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Chapter XXIII: Conclusion

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I fear I have stated my hints in very long and formidable array, such as seem to make the instructor's part a very complicated and responsible one, but it is not so when you come to put them into practice. My hints are like the rows of oil-valves on a motor-car, they look complicated, but in reality they are intended to drop their oil automatically and make the wheels run easily.

I merely offer this scheme as one among many for helping in the vital work of developing good citizenship in our rising generation.

Every man of the present generation ought as a matter of duty to take a hand in such work.

This scheme purposes to be one by which any man can do this, since it requires but little time, expense, or knowledge; and it is one which attracts the boys and is at the same time interesting and beneficial to the instructor himself.

If you who read this are a man who has charge of boys in any way, or if you are one who has so far had nothing to do with them but who has a desire to see your country keep her place among the nations for the good of the world, and would take a hand by training half-a-dozen boys and putting them on the right road for good citizenship, you would be doing a great thing for your country, for your younger brothers, and for yourself.

BOOKS ON THE SUBJECT.

"Boys of the Street and How to Win Them." By Charles Stelzle. (H. Revell, publisher.)

"The Boy Problem." A study of boys and how to train them. By W. B. Forbush. (Progress Press, Boston, U.S.A.)

"The Teacher's Problem." (Perry, Mason, & Co., Boston, Mass.)

"Duty." By Samuel Smiles.

"The Children of the Nation." By Sir John Gorst.

"The Citizen of To-morrow." By Samuel Keeble. (Kelly.)

"The Canker at the Heart." By L. Cope Cornford.

"The Child Slaves of Britain." By M. Sherard.

"The Abandoned Child." By Bramwell Booth.

Pamphlets (at 3d.) on training of children. Secretary, Moral Education Committee, 29, Bloomsbury Square, W.C.

Y.M.C.A., Junior Branch, 13 Russell Square, W.C.

National League of Workers with Boys, Toynbee Hall, London, E.C.

National Institution of Apprenticeship. Secretary, J. Ballin.

SCOUTING GAMES, PRACTICES, AND DISPLAYS.

NOTES TO INSTRUCTORS.

_Instruction in scouting should be given as far as possible through practices, games, and competitions._

_Games should be organised mainly as team matches, where the patrol forms the team, and every boy is playing, none merely looking on._

_Strict obedience to the rules to be at all times insisted on as instruction in discipline._

_The rules given in the book should be altered by instructors where necessary to suit local conditions._

_The ideas given here are merely offered as suggestions, upon which it is hoped that instructors will develop further games, competitions, and displays._

_Several of the games given here are founded on those in Mr. Thompson Seton's "Birchbark Roll of the Woodcraft Indians," called "Spearing the Sturgeon" (Whale Hunt), "Quick Sight" (Spotty Face), "Spot the Rabbit," "Bang the Bear," "Hostile Spy" (Stop Thief), etc._

_A number of non-scouting games are quoted from the book "Social--to Save."_

SCOUTCRAFT.

PRACTICES AND GAMES.--Kim's Game, p. 54; Morgan's Game, p. 55; Scout's War Dance, p. 57; Scouts' Rally, p. 44. Teach the scouts to look out trains in Bradshaw's Railway Guide.

"BOOM-A-TATA."--Kindly supplied by Dr. H. Kingston as a good marching rally.

TRACKING.

PRACTICES.--Street Observation, p. 83; Telling Character, p. 84; Scout's Nose, p. 86; Footmarks, pp. 89, 98, 99; Deduction, pp. 107, 108.

DISPLAY.--The Diamond Thief, p. 140.

GAMES.--Observation, pp. 84, 85, 86; Far and Near, p. 86; Spot the Thief, p. 99; Smugglers Over the Border, p. 100.

ALARM. "STOP THIEF."--This is similar to the game of "Hostile Spy," in the "Birchbark Roll of Woodcraft Indians," by Mr. Thompson Seton. A red rag is hung up in the camp or room in the morning: the umpire goes round to each scout in turn, while they are at work or play and whispers to him, "There is a thief in the camp"; but to one he whispers, "There is a thief in the camp, and you are he--Marble Arch," or some other well-known spot about a mile away. That scout then knows that he must steal the rag at any time within the next three hours, and bolt with it to the Marble Arch. Nobody else knows who is to be the thief, where he will run to, and when he will steal it. Directly anyone notices that the red rag is stolen, he gives the alarm, and all stop what they may be doing at the time, and dart off in pursuit of the thief. The scout who gets the rag or a bit of it wins. If none succeed in doing this, the thief wins. He must carry the rag tied round his neck, and not in his pocket or hidden away.

WOODCRAFT.

GAMES AND PRACTICES.--Scout Hunting, Dispatch Running, Deer Stalking, Stalking and Reporting, see pp. 114, 115; Observation of Animals, p. 134; Lion Hunting, p. 134; Plant Race, p. 139; Scout meets Scout, p. 53.

"TRACK THE ASSASSIN."--The assassin escapes after having stabbed his victim, carrying in his hand the dripping dagger. The remainder, a minute later, start out to track him by the drops of blood (represented by Indian corn or peas) which fall at every third pace. His confederate (the umpire) tells him beforehand where to make for, and if he gets there without being touched by his pursuers, over eight minutes ahead of them, he wins. If they never reach his confederate, neither side wins.

RELAY RACE.--One patrol pitted against another to see who can get a message sent a long distance in shortest time by means of relays of runners (or cyclists). The patrol is ordered out to send in three successive notes, or tokens (such as sprigs of certain plants), from a point, say, two miles distant or more. The leader in taking his patrol out to the spot drops scouts at convenient distances, who will then act as runners from one post to the next and back. If relays are posted in pairs messages can be passed both ways.

"SPIDER AND FLY."--A bit of country or section of the town about a mile square is selected as the web, and its boundaries described, and an hour fixed at which operations are to cease.

One patrol (or half-patrol) is the "spider," which goes out and selects a place to hide itself.

The other patrol (or half-patrol) goes a quarter of an hour later as the "fly" to look for the "spider." They can spread themselves about as they like, but must tell their leader anything that they discover.

An umpire goes with each party.

If within the given time (say about two hours) the fly has not discovered the spider, the spider wins. The spiders writes down the names of any of the fly patrol that they may see; similarly the flies write down the names of any spiders that they may see and their exact hiding-place. Marks will be awarded by the umpires for each such report.

The two sides should wear different colours, or be differently dressed (_e.g._, one side in shirt-sleeves).

"THROWING THE ASSEGAI."--Target, a thin sack, lightly stuffed with straw, or a sheet of cardboard, or canvas stretched on a frame.

Assegais to be made of wands, with weighted ends sharpened, or with iron arrow-heads on them.

DISPLAY.--The Diamond Thief. See pp. 140-141.

PLAY.--_Wild Animal Play_, by Mrs. E. Thompson Seton. A musical play, in which boys and girls take parts. Price 6d. (Publishers, Doubleday, Page, & Co., 133 East Sixteenth-street, New York.)

"Animal Artisans," by C. J. Cornish. 6s. (Longmans, Green.)

"FLAG RAIDING" (from "Aids to Scouting", 1s. Gale & Polden).

Two or more patrols on each side.

Each side will form an outpost within a given tract of country to protect three flags (or at night three lanterns two feet above ground), planted not less than 200 yards (100 yards at night) from it. The protecting outpost will be posted in concealment either altogether or spread out in pairs not more than 80 yards apart. It will then send out scouts to discover the enemy's position. When these have found out where the outpost is they try and creep round out of sight till they can get to the flags and bring them away to their own line. One scout may not take away more than one flag.

This is the general position of a patrol on such an outpost:

Any scout coming within 50 yards of a stronger party will be put out of action if seen by the enemy; if he can creep by without being seen it is all right.

Scouts posted to watch as outposts cannot move from their ground, but their strength counts as double, and they may send single messengers to their neighbours or to their own scouting party.

An umpire should be with each outpost and with each scouting patrol.

At a given hour operations will cease, and all will assemble at the given spot to hand in their reports. The following marks would be awarded:

For each flag or lamp captured
and brought in 5 marks

For each report or sketch of the
position of the enemy's outposts Up to 5 marks

For each report of movement of
enemy's scouting patrols 2 marks

The side which makes the biggest total wins.

CAMP LIFE.

PRACTICES.--Knot-tying, pp. 146-153; hut building, p. 148; bridging, p. 150; self-measurement, p. 151; hurdle-making, p. 153; models, p. 153; handicrafts generally; camp furniture, p. 156; camp fires, p. 157; camp room, p. 163; cooking, p. 165; making ration bags, p. 171; breadmaking, pp. 167, 171.

"The three B's of life in camp are the ability to cook bannock, beans, and bacon."

HOW TO MAKE A TENT.

For "Tee pee" or American Indian tent, see Thompson Seton's "Birchbark Roll," 25 cents. (Doubleday, Page, & Co., New York.)

For light cyclists' tents, see "The Camper's Handbook," by J. H. Holding; "Boy Scouts'" tent, with canvas and scouts' stoves. This is made simple and easy by the three pictures showing the different stages.

TO MAKE A LADDER WITH A POLE.--Tie firmly sticks, or tufts of twigs, or straw, across the pole at intervals to form steps.

HOW TO MAKE A SLEIGH.--See "Camp Life," by Hamilton Gibson. 5s. (Harper.)

GAME.--_Food_; Name not less than twelve different kinds of wild food, such as you would find in Great Britain, supposing there were no supplies available from butchers, bakers, grocers, or greengrocers. N.B.--A pike or a trout are not considered different _kinds_ of food for this competition.

FIRE-LIGHTING RACE.--To collect material, lay, and light a fire till the log given by umpire is alight.

BOOKS TO READ.

(Additional to those mentioned on pp. 153, 171, etc.)

"The Camper's Handbook," by T. H. Holding. 5s. (Simpkin, Marshall, & Co.)

"The Young Marooners," by F. Goulding. 2s. (Nisbet.) A story of resourcefulness in camp, including raft-building, shoemaking, first aid, etc.

"Carpentering and Cabinetmaking," by W. M. Oakwood. 1s. (C. A. Pearson.)

"Models and How to Make Them," by Cyril Hall. 1s. Including steam-engine, turbine, electric motor, etc.

N.B.--Before making a real article, whether tent, or boat, or other thing, to scale, it is almost always best to make a model on a small scale first--make an inch of model represent a foot of the real thing.

HOW TO MAKE A BOAT, from "Camp Life," by Hamilton Gibson, 5s. (Harper).

Get two boards, A and B, 12 feet long, 20 inches wide, and 3/4 inch thick. Cut them both as in Fig. 1.

Nail a plank (C) between them at the centre to hold them in position, and a second similar plank below it.

Cut solid block of wood (D) to form the stem or bow-piece, and a stern board about 2 feet long, 10 inches deep.

Join the two bow ends of A and B by screwing them into the block D.

Join the two stern ends by screwing them to each end of the stern board, and strengthen by screwing stern seat (E) on to both sides and stern piece.

