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At the Whistle

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

When it is sufficiently dark, one scout moves away from the patrol and, winding his way, hides in a place unknown to anyone. From there, he whistles once. The rest, standing in a group, determine from which direction the whistle came and from what distance, and each sets off separately in the direction he has chosen, then stops at the spot which, in his opinion, is closest to the hidden scout (one may also stick a branch at that point as proof of his presence and return). Now, a threefold whistle from the patrol leader calls the hidden scout to reveal himself, after which it is determined who came closest to him.

A certain variation of this game involves one scout hiding and whistling from time to time, while the rest search for him. Whoever finds him wins. It is also possible to allow the hidden scout to change his hiding place at an opportune moment, which makes the search more difficult. Of course, the hidden scout whistles or changes his hiding place only when he does not thereby risk being discovered.

There may also be several hidden scouts, each with a whistle of a different pitch. In this case, everyone may search for all the fugitives, or each group may search only for its own fugitive.


Source scan: Polona / National Library of Poland, marked “Public domain”. View scan — PDF pages 139–140.

  • Type: game
  • Traits: Not stated in the source
  • Source: Zygmunt Wyrobek, Harcerz w polu: zabawy i gry terenowe (1946)
  • Printed pages: 133–134 / PDF 139–140
  • Digital edition: Digital edition · Source record
  • Open the edition at the relevant page: p. 133
  • Read the source text: hwp-063