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Kim's Picture Game

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

A sheet of paper divided into 12—16 rectangles. In most of the squares, one must exert effort to win—indeed, even beyond gathering, practice is necessary—until, at the end of such a cycle, a great test arrives: either a rank trial (or part of it), a major competition between patrols, or simply a contest in a given subject within the patrol.

For example: a cycle of signaling games. Increasingly difficult. More and more must be known. More and more practice is required. More and more training. Finally, at the conclusion, a great obstacle course, exercises, or an alarm—where victory depends on mastery of signaling. As a result—granting of skills for rank advancement. Or: a cycle of observation games. Ever more challenging ways to hide sought-after objects. Ever more unexpected tasks to observe. It is no longer enough just to notice—one must also remember what was seen. And not only that—but also pay attention to several things at once. Further—it is not enough just to observe, but one must also act appropriately. Be able to decide quickly. Increasingly difficult. More and more comprehensive exercises. The boys are thrilled by the escalating difficulty. They practice at school, at home, on the street. Until finally—a great observation contest.

The principle is thus: arrange games in cycles of increasing difficulty and comprehensiveness, concluding each cycle with a concrete result—a rank trial, a contest in a given subject. Record the successive results of all games for each boy in the patrol leader’s notebook on a specially ruled page—announce these results.

Drawings from various areas of life or geometric figures, etc., are placed in the squares. The sheet is shown to the patrol for observation for a time dependent on the boys’ skill and age, then they are instructed to redraw it. For remembering the drawing or figure and placing it in the correct square—2 points are awarded during evaluation; for remembering the image but placing it in the wrong square—1 point. Points are summed—whoever has the most wins. Examples of what can be placed in the squares: pictures from a scouting hike—task: redraw them, place them in the correct squares, and number them to indicate the order in which they should be arranged; various geometric figures—each in a different color; finally, Kim’s picture game can be used for rank advancement training by placing Indian signs or Morse alphabet letters, or conventional signs, etc., in the squares.

Instead of the above sheet, one can prepare 3—4 strips of paper, each containing 4—5 geometric figures in different colors, which repeat on the strips but in a different order. Each strip is shown for half a minute, but never all at once.

Another variation: show a chessboard with checkers or (for added difficulty) chess pieces set up. After observation—redraw it.

Whether to inform the patrol in advance that they must observe in order to redraw later can be decided: after showing something, e.g., a chessboard supposedly for another purpose, declare: now redraw it!


Source scan: Polona / National Library, marked “Public Domain”. View scan — page 12.

  • Type: game
  • Traits: Not stated in the source
  • Source: Juliusz Dąbrowski, Gry i zabawy w izbie harcerskiej (1934)
  • Printed pages: 10–12
  • Digital edition: Digital edition · Source record
  • Open the edition at the relevant page: p. 10
  • Read the source text: gih-002