Turn the boat upside down, and screw on planks F F to form the bottom. Caulk the seams between these by driving in tow by means of a blunt chisel and mallet, and paint them with pitch, if necessary, to make them water-tight. Mark where the seats G G are to come, and nail pieces of plank to the sides of the boat, reaching to a height of one foot from the floor, to act as supports to the seats. Put the seats in resting on these chocks, and screw them to the sides. Screw a pair of strong wooden pins to each side of the boat (H H) to form rowlocks. Knock out plank C, and your boat is ready.

CAMPAIGNING AND PATHFINDING.

PRACTICES (see p. 182).--Mountain Climbing, Boat Management, Barometer and Thermometer Reading, Find the North, pp. 190-194; Judging Heights and Distances, pp. 187-188, 195, 205; Semaphore and Morse Signalling, pp. 201-202; Drill Signals, p. 203; Hiding Dispatches, Campaigning Tests, p. 205; Exploration, pp. 175-176.

GAMES.--Night Patrolling, p. 182; Whale Hunt, p. 183; Mountain Scouting, p. 183; Star-gazing, p. 196; Judging Distance, p. 197; Finding North, p. 197; Dispatch Running, pp. 53, 205; Arctic Expedition, p. 52; Siberian Man Hunt, 53.

SCOUTING RACE.--Instructor stations three individuals or groups, each group differently clothed as far as possible, and carrying different articles (such as stick, bundle, paper, etc.) at distances from 300 to 1,200 yards from starting point. If there are other people about, these groups might be told to kneel on one knee, or take some such attitude to distinguish them from passers-by. He makes out a circular course of three points for the competitors to run, say about 1/4 mile, with a few jumps if possible.

The competitors start and run to No. 1 point. Here the umpire tells them the compass-direction of the group they have to report on. Each competitor on seeing this group writes a report showing--

1. How many in the group.

2. How clothed or how distinguishable.

3. Position as regards any landmark near them.

4. Distance from his own position.

He then runs to the next point and repeats the same on another group, and so on; and finally he runs with his report to the winning post.

_Marks._--Full marks, 5 for each correct and complete description of a group--that is an aggregate of 15 marks for the course. One mark deducted for every ten seconds later than the first boy handing in his report at the winning post. Marks or half marks deducted for mistakes or omissions in reports.

ON TREK.--Make a trek through Central Africa--each scout carrying his kit and food packed in a bundle on his head; walk in single file with scout 200 yards out in front and find the way; he makes scout signs as to the road to follow; make bridge over stream or raft over lake: corduroy or faggots in boggy ground: leave signs and notes for any parties who may follow by day or night.

To teach your scouts, individually, ideas of time and distance, send each out in a different direction on some such order as this. "Go two miles to North-north-east. Write a report to show exactly where you are (with sketch map if possible, to explain it.) Bring in your report as quickly as possible."

Then test by ordnance maps or otherwise to see how far he was out of the distance and direction ordered.

Send out Scouts in pairs, to compete each pair against the other. Each pair to be started by a different route to gain the same spot, finding the way by map, and to reach the goal without being seen by the others on the way.

This develops map reading, eye for country, concealment, look-out, etc.

For judging time. Send out scouts in different directions, each with a slip of paper, to say how long he is to be away, say seven minutes for one, ten for another, and so on.

Note down his exact time of starting, and take it again on his return. Scouts must be put on their honour not to consult watches or clocks.

N.B.--Many of these games and practices can be carried out in town just as well as in the country.

BOOKS TO READ.--In addition to those mentioned in Chap. V., "Heroes of Pioneering," E. Sanderson, (Seely & Co.) "Boys' Book of Exploration" by Tudor Jenks.

ENDURANCE AND HEALTH.

PRACTICES.--Making tooth-brushes, p. 216. Measurement, 217. Deep breathing, p. 227. Drill, p. 235.

Staff exercises (to music if possible).

"FOLLOW MY LEADER."--With a large number of boys this can be made a very effective display, and is easy to do--at a jog-trot, and occasional "knees up," with musical accompaniment. It can also be done at night, each boy carrying a Chinese lantern on top of his staff. If in a building, all lights would, of course, be turned down. A usual fault is that the exercise is kept on too long, till it wearies both audience and performers. Among the most effective figures are the following:

"How to Keep Fit" is a little book, costing 3d., by Surgeon-Captain Waite (Gale & Polden), which tells a man how to look after his health, and so avoid getting ill. It is much better to study and act upon advice of this kind than to read the advertisements of patent medicines and then to fill yourselves up with these drugs. They are often harmless, but sometimes very bad for you; very seldom are they any good.

BOOKS TO READ in addition to those already suggested:--

"Healthful, Physical Exercises," Swedish system. W. L. Rooper, 2s. 9d. (Newmann, 84, Newman Street.)

"The Fine Art of Ju Jitsu," by Mrs. Roger Watts, with excellent photos. (Heinemann).

CHIVALRY.

PRACTICES.--The knot in the necktie to remind the scout to do a good turn. The money-box to develop thrift and charity.

Archery and quarter-staff play.

Carpentering and other ways of making money, pp. 263-5, 268.

GAMES.--"Knight-Errantry," see p. 250.

"Risking Life," p. 258.

_Further displays, etc., will be published in the "Scout."_

SAVING LIFE AND FIRST AID.

PRACTICES.--Dragging insensible man, p. 289; "scrum," p. 288; rescuing drowning men, pp. 290-291; fire drill; first aid for all injuries, see St. John's Handbooks; artificial breathing, p. 298; carrying a patient, pp. 306-7; fire alarm, p. 308.

How to make eye tweezers for removing a piece of grit from eye. Fold a piece of paper in two. With a sharp knife cut it to a point at an angle of 30deg., and slightly moisten the point. Then bring it straight down over the eyeball of the patient, so that it can nip the obstruction, which it generally removes at the first attempt.

GAMES.--Dragging Race, see page 308.

