Outdoor Sports and Games. Claude Harris Miller

Outdoor Sports and Games - Claude Harris Miller


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letter on subject given by examiner, read and translate a passage from a book or newspaper, in either Esperanto or any language that is not that of his own country.

      Leather Worker: A scout must have a knowledge of tanning and curing, and either (a) be able to sole and heel a pair of boots, sewn or nailed, and generally repair boots and shoes: or (b) be able to dress a saddle, repair traces, stirrup leathers, etc., and know the various parts of harness.

      Marksman: A scout must pass the following tests for miniature rifle shooting from any position: N.R.A. Standard Target to be used. Twenty rounds to be fired at 15 or 25 yards. Highest possible, 100 points. A scout gaining 60 points or over to be classified as marksman. Scoring: Bull's-eye, 5 points; inner, 4 points; magpie, 3 points; outer 2 points. Also: Judge distance on unknown ground: Five distances under 300 yards, 5 between 300 and 600 yards, with not more than an error of 25 per cent. on the average.

      Master-at-arms: A scout must attain proficiency in two out of the following subjects: Single-stick, quarter-staff, fencing, boxing, jiu-jitsu and wrestling.

      Missioner: The qualifications are: A general elementary knowledge of sick-nursing; invalid cookery, sick-room attendance, bed-making, and ventilation. Ability to help aged and infirm.

      Musician: A scout must be able to play a musical instrument correctly other than triangle, and to read simple music. Or to play properly any kind of musical toy, such as a penny whistle, mouth-organ, etc., and sing a song.

      Pathfinder: It is necessary to know every lane, by-path, and short cut for a distance of at least two miles in every direction around the local scouts' headquarters in the country, or for one mile if in a town, and to have a general knowledge of the district within a five-mile radius of his local headquarters, so as to be able to guide people at any time, by day or night. To know the general direction of the principal neighbouring towns for a distance of twenty-five miles, and to be able to give strangers clear directions how to get to them. To know, in the country, in the two-mile radius, generally, how many hayricks, strawricks, wagons, horses, cattle, sheep and pigs there are on the different neighbouring farms; or, in a town, to know in a half-mile radius what livery stabling, corn chandlers, forage merchants, bakers, butchers, there are. In town or country to know where are the police stations, hospitals, doctors, telegraph, telephone offices, fire engines, turncocks, blacksmiths and job-masters or factories, where over a dozen horses are kept. To know something of the history of the place, or of any old buildings, such as the church, or other edifice. As much as possible of the above information is to be entered on a large scale map.

      Photographer: A scout must have a knowledge of the theory and use of lenses, and the construction of cameras, action of developers. He must take, develop and print twelve separate subjects, three interiors, three portraits, three landscapes and three instantaneous photographs.

      Pioneer: A scout must have extra efficiency in pioneering in the following tests, or suitable equivalents: Fell a nine-inch tree or scaffolding pole neatly and quickly. Tie eight kinds of knots quickly in the dark or blindfolded. Lash spars properly together for scaffolding. Build model bridge or derrick. Make a camp kitchen. Build a hut of one kind or another suitable for three occupants.

      Piper: A scout must be able to play a march and a reel on the pipes, to dance the sword-dance, and must wear kilt and Highland dress.

      Plumber: A scout must be able to make wiped and brazed joints, to cut and fix a window pane, repair a burst pipe, mend a ball or faucet tap, and understand the ordinary hot and cold water system of a house.

      Poultry Farmer: A scout must have a good knowledge of incubators, brooders, sanitary fowl-houses and coops and runs; also of rearing, feeding, killing, and dressing birds for market; also he must be able to pack birds and eggs for market.

      Printer: A scout must know the names of different types and paper sizes. Be able to compose by hand or machine, understand the use of hand or power printing machines. He must also print a handbill set up by himself.

      Seaman: A scout must be able to tie eight knots rapidly in the dark or blindfolded. Splice ropes, fling a rope coil. Row and punt a boat single-handed, and punt with pole, or scull it over the stern. Steer a boat rowed by others. Bring the boat properly alongside and make it fast. Box the compass. Read a chart. State direction by the stars and sun. Swim fifty yards with trousers, socks, and shirt on. Climb a rope or pole of fifteen feet, