Far and Near
Translation details
Model:mistral-large-2512.Translated text
Section titled “Translated text”The Scoutmaster sets out with the patrol in scouting formation, having previously announced to the Scouts that he requires each of them to report the sighting of one of any 8—10 predetermined objects. For example, spotting a matchstick earns the Scout a mark, a button a mark, detecting footprints 2 marks, a stain noticed on a passerby’s clothing or footwear the same number, spotting a grey horse the same number, a pigeon in flight the same number, a perched sparrow a mark, a lake 2 marks, a broken window a mark. These objects are deliberately chosen to compel the Scouts to look sometimes far, sometimes near. The Scoutmaster lists them on a sheet equipped with a table (as on page 56). When a Scout notices or finds one of the specified objects, he hurries to the Scoutmaster, who, after verification, records the marks on the table. The Scout who earns the most marks wins. When playing a second time, the list of objects is genuinely changed.
Source scan: Wielkopolska Digital Library, marked “public domain”. View PDF — page 168.
Metadata
Section titled “Metadata”- Type: game
- Traits: Not stated in the source
- Source: Mieczysław Schreiber i Eugeniusz Piasecki, Harce młodzieży polskiej (1917)
- Printed pages: 153–154 / PDF 168–169
- Digital edition: Digital edition · Source record
- Open the edition at the relevant page: p. 153
- Read the source text: hmp-024