred yards long, preferably a road or wide path or bit of sand, on which foot-tracks can easily be seen. One patrol watches the border with sentries posted along this road, with a reserve posted further…

Robert Baden-Powell · Scouting for Boys · 1908

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Games and Competitions in Deduction

Get some people who are strangers to the boys to come along as passers-by in the street or road, and let the boys separately notice all about them; and after an interval ask each for a full description of each of the passers-by as to appearance, peculiar…

Robert Baden-Powell · Scouting for Boys · 1908

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Scout Hunting

One scout is given time to go out and hide himself, the remainder then start to find him, he wins if he is not found, or if he can get back to the starting point within a given time without being touched.

Robert Baden-Powell · Scouting for Boys · 1908

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Despatch Running

A scout is told to bring a note into a certain spot or house from a distance within a given time: other hostile scouts are told to prevent any message getting to this place and to hide themselves at different points to stop the despatch carrier getting in…

Robert Baden-Powell · Scouting for Boys · 1908

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Stalking

Instructor acts as a deer—not hiding but standing, moving a little now and then if he likes. Scouts go out to find and each in his own way tries to get up to him unseen. Directly the instructor sees a scout he directs him to stand up as having failed. After a…

Robert Baden-Powell · Scouting for Boys · 1908

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Stalking and Reporting

The umpire places himself out in the open and sends each scout or pair of scouts away in different directions about half a mile off. When he waves a flag, which is the signal to begin, they all hide and then proceed to stalk him, creeping up and watching all…

Robert Baden-Powell · Scouting for Boys · 1908

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Lion Hunting

A lion is represented by one scout who goes out with tracking irons on his feet, and a pocketful of corn or peas, and six tennis balls. He is allowed half an hour's start, and then the patrol go after him, following his spoor, each armed with one tennis ball…

Robert Baden-Powell · Scouting for Boys · 1908

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Plant Race

Start off your scouts, either cycling or on foot, to go in any direction they like, to get a specimen of any ordered plant, say a sprig of yew, a shoot of ilex, a horseshoe mark from a chestnut-tree, a briar rose, or something of that kind, whichever you may…

Robert Baden-Powell · Scouting for Boys · 1908

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Night Patrolling

Practise scouts to hear and see by night by posting some sentries, who must stand or walk about, armed with rifles and blank cartridges, or with whistles. Other scouts should be sent out as enemies to stalk and kill them. If a sentry hears a sound he fires,…

Robert Baden-Powell · Scouting for Boys · 1908

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Mountain Scouting

This has been played by tourists' clubs in the Lake District, and is very similar to the "Spider and Fly" game. Three hares are sent out at daybreak to hide themselves about in the mountains; after breakfast a party of hounds go out to find them before a…

Robert Baden-Powell · Scouting for Boys · 1908

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Games in Pathfinding

Instructor takes a patrol in patrolling formation into a strange town or into an intricate piece of strange country, with a cycling map. He then gives instructions as to where he wants to go to, makes each scout in turn lead the patrol, say for seven minutes…

Robert Baden-Powell · Scouting for Boys · 1908

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Star-gazing

Take out the scouts on clear nights and post them separately, and let each find the North Star and Orion, etc., and point them out to you as you come round.

Robert Baden-Powell · Scouting for Boys · 1908

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Judging Distance

Take a patrol and station its members about in different directions and with different background, according to the colour of their clothes; then take another patrol to judge distance of these points. Two competitors are sent in turn to three different…

Robert Baden-Powell · Scouting for Boys · 1908

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Find the North

Scouts are posted thirty yards apart, and each lays down his staff on the ground pointing to what he considers the exact north (or south), without using any instrument. The umpire compares each stick with the compass; the one who guesses nearest wins. This is…

Robert Baden-Powell · Scouting for Boys · 1908

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Dispatch Running

A scout is given a dispatch to take to the headquarters of a besieged town, which may be a real town (village, farm, or house), and he must return with a receipt for it. He must wear a coloured rag 2ft. long pinned on to his shoulder. He must start at least…

Robert Baden-Powell · Scouting for Boys · 1908

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The Struggle

Two players face each other about a yard apart, stretch arms out sideways, lock fingers of both hands, and lean towards each other till their chests touch, push chest to chest, and see who can drive the other back to the wall of the room or on to a goal line.…

Robert Baden-Powell · Scouting for Boys · 1908

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Wrist Pushing

"Wrist Pushing" by one man alone. Stand with both your arms to the front about level with the waist, cross your wrists so that one hand has knuckles up, the other knuckles down. Clench the fists. Now make the lower hand press upwards and make the upper hand…

Robert Baden-Powell · Scouting for Boys · 1908

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Doctoring

"Doctoring"—each scout in turn acts as an explorer or missionary, with a few simple remedies. Three patients are brought to him in succession to be treated, each having a different disease or injury. He has to advise or show what treatment should be carried…

Robert Baden-Powell · Scouting for Boys · 1908

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Knight Errantry

Scouts go out singly, or in pairs, or as a patrol. If in a town, to find women or children in want of help, and to return and report, on their honour, what they have done. If in the country call at any farms or cottages and ask to do odd jobs—for nothing. The…

Robert Baden-Powell · Scouting for Boys · 1908

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Risking Life

Call for volunteers for some dangerous enterprise, such as "Dispatch Running," or some other game made dangerous by the condition that if the scout selected to do the dangerous job fails he will lose his life; that is, will forfeit his scout's badge…

Robert Baden-Powell · Scouting for Boys · 1908

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Bowmanship

Crossbow shooting. Scouts should, if possible, make their own crossbows.

Robert Baden-Powell · Scouting for Boys · 1908

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Longbowmanship

"Longbowmanship" as by the archers of the Middle Ages. Scouts to make their own bows and arrows if possible. Read Aylward's doings in "The White Company."

Robert Baden-Powell · Scouting for Boys · 1908

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Quarter Staff Play

"Quarter Staff Play" with scouts' staves, as played by the yeomen and apprentices in old days.

Robert Baden-Powell · Scouting for Boys · 1908

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Dragging Race

A line of patients of one patrol are laid out at one hundred yards distance from start. Another patrol, each carrying a rope, run out, tie ropes to the patients, and drag them in. Time taken of last in. Patrols change places. The one which completes in…

Robert Baden-Powell · Scouting for Boys · 1908

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Shoot Out

Two patrols compete. Targets: Bottles or bricks set up on end to represent the opposing patrol. Both patrols are drawn up in line at about 20 to 25 yards from the targets. At the word "fire" they throw stones at the targets. Directly a target falls the umpire…

Robert Baden-Powell · Scouting for Boys · 1908

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The Storming of Badajoz

One patrol (French) mounts on a very strong kitchen-table, or bank, and holds it against all comers. The British attack, and try to gain possession of the fortress by pulling the defenders off. Defenders may have half their number on the ground behind the…

Robert Baden-Powell · Scouting for Boys · 1908

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Relay Race

One patrol pitted against another to see who can get a message sent a long distance in shortest time by means of relays of runners (or cyclists). The patrol is ordered out to send in three successive notes, or tokens (such as sprigs of certain plants), from a…

Robert Baden-Powell · Scouting for Boys · 1908

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Throwing the Assegai

Target, a thin sack, lightly stuffed with straw, or a sheet of cardboard, or canvas stretched on a frame. Assegais to be made of wands, with weighted ends sharpened, or with iron arrow-heads on them.

Robert Baden-Powell · Scouting for Boys · 1908

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Flag Raiding

(from "Aids to Scouting", 1s. Gale & Polden). Two or more patrols on each side. Each side will form an outpost within a given tract of country to protect three flags (or at night three lanterns two feet above ground), planted not less than 200 yards (100…

Robert Baden-Powell · Scouting for Boys · 1908

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Food

Name not less than twelve different kinds of wild food, such as you would find in Great Britain, supposing there were no supplies available from butchers, bakers, grocers, or greengrocers. N.B.—A pike or a trout are not considered different kinds of food for…

Robert Baden-Powell · Scouting for Boys · 1908

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Fire-lighting Race

To collect material, lay, and light a fire till the log given by umpire is alight.

Robert Baden-Powell · Scouting for Boys · 1908

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Scouting Race

Instructor stations three individuals or groups, each group differently clothed as far as possible, and carrying different articles (such as stick, bundle, paper, etc.) at distances from 300 to 1,200 yards from starting point. If there are other people about,…

Robert Baden-Powell · Scouting for Boys · 1908

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On Trek

Make a trek through Central Africa—each scout carrying his kit and food packed in a bundle on his head; walk in single file with scout 200 yards out in front and find the way; he makes scout signs as to the road to follow; make bridge over stream or raft over…

Robert Baden-Powell · Scouting for Boys · 1908

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Finding the Thimble

The patrol leader asks their patrol to leave the room for a few minutes, while they themselves place a thimble, ring, coin, piece of paper, or any small object in a visible spot, though not too conspicuous. They then call the patrol back to search. Whoever…

Stanisław Sedlaczek · Szkoła harcerza · 1921

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Kim's Game

Kim's Game is one of the standard scouting exercises; frequent practice develops observation skills and visual memory. It was introduced by the English writer Rudyard Kipling in his novel Kim . Each patrol member prepares a collection of small objects:…

Stanisław Sedlaczek · Szkoła harcerza · 1921

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Finding the Watch

The patrol leader hides a watch in the room (while the rest of the boys are absent). The patrol searches for it by relying on their hearing. --- Source scan: Śląska Digital Library, marked "public domain". View PDF — page 71.

