Outdoor Sports and Games. Claude Harris Miller

Outdoor Sports and Games - Claude Harris Miller


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exactly, when trusted on his honour to do so, he may be directed to hand over his scouts' badge and never to wear it again. He may also be directed to cease to be a scout.

      2. A scout is loyal to his country, his officers, his parents and his employers. He must stick to them through thick and thin against any one who is their enemy or who even talks badly about them.

      3. A scout's duty is to be useful and to help others. He must be prepared at any time to save life or to help injured persons, and he must try his best to do a good turn to somebody every day.

      4. A scout is a friend to all and a brother to every other scout, no matter to what social class the other belongs.

      5. A scout is courteous, especially to women, children, old people, invalids, and cripples. And he must never take a reward for being courteous.

      6. A scout is a friend to animals. Killing an animal for food is allowable.

      7. A scout obeys orders of his parents, patrol leader, or scout master without question.

      8. A scout smiles and whistles under all circumstances.

      9. A scout is thrifty and saves every penny he can and puts it into the bank.

      The scout master is the adult leader of a troop. A troop consists of three or more patrols. The scout master may begin with one patrol. He must have a deep interest in boys, be genuine in his own life, have the ability to lead and command the boys' respect and obedience, and possess some knowledge of a boy's ways. He need not be an expert on scoutcraft. The good scout master will discover experts for the various activities.

      To organize a patrol, get together seven or more boys, explain to them the aims of the Boy Scouts, have them elect a leader and corporal from their own number and take the scout oath as tenderfeet. To organize a local committee, call together the leading men of a town or city, teachers, business men, professional men, and all who are interested in the proper training of boys, for a committee to superintend the development of the scout movement.

      There are a number of divisions to scouting depending upon the place where the boys live and upon their opportunities. For instance, to obtain:

      An Ambulance Badge: A scout must know: The fireman's lift. How to drag an insensible man with ropes. How to improvise a stretcher. How to fling a life-line. The position of main arteries. How to stop bleeding from vein or artery, internal or external. How to improvise splints and to diagnose and bind fractured limb. The Schafer method of artificial respiration. How to deal with choking, burning, poison, grit in eye, sprains and bruises, as the examiners may require. Generally the laws of health and sanitation as given in "Scouting for Boys," including dangers of smoking, in continence, want of ventilation, and lack of cleanliness.

      Aviator: A scout must have a knowledge of the theory of æroplanes, ball balloons and dirigibles, and must have made a working model of an æroplane or dirigible that will fly at least twenty-five yards. He must also have a knowledge of the engines used for æroplanes and dirigibles.

      Bee-farmer: A scout must have a practical knowledge of swarming, hiving, hives, and general apiculture, including a knowledge of the use of artificial combs, etc.

      Blacksmith: A scout must be able to upset and weld a one-inch iron rod, make a horseshoe, know how to tire a wheel, use a sledge hammer and forge, shoe a horse correctly, and rough-shod a horse.

      Bugler: A scout must be able to sound properly on the bugle the Scouts' Rally and the following army calls: Alarm, charge, orderlies (ord. corpls.), orders, warning for parade, quarter bugle, fall in, dismiss, rations, first and second dinner calls (men's), reveille, last post, lights out.

      Carpenter: A scout must be able to shoot and glue a four-foot straight joint, make a housing, tenon and mortise, and halved joint, grind and set a chisel and plane iron, make a 3 ft. by 1 ft. 6 in., by 1 ft. by 6 ft. dovetailed locked box, or a table or chair.

      Clerk: A scout must have the following qualifications: Good handwriting and hand printing. Ability to use typewriting machine. Ability to write a letter from memory on the subject given verbally five minutes previously. Knowledge of simple bookkeeping. Or, as alternative to typewriting, write in shorthand from dictation at twenty words a minute as minimum.

      Cook: A scout must be able to light a fire and make a cook-place with a few bricks or logs; cook the following dishes: Irish stew, vegetables, omelet, rice pudding, or any dishes which the examiner may consider equivalent; make tea, coffee, or cocoa; mix dough and bake bread in oven; or a "damper" or "twist" (round steak) at a camp fire; carve properly, and hand plates and dishes correctly to people at table.

      Cyclist: A scout must sign a certificate that he owns a bicycle in good working order, which he is willing to use in the scouts' service if called upon at any time in case of emergency. He must be able to ride his bicycle satisfactorily, and repair punctures, etc. He must be able to read a map, and repeat correctly a verbal message. On ceasing to own a bicycle the scout must be required to hand back his badge.

      Dairyman: A scout must understand: Management of dairy cattle; be able to milk, make butter and cheese; understand sterilization of milk, safe use of preservatives, care of dairy utensils and appliances.

      Electrician: A scout must have a knowledge of method of rescue and resuscitation of persons insensible from shock. Be able to make a simple electro-magnet, have elementary knowledge of action of simple battery cells, and the working of electric bells and telephone. Understand and be able to remedy fused wire, and to repair broken electric connections.

      Engineer: A scout must have a general idea of the working of motor cars and steam locomotives, marines, internal combustion and electric engines. He must also know the names of the principal parts and their functions; how to start, drive, feed, stop, and lubricate any one of them chosen by the candidate.

      Farmer: A scout must have a practical knowledge of ploughing, cultivating, drilling, hedging and draining. He must also have a working knowledge of farm machinery, hay-making, reaping, heading and stacking, and a general acquaintance with the routine seasonal work on a farm, including the care of cattle, horses, sheep and pigs.

      Fireman: A scout must know how to give the alarm to inhabitants, police, etc. How to enter burning buildings. How to prevent spread of fire. Use of hose, unrolling, joining up, hydrants, use of nozzle, etc. The use of escape, ladders, and shutes; improvising ropes, jumping sheets, etc. The fireman's lift, how to drag patient, how to work in fumes, etc. The use of fire extinguishers. How to rescue animals. How to salve property, climb and pass buckets. "Scrum" to keep back crowd.

      First Aid to Animals: A scout must have a general knowledge of the anatomy of domestic and farm animals, and be able to describe treatment and symptoms of the following: Wounds, fractures and sprains, exhaustion, choking, lameness. He must understand shoeing and shoes, and must be able to give a drench for colic.

      Gardener: A scout must dig a piece of ground not less than twelve feet square, know the names of a dozen plants pointed out in an ordinary garden, understand what is meant by pruning, grafting and manuring, plant and grow successfully six kinds of vegetables or flowers from seeds or cuttings, cut and make a walking stick, or cut grass with scythe under supervision.

      Handyman: A scout must be able to paint a door or bath, whitewash a ceiling, repair gas fittings, tap washers, sash lines, window and door fastenings, replace gas mantles and electric light bulbs, hang pictures and curtains, repair blinds, fix curtain and portiere rods, blind fixtures, lay carpets, mend clothing and upholstery, do small furniture and china repairs, and sharpen knives.

      Horseman: A scout must know how to ride at all paces, and to jump an ordinary fence on horseback. How to saddle and bridle a horse correctly. How to harness a horse correctly in single or double harness, and to drive. How to water and feed, and to what amount. How to groom his horse properly. The evil of bearing and hame reins and ill-fitting saddlery. Principal causes and remedies of lameness.

      Interpreter: A scout must be able to carry on a simple conversation, write a simple


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