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Capturing the Flags

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

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 guard to defend 3 flags by day and 3 lanterns by night, while the second patrol (B) is tasked with scouting the opponents’ positions and capturing the flags. The flags are placed 180 meters (lanterns 90 meters) behind the line of guard A, and 18 meters apart from each other (lanterns additionally 2 feet above the ground).

The defending guard A may position itself either together or, preferably, in a line parallel to the flags, with 2 scouts grouped together and 75 meters between each pair. Patrol B stands 50 meters behind the line of flags and sends scouts to reconnoiter the enemy’s position (C+D), who in the meantime have positioned themselves similarly. The lines of flags of both sides are at least 360 meters apart. Each side has 2 judges, one at the guard line (A, C) and the other at the patrol’s post (B, D). The judges from both sides give a trumpet signal when everything is ready to start the game; they maintain order during the game and distribute points after its completion. The setup of both sides for the game:

At the given trumpet signal, the scouts designated from patrol B (D) set out stealthily or crawling to scout the enemy patrol’s position and its guard, as the enemy line need not be parallel to their own but may be at any angle, and patrol B (D) need not stand directly behind the flags but may be positioned more or less to the side. Once they have scouted the position, the same scouts crawl around the enemy guards, trying not to be seen, and upon reaching the flags, they capture them. Each scout may take only one flag.

Any scout who approaches within 45 meters of the enemy leaves the game if spotted and notified by an agreed-upon signal, but continues playing if unseen.

A false alarm from one side may facilitate the capture of a flag from the other side. Defenders A (C) may not move from their guard position or approach the flags closer than 180 meters, but they may send a message to a neighboring guard or to patrol B (D), who may intercept an enemy creeping toward the flags, provided they have not sent all their members on reconnaissance or raiding.

After the allotted time expires, a gathering takes place at a designated spot for delivering reports to their judges. The judges record and distribute points: 5 points for a captured flag; 5 points for a detailed report on the enemy’s deployment or a sketch of their position; 2 points for each report on the movement of the enemy patrol (unit) B (D). The side with the higher total points wins.

A variation of this game may introduce the following difficulty: after scouting the enemy’s position, the scouts from patrol B return to their patrol, and other scouts, following their instructions and a detailed sketch (croquis), set out to raid or capture the flags.


Source scan: Polona / National Library, marked “Public Domain”. View scan — page 40.

  • Type: game
  • Traits: Not stated in the source
  • Source: Herman A. Mojmir, Ćwiczenia i zabawy skautowe (1912)
  • Printed pages: 28–30
  • Digital edition: Digital edition · Source record
  • Open the edition at the relevant page: p. 28
  • Read the source text: ciz-039