Stanisław Sedlaczek · Szkoła harcerza · 1921

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Disorder on the Table

Several objects are arranged on the table: books, pens, rulers, and the like. Scouts observe for 1 minute, then step away while one of them changes the position of three—with practice, more and more objects. On command, everyone approaches, and each who…

Stanisław Sedlaczek · Szkoła harcerza · 1921

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Scent Exercise

Prepare a certain number (for beginners 7, later always more—up to 15) of paper cones or dark small bottles (10 grams) and place in each an object of a different scent, such as: a piece of onion, burnt coffee, rose leaves, anise, orange peel, cloves, violet…

Stanisław Sedlaczek · Szkoła harcerza · 1921

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Morgana's Game

Scouts are instructed to gather in front of a shop window, to which one scout has been simultaneously dispatched as a judge. The judge ensures that the scouts look at the display for only one minute, after which they write down at home the names of the…

Stanisław Sedlaczek · Szkoła harcerza · 1921

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Bineta Card

How it differs from the ordinary Kim game, you will soon discover. On a cardboard, 10 items are glued, such as 1) an old coin, 2) a colorful label, 3) a small portrait, 4) a postage stamp, 5) a button with 4 holes, 6) a simple picture, 7) a tram ticket, 8) a…

Stanisław Sedlaczek · Szkoła harcerza · 1921

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Matching Colors

Prepare a series of strips (pieces of cotton, paper strips) in various shades of a single color, for example, red, ranging from a light pink shade to a dark claret. Color samples should be available in two identical sets for each participant in the game.…

Stanisław Sedlaczek · Szkoła harcerza · 1921

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Luring with Feints (Cossacks and Tatars)

The patrol divides into two parties: Cossacks and Tatars, who stand facing each other at a distance of 20—30 steps. Between the parties, slightly closer to the Tatars, a handkerchief is placed on the ground. A Tatar approaches the handkerchief by one step and…

Stanisław Sedlaczek · Szkoła harcerza · 1921

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Hop-and-Catch Granny

Everyone hops on one leg, while the hop-and-catch granny tries with nimble leaps to catch and tag one of the fleeing players, who then becomes the hop-and-catch granny. --- Source scan: Śląska Digital Library, marked "public domain". View PDF — page 72.

Stanisław Sedlaczek · Szkoła harcerza · 1921

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Relay Race

In addition to the methods provided in Prof. Piasecki’s manual, the relay race can be conducted as follows: a) patrols line up in rows a few paces apart, with the scoutmaster standing several dozen paces away from them. The first in each row runs toward the…

Stanisław Sedlaczek · Szkoła harcerza · 1921

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The Bird-Catcher

Number of players: 4—20. One is chosen as the buyer and another as the bird-catcher; the rest each receive from the bird-catcher the name of a bird, though the buyer must not be present for this. The birds line up in a row. The buyer approaches to select a…

Stanisław Sedlaczek · Szkoła harcerza · 1921

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Bullfight

Among the 12 players, one is the bull, one the matador (or espada), four are picadors, and six are capeadors. The playing area (arena) is enclosed by a "hedge" (skrum) formed by spectators linking arms. If there are too few spectators, the arena is marked…

Stanisław Sedlaczek · Szkoła harcerza · 1921

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The Deer Hunt

In the afternoon period, a game such as "the deer hunt" was organized, in which one of the players, the "deer," left the camp equipped with 12 soft balls. Twenty minutes later, four "hunters" set out after him, following his tracks, each with one ball. After…

Stanisław Sedlaczek · Szkoła harcerza · 1921

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Approaching the Blindfolded

Divide the patrol into pairs. The chosen scout sits on the ground with eyes blindfolded. The terrain selected for this game must be covered with dry twigs, leaves, gravel, and small stones. The second scout, approaching cautiously from a distance of 20…

Stanisław Sedlaczek · Szkoła harcerza · 1921

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Sneaking Past (Wall of the Blind)

The patrol divides into two halves. One half, with eyes blindfolded, is arranged in a line with spacing slightly greater than both arms outstretched. The other half of the scouts must sneak through this living wall from a certain distance. Both groups are…

Stanisław Sedlaczek · Szkoła harcerza · 1921

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Expedition for Plants

An expedition for plants sharpens visual acuity, trains in identifying plants, and enriches memory—or reinforces the store of botanical names. Scouts may be instructed individually or in pairs, by bicycle or on foot, to go in any direction they choose and…

Stanisław Sedlaczek · Szkoła harcerza · 1921

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Collecting Cotton

Prepare pieces of cotton or yarn, each 1 foot (30 cm) in length. The type may be the cheapest available, as long as the color is not bright (khaki is best). Using these pieces, mark a path as the instructor, through pastures, forests, rocky areas, or…

Stanisław Sedlaczek · Szkoła harcerza · 1921

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Campfire Race

When setting up camp, especially after prolonged strenuous games, it is possible to keep the weary engaged through the excitement of competition. It suffices to promise a certain number of marks to the entire patrol that, in the shortest time, gathers…

Stanisław Sedlaczek · Szkoła harcerza · 1921

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Near — Far

The patrol leader leads their unit in patrol formation through the town or surrounding area. Having prepared beforehand lists of objects for the scouts to observe, they distribute these lists at the moment of departure and instruct the scouts to mark with…

Stanisław Sedlaczek · Szkoła harcerza · 1921

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Tracking by Scraps (Hare)

A scout chosen by lot, equipped with a good quantity of some grains or paper scraps (the latter being worse as they litter the area), goes along any path, marking the trail every several dozen steps by dropping scraps or grains. They may create false trails,…

Stanisław Sedlaczek · Szkoła harcerza · 1921

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Tracking Footprints

Have one patrol sit so that the soles of their boots are clearly visible. The second patrol is given 3 minutes to observe. Then, the scouts of the first patrol are allowed to leave, except for one who is instructed to take several steps on soft ground,…

Stanisław Sedlaczek · Szkoła harcerza · 1921

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Approaching the Guard

The instructor sends the scouts in different directions to places half a kilometer away from him. Then he waves a flag to signal the start of the game. At that moment, everyone drops to the ground and, hiding behind bushes or ground irregularities, sometimes…

Stanisław Sedlaczek · Szkoła harcerza · 1921

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Stalking Game

The instructor plays the role of the game, while the scouts move away from him by 100 steps, drop to the ground (preferably on undulating terrain or sparsely overgrown with bushes), and by crawling, attempt to get as close to him as possible without being…

Stanisław Sedlaczek · Szkoła harcerza · 1921

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The Urban Roundup

A Scout known for cunning, agility, and ruses is chosen as the fugitive (smuggler). The starting point for the fugitive must be a location 2 kilometers away from the camp (or meeting room). If possible, the starting point should be one from which the greatest…

Stanisław Sedlaczek · Szkoła harcerza · 1921

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Drawing a Track

After leading your patrol outside the town and showing them a certain track, offer a reward for the best and most accurate drawing of the imprint (track) of the left and right foot. Scouts are allowed to follow the track for a short distance until they reach…

Stanisław Sedlaczek · Szkoła harcerza · 1921

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Snow Fortress

This game involves two groups (two patrols). One group builds a snow fortress according to their own ideas, if possible with loopholes—either round (a rondel), four-sided (a bastion), or zigzag-shaped—a bastion. Once the fortress is completed, the group that…

Stanisław Sedlaczek · Szkoła harcerza · 1921

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Two Couriers with Dispatches

A game in which 2 patrols, or 2 units, compete for superiority. The patrols stand at a distance of 4 kilometers from each other. The instructor (the troop leader acting as referee) is positioned at an equal distance (2 km) from the patrols, in a town at the…

Stanisław Sedlaczek · Szkoła harcerza · 1921

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Fox Hunt

The chosen fox is given a head start of 20 minutes, during which time they must set off and hide. The task of the rest of the patrol is to locate the hiding place and catch the fox. The fox is considered caught when struck by the hand of any pursuer. The…

Stanisław Sedlaczek · Szkoła harcerza · 1921

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The Spider and the Fly

A piece of field, forest, or part of a town measuring 1—3 square kilometers is chosen as the spiderweb. Its boundaries are described, and the game's end time is marked. Several players are the flies, who go out and seek a comfortable hiding place. The other…

Stanisław Sedlaczek · Szkoła harcerza · 1921

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Cossack Maneuver in the Steppe

This game is an excellent school for stalking and has the added advantage of requiring no equipment. It can be played by 2 groups, 2 pairs, or two individual players. The terrain can be city streets—just as suitable as undulating plains overgrown with bushes,…

Stanisław Sedlaczek · Szkoła harcerza · 1921

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Urban Reconnaissance

The patrol leader designates one scout to flee and hide. The rest of the patrol gathers in the quietest part of the town, that is, where vehicular and pedestrian traffic is minimal. The chosen fugitive has 4 minutes to hide, slip away, and gain a lead, during…

Stanisław Sedlaczek · Szkoła harcerza · 1921

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Expedition to the Pole

Each patrol participating in this expedition, having equipped themselves with sledges, loads them with provisions, sled bags, shovels, and the like. The sledges are pulled in turns by all the scouts in pairs. Ahead, 2 scouts march some 2 kilometres before the…

Stanisław Sedlaczek · Szkoła harcerza · 1921

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The Escape of the Siberian Deportee

A Scout playing the role of an escaping Siberian deportee runs in any direction across snow, where tracks are clearly visible, until he finds a suitable hiding place in which to conceal himself. The rest of the patrol sets out 20 minutes later, following his…

Stanisław Sedlaczek · Szkoła harcerza · 1921

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FINDING THE OBJECT

The group goes out to the adjacent room. The patrol leader places a small object (a lead soldier) in a visible spot. The Cubs return and begin searching. The first one to find it hides the object in the next game. Several nails or nibs can be hidden. The Cub…

praca zbiorowa pod redakcją Jadwigi Zwolakowskiej · W gromadzie zuchów · 1945

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ON THE HUNT

In the room, we hide game (pictures). Larger game (bears, wolves) is hidden with more difficulty, smaller game more easily. At the whistle, the hunt begins. The six that tracks down the most game wins. --- Scan source: Polona / National Library, marked…

praca zbiorowa pod redakcją Jadwigi Zwolakowskiej · W gromadzie zuchów · 1945

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In the Wigwam

A small group sits in a circle. At certain intervals, weapons of wild people lie before the cubs: a bow, tomahawk, etc. A cub, in the dark (with eyes blindfolded), searches for an object named by the patrol leader. When the searching girl changes, the…

praca zbiorowa pod redakcją Jadwigi Zwolakowskiej · W gromadzie zuchów · 1945

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SECRET SIGN

Cub Scouts form a circle. In the center, a small circle is drawn. Each Cub Scout, in turn, steps forward with eyes blindfolded to draw the secret sign inside the circle. Three Cub Scouts who place their sign closest to the center win. --- Source scan: Polona…

praca zbiorowa pod redakcją Jadwigi Zwolakowskiej · W gromadzie zuchów · 1945

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MATCHING HALVES OF CARDS

We cut a dozen or so postcards in half in various directions. Some of them are distributed to the group, while the remaining halves (a few more than those distributed) are laid out in an adjacent room or at the end of the hall. The cubs must not look at their…

praca zbiorowa pod redakcją Jadwigi Zwolakowskiej · W gromadzie zuchów · 1945

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COLOURS

Groups stand at opposite ends of the hall. In the middle on the floor lie coloured triangles. The first groups step forward. The leader calls out the name of an object, for example, a leaf, raspberry, snow. The Cub who first picks up the triangle of the…