Book to read in addition to those mentioned on p. 308. "R.E.P." Elliman's Handbook. Apart from its advertising, it contains a very complete _vade mecum_ of First Aid and Sick Room Hints and Massage. (Apply to Messrs. Elliman, Slough.)

DISPLAYS.--A few ideas for life-saving displays can be taken from programmes of the Boys' Life Brigade, as suggestions. These displays are very popular both with performers and with the audience.

PATRIOTISM.

A good map of the Empire is very desirable, as stated on page 309. A globe is of even more value than a map. Paper globes which can fold up or open out like an umbrella can be got, which are inexpensive and most instructive.

PRACTICE: Marksmanship, pp. 322-325.

Flag-flying, p. 331.

Observe Saints' Days: See p. 327.

The visits to museums and armouries (as suggested on p. 327 and elsewhere) are on the lines of what is regularly done in Germany as part of the training of the boys while at school. Classes are taken by the masters to armouries and museums to be taught their National History.

GAMES.--"Shoot out," p. 325; "French and English," p. 326; "Badajoz," p. 326; "The Empire" card game.

"Navigation," 7s. 6d., Newmann, 84, Newman Street; "Separate Cruises," 3s. 6d.; "Contraband," 6s. 6d., Newmann, 84, Newman Street.

DISPLAYS.--Pageants of incidents in local history.

"PLAY THE GAME."--See p. 380.

"Storming the Kashmir Gate, Delhi."--See p. 382.

SONGS.--"The Maple Leaf For Ever" (Canada). The song of Australia.

BOOKS TO READ in addition to those already suggested:--

"Heroic Deeds Simply Told"; "Heroes and Heroines of Everyday Life as well as those of War," by Ernest Protheroe. 1s. 11d. (Newmann).

"History of England," by H. O. Arnold-Forster. 3s. 9d. (Cassell).

"Adventures of Beowulf," by C. L. Thomson, 9d. (Marshall).

School Atlas, by H. O. Arnold-Forster. 1s. 11d. (37, Bedford Street.)

"Through the British Empire in a Few Minutes." A short address by Sir Howard Vincent. (A. K. Johnstone, 7, Paternoster Square.)

A BICYCLE ACCIDENT.--Boys returning from camp. A rash cyclist. Misfortune. Injuries attended to and patients carried away to hospital on improvised stretchers.

A GAS EXPLOSION.--Mrs. Coddles and family take a walk. They witness a terrible railway accident. Mrs. Coddles on her way home meets a friend. Maria is sent on to light the gas-stove and prepare father's tea. Father gets back from work and finds the house full of gas. Ambulance squad to the rescue. "Fireman's lift" and artificial respiration. Constable AOOO arrives on the scene. How not to look for a gas escape. Sad end of a gallant but thoughtless policeman.

FIRE DISPLAY.--Evening at No. 5 Suburbi Villas. Fire alarm. Inmates aroused. Escape by the chute. Arrival of fire section with jumping sheet. Life-lines and pompier ladders. Rescue of remaining occupants.

SYNOPSIS.--The workmen are engaged in their daily occupation when an explosion occurs, causing a fire inside the building and an exterior wall to collapse, which injures a man who happens to be passing at the time. The uninjured workmen attend to their unfortunate comrades, while others rush off for help and return with the ambulance and fire apparatus. Some of the men are rescued from the burning building by jumping from the tower.

PLAY THE GAME!

POEM BY HENRY NEWBOLT.

_Scene I.: Tableau of boys playing cricket._

RECITATION.

There's a breathless hush in the close to-night
Ten to make and the match to win--
A bumping pitch and a blinding light,
An hour to play and the last man in.
And it's not for the sake of a ribboned coat
Or the selfish hope of a season's fame,
But his captain's hand on his shoulder smote.

[_Action: The captain steps up to the batsman, puts his hand on his shoulder, and says to him urgently_--]

"Play up! Play up! And play the game!"

_Scene II.: Tableau. Soldiers in a hard-fought fight retreating--a young officer among them._

RECITATION.

The sand of the desert is sodden red--
Red with the wreck of the square that broke;
The gatling's jammed and the colonel dead,
And the regiment blind with dust and smoke.
The river of death has brimmed its banks,
And England's far and Honour a name,
But the voice of a schoolboy rallies the ranks.

[_Action: The young officer stands forward pointing his sword to the enemy, and the retreating soldiers turn ready to charge with him as he cries_--]

"Play up! Play up! And play the game!"

_Scene III.: A procession of all kinds of men, old ones at the head, middle-aged in centre, young ones behind--soldiers, sailors, lawyers, workmen, footballers, etc., etc.--Scotch, Irish, English, Colonial--all linked hand in hand._

RECITATION.

This is the word that year by year,
While in her place the school is set,
Every one of her sons must hear,
And none that hears it dare forget.
This they all with joyful mind
Bear through life like a torch in flame,
And falling fling to the host behind.

[_Action: The leader flings out a Union Jack, and calls to the rest_--]

"Play up! Play up! And play the game!"

[_One in the centre then calls back to the juniors: "Play up! Play up! And play the game!" The smallest of the juniors steps forward and cries to the audience_--]

"PLAY UP! PLAY UP! AND PLAY THE GAME!"

THE STORMING OF DELHI.

[_Scene, ruined drawbridge at Kashmir Gate. Group of officers and
soldiers about to blow in the gate. Description to be read during
the picture._]

Lord Roberts, in "Forty-one Years in India," describes how the Kashmir Gate of Delhi was captured by the British troops during the Mutiny. Lieutenants Home and Salkeld, with eight sappers and a bugler of the 52nd Regiment, went forward to blow the gate open for the column to get into Delhi.

The enemy were apparently so astounded at the audacity of this proceeding that for a minute or two they offered but slight resistance.

