Judging the Distance of Lights (Will-o'-the-Wisp)
Translation details
Model:mistral-large-2512.Translated text
Section titled “Translated text”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 5 seconds. Then, the lantern is covered again, and the Scout remains still and completely quiet. The rest of the Scouts, who stayed with the patrol leader, first estimate the distance in paces and determine the direction using compass rose names. Once the patrol leader has noted their estimates in turn, the second part of the game begins: everyone rushes toward the light, which, like a will-o’-the-wisp, appeared only briefly and vanished, trying to reach the Scout standing quietly in the field with the covered lantern. The Scout hands the lantern to the first one to reach them. Upon seeing the lantern light, everyone returns to the judge, who marks points for those who correctly estimated the distance and for the one who received the lantern. The exercise is then repeated, and the Scout who received the lantern from the first “lantern-bearer” takes their turn moving away from the group and playing the role of the will-o’-the-wisp.
Source scan: Polona / National Library, marked “Public Domain”. View scan — image 55.
Metadata
Section titled “Metadata”- Type: game
- Traits: Not stated in the source
- Source: Herman A. Mojmir, Ćwiczenia i zabawy skautowe (1912)
- Printed pages: 43
- Digital edition: Digital edition · Source record
- Open the edition at the relevant page: p. 43
- Read the source text: ciz-056