praca zbiorowa pod redakcją Jadwigi Zwolakowskiej · W gromadzie zuchów · 1945

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COLLECTING MATCHSTICKS

Two groups line up in rows facing each other at two opposite ends of the hall. The game leader scatters an equal number of white and red matchsticks across the entire hall. At the whistle, one group collects the white matchsticks, the other the red ones. The…

praca zbiorowa pod redakcją Jadwigi Zwolakowskiej · W gromadzie zuchów · 1945

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MATCHSTICK PUZZLES

A group sits in a circle. Each Cub has a box of matches. The Sixer gives commands: "Arrange the name of a river using 15 matches," "Arrange a little house," and the like. In evaluation: who is faster? whose is prettier? the whole group takes part. More…

praca zbiorowa pod redakcją Jadwigi Zwolakowskiej · W gromadzie zuchów · 1945

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PUZZLES

Group game. Each Cub receives an envelope containing an identical postcard cut in the same way. The girl who assembles it the fastest wins. When preparing the game, you can glue together two postcards with different content and then cut them. Before…

praca zbiorowa pod redakcją Jadwigi Zwolakowskiej · W gromadzie zuchów · 1945

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MATCHING COLORS

A small group stands in a line. Each girl receives a ribbon several centimeters long. The ribbons should be of different colors, and they may even be in different shades. At the opposite end of the room, the patrol leader lays out ribbons of the same colors…

praca zbiorowa pod redakcją Jadwigi Zwolakowskiej · W gromadzie zuchów · 1945

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ARRANGING LEAVES

Cub Scouts scatter through the forest in search of 5 different yellowed leaves. At the whistle, they return and arrange their leaves by colour—from the lightest to the darkest. The group in which more Cub Scouts have arranged the leaves correctly wins.…

praca zbiorowa pod redakcją Jadwigi Zwolakowskiej · W gromadzie zuchów · 1945

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MOSAIC

There are two types of mosaic: geometric and folk. The geometric type consists of a set of the most commonly encountered shapes: circle, square, triangle, and rectangle; the folk type is made up of forms predominant in folk art: little heart, peacock’s eye,…

praca zbiorowa pod redakcją Jadwigi Zwolakowskiej · W gromadzie zuchów · 1945

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CINDERELLA

Each of the girls sitting around the table receives a box containing a certain number of mixed small objects, such as nails, buttons, and coins. Those who most skillfully arrange the objects on the table by type win. This game can also be used as a touch…

praca zbiorowa pod redakcją Jadwigi Zwolakowskiej · W gromadzie zuchów · 1945

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CHARADE

One of the girls leaves, and the remaining ones choose a word, for example, excursion . They divide into groups according to the division of the word into syllables, and upon the return of the absent one, at a given signal, they simultaneously pronounce the…

praca zbiorowa pod redakcją Jadwigi Zwolakowskiej · W gromadzie zuchów · 1945

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FOLLOWING THE WHISTLE'S CALL

The game can take place in a forest, on built-up terrain, in a large hall, and the like. Two groups take part. Two cubs, each from a different group, hide 100 paces from the gathering spot. One cub has a siren, the other—a whistle. Orally or by means of a…

praca zbiorowa pod redakcją Jadwigi Zwolakowskiej · W gromadzie zuchów · 1945

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COMMANDS «BY GESTURES»

The patrol leaders step out and confer. They are to issue a command, each to their own group. The command cannot be spoken; it must be shown by gestures. The content and form of the command are the same for all groups. The patrol leaders return and…

praca zbiorowa pod redakcją Jadwigi Zwolakowskiej · W gromadzie zuchów · 1945

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MOVEMENT TELEGRAM

Groups stand in rows, facing away from the troop leader. At the troop leader’s signal, the first in each group turns around. The troop leader performs several movements, for example: kneels down, listens intently, places a hand to the forehead, waves above…

praca zbiorowa pod redakcją Jadwigi Zwolakowskiej · W gromadzie zuchów · 1945

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DISTRIBUTING ITEMS

Groups stand in rows. The first members collect some small item from each Cub. These items are placed three paces in front of the group, then the collectors run three times around their group and afterwards distribute the items. Whoever receives their own…

praca zbiorowa pod redakcją Jadwigi Zwolakowskiej · W gromadzie zuchów · 1945

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HOLD — RELEASE

A game for a group or two. The Brownies stand in a circle. They hold the edges of an apron or dress with their fingers. The patrol leader, standing in the circle, turns to one of the girls and calls: "hold." She should release, and only hold again when the…

praca zbiorowa pod redakcją Jadwigi Zwolakowskiej · W gromadzie zuchów · 1945

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CHANGING THE BALL'S DIRECTION

Cubs form a circle, throwing the ball to each other or passing it in turn. On the patrol leader's whistle, the ball must change direction. The girl who makes a mistake and does not change the ball's direction leaves the game. The "unerring" one wins. --- Scan…

praca zbiorowa pod redakcją Jadwigi Zwolakowskiej · W gromadzie zuchów · 1945

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IT'S BURNING, IT'S FALLING

Two groups sit facing each other in rows, cross-legged. The first group jumps up at the leader’s call of "it's burning," and the second does the same when they hear "it's falling." We begin the game. If any of the girls makes a mistake—that is, stands up when…

praca zbiorowa pod redakcją Jadwigi Zwolakowskiej · W gromadzie zuchów · 1945

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POTATO GATHERING

Groups stand in rows. Circles (bowls) are drawn 10 paces in front of each group. Between the group and the bowl lie as many potatoes as there are children in each group. The first cubs receive a spoon. At the signal given by the troop leader, they place their…

praca zbiorowa pod redakcją Jadwigi Zwolakowskiej · W gromadzie zuchów · 1945

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With a Little Bag

The cub groups stand in rows. The first cubs receive little bags. On the signal, they place the bag on their leg and carefully, so the bag does not fall, walk forward to the designated spot and return to their groups. They remove the bag and pass it to the…

praca zbiorowa pod redakcją Jadwigi Zwolakowskiej · W gromadzie zuchów · 1945

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With Little Balls

Groups stand in rows. The first cubs receive little balls, which they place on the back of their hand. At the leader's signal, they move forward so carefully that the ball does not fall, reach the wall or a marked line, and return the same way to their group,…

praca zbiorowa pod redakcją Jadwigi Zwolakowskiej · W gromadzie zuchów · 1945

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SHOE-SHINING

Cubs bring shoe polish and brushes to the gathering. At the patrol leader’s command, they begin cleaning. The three who shine their shoes most beautifully win. --- Scan source: Polona / National Library, marked “Public Domain”. View scan — page 303.

praca zbiorowa pod redakcją Jadwigi Zwolakowskiej · W gromadzie zuchów · 1945

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LITTLE STEWARD

A pack game. Cubs stand in small groups. At a signal, children from each group run out in turn and carry out commands, for example: cover the table with a napkin, pour tea, wash a glass, saucer, teaspoon, place the glass on a tray, and so on. For faster and…

praca zbiorowa pod redakcją Jadwigi Zwolakowskiej · W gromadzie zuchów · 1945

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DRESSING DOLLS

Groups stand in rows. In front of each group sits a doll (a Cub in full uniform). At the signal, the first from each group runs out and removes the beret from the doll, then returns to the end of the row. The next ones run out and remove the bows (sashes,…

praca zbiorowa pod redakcją Jadwigi Zwolakowskiej · W gromadzie zuchów · 1945

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THREADING THE NEEDLE

Groups stand in rows. At a certain distance, a bench is placed, and on it, for each group, a needle and thread. At a signal given by the leader, the first in line run up, thread the needle, and return to the end of the row; the next run out and do the same.…

praca zbiorowa pod redakcją Jadwigi Zwolakowskiej · W gromadzie zuchów · 1945

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LITTLE SEAMSTRESS

Cubs stand in small groups. On the table, we prepare appropriate tasks. We distribute slips of paper with instructions to the cubs, with the first group having the same exercises, the second group likewise, and so on. At the signal, everyone reads their…

praca zbiorowa pod redakcją Jadwigi Zwolakowskiej · W gromadzie zuchów · 1945

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POTATO PEELERS

I. Cubs stand in groups in rows. In front of each group, at a certain distance, lie potatoes and knives. At the signal, the first ones run out, peel one potato, and return to their place; the next ones run out. The group that finishes first and peels the…

praca zbiorowa pod redakcją Jadwigi Zwolakowskiej · W gromadzie zuchów · 1945

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ORDERS

Cub Scouts stand in a circle, pairs facing each other. At the whistle, they shake hands and play "fine groats" or perform other movements announced by the troop leader. At the whistle, they immediately stop, standing back to back. This game and several that…

praca zbiorowa pod redakcją Jadwigi Zwolakowskiej · W gromadzie zuchów · 1945

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THE LEADER COMMANDS

The troop leader gives commands: Jump, sit, tie a knot, fall in, and the like. If the words "The leader commands" precede the order, the command must be carried out. If these words are not spoken, the group stands still. One of the cubs is a dragon that…

praca zbiorowa pod redakcją Jadwigi Zwolakowskiej · W gromadzie zuchów · 1945

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WHO'S QUICKER?