They soon, however, discovered how small the party was and the object for which it had come, and forthwith opened a deadly fire upon the gallant little band from the top of the gateway, from the city wall, and through the open wicket.

The bridge over the ditch in front of the gateway had been destroyed, and it was with some difficulty that the single beam which remained could be crossed. Home with the men carrying the powder bags got over first. As the bags were being attached to the gate, Sergeant Carmichael was killed, and Havildar (native Sergeant) Madhoo wounded. The rest then slipped into the ditch to allow the firing party which had come up under Salkeld to carry out its share of the duty.

While endeavouring to fire the charge Salkeld was shot through the leg and arm, and handed the slow match to Corporal Burgess. Burgess succeeded in his task, but fell mortally wounded as he did so.

As soon as the explosion took place, Bugler Hawthorne sounded the regimental call of the 52nd as a signal to the attacking column to advance. In this way the troops got in through the Kashmir Gate, and Delhi was taken.

Lieutenant Home was unfortunately killed within a few weeks by an accidental explosion of a mine he was firing, otherwise he would have received the V.C.

"THE MAPLE LEAF FOR EVER."

_Alexander Muir._

In days of yore, from Britain's shore,
Wolfe, the dauntless hero, came
And planted firm Britannia's flag
On Canada's fair domain;
Here may it wave, our boast and pride,
And join in love together,
The Lily, Thistle, Shamrock, Rose entwine
The Maple Leaf for ever.

The Maple Leaf, our emblem dear,
The Maple Leaf for ever,
God save our King, and Heaven bless
The Maple Leaf for ever.

At Queenstown Heights and Lundy's Lane,
Our brave fathers side by side,
For freedom, homes, and loved ones dear,
Firmly stood and nobly died;
And those dear rights which they maintained
We swear to yield them never.
Our watchword evermore shall be,
The Maple Leaf forever.

_Refrain._

Our fair Dominion now extends
From Cape Race to Nootka Sound,
May peace for ever be our lot,
And plenteous store abound;
And may those ties of love be ours,
Which discord cannot sever,
And flourish green o'er Freedom's home,
The Maple Leaf for ever.

_Refrain._

On Merry England's far-famed land
May kind Heaven sweetly smile;
God bless Old Scotland evermore,
And Ireland's Emerald Isle;
Then swell the song both loud and long
Till rocks and forest quiver.
God save our King, and Heaven bless
The Maple Leaf for ever.

The Maple Leaf, our emblem dear,
The Maple Leaf for ever,
God save our King, and Heaven bless
The Maple Leaf for ever.

"THE SONG OF AUSTRALIA."

_Words by Mrs. C. J. Carleton. Music by Herr Carl Linger._

There is a land where summer skies
Are gleaming with a thousand dyes,
Blending in witching harmonies;
And grassy knoll and forest height
Are flushing in the rosy light,
And all above is azure bright,

AUSTRALIA.

There is a land where honey flows,
Where laughing corn luxuriant grows,
Land of the myrtle and the rose.
On hill and plain the clust'ring vine
Is gushing out with purple wine,
And cups are quaffed to thee and thine,

AUSTRALIA.

There is a land where treasures shine,
Deep in the dark unfathomed mine,
For worshippers at mammon's shrine;
Where gold lies hid and rubies gleam,
And fabled wealth no more doth seem
The idle fancy of a dream,

AUSTRALIA.

There is a land where homesteads peep,
From sunny plains and woodlands steep,
And love and joy bright vigils keep;
Where the glad voice of childish glee
Is mingling with the melody
Of Nature's hidden minstrelsy,

AUSTRALIA.

There is a land where floating free,
From mountain top to girdling sea,
A proud flag waves exultingly;
And freedom's sons the banner bear,
No shackled slave can breathe the air--
Fairest of Britain's daughters, fair,

AUSTRALIA.

[NOTE.--When sung, repeat at end of third line in each verse as follows: "harmonies," "and the rose," "mammon's shrine," "vigils keep," "exultingly."]

GOD BLESS THE PRINCE OF WALES.

Among our ancient mountains,
And from our lovely vales,
Oh! let the prayer re-echo,
God Bless the Prince of Wales!
With heart and voice awaken
Those minstrel strains of yore,
Till Britain's name and glory
Resound from shore to shore.

[_Chorus_] Among our ancient mountains,
And from our lovely vales,
Oh! let the prayer re-echo,
God Bless the Prince of Wales

Should hostile bands or danger
E'er threaten our fair Isle,
May God's strong arm protect us,
May Heav'n still on us smile.
Above the Throne of England
May fortune's star long shine!
And round its sacred bulwarks
The olive branches twine.

Among our ancient mountains, etc.

GOD SAVE THE KING.

God save our gracious King,
Long live our noble King,
God save the King!
Send him victorious,
Happy and glorious,
Long to reign over us,
God save the King!

Thy choicest gifts in store,
On him be pleas'd to pour,
Long may he reign.
May he defend our laws,
And ever give us cause,
To sing with heart and voice,
God save the King!

SAMPLE PROGRAMME OF ATHLETIC SPORTS.

Throwing the life line Open.

Patrol drill (demonstration) Curlews.

Fire-lighting competition Wolves _v._ Bulls.

Physical drill or ju jitsu (demonstration) Ravens.

Dragging insensible men race Lions _v._ Curlews.

Basket ball (final ties) Patrols.

Deer-stalking Wolves.

Spotty face Bulls.

Shoot out Ravens _v._ Lions.

Bang the bear Curlews.

Cockfighting Wolves _v._ Ravens.

French and English tug of war Birds _v._ Beasts.

Whale hunt All patrols.

