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Linking Up with the Cut-Off Detachment

Automatic translation. This text has not been verified by a person.
Translation detailsModel: mistral-large-2512.

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 army. The scythemen’s courier encounters Kraków scouts along the way, who have just pitched their tents and set up camp between the main army and the cut-off detachment of scythemen.

The courier holds a brief consultation with the troop leader and patrol leaders, during which he describes the critical situation of the scythemen and asks for their swift assistance. Scout honour compels them to help, but to do so, they demand further details from the courier about the position of the cut-off detachment.

They learn that this cut-off detachment is only 2 kilometres away from their camp, and for better clarity, the courier sketches a rough outline (croquis) of the scythemen’s position and the enemy guard posts, which have wedged themselves between the scouts and the scythemen like a wedge.

The scouts’ task is to slip through, sneak past, or outflank the enemy guards to reach the cut-off detachment of scythemen without being noticed by the enemy during this manoeuvre.

The cut-off detachment of scythemen should be positioned on a distant, elevated hill, clearly visible. If there are not enough scouts, the judge may represent the cut-off detachment on the hill.

The enemy guard posts are to be stationed along the main road or highway connecting the scouts’ camp with the scythemen’s detachment on the hill, and red flags, visible from a distance, make it easy to orient oneself regarding their placement. If the enemy spots any of the sneaking scouts, they should record their name and signal with a whistle in an agreed manner for them to withdraw from the game. If the enemy can name the patrol to which the spotted scout belongs, that entire patrol should withdraw from the game.

This game requires a high degree of scouting discipline, so that every spotted scout, upon hearing the signal that they have been seen, considers it a point of honour to withdraw from the game immediately. Several judges, stationed along the route, are to ensure there are no abuses, and at the end of the game, they will assign penalty marks for disobedience on one side and false signals on the other. The patrol or scout who reaches the objective unseen in the shortest time, either by crawling or sneaking, wins.


Source of scan: Polona / National Library, marked “Public Domain”. View scan — page 38.

  • Type: game
  • Traits: Not stated in the source
  • Source: Herman A. Mojmir, Ćwiczenia i zabawy skautowe (1912)
  • Printed pages: 26–28
  • Digital edition: Digital edition · Source record
  • Open the edition at the relevant page: p. 26
  • Read the source text: ciz-038