Cub Scouts stand scattered. The leader gives a command, for example, line up . The Cub Scouts quickly form up; whoever arrives last loses one point for their pack. Then the Cub Scouts scatter again and wait for the next command. The pack that loses the fewest…

praca zbiorowa pod redakcją Jadwigi Zwolakowskiej · W gromadzie zuchów · 1945

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PARCELS

Each Cub prepares a parcel to be sent by post, writes the address, and hands it to the leader (post office). Parcels are thrown into a corner onto a pile. When all are ready, they are sent by tossing from one Cub to another and so on around the room. The…

praca zbiorowa pod redakcją Jadwigi Zwolakowskiej · W gromadzie zuchów · 1945

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FIRE

Cub Scouts are in gym uniforms. Socks, shoes, and the Cub Scout uniform are neatly folded, each six in its own corner. Then they lie down on the floor and fall asleep. When the leader calls "fire!" each six dresses and runs out to the adjacent room. The first…

praca zbiorowa pod redakcją Jadwigi Zwolakowskiej · W gromadzie zuchów · 1945

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ORDER

A cut-up order, previously written for each patrol on paper of a different colour, is hidden. After finding all the parts, the patrol must assemble them, read them, and carry them out as quickly as possible. --- Scan source: Polona / National Library, marked…

praca zbiorowa pod redakcją Jadwigi Zwolakowskiej · W gromadzie zuchów · 1945

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SIGNALING

One sixer stands opposite the others, and on the command given by the team leader, each Cub shows one letter of the alphabet—using semaphore or the deaf-and-dumb alphabet—so that the letters form a word. Two or three remaining groups read the word in silence.…

praca zbiorowa pod redakcją Jadwigi Zwolakowskiej · W gromadzie zuchów · 1945

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COMPASS

Each Cub draws a slip of paper with the name of one cardinal direction. The leader draws a large circle—a compass—and calls out any cardinal direction. The Cubs must stand in the correct place before the leader counts to ten. Anyone who makes a mistake loses…

praca zbiorowa pod redakcją Jadwigi Zwolakowskiej · W gromadzie zuchów · 1945

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POINTS OF THE COMPASS — BLINDFOLDED

The entire group has their eyes blindfolded and stands in the middle of the room. The troop leader stands to the north and says: "I am in the north." She then changes direction and, after stopping, asks: "Where am I now?" The Cub who gives the answer first…

praca zbiorowa pod redakcją Jadwigi Zwolakowskiej · W gromadzie zuchów · 1945

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THE ORIGIN OF THE ROE DEER

A group game for Brownies. The "Roe Deer" stands in the center, with the other girls positioned at a certain distance around her. A Brownie designated by the patrol leader approaches the Roe Deer as quietly as possible. If the Roe Deer hears a rustle and…

praca zbiorowa pod redakcją Jadwigi Zwolakowskiej · W gromadzie zuchów · 1945

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ORIGIN OF THE GUARD

This game is best played on an outing in the bushes. The Cubs form a circle, and the guard stands in the center. Then the girls scatter within a radius of 50 or more paces. At the agreed signal, they approach, hiding behind the bushes. The guard, looking…

praca zbiorowa pod redakcją Jadwigi Zwolakowskiej · W gromadzie zuchów · 1945

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SENTRIES

A group game. One player stands on sentry duty, while the others are at the opposite end of the playing field or hall. As soon as the game begins, the sentry stands with their back turned to those approaching. All try to approach as close as possible without…

praca zbiorowa pod redakcją Jadwigi Zwolakowskiej · W gromadzie zuchów · 1945

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The Enchanted Princess

One group forms a circle. The Cubs stand at a certain distance from each other and cover their eyes. In the center of the circle stands the enchanted princess. The other group tries to enter the circle, reach the princess, and touch her to «disenchant» her.…

praca zbiorowa pod redakcją Jadwigi Zwolakowskiej · W gromadzie zuchów · 1945

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CAPTURING THE FORTRESS

Cubs draw a large ring. One group stands on the "wall" as guards. The other group approaches the guards, and each attacker performs certain movements. The guards must imitate them but are only allowed to move along the wall. The goal is to distract the guards…

praca zbiorowa pod redakcją Jadwigi Zwolakowskiej · W gromadzie zuchów · 1945

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NAVAL PORT

A narrow passage, such as a door, or two trees at a green assembly point, serve as the entrance to the port. Two girls with blindfolds act as cruisers and stand on either side of the entrance. Other cubs, as enemy ships, try in turn to slip through so quietly…

praca zbiorowa pod redakcją Jadwigi Zwolakowskiej · W gromadzie zuchów · 1945

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BORDER GUARD

The Guard stands in a line facing away from the smugglers. The smugglers crawl from a considerable distance, and when they are near the border, their leader gives the command: Take cover! A moment later, he shouts: Fire! The smugglers clap their hands. The…

praca zbiorowa pod redakcją Jadwigi Zwolakowskiej · W gromadzie zuchów · 1945

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HIDING GAME «IN THE LOCKED-UP»

This game is organized in a forest or a place where there are many hiding spots. From the group, one girl is chosen to be the one who "hides" by an agreed-upon tree and counts aloud to one hundred. Meanwhile, the rest must conceal themselves. Then, the first…

praca zbiorowa pod redakcją Jadwigi Zwolakowskiej · W gromadzie zuchów · 1945

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SENTRIES

Cubs sit back-to-back in two rows at a distance of 10 to 15 metres. One cub from each party attempts to crawl across the opponents' line without being heard and carry over the assigned object. Sentries catch the sneaking cubs as soon as they hear a rustle. A…

praca zbiorowa pod redakcją Jadwigi Zwolakowskiej · W gromadzie zuchów · 1945

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RESCUING THE PRISONER

The troop detains one Cub from each pack as a prisoner at its outpost. The packs have their hideouts at an equal distance from its camp. Each six attempts to sneak up to the camp and free the prisoner. Cubs who are spotted and called out must retreat to their…

praca zbiorowa pod redakcją Jadwigi Zwolakowskiej · W gromadzie zuchów · 1945

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HIDING GAME WITH CHASE

The Cubs form a circle in a designated spot on the glade. The patrol leader gives a signal and closes her eyes. Everyone scatters and hides as far away as possible. After a certain amount of time has passed, the patrol leader gives a prearranged signal to…

praca zbiorowa pod redakcją Jadwigi Zwolakowskiej · W gromadzie zuchów · 1945

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SECRET LETTER

In the hollow of one of the trees, we hide a letter for each little group, written in their secret alphabet. The Cubs are told the location of the tree, and the groups must find the letters intended for them and carry out the instructions contained within.…

praca zbiorowa pod redakcją Jadwigi Zwolakowskiej · W gromadzie zuchów · 1945

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HIDDEN ORDERS

One of the girls runs in a certain direction, leaving agreed-upon signs behind her. When she finds a suitable place to hide, she leaves a note with the following content: "Find as much food suitable for birds as possible." At a previously designated time, a…

praca zbiorowa pod redakcją Jadwigi Zwolakowskiej · W gromadzie zuchów · 1945

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TREASURE HUNT

A group takes part in this game. The patrol leader says: «40 paces to the south lies a stone. Look for the letter hidden beneath it.» Under the stone is a note: «Search beneath the hazel bush growing beside the thickest tree you can see from here.» Beneath…

praca zbiorowa pod redakcją Jadwigi Zwolakowskiej · W gromadzie zuchów · 1945

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FOLLOWING THE SIGNS

Two small groups set out into the terrain for 10 minutes and hide some objects. Then they meet at the assembly point and set off to search for the object hidden by the other group, tracking by the signs left behind (a piece of string or similar). The first…

praca zbiorowa pod redakcją Jadwigi Zwolakowskiej · W gromadzie zuchów · 1945

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KNOW THE LEAF

Two small groups stand in a limited space, facing each other. Each group has its own judge. The judges pin a silhouette of a leaf cut from colored paper onto the backs of the participants. At the whistle, the groups move toward each other, trying to see and…

praca zbiorowa pod redakcją Jadwigi Zwolakowskiej · W gromadzie zuchów · 1945

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FAIRIES AND WITCHES

The troop divides into two equal parties: "fairies" and "witches". The fairies must carry orders hidden in their clothing to the fairy queen’s palace. At a certain moment, the witches emerge from ambush and attempt to capture the fairies and find the orders.…

praca zbiorowa pod redakcją Jadwigi Zwolakowskiej · W gromadzie zuchów · 1945

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TREK THROUGH THE THICKETS

Each Cub receives two armbands made of coloured yarn. At a given signal, two packs approach each other through the forest undergrowth. The aim is to encounter a Cub from the opposing party and snatch their yarn. A Cub who loses one armband is wounded; if they…

praca zbiorowa pod redakcją Jadwigi Zwolakowskiej · W gromadzie zuchów · 1945

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CAPTURE OF THE TREASURE

Near the marked tree, a treasure is hidden. Two groups from two opposite ends set out to capture the treasure. Upon meeting, the opponent is "killed" by removing their beret (scalping). The group that discovers the treasure and brings it to the troop leader…

praca zbiorowa pod redakcją Jadwigi Zwolakowskiej · W gromadzie zuchów · 1945

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SECRET ORDER

From among the group, 3 to 5 young scouts are chosen in such a way that the others do not know about it, and they are tasked with finding the secret order. Whoever already has the order in hand passes it to the next initiate, and thus the order must pass…

praca zbiorowa pod redakcją Jadwigi Zwolakowskiej · W gromadzie zuchów · 1945

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SQUIRRELS

Each group chooses a hiding place at an equal distance from the pile of nuts (cones). Each Cub ties a sash behind their belt as a tail. At a given signal, the groups run to fetch nuts (each Cub may carry only one nut) and return to their hiding places, trying…

praca zbiorowa pod redakcją Jadwigi Zwolakowskiej · W gromadzie zuchów · 1945

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CAPTURING THE ARSENAL

The game takes place in the field. Cubs divide into two parties: the reds and the yellows. Each party has an equal, specified amount of ammunition, e.g., 12 cones each, arranged in a row at a distance of 1 step from 1 another. Half of the cubs from each party…

praca zbiorowa pod redakcją Jadwigi Zwolakowskiej · W gromadzie zuchów · 1945

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THE INVISIBILITY CAP

This game can be conducted on school grounds, especially if several floors are available. It will also work well in other terrain. The troop divides into two equal parties. The first party’s task is to carry letters to a designated place and hand them over to…

praca zbiorowa pod redakcją Jadwigi Zwolakowskiej · W gromadzie zuchów · 1945

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INDIAN RAID

The entire group, except for one six-person patrol, forms the four walls of a room, leaving space for a door. This house stands in the American forests. The Indians are to raid tonight. Three white settlers enter the room, lie down to sleep, removing their…

praca zbiorowa pod redakcją Jadwigi Zwolakowskiej · W gromadzie zuchów · 1945

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WATER WARDEN

A rectangle drawn in chalk represents a pond. In the middle stands the water warden. The children stir the water (by running and touching the ground with their hand), and the warden tries to catch them. When the tired warden sits down, running through is not…

praca zbiorowa pod redakcją Jadwigi Zwolakowskiej · W gromadzie zuchów · 1945

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WOLF IN THE FOREST

Mark the boundary of the forest (polygon, circle) where the wolf—one of the children—resides. Cones lie in the forest. Cubs enter the forest to collect cones but, upon spotting the wolf, flee. The wolf tries to catch them but must not step outside the circle.…

praca zbiorowa pod redakcją Jadwigi Zwolakowskiej · W gromadzie zuchów · 1945

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BLIND GRANDMA WITH RANSOM

One of the girls is the "blind grandma." She has her eyes covered and holds a small bag containing various types of fabrics. A girl caught by the "blind grandma" must ransom herself by selecting, through touch, the named type from the bag. If she fails to…