In place of Challenge Cups it is well to have Challenge Banners. Each scout in the patrol that wins a banner should receive a small copy of the flag to keep as a memento.

NON-SCOUTING GAMES.

USEFUL FOR EVENINGS IN THE CLUB OR IN CAMP.

NOBODY'S AIRSHIP.--Two patrols sit on two forms facing each other, knees about a foot from those of opposite side. A small air-balloon is thrown in, both sides pat it with their hands to keep it up in the air and try to send it far over the heads of their opponents. If it falls to the ground behind one party that party loses a point. The game is best of five points.

"ARTISTS."--Players sit round a table, each with paper and pencil.

The right-hand one draws a picture, in separate firm strokes, of an ordinary figure or head--putting in his strokes in unusual sequence so that for a long time it is difficult to see what he is drawing. Each player looks over to see what the man on his right is drawing and copies it stroke by stroke. When the right-hand artist has finished his picture, compare all the rest with it.

"TARGET BALL."--Indoor cricket with a lawn tennis ball, small wooden bat, and a disc or small target for wicket.

"CIRCLE BALL."--A large circle of players throw lawn tennis ball at one in the centre.

The object of the player in the centre is to remain "in" as long as possible without being hit; if he catches the ball in his hands it does not count as a hit.

Whoever hits him with the ball takes his place.

The player who remains "in" longest wins.

COUNTING THE WORDS.--Let someone read out half a page from a book, pronouncing the words with moderate rapidity. As he reads, let the members of the company try to count his words. The persons who comes the nearest to the truth in his estimate is judged the victor. It is astonishing how widely these estimates vary.

ANIMATED PORTRAITS.--Over a door drape a curtain, in the centre of which is hung a frame through which can be thrust the heads of various persons chosen from those present. These heads are to be attired in such a fashion as to represent various well-known characters, such as Christopher Columbus, Queen Victoria, etc. The audience are to be informed that they are at liberty to make frank criticisms on these animated pictures for the purpose of causing a smile. In case the audience is successful in identifying within a certain time, the person who represents the picture must pay a fine.

TO FIT.--Cut a square opening in a pasteboard, which is placed prominently in front of the room. Distribute to the members corks of different sizes. Provide with sharp knives those that are not already provided. Explain that the task before them is to cut the corks so that they will fit the square opening, without measuring the opening, judging entirely by the eye. The one whose cork fits the best wins.

CITY CHAINS.--Place the players in two groups facing each other. Each group must choose a leader, with whom the members of his side communicate in whispers. In the centre is an umpire, who, with his watch, gives each side a quarter of a minute, or less, for their response.

The leader of one side begins by naming a city, such as New York. Within the prescribed time the leader of the opposite side must name a city beginning with the last letter of New York, as Kalamazoo; and so it proceeds, each leader using the wits of all in his group to assist his own.

When a leader fails to respond in time, the opposite leader chooses one player from his opponent's side, and in his turn starts a new chain. The game can be played also with the names of famous persons, but this is harder.

A MEMORY GAME.--In order to play this game successfully, it is necessary that the list of words and sentences given below be in the memory of one of the players, who acts as leader. This leader, turning to his next neighbour remarks, "One old owl." He turns to _his_ neighbour, and gives the same formula. So it passes around the circle till it comes to the leader again, who repeats it, and adds the formula, "Two tantalising tame toads."

So again it goes around, and again, and each time the leader adds a new formula, until the whole is repeated, up to ten. It is safe to say, however, that no society will ever get that far. All who forget part of the formula are dropped from the circle. Here is the whole:

One old owl.

Two tantalising tame toads.

Three tremulous, tremendous, terrible tadpoles.

Four fat, fussy, frivolous, fantastic fellows.

Five flaming, flapping, flamingoes fishing for frogs.

Six silver-tongued, saturnine senators standing stentoriously
shouting, "So-so."

Seven serene seraphs soaring swiftly sunward, singing, "Say,
sisters."

Eight elderly, energetic, effusive, erudite, enterprising editors
eagerly eating elderberries.

Nine nice, neat, notable, neighbourly, nautical, nodding nabobs
nearing northern Normandy.

Ten tall, tattered, tearful, turbulent tramps, talking tumultuously
through tin trumpets.

POST.--This game may be played in a large hall, or out of doors on the lawn. It is especially adapted to the juniors, and may be so played as to teach them a great deal of geography. The leader either marks with chalk, or indicates with his fingers, the outlines of some mission country. Let it be India, for example. A rough triangle is fixed, and the places of the prominent mission stations are indicated by marks, sticks, stones, bushes, or trees, and at each of these places one of the players is stationed. One player might stand at Calcutta, one at Bombay, one at Madras, one at Madura, one at Delhi, etc.

The leader then takes upon himself the name of some prominent missionary of India--say Bishop Thoburn; then, declaring that Bishop Thoburn wants to go from Calcutta to Madras, he attempts to reach one of those stations while the two occupants thereof are rapidly changing places. If he succeed in doing this, the player left out has to take his place as Bishop Thoburn, and in this way the game proceeds.

NUMBER GROUPS.--Give each person present a number, printed in large type on a card which is pinned conspicuously on the breast. The numbers range from 10 to 24, and so of course there will be many duplicates. There is a leader, who begins the game by calling in a loud voice some number, such as 180. Immediately the players as rapidly as possible arrange themselves in groups, seeking to form a group the sum of whose numbers will equal 180. As soon as a group has been thus formed it presents itself to the leader, and to each member of this successful group is given a slip of paper.

As soon as one group has thus formed 180 and been rewarded, the half-formed groups are dissolved, since they do not count anything, and the leader calls out a new number. After this has been tried a certain number of times, the person that has received the largest number of slips is adjudged the winner. If you want to make this game very difficult, use higher numbers, and attach them to the backs instead of the fronts, of the members.

