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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.” At length he gets secretly near the one he has selected for spy and whispers, “Look out, there’s a spy in camp, and you are it.” He gives him at the same time some bright-coloured badge, that he must wear as soon as he has secured the medicine scalp. He must not hide the scalp on his person, but keep it in view. He has all day till sunset to get away with it. If he gets across the river or other limit, with warriors in close pursuit, they give him ten arrow heads (two and one half cents each), or other ransom agreed on. If he gets away safely and hides it, he can come back and claim fifteen arrow heads from the council as ransom for the scalp. If he is caught, he pays his captor ten arrow heads ransom for his life.

  • Type: game
  • Traits: Not stated in the source
  • Source: Ernest Thompson Seton, Boy Scouts Handbook: The Games (1911)
  • Printed pages: 300–301
  • Digital edition: Digital edition · Source record
  • Open the edition at the relevant page: p. 300
  • Read the automatic translation: bsh-011