praca zbiorowa pod redakcją Jadwigi Zwolakowskiej · W gromadzie zuchów · 1945

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DOGS AND RABBITS

Cubs divide into threes and form small circles, holding hands. The «Dog» chases the «Rabbit», which, while fleeing, runs into one of the circles, touching any of the cubs. That cub in turn flees, and the rabbit takes their place. The dog must chase the new…

praca zbiorowa pod redakcją Jadwigi Zwolakowskiej · W gromadzie zuchów · 1945

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OVER OBSTACLES

Cub groups stand in rows. A few paces in front of each group, a rope is secured; further on stands a long bench, and still further, in a marked circle, lies a scarf. At the leader’s signal, the first cubs run, crawl under the rope, run further, jump over the…

praca zbiorowa pod redakcją Jadwigi Zwolakowskiej · W gromadzie zuchów · 1945

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TARGET THROW

We set up targets with a diameter of 10 centimetres against the wall. There should be as many targets as there are small groups. The small groups line up in rows; the game leader directs the aiming exercises with small balls. The patrol leaders by their…

praca zbiorowa pod redakcją Jadwigi Zwolakowskiej · W gromadzie zuchów · 1945

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BALL TAG

Every Cub stands in any place on the field. One tries to hit the others with the ball. Whoever is touched must pick up the ball and try to hit others with it. Each child tries to avoid being hit by jumping, bending down, or moving to the side. The one aiming…

praca zbiorowa pod redakcją Jadwigi Zwolakowskiej · W gromadzie zuchów · 1945

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HUNTER AND GAME

One of the children is the hunter. They put on a sash and receive a ball. As soon as the game begins, the hunter tries to hit one of the game with the ball. The child who is hit puts on the sash and becomes the hunter. The hunter is not allowed to run with…

praca zbiorowa pod redakcją Jadwigi Zwolakowskiej · W gromadzie zuchów · 1945

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PYRAMIDS

In the center of a circle formed by a group of children, three small pyramids are set up, each made of four small balls, arranged so that three balls lie on the floor and the fourth rests on top of the first three. The children try to knock down the pyramids…

praca zbiorowa pod redakcją Jadwigi Zwolakowskiej · W gromadzie zuchów · 1945

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BOMBARDMENT

Two groups take part, or a single group is divided into two parties. Two goals are marked with lines, behind which the two parties stand facing each other. A line is drawn to mark the center of the field separating the groups. A large ball is placed on this…

praca zbiorowa pod redakcją Jadwigi Zwolakowskiej · W gromadzie zuchów · 1945

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RACE THROUGH THREE CIRCLES

On the playing field, two parallel lines are marked at a distance of 20 paces. Between the lines, 3 circles (three paces in diameter) are marked—two closer to one of the lines, one in the middle between the lines. At the center of each line, a place is…

praca zbiorowa pod redakcją Jadwigi Zwolakowskiej · W gromadzie zuchów · 1945

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Little Bird

A game widely popular in Poland; suitable for children's gardens and elementary schools. An even number of children form a circle, holding hands; one (without a pair) stands in the center of the circle. After these words, the one in the center chooses a pair…

Eugeniusz Piasecki · Zabawy i gry ruchowe dzieci i młodzieży · 1922

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Silk Handkerchief

A rural girls' game from Mazovia and Greater Poland, suitable for secondary girls' schools. The girls form a circle, holding hands; one stands in the center of the circle. All move in a circle. Then the one in the center places a handkerchief in front of one…

Eugeniusz Piasecki · Zabawy i gry ruchowe dzieci i młodzieży · 1922

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Little Rose Stands

A game played by rural girls in certain regions of Lesser Poland and Mazovia, also known in Greater Poland under the names "Lizard" or "Woodpecker"; suitable for secondary schools for girls. The formation is the same as in previous games. The girls circle…

Eugeniusz Piasecki · Zabawy i gry ruchowe dzieci i młodzieży · 1922

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Juljanka

A rural girls' game from the Kraków region, similar in application to the previous one. A circle of girls moves around, with "Juljanka" in the center. While singing, Juljanka performs the actions assigned to her in turn; finally, she stands up and chooses one…

Eugeniusz Piasecki · Zabawy i gry ruchowe dzieci i młodzieży · 1922

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Ever Onward I Wander

A game for rural and urban youth in Mazovia and the Lublin region, suitable for elementary schools and lower grades of girls' secondary schools. A circle of girls spins to the rhythm of a song, intoned by a participant standing in the center who seeks someone…

Eugeniusz Piasecki · Zabawy i gry ruchowe dzieci i młodzieży · 1922

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The Gardener Girl

A rural girls' game from the Kraków region, suitable for primary schools and the lowest grades of girls' secondary schools. A circle of girls spins, with the "gardener girl" in the center. The gardener girl then selects one from the circle, and the game…

Eugeniusz Piasecki · Zabawy i gry ruchowe dzieci i młodzieży · 1922

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Konopki (Hemp Stalks)

A game for urban and rural children in Lesser Poland and Mazovia, also known among Kashubians under the name "żórawi" (cranes). Suitable for kindergartens and lower grades of primary schools. After these words, children circling in a ring choose one…

Eugeniusz Piasecki · Zabawy i gry ruchowe dzieci i młodzieży · 1922

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The Little Castle

A game for rural children from the Kraków and Stanisławów regions (Lesser Poland), suitable for elementary girls' schools and the lowest grades of secondary schools. The girls form two rows facing each other, moving forward and backward. After naming the…

Eugeniusz Piasecki · Zabawy i gry ruchowe dzieci i młodzieży · 1922

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The Maple Tree Game

A game for urban and rural children, widespread in Poland (known here and there as "The Bridge"); suitable for elementary schools. Two children stand apart as the "maple tree people" and secretly agree among themselves, before the rest of the participants,…

Eugeniusz Piasecki · Zabawy i gry ruchowe dzieci i młodzieży · 1922

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The Flock of Goslings

A rural children's game from Greater Poland, suitable for secondary school girls. The girls form a double line, holding hands in pairs. The last pair (6 in the illustration), having circled the double line from the side, passes under the arms of the first…

Eugeniusz Piasecki · Zabawy i gry ruchowe dzieci i młodzieży · 1922

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Zelman

A game widespread among rural children and youth in various regions of Poland; suitable for secondary school girls. The girls join hands and stand in two rows facing each other. These rows sing alternately, with the singing row moving forward while the other…

Eugeniusz Piasecki · Zabawy i gry ruchowe dzieci i młodzieży · 1922

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Little Garden Path

A rural children's game from the Łomża region, suitable for elementary and secondary girls' schools. The children join hands and form a semicircle (solid line in the illustration). Then, one of the end players begins a procession along a serpentine path…

Eugeniusz Piasecki · Zabawy i gry ruchowe dzieci i młodzieży · 1922

Gamezgr-014

Threading the Needle

A rural children's game from the Kraków region, similar in application to the previous one. Children hold hands and stand side by side, forming an arch. The last two children from one end of the arch raise their hands, creating a gate; they ask a companion…

Eugeniusz Piasecki · Zabawy i gry ruchowe dzieci i młodzieży · 1922

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Father Virgil

A game widespread among urban and rural children, known by various names (Father Migeljusz, Hyacinth, Gerginje, etc.), suitable for children's gardens and elementary schools. The children form a circle, holding hands; inside the circle stands one of the…

Eugeniusz Piasecki · Zabawy i gry ruchowe dzieci i młodzieży · 1922

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Trades (Musician)

A game from the rural children of the Ropczyce and Rzeszów districts (Lesser Poland), suitable for children's gardens and elementary schools. The children gather around a companion chosen as the "judge." The judge assigns each of them a trade, then begins to…

Eugeniusz Piasecki · Zabawy i gry ruchowe dzieci i młodzieży · 1922

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The Princess

A rural girls' game from certain regions of Lesser Poland, suitable for primary schools and the lowest grades of secondary schools. The girls form a circle, moving in time to the singing. In the center of the circle stands the princess, who after each verse…

Eugeniusz Piasecki · Zabawy i gry ruchowe dzieci i młodzieży · 1922

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The Widow on the Marriage Market

A game from certain rural areas of Lesser Poland, suitable for girls' secondary schools. The girls form a circle, moving while singing; in the center stands the widow, and on the circumference are her daughters. They sing similarly: d e a f , l a m e , adding…

Eugeniusz Piasecki · Zabawy i gry ruchowe dzieci i młodzieży · 1922

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The Quail

A game widespread throughout Poland, most commonly as a component of wedding ceremonies, existing in many variations. Suitable, in simpler forms, for primary schools and the lowest grades of secondary schools, and in more challenging variants—for grades three…

Eugeniusz Piasecki · Zabawy i gry ruchowe dzieci i młodzieży · 1922

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The Mushroom

A game described by Ł. Gołębiowski in the year 1831, suitable for secondary school girls. An even number of girls form a circle, holding hands, and spin with a dance step. In the center stands one (odd) girl, whose task is to devise a dance figure. When…

Eugeniusz Piasecki · Zabawy i gry ruchowe dzieci i młodzieży · 1922

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The Shepherd

A peasant wedding game from the Kutno district (Mazovia), suitable for upper primary school classes and girls' secondary schools. Couples dance in a circle, one behind the other, while in the center stands an (odd-numbered) "shepherd," holding a stick with…

Eugeniusz Piasecki · Zabawy i gry ruchowe dzieci i młodzieży · 1922

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The Rose

A rural girls' game, suitable for secondary girls' schools, known in two distinct forms. (a) In Mazovia, the girls form a circle, holding hands, while one remains inside the circle. The Rose chooses one of the dancers on the circle's edge and bows to her. The…

Eugeniusz Piasecki · Zabawy i gry ruchowe dzieci i młodzieży · 1922

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The Abbess

A game from the rural girls of certain regions of Lesser Poland, suitable for secondary girls' schools. At the start of the game, two circles are formed: one large circle with the "abbess" in the center and her daughters on the perimeter, moving slowly (by…

Eugeniusz Piasecki · Zabawy i gry ruchowe dzieci i młodzieży · 1922

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Matchmakers

A rural youth game, once widespread in many regions of Poland, now preserved almost solely in song form; suitable for secondary school girls. The girls form two lines facing each other, holding hands. One line—the matchmakers—advances and retreats with a…

Eugeniusz Piasecki · Zabawy i gry ruchowe dzieci i młodzieży · 1922

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The Dyna

A peasant wedding dance from the Kutno district (Mazovia), suitable for girls' secondary schools. Dancers form pairs in two rows facing each other, holding hands. The rows move together and then retreat. When they meet, they bow. Finally, as they sing: "And…