THEIR WEIGHT.--This contest will make pleasant material to fill some interval in your socials. Let the committee previously gather six articles, as dissimilar as may be in size, shape, and material, but each weighing a pound. You may take, for instance, a wooden pail, a tin pan, a piece of lead. Call out different members of the company, and request them to arrange these six articles in the order of their weight. Of course, almost every one will think the large article to be the heaviest.

BASKET BALL.

This is a game something like football, which can be played in a room or limited space. A small football is used, but it is never to be kicked. It is only to be thrown or patted with the hands. Kicking or stopping the ball with the foot or leg is not allowed. The ball may be held in the hands, but not hugged close to the body, nor may it be carried for more than two paces. All holding, dashing, charging, shouldering, tripping, etc., is forbidden; and there is a penalty of a free throw to the opposite side from the fifteen foot mark at the net, which forms the goal. The net is hung up about ten feet above the ground on a post, tree, or wall, so that the ball can be thrown into it. Opposite each goal a path of fifteen feet long and six feet wide, beginning immediately under the basket and leading towards the centre of the ground, is marked out. At the end of this path a circle is drawn of ten feet diameter. When there is a free throw, the thrower stands inside this circle, and no player is allowed within it or within the measured path. Corners, byes, and shies are the same as in Association football; but in ordinary rooms, with side walls, it is not necessary to have "out" at the sides. The usual number of players is four or five a side, and these can be divided into goal-keeper, back, and three forwards. If there is plenty of room the number of players could be increased. A referee is required, who throws up the ball at the start of each half of the game, and also after each goal. When he throws in, the ball must be allowed to touch the ground before it is played. With four players a side, 7-1/2 minutes each way is sufficient time; with five a side, ten minutes is the usual time. A short interval at half time. The net or basket goal should be about 18 inches diameter at the top and 2 feet deep.

BOOKS TO READ.

"School Games." By T. Chesterton. (Educational Supply Association.)

"New Games and Sports." By H. Alexander. (George Philip & Son.)

"Industrial Games." By Mrs. Aldrich. (Gale & Polden.)

"Social--to Save." (Published in New York.)

"Finger Problems:" Games with String. (Plumbe & Richardson, Mansfield.)

SUGGESTION FOR A DISPLAY

By two patrols or more, to demonstrate Scoutcraft, bringing in
Drill, Pathfinding, Camping, Pioneering, Life-saving, Hygiene, etc.

Can be performed out of doors or in a big arena.
Improved by incidental music.

Enter advanced scout, left, finding his way by the map, noticing
landmarks, and looking for sign. He crosses the arena and
disappears, right, unless it is a wide, outdoor space, when he
remains at a distance, squatting, on the look-out.

Enter scouts, left, in patrol formation, followed by second patrol
in close formation. Scoutmaster halts them. One scout semaphores to
advanced scout, "We camp here. Keep good look-out." Patrol leaders
drill their patrols at quick, smart drill for about three minutes by
whistle or hand signal, etc. (Page 203.)

Camp: Break off and form camp.

One patrol makes camp-loom (page 163) and weaves a straw mat 4 feet
wide 6 feet long, and makes a lean-to frame (page 148) or tent
frame, with scout staves, and with the mat form a lean-to shelter.

The other patrol makes a camp grate or kitchen (page 159 or 165),
and lights fire. It then makes tent frame of staves (page 371), and
makes tent with canvas squares (page 371).

One patrol commences cooking, making dough in coat, etc. The scouts
of the other give themselves physical exercises, such as
body-twisting (page 229--page 237). Clean teeth with sticks (page
216).

Scouts' War Dance: All fall in and carry out Scouts' War Dance (page
56), combined with Follow My Leader (page 375). Just towards the end
the dance is interrupted by an

Alarm: Shots heard without (right). Alarm signal given by leaders
(page 203). Smoke-fire made, alarm signal sent up by one of the
patrols, while the other throws down tent and shelter, cuts
lashings, and distributes the staves to scouts. One patrol then
doubles out in extended formation (right) towards the firing. Sentry
staggers in, and falls. One scout attends to him. Second patrol
follows the first at a double in close formation. A scout returns
from right carrying a wounded one on his shoulder; bandages him.
Another scout drags in a wounded one (see pages 289 and 306). Firing
ceases; both patrols

Return, cheerful in having driven off the enemy.

One patrol makes stretcher with staves and tent-canvases.

The other tidies camp ground, puts out fire, etc.

Parade and march off. Union Jack in front. Then scoutmaster,
followed by one patrol; second patrol carrying one sick man on
crossed hands, the other on stretcher.

The whole scene should be frequently and thoroughly rehearsed beforehand.

It must all be carried out as smartly and quickly as possible, without pauses. Everybody doing something, helping the others, never standing idle.

It is well to have a short explanatory story on the programme, so that the public understand what it is all about. Such as this:

THE EXPLORERS.

A troop of scouts, with an advanced scout finding the way, are exploring a strange country. They halt. A little drill, and then form camp. While food is preparing they gain an appetite by physical exercise and indulgence in a war dance.

The alarm is given and signalled. The camp successfully defended. The wounded cared for, and the expedition continues on its way.

TRUE SCOUTING STORIES.

Interesting examples of the great value of scouting have, of course, occurred many times. Here are a few--unavoidably omitted from a previous part of "Scouting for Boys."

Captain Stigand in "Scouting and Reconnaissance in Savage Countries" gives the following instances of scouts reading important meaning from small signs.

When he was going round outside his camp one morning he noticed fresh spoor of a horse which had been walking. He knew that all his horses only went at a jog-trot, so it must have been a stranger's horse.

