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A Strange Path

Automatic translation. This text has not been verified by a person.
Translation detailsModel: mistral-medium-2604.

A route—chosen by the patrol leader—leads through varied terrain (sections of forest, buildings, thickets, hollows, etc.) and is several hundred or even one or two thousand paces long. The entire patrol walks this route to become thoroughly familiar with it and then stops at the end of the path.

Meanwhile, the patrol leader returns and places a series of unusual objects along the route, sometimes on the ground, sometimes above it: he might place a mushroom on a tree branch, make a small pyramid of sticks on the ground, drive an axe into a tree, stretch a thread overhead across the path, bury a bottle in the ground with its base up, place a hawthorn berry on a blackthorn bush, or draw a bird in chalk on a fence, and so on. The more of these unusual things, the better.

At a given signal, the scouts return to the patrol leader at set time intervals (the patrol leader may use regular signals), and each writes down on a piece of paper what interesting things they noticed. From the papers, it will be clear who observed the most.

It is also possible to set in advance the maximum allowed time in which the route must be covered for the observations to count. The scouts do not know how many strange objects have been placed along the route.

This game is also suitable for competitions between patrols. In that case, scouts from one patrol and then another are sent along the route, and each noted object counts as 1 point for their patrol.


Source scan: Polona / National Library of Poland, marked “Public Domain”. View scan — PDF pages 91–92.

  • Type: game
  • Traits: Not stated in the source
  • Source: Zygmunt Wyrobek, Harcerz w polu: zabawy i gry terenowe (1946)
  • Printed pages: 85–86 / PDF 91–92
  • Digital edition: Digital edition · Source record
  • Open the edition at the relevant page: p. 85
  • Read the source text: hwp-026