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Searching for Plants

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

The patrol leader distributes among the scouts samples of 10 previously collected plants and orders them to find and bring them back to camp. These are, of course, plants that are either in the wider vicinity of the camp or are not encountered at every step.

This search can be turned into a kind of competition among the scouts, who are sent out individually or in pairs. The winner is the one who returns to camp the fastest with the requested plants.

After the exercise, one must never omit identifying the plants brought back, as this expands the scouts’ botanical knowledge and helps them memorize the names of the plants.

One can also order them to bring leaves from 10 arbitrary trees or shrubs, or 10 species of mushrooms, and distinguish between edible and poisonous ones. (However, one must never attempt to cook food from supposedly edible mushrooms due to the ease of making a mistake).

One can also ask them to bring 10 plants known to a given scout so that others may learn them, or something unusual, rarely encountered, something that will intrigue everyone.

For such games, the patrol leader should have a key for identifying plants if their botanical knowledge is not sufficiently extensive.

A similar collection can be made with insects or minerals.


Source scan: Polona / National Library of Poland, marked “Public domain”. View scan — PDF pages 96–97.

  • Type: game
  • Traits: Not stated in the source
  • Source: Zygmunt Wyrobek, Harcerz w polu: zabawy i gry terenowe (1946)
  • Printed pages: 90–91 / PDF 96–97
  • Digital edition: Digital edition · Source record
  • Open the edition at the relevant page: p. 90
  • Read the source text: hwp-031