Eugeniusz Piasecki · Zabawy i gry ruchowe dzieci i młodzieży · 1922

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Hen Game

A rural girls' game from Sierpc County (Mazovia), known elsewhere only as a song or nursery rhyme; suitable for lower primary school classes (and with certain simplifications, also for kindergartens). The children form a spinning star (like the "cross" in the…

Eugeniusz Piasecki · Zabawy i gry ruchowe dzieci i młodzieży · 1922

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Cornflower

A rural girls' game from the Sierpc district (Mazovia), suitable for secondary school girls. The girls divide into pairs (designating one as the "dancer" and the other as the "dancing partner"). These pairs form two lines facing each other, holding hands.…

Eugeniusz Piasecki · Zabawy i gry ruchowe dzieci i młodzieży · 1922

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Little Hares

A game popular throughout Poland, suitable for children's gardens and elementary schools. Location: a field, here and there overgrown with bushes, or a forest. The game leader ("hunter" or "master") by lot (see the relevant chapter in the General Part)…

Eugeniusz Piasecki · Zabawy i gry ruchowe dzieci i młodzieży · 1922

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Beaver

A rural children's game from certain areas of Lesser Poland, suitable for elementary schools and children's gardens. Very similar to the previous one. The children choose one among themselves to be the beaver, another to be the Hunter, and the rest become…

Eugeniusz Piasecki · Zabawy i gry ruchowe dzieci i młodzieży · 1922

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Hiding

A game popular among urban and rural children in Poland (known here and there as "Hide-and-Seek" or "Tag-and-Hide"); suitable for children's gardens and lower grades of elementary schools. It is a simpler variant of "Hare and Hounds," usually played indoors.…

Eugeniusz Piasecki · Zabawy i gry ruchowe dzieci i młodzieży · 1922

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Bandits and Haiduks

A favorite game among boys, especially those in urban areas, suitable for higher grades of primary schools and lower grades of secondary schools. A well-defined section of a forest serves as the playing field; a particular corner of the forest is designated…

Eugeniusz Piasecki · Zabawy i gry ruchowe dzieci i młodzieży · 1922

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Sieve

A game for rural children in the Kraków region, suitable for elementary schools. Around the circumference of a circle, the positions of all players are marked (spaced several paces apart) with pegs, small stones, or (indoors) with chalk. Then, they leave…

Eugeniusz Piasecki · Zabawy i gry ruchowe dzieci i młodzieży · 1922

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Four Corners

A popular game in Poland, suitable for children's gardens and elementary schools. Five participants; four stand in the corners of a room (or on a playing field, with stakes, flags, or similar arranged in a square), while the fifth stands in the center,…

Eugeniusz Piasecki · Zabawy i gry ruchowe dzieci i młodzieży · 1922

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The Circle Game

A game described by Gołębiowski, similar to the following ones, suitable for primary schools and the lowest grades of secondary schools. Draw one fewer small circle on the perimeter of a large circle (on the playground with a furrow, indoors with chalk) than…

Eugeniusz Piasecki · Zabawy i gry ruchowe dzieci i młodzieży · 1922

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The Merry Gardener

This game differs from the previous ones in that the participants stationed in their places take the names of various flowers. The gardener calls out: — Oh! They ask him: — What’s the matter? — My heart aches. — For what? — For the rose (tulip, etc.). Then…

Eugeniusz Piasecki · Zabawy i gry ruchowe dzieci i młodzieży · 1922

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The Inn

Players standing around the circle at marked spots adopt the names of various people and objects found in an inn (innkeeper, innkeeper’s wife, bread, water, milk, meat, hay, oats, etc.). A "traveler" arrives and calls out these names in turn, at which the…

Eugeniusz Piasecki · Zabawy i gry ruchowe dzieci i młodzieży · 1922

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The Starosta's Lady

The central player (the Starosta's Lady) calls out, in turn, the players seated around the circle, assigning them courtly roles (such as marshal, equerry, chamberlain, lady-in-waiting, maidservant, etc.), saying: — The Starosta's Lady is setting out on a…

Eugeniusz Piasecki · Zabawy i gry ruchowe dzieci i młodzieży · 1922

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Pairs

Players form a double line (pair behind pair). In front of the pairs stands an unpaired player. The last pair splits up and runs along the sides of the double line to rejoin in front of the lone player. The lone player tries to outrun one of them and take…

Eugeniusz Piasecki · Zabawy i gry ruchowe dzieci i młodzieży · 1922

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Gander

A game for rural children from the Sieradz region, suitable for children's gardens and elementary schools. The children stand in a line as "ganders"; one of them walks around the line, asking:— Ganders, why aren’t you eating? — Because we’re afraid. — Of…

Eugeniusz Piasecki · Zabawy i gry ruchowe dzieci i młodzieży · 1922

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Circle

A game of rural children in the Kraków region, also known in the Ropczyce district (Lesser Poland) as "Buhaj" and in Greater Poland as "Zajączek" . Suitable for elementary schools. The children form a circle, holding hands. In the center of the circle is a…

Eugeniusz Piasecki · Zabawy i gry ruchowe dzieci i młodzieży · 1922

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The Ram

A game once widespread in Poland, now almost entirely forgotten. Suitable for children's gardens and folk schools. The children form a semicircle, holding hands. In the center stands one participant as the "ram." The semicircle rotates in time with a song…

Eugeniusz Piasecki · Zabawy i gry ruchowe dzieci i młodzieży · 1922

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Interrupted Army

A game for urban and rural boys, widespread in Poland; suitable for primary schools and lower grades of boys' secondary schools. (Other names: Parciane , or Cut Army , Interrupted King , etc.). The boys divide into two camps, equal in number and strength,…

Eugeniusz Piasecki · Zabawy i gry ruchowe dzieci i młodzieży · 1922

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Blind Man's Buff

A game widespread throughout Poland (other names: Blind Granny, Blind Man’s Bluff, Kutyubabka); suitable for children’s gardens and elementary schools. The “Granny” has her eyes blindfolded, after which she is asked a series of questions: — Where are you…

Eugeniusz Piasecki · Zabawy i gry ruchowe dzieci i młodzieży · 1922

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The Corncrake

This game, also described by Gołębiowski, is suitable for primary schools and the lowest grades of secondary schools. The children form a circle, into the center of which two players enter with their eyes blindfolded. One of them—the corncrake—strikes two…

Eugeniusz Piasecki · Zabawy i gry ruchowe dzieci i młodzieży · 1922

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Goslings

A rural children's game from the Kalisz region and Lesser Poland, suitable for children's gardens, primary schools, and the lowest grades of secondary schools. (a) The children choose from among themselves a "mother" (or "grandmother"), who stands in the…

Eugeniusz Piasecki · Zabawy i gry ruchowe dzieci i młodzieży · 1922

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The Hawk and the Doves

A game for urban and rural children, quite widespread in Lesser Poland; suitable for children's gardens, elementary schools, and the lowest grades of secondary schools. The children choose a hawk (by a method such as counting out, e.g., I. 5, General Part);…

Eugeniusz Piasecki · Zabawy i gry ruchowe dzieci i młodzieży · 1922

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Round-Up

A game for urban and rural children, quite common in Lesser Poland; in Mazovia known as "Tag". Application as 54. Very similar to the previous one. Played with a "nest" or without. One player chases, the others flee. When they catch someone (i.e., tap them on…

Eugeniusz Piasecki · Zabawy i gry ruchowe dzieci i młodzieży · 1922

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The Dunker

A game for rural children in Łańcut County (Lesser Poland); application as above. The player chosen as the "dunker" sits in a ditch (or in a designated area on the field marked as the "pond") and pretends to be asleep. The children approach and provoke him.…

Eugeniusz Piasecki · Zabawy i gry ruchowe dzieci i młodzieży · 1922

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The Strzygoń

A rural children's game from the Kraków region: application as in the previous one. A player chosen as the "strzygoń" lies on the ground, pretending to be asleep. The others circle around him, calling out: — The first hour, the strzygoń sleeps, The second…

Eugeniusz Piasecki · Zabawy i gry ruchowe dzieci i młodzieży · 1922

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The King

A game for urban and rural children from certain regions of Lesser Poland, Mazovia, and Podlasie, suitable for elementary schools. The "King," chosen by drawing lots, stands aside. The rest of the players secretly agree before the king on what actions they…

Eugeniusz Piasecki · Zabawy i gry ruchowe dzieci i młodzieży · 1922

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The Little Cook

A rural girls' game from the Kraków region, suitable for children's gardens and elementary schools (for girls). The girls form a circle, holding hands0. In the center is the "lady," searching for her cook. The lady strikes up a conversation: — Have you not…

Eugeniusz Piasecki · Zabawy i gry ruchowe dzieci i młodzieży · 1922

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The Cobbler

A game from the rural girls of the Stanisławów region (Little Poland); suitable for children's gardens and elementary schools. The children form a circle, holding hands. After singing the song, the children scatter, and the cobbler chases them. Whoever is…

Eugeniusz Piasecki · Zabawy i gry ruchowe dzieci i młodzieży · 1922

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Cat and Mouse

A game widespread throughout Poland, suitable for children's gardens, primary schools, and the lowest grades of secondary schools. (a) The most common form of the game involves children, except for two, forming a circle while holding hands. Inside the circle…

Eugeniusz Piasecki · Zabawy i gry ruchowe dzieci i młodzieży · 1922

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Third Man

A game described by Gołębiowski; suitable for primary schools and lower secondary schools. The number of players must be even, 10—20. All stand in 2 circles, one inside the other, with an equal number of participants, so that each player in the outer circle…

Eugeniusz Piasecki · Zabawy i gry ruchowe dzieci i młodzieży · 1922

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Fox

A popular game in Poland (in some places called "Pebbles"¹), suitable for primary schools and lower secondary school classes. a) The most common variant of this game is described by Gołębiowski: "Everyone stands in a circle, but each keeps their hands behind…

Eugeniusz Piasecki · Zabawy i gry ruchowe dzieci i młodzieży · 1922

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Klapanka

A game described by Gołębiowski, with an application similar to 66. "Persons standing in a circle hold a tied ribbon with both hands; one person inside the circle walks around until they give someone a slap on the hand, while the others quickly withdraw their…

Eugeniusz Piasecki · Zabawy i gry ruchowe dzieci i młodzieży · 1922

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The Snake

A rural children's game from Ropczyce County (Lesser Poland); application as in 66. The children form a line, with each, except the first, gripping the shoulders or hips of the one in front. (This formation is called a 'key'.) Through various twists of this…

