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Prisoner's Tap Code

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

The prisoner taps his message through the wall: two quick taps in succession—a dash; one tap—a dot; a longer pause—the end of a letter; an even longer pause—the end of a word. Who can decipher it best?

This game belongs to the group of competitive games that a patrol leader must constantly organize during gatherings. Tapped messages; secret messages—for example, by blinking eyes or one eye, or by subtle movements of the lips, fingers, shoes, etc.; light signals from a window to the street or somewhere in a park or outside the city; sudden contests in deciphering flag messages, and so on, should constantly diversify gatherings and separate lectures on the “theory” of signaling—on finding a position, dividing functions at a signaling station, relay stations, agreed-upon signs and abbreviations, other alphabets, signaling devices and apparatuses, the history of signaling, and the like. It is highly desirable to organize an excursion to a post office or telegraph school, try using a Morse apparatus, build primitive devices, and so on. However, everything, including the games described above, is only preparation; the proper field for signaling practice is the excursion terrain, vast, hilly fields. It should be organized there as often as possible.


Source scan: Polona / National Library, marked “Public Domain”. View scan — image 69.

  • Type: game
  • Traits: Not stated in the source
  • Source: Juliusz Dąbrowski, Gry i zabawy w izbie harcerskiej (1934)
  • Printed pages: 67–68
  • Digital edition: Digital edition · Source record
  • Open the edition at the relevant page: p. 67
  • Read the source text: gih-158