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The Urban Roundup

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

A Scout known for cunning, agility, and ruses is chosen as the fugitive (smuggler). The starting point for the fugitive must be a location 2 kilometers away from the camp (or meeting room). If possible, the starting point should be one from which the greatest number of routes lead to the camp. The game is to last one hour, assuming this time is sufficient for the fugitive to return to the camp.

The fugitive sets off from the “start” precisely at the designated time, which is also known to the opponents. It is better if a judge is assigned to ensure the punctuality of the start.

The rest of the Scouts hide along all the routes, straining their eyes to recognize the fugitive, who approaches the camp in any disguise. The rule must be observed that no ambush may be set within a radius of 300 paces from the start or finish. The fugitive, however, is not allowed to disguise themselves in women’s clothing or use a carriage, tram, or cart. They are also forbidden from entering a shop to hide if enemies have already approached nearby. Whoever recognizes the fugitive calmly approaches them, greets them with the agreed-upon password, and accompanies them to the camp or meeting room. Any scuffling or fleeing is strictly prohibited. After one hour, everyone returns to the camp, and the winner receives marks.


Source scan: Śląska Digital Library, marked “public domain.” See PDF — page 169.

  • Type: game
  • Traits: Not stated in the source
  • Source: Stanisław Sedlaczek, Szkoła harcerza (1921)
  • Printed pages: 168–169 / PDF 169–170
  • Digital edition: Digital edition · Source record
  • Open the edition at the relevant page: p. 168
  • Read the source text: shc-031