Eugeniusz Piasecki · Zabawy i gry ruchowe dzieci i młodzieży · 1922

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The Wolf and the Goslings

A game for rural and urban children, widespread in Poland; suitable for children’s gardens, elementary schools, and the lowest grades of secondary schools. (Alternative names: Goslings, Gosling, Wild Geese, Little Wolf, The Gander and the Fox, The Raven).…

Eugeniusz Piasecki · Zabawy i gry ruchowe dzieci i młodzieży · 1922

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The Linen

A game from the rural children of certain regions of Mazovia and Lesser Poland; suitable for kindergarten gardens and elementary schools. The children choose (by drawing lots) a "housewife," a "washerwoman," a "dog," a "hen," and a "thief." The rest become…

Eugeniusz Piasecki · Zabawy i gry ruchowe dzieci i młodzieży · 1922

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Birds (Colors)

A game quite common in Lesser Poland; application as above. a) All children except two stand in a line (in some regions, in a circle). In front of the line stand the "birdkeeper" and the "merchant." The birdkeeper (whispering) assigns the children names of…

Eugeniusz Piasecki · Zabawy i gry ruchowe dzieci i młodzieży · 1922

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Fabjan

A game for rural youth in the Rzeszów and Ropczyce districts (Lesser Poland), suitable for boys in the lowest grades of secondary schools. The boys choose (by drawing lots, see the General Part) an "elder" and a "Fabjan." The rest stand in a row, and the…

Eugeniusz Piasecki · Zabawy i gry ruchowe dzieci i młodzieży · 1922

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The Village Mayor and the Partridges

A game from the rural children of Lesser Poland, suitable for kindergarten gardens and elementary schools. The children sit in a row (indoors—astride a low bench; outdoors—on the grass, with the "mayor" at the back, another child between his knees, a third…

Eugeniusz Piasecki · Zabawy i gry ruchowe dzieci i młodzieży · 1922

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Crane

Or would you like me to tell you how... you played Crane. Łukasz Górnicki. A game of village boys in the Kraków region, suitable for elementary schools and the lowest grades of secondary schools. The children choose from among themselves a "crane," who, with…

Eugeniusz Piasecki · Zabawy i gry ruchowe dzieci i młodzieży · 1922

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Black Folk

A game for rural children in Greater Poland and Mazovia (other names: Black Peasant, Black Man); suitable for primary schools and the lowest grades of secondary schools. Number of players: 10—50. On a rectangular field measuring 40 steps in length and 20…

Eugeniusz Piasecki · Zabawy i gry ruchowe dzieci i młodzieży · 1922

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At the Border

A game for rural and urban youth in the Poznań region (sometimes called "The Black Man"); suitable for lower secondary school classes. The number of players and field dimensions are as previously described. However, no goals are marked near the shorter sides…

Eugeniusz Piasecki · Zabawy i gry ruchowe dzieci i młodzieży · 1922

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Village Mayor

A game of rural boys from Podhale, suitable for elementary schools (as an introduction to the game of 'Poprz'). The playing field is as in 'Poprz'. Participants (5—20) do not divide into teams but all run back and forth across the boundary line, where the…

Eugeniusz Piasecki · Zabawy i gry ruchowe dzieci i młodzieży · 1922

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Fox and Hounds

A game played by village boys in Stanisławów County (Lesser Poland); application as in the previous. A group of 10—50 children select a "fox" (by counting-out: How many buttons, Red little buttons, And over the sea, Fox, go to your den! ); the rest are the…

Eugeniusz Piasecki · Zabawy i gry ruchowe dzieci i młodzieży · 1922

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Plinje

A common game in former Polish schools (also known by names such as Obóz , Gonitwa o więźnie , Captivus ), still played today by rural youth in some regions of Lesser Poland (northern Król or Król klaskany ); suitable for secondary schools. Based primarily on…

Eugeniusz Piasecki · Zabawy i gry ruchowe dzieci i młodzieży · 1922

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The Hunt

This game, briefly mentioned by Gołębiowski, in more recent times, following the English model, is called the game of "Hares and Hounds" or cross-country running. It is suitable only for adolescent boys, and participants should be examined by a doctor…

Eugeniusz Piasecki · Zabawy i gry ruchowe dzieci i młodzieży · 1922

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Relay Run (Wici)

This game imitates the method favored by our forefathers of sending messages via relay horses. Suitable for secondary schools. a) Its proper, original form requires a large space and takes place on a (little-traveled and not dusty) highway. If two teams of 10…

Eugeniusz Piasecki · Zabawy i gry ruchowe dzieci i młodzieży · 1922

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Frogs and the Stork

A game described by Gołębiowski—also played by children in the Przemyśl region (Little Poland); suitable for children's gardens and elementary schools. »The players divide into two sides, one of storks, the other of frogs, each taking their name; a finish…

Eugeniusz Piasecki · Zabawy i gry ruchowe dzieci i młodzieży · 1922

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Hopscotch Variants

A game especially widespread among urban children, existing in numerous variations; suitable for primary schools and the lowest grades of secondary schools. a) Simple Hopscotch. Each child (there may be two or more) takes turns standing at the base of the…

Eugeniusz Piasecki · Zabawy i gry ruchowe dzieci i młodzieży · 1922

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Little Hare

A game described by Gołębiowski; suitable for elementary girls' schools. On the floor or ground, a circle is drawn and a cross is inscribed within it. Then, one of the girls jumps into the circle and, spinning continuously in time with a song, hops…

Eugeniusz Piasecki · Zabawy i gry ruchowe dzieci i młodzieży · 1922

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The Leap

A boys' game found in various regions of Poland, suitable for upper primary school classes and lower secondary school boys. a) With Support. The boys line up in a row, spaced several paces apart; all except the last bend forward and stand in a lunge, resting…

Eugeniusz Piasecki · Zabawy i gry ruchowe dzieci i młodzieży · 1922

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Football in a Circle

A game suitable for higher grades of primary schools and the lowest grades of secondary schools. Equipment: a spherical leather-covered ball, with a diameter of 20 cm. Children stand in a circle, each 2—4 steps apart from one another. In the center stands a…

Eugeniusz Piasecki · Zabawy i gry ruchowe dzieci i młodzieży · 1922

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Football with a Tower

Application as in the previous. To the equipment is added a "tower" (3 poles of height one and a half to 2 metres, tied near the upper ends with a cord and set freely on the ground in the shape of a pyramid), standing in the centre of the circle. The outer…

Eugeniusz Piasecki · Zabawy i gry ruchowe dzieci i młodzieży · 1922

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Pass It On

A game played by English secondary-school pupils during breaks on the school playing field. Requires a field not directly adjacent to classroom windows and divided so that older classes play separately from younger ones (to prevent accidents). One ball is set…

Eugeniusz Piasecki · Zabawy i gry ruchowe dzieci i młodzieży · 1922

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Football with a Goal

A game suitable for male secondary schools. On a field measuring at least 30 metres in length and width, a goal is set up in the centre, consisting of two poles driven into the ground 7 metres apart, connected at the top at a height of 2 1/ metres by a wooden…

Eugeniusz Piasecki · Zabawy i gry ruchowe dzieci i młodzieży · 1922

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English Football

This game has gained enormous popularity in our country since the early years of the current century. Today, it is the most beloved game among male youth, to the detriment of other games of no lesser value. It is suitable for strong and healthy students of…

Eugeniusz Piasecki · Zabawy i gry ruchowe dzieci i młodzieży · 1922

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Parsley (Lady Rose)

A game for urban and rural children, widespread in Poland under various names (Lady Rose, Turnip, Beetroot, Carrot); suitable for children's gardens and primary schools. a) Cracovian version: "The oldest girl — Lady Rose" — sits on the ground with legs…

Eugeniusz Piasecki · Zabawy i gry ruchowe dzieci i młodzieży · 1922

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Golden Ball

A game widespread in Poland (other names: Ring, Hide and Don’t Show, Chatterbox, etc.); application as above. Children divide into two teams (equal in number and strength) and simultaneously grasp (each team from one end) a long pole or rope. The team that…

Eugeniusz Piasecki · Zabawy i gry ruchowe dzieci i młodzieży · 1922

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Angels and Devils

A game for rural and urban children, known in various regions of Poland (other names: Hell and Heaven, The Tempter, Little Devil, Drying Salt). Application as above. Children form a circle, in the center of which stands the leader, who tries to make all…

Eugeniusz Piasecki · Zabawy i gry ruchowe dzieci i młodzieży · 1922

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Pebbles

A game widespread throughout Poland (other names: blirki, birki, bones, hens); suitable for children in early school grades. Five pebbles the size of hazelnuts (bean seeds, shells, etc.) are placed on the palm, then tossed upward and caught on the back of the…

Eugeniusz Piasecki · Zabawy i gry ruchowe dzieci i młodzieży · 1922

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Bierki (Knucklebones)

An ancient Polish game, best preserved to this day among rural boys in the Lubartów district, also known in Podlasie and Podhale; suitable for older primary school classes and younger secondary school classes. Considerably more refined than the previous game…

Eugeniusz Piasecki · Zabawy i gry ruchowe dzieci i młodzieży · 1922

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For the Fates

A game of village boys from the Bukowski district (Greater Poland), suitable for older boys in elementary schools, especially rural ones. A game for 5—6 boys. On a larger, flat field stone, they place a smaller one. Having stepped back 20 paces from the…

Eugeniusz Piasecki · Zabawy i gry ruchowe dzieci i młodzieży · 1922

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Stone Rolling

Popularity and application as previously described. Two boys choose a target (a tree, a stump, a ditch) and place a roughly spherical field stone near it. Then, from a distance of about 20 steps, they take turns throwing small stones, aiming to hit the…

Eugeniusz Piasecki · Zabawy i gry ruchowe dzieci i młodzieży · 1922

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Ducza

A game from the gentry enclaves of Podlasie, suitable for older boys in elementary schools, particularly rural ones. Each player has a palant (club) of equal size; the length of ten palants marks the distance from a firmly planted post, which the boys then…

Eugeniusz Piasecki · Zabawy i gry ruchowe dzieci i młodzieży · 1922

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Pikier

A game played by urban and rural boys from various regions of Mazovia, Podlasie, and the Vilnius area (other names: Piekarz, Palant, Pałki, Djabeł, Pop). Its application is similar to the previous one, but the throwing distance to the goal is 20 steps, and a…

Eugeniusz Piasecki · Zabawy i gry ruchowe dzieci i młodzieży · 1922

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The Barrel Organ

A game played by village boys in the Bukowski region (Greater Poland), similar in application to the previous one. The boys stick a willow branch, roughly 24 cm long with three offshoots, into the ground. Right in front of this "barrel organ," they cross two…

