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Urban Tracking Games

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

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 which the rest of the patrol does not follow him, except for two who walk unseen just behind him. After two minutes, one of the tracking pair returns to the patrol at a run to lead them to the spot where he stopped trailing, while the other continues forward and leaves behind traces in the form of confetti. Naturally, all must be well-trained in pursuit and reading signs, for the fleeing scout employs every possible means and ruse to mislead the chase.

At the start of the game, a time limit must be set by which, if the fugitive manages to evade capture, he wins.

A touch by the pursuers’ hand on the fugitive signifies that he has been caught.


Source scan: Polona / National Library, marked “Public Domain.” View scan — page 51.

  • Type: game
  • Traits: Not stated in the source
  • Source: Herman A. Mojmir, Ćwiczenia i zabawy skautowe (1912)
  • Printed pages: 39–40
  • Digital edition: Digital edition · Source record
  • Open the edition at the relevant page: p. 39
  • Read the source text: ciz-050