So he recognised that a mounted scout of the enemy had been quietly looking at his camp in the night.

Coming to a village in Central Africa from which the inhabitants had fled, he could not tell what tribe it belonged to till he found a crocodile's foot in one of the huts, which showed that the village belonged to the Awisa tribe, as they eat crocodiles, and the neighbouring tribes do not.

A man was seen riding a camel over half a mile away. A native who was watching him said, "It is a man of slave blood." "How can you tell at this distance." "Because he is swinging his leg. A true Arab rides with his leg close to the camel's side."

General Joubert, who was Commander-in-Chief of the Boer Army in the Boer War, 1900, told me (some years before that) that in the previous Boer War, 1881, it was his wife who first noticed the British troops were occupying Majuba Mountain. The Boers were at that time camped near the foot of the mountain, and they generally had a small party of men on the top as a look-out. On this particular day they had intended moving away early in the morning so the usual picquet had not been sent up on to the mountain.

While they were getting ready to start, Mrs. Joubert, who evidently had the eyes of a scout, looked up and said, "Why, there is an Englishman on the top of Majuba!" The Boers said "No--it must be our own men who have gone up there, after all." But Mrs. Joubert stuck to it and said, "Look at the way he walks, that is no Boer--it is an Englishman." And so it was; she was right. An English force had climbed the mountain during the night, but by the stupidity of this man showing himself up on the sky-line their presence was immediately detected by the Boers who, instead of being surprised by them, climbed up the mountain unseen under the steep crags and surprised the British, and drove them off with heavy loss.

An officer lost his field-glasses during some manoeuvres on the desert five miles from Cairo and he sent for the native trackers to look for them.

They came and asked to see the tracks of his horse; so the horse was brought out and led about so that they could see his footprints. These they carried in their minds and went out to where the manoeuvres had been: there, among the hundreds of hoof marks of the cavalry and artillery, they very soon found those of the officer's horse, and followed them up wherever he had ridden, till they found the field-glasses lying where they had dropped out of their case on the desert.

These trackers are particularly good at spooring camels. To anyone not accustomed to them the footmark of one camel looks very like that of any other camel, but to a trained eye they are all as different as people's faces, and these trackers remember them very much as you would remember the faces of people you had seen.

About a year ago a camel was stolen near Cairo. The police tracker was sent for and shown its spoor. He followed it for a long way until it got into some streets where it was entirely lost among other footmarks. But the other day, a year later, this police tracker suddenly came on the fresh track of this camel; he had remembered its appearance all that time. It had evidently been walking with another camel whose footmark he knew was one which belonged to a well-known camel thief. So without trying to follow the tracks when they got into the city he went with a policeman straight to the man's stable and there found the long-missing camel.

CORRECTIONS.

Owing to difficulties in getting out this handbook punctually in fortnightly parts, I am afraid a number of inaccuracies have crept in, which I hope you will excuse.

These are some of them:

Page 45.--In the colour for the "Wolf" patrol, for "Yellow" read
"Yellow and Black."

" 171.--For "Mr. Seton Thompson" read "Mr. Thompson Seton."

" 188 (line 19).--For "365 feet" read "365 yards."

" 202.--Sign Y read semaphore

" 259.--For "SELF-EMPLOYMENT" read "SELF-IMPROVEMENT."

" 267 (line 19).--Heading "LUCK" should be the heading of the next
paragraph, before the words "If you," etc.

" 281 (line 8).--For "we will" read "you must."

" 296 (last line).--For "Two Scouts in Mafeking" read
"_Marksmanship_." Colonial boys think more of their rifle shooting
than of their games. See page 322.

(Pictures from "Sketches in Mafeking," by the Author. By
permission of Messrs. Smith, Elder & Co.)

" 301 (last line).--For "An actual experience of mine" read "An
incident in Kashmir. See page 230."

" 332 (last line but one).--For "made known" read "remedied."

" 334 (line 21).--After "we are" insert "or should be." After King
add "for the good of our country."

_READY MAY 1st. IN BOOK FORM._

Scouting
for Boys.

A HANDBOOK FOR INSTRUCTION

IN

GOOD CITIZENSHIP

BY

Lieut.-General R. S. S. BADEN-POWELL, C.B., F.R.G.S.

Price 2s. Cloth Bound.

PUBLISHED BY HORACE COX, WINDSOR HOUSE,
BREAM'S BUILDINGS, LONDON, E.C.

Copyrighted 1908. _All rights reserved._

_All communications regarding Boy Scouts should
be addressed to_--

THE QUARTERMASTER,
BOY SCOUTS,
BEDFORD MANSIONS,
HENRIETTA STREET,
LONDON, W.C.

This Part VI. of "Scouting for Boys" is the concluding one of the Series.

The book has met with unexpected success.

Its work of imparting suggestions and knowledge of Peace-Scouting will therefore now be continued and amplified in

_THE SCOUT_,

a weekly newspaper, at One Penny, which will appear on 14th April, and every succeeding Thursday.

"The Scout" is founded by Lieut.-General Baden-Powell, with a view to keeping touch among the very large number of those already interested in Boys' Scouting in every part of the country, and also as appealing to all British young men and lads of honour, grit, and spirit.

The founder will write in its pages each week, and the services of a number of known writers have been secured.

_THE SCOUT_

will be fully illustrated and up-to-date. Its publication will be in the hands of

Messrs. C. ARTHUR PEARSON LTD.

Transcriber's Notes:

Archaic and colloquial spelling and punctuation was retained.

Missing or obscured punctuation was corrected.

Text that was in italics is enclosed by underscores (_italics_).

Text that was in bold face is enclosed by equals signs (=bold=).

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Scouting for BoysChapter XXIII: Conclusion

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