Eugeniusz Piasecki · Zabawy i gry ruchowe dzieci i młodzieży · 1922

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Polish Skittles

A game widespread in Polish manors in Livonia, also known here and there in Lesser Poland. Suitable for secondary schools. Old Polish authors mention skittles (e.g., Rej in Wizerunek ), while school regulations (e.g., the Chełmno Academy) recommend it…

Eugeniusz Piasecki · Zabawy i gry ruchowe dzieci i młodzieży · 1922

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Kolbiki (Little Sheaves)

A game played by rural boys in the Międzyrzecz district (Podlasie region), suitable for older pupils of elementary schools, especially in rural areas. Each boy constructs his own "kolbik" (little sheaf), consisting of 5 small sticks, each 30 centimeters long,…

Eugeniusz Piasecki · Zabawy i gry ruchowe dzieci i młodzieży · 1922

Gamezgr-105

The Skylark (Canary)

The game is as widespread and applied as previously described. On the upper, wedge-shaped cut end of a stick vertically stuck into the ground, a fork-shaped piece of wood called the skylark is placed. Then, a groove is made around the stick, forming a "cage."…

Eugeniusz Piasecki · Zabawy i gry ruchowe dzieci i młodzieży · 1922

Gamezgr-106

Snowballs

Snowball fights have been a beloved pastime of children and youth for ages in all countries within the temperate and cold zones. Here, we will focus solely on their more refined form, suitable as a game for secondary schools. The ideal time for snowball…

Eugeniusz Piasecki · Zabawy i gry ruchowe dzieci i młodzieży · 1922

Gamezgr-107

The Shooter

A game from rural boys in the Kraków region, suitable for elementary schools and the lowest grades of secondary schools. The children line up in a row and receive names of various birds from the leader ("the host"). Then a player who has been standing aside…

Eugeniusz Piasecki · Zabawy i gry ruchowe dzieci i młodzieży · 1922

Gamezgr-108

Meta (Forging)

A game described by Gołębiowski, still known today in Mazovia and Lesser Poland. Suitable for higher grades of primary schools and lower grades of secondary schools. a) Meta in Pairs. Players stand opposite each other at a distance of 10—12 steps, each…

Eugeniusz Piasecki · Zabawy i gry ruchowe dzieci i młodzieży · 1922

Gamezgr-109

Kasha (Porridge)

A game described by Gołębiowski; application as in the previous one. Participants, numbering 5—20, choose one among themselves to stand in the center with a ball in hand, while the others arrange themselves in a circle, spaced several steps apart. The one in…

Eugeniusz Piasecki · Zabawy i gry ruchowe dzieci i młodzieży · 1922

Gamezgr-110

Sparzak (Wall Ball)

A game for school-aged youth in the Kingdom of Poland (also known as Zbijak, Żydek, or Sparzony), suitable for lower secondary school classes. One player (chosen by tossing, a fee of 1, etc.) stands by the wall as the "sparzony" ("żydek"); the others position…

Eugeniusz Piasecki · Zabawy i gry ruchowe dzieci i młodzieży · 1922

Gamezgr-111

The Paw (Wall)

A game recorded by Gołębiowski, suitable for secondary schools. As previously described, only the tagged player stands by the wall with an arm extended to the side, palm facing their companions. The only essential part is clasping the hand. --- Source scan:…

Eugeniusz Piasecki · Zabawy i gry ruchowe dzieci i młodzieży · 1922

Gamezgr-112

The Blacksmith

A game described by Gołębiowski (under the name żydka ), still common today among urban children (most often called Klas ); in the Tarnobrzeg and Nisko counties (Lesser Poland), rural youth also play it. Suitable for primary schools and lower secondary school…

Eugeniusz Piasecki · Zabawy i gry ruchowe dzieci i młodzieży · 1922

Gamezgr-113

Ball Relay in Two Rows

A game introduced to our schools relatively recently; application as in the previous one. Children divide into two teams, which line up side by side in two rows, as in a relay race, except here the distance between the two rows does not exceed several meters.…

Eugeniusz Piasecki · Zabawy i gry ruchowe dzieci i młodzieży · 1922

Gamezgr-114

Stójka (Freeze Tag with a Ball)

A game of rural boys from the Tarnobrzeg and Nisko counties (Lesser Poland), suitable for upper primary school grades and lower secondary school grades. The children form a circle; in its center stands the leader and throws the ball high into the air. During…

Eugeniusz Piasecki · Zabawy i gry ruchowe dzieci i młodzieży · 1922

Gamezgr-115

Wokatus

A game for school-age youth in Mazovia, suitable for elementary schools and the lower grades of secondary schools. (Local names include Ball to the Hole , Battle of Nations , and the like.) The children stand closely in a circle; in the center is a hole dug…

Eugeniusz Piasecki · Zabawy i gry ruchowe dzieci i młodzieży · 1922

Gamezgr-116

Dotki (Dibs)

A game played by schoolchildren in some towns of Mazovia; its application is as in the previous game. Children dig as many holes in the ground (spaced half a step apart) as there are participants. These holes lie in a straight line, and each can fit a ball.…

Eugeniusz Piasecki · Zabawy i gry ruchowe dzieci i młodzieży · 1922

Gamezgr-117

Three-Meter Throws

Usage and application as previously described. Four or more boys may play, one of whom stands in the center while the rest position themselves on the circumference of a circle, several paces apart from each other. Those on the circumference aim at the boy in…

Eugeniusz Piasecki · Zabawy i gry ruchowe dzieci i młodzieży · 1922

Gamezgr-118

Ekstra (Extra Goal)

A game described by Gołębiowski, still beloved by school youth in Mazovia to this day. Suitable for secondary schools. Players divide into two camps, each led by a "mother." Lot decides which camp goes to the center and which to the perimeter of the circle.…

Eugeniusz Piasecki · Zabawy i gry ruchowe dzieci i młodzieży · 1922

Gamezgr-119

Knock-Down

Distribution and application as previously described. It serves as preparation for Palant and is especially recommended for the lowest grades of secondary schools when children still lack skill in batting the ball. However, it can also be useful for older…

Eugeniusz Piasecki · Zabawy i gry ruchowe dzieci i młodzieży · 1922

Gamezgr-120

Ball Relay in Double Rank

A game recently introduced to our schools; suitable for elementary schools and lower grades of secondary schools. The children divide into two teams, which stand side by side, forming a double rank together. The first members of both ranks (the "white" and…

Eugeniusz Piasecki · Zabawy i gry ruchowe dzieci i młodzieży · 1922

Gamezgr-121

Basketball

An American game introduced to our girls' secondary schools some dozen years ago. G a m e: On each side, 5, 6, or 9 participants stand, depending on the size of the court (room). The aim of each team is to throw the ball into their own basket while…

Eugeniusz Piasecki · Zabawy i gry ruchowe dzieci i młodzieży · 1922

Gamezgr-122

The Piglet

A rural boys' game, widespread throughout Poland; suitable for older pupils of elementary schools, especially rural ones. All children except one (the "shepherd") stand in a circle, spaced 2 or more steps apart. Each digs a small hole in front of themselves…

Eugeniusz Piasecki · Zabawy i gry ruchowe dzieci i młodzieży · 1922

Gamezgr-123

The Ring

A game for boys and young men from various rural regions of Poland, suitable for male secondary schools. The boys divide into two teams, which stand opposite each other at a distance of 40—50 metres on level ground (or an unused road). Each player has a…

Eugeniusz Piasecki · Zabawy i gry ruchowe dzieci i młodzieży · 1922

Gamezgr-124

Simple Tip-Cat

A Christian has not done his duty if... on Easter Tuesday he does not strike Mikołaj Rej on the head with a tip-cat until an eye pops out. This game is widespread in Poland (as is the next one) among rural and urban boys. It is suitable for older pupils of…

Eugeniusz Piasecki · Zabawy i gry ruchowe dzieci i młodzieży · 1922

Gamezgr-125

Kiczka with Mothers

The dissemination and application are as previously described. Both variant a) and b) of the previous game can also be treated as a game between two camps under the command of mothers. After "measuring" with the bat (see General Part, V a), one of the camps…

Eugeniusz Piasecki · Zabawy i gry ruchowe dzieci i młodzieży · 1922

Gamezgr-127

Stręk (The Bat-and-Ball Game)

A rural boys' game from the Bukowsko district (Greater Poland), similar in application to the previous one. Played by four boys. Two of them, armed with bats (palanty), hold them with the ends resting in small pits dug in the ground opposite each other at a…

Eugeniusz Piasecki · Zabawy i gry ruchowe dzieci i młodzieży · 1922

Gamezgr-128

Mother and Daughter

A game played by village boys in the Międzyrzecz district (Podlasie); application as in the previous. The boys (usually numbering 2, less often more) decide (by "measuring" with a bat or throwing it from the foot) who will stand by the "mother." The mother…

Eugeniusz Piasecki · Zabawy i gry ruchowe dzieci i młodzieży · 1922

Gamezgr-129

The Lid

A game of rural boys in the Rzeszów and Brody regions (Lesser Poland); application as in the previous one. For this game, a "palerka" (bat) or "pałka śmigła" (swinging stick), a small board about 80 cm long, is driven into the ground at a half-right angle,…

Eugeniusz Piasecki · Zabawy i gry ruchowe dzieci i młodzieży · 1922

Gamezgr-130

Simple Palant

Palant, in its numerous variations—of which we present only the most important here under 130—132—has a very ancient tradition in Poland and has always been the favorite pastime of our school youth. It is described by Gołębiowski and Kitowicz. Poles and…

Eugeniusz Piasecki · Zabawy i gry ruchowe dzieci i młodzieży · 1922

Gamezgr-131

Palant with Mothers, Without Burning

They strike themselves, they burn themselves. A proverb from the century XIV. As widespread as the previous. Suitable for secondary schools. Rules 1) The g a m e f i e l d is a rectangle whose shorter side measures 25 m., and the longer side 60 m. The space…

Eugeniusz Piasecki · Zabawy i gry ruchowe dzieci i młodzieży · 1922

Gamezgr-133

Fist Ball

A game introduced into our schools approximately 30 years ago; suitable for upper classes of boys' secondary schools. It requires a level playing field in the shape of a rectangle with dimensions of approximately 20 by 40 metres. At the midpoint of the longer…

Eugeniusz Piasecki · Zabawy i gry ruchowe dzieci i młodzieży · 1922