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The Manor Farmyard

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

A game as engaging as it is instructive, training scouts in imitating the voices of various domestic animals, making the evening by the campfire all the more enjoyable.

The leader or instructor first divides the participants into groups representing different domestic animals. If someone can list a sufficient number of animals, or if the game is played only within a patrol, each scout may represent a different animal.

Next, the instructor or leader begins to recount an anecdote from a visit to a friend in the countryside, and whenever a particular animal is mentioned, the scout assigned that nickname must respond with a cry imitating that animal’s voice. The composition and content of the story depend on the leader’s wit and imagination.

Here is an example of a plot, to which various variations can be added: »A small, mischievous boy, not a scout, after a severe illness, went to stay with his uncle in the countryside to regain his strength. The train took him to the destination. On the first day after the journey, the boy, tired, is quiet and well-behaved, and his uncle and aunt form a positive impression of him.

But on the second day, the boy gets up earlier than his uncle and aunt and, going out into the farmyard, peeks into the henhouses and stables one by one, and his appearance everywhere causes some misfortune. In his opinion, the flower garden is a playground for pigs, so he drives them there. Then he herds the hens and ducks into the garden. Little chicks, he believes, should learn to swim so they can accompany goslings and ducklings, so he drives them into the pond, where they all drown. He lets the horses out of the stable, chases the cows onto the highway, releases the sheep into the orchard, frees the carrier pigeons from their cage, and scatters the turkeys and geese in all directions— in short, he turns the entire farmyard upside down.« At the mention of the farmyard, all the animals respond, each with the voice of its namesake. For falsely imitating an animal or responding at the wrong time, forfeits are given, or as a penalty, one must imitate the cry of a goose or a donkey several times.


Source of scan: Polona / National Library, marked “Public Domain”. View scan — image 72.

  • Type: game
  • Traits: Not stated in the source
  • Source: Herman A. Mojmir, Ćwiczenia i zabawy skautowe (1912)
  • Printed pages: 60–61
  • Digital edition: Digital edition · Source record
  • Open the edition at the relevant page: p. 60
  • Read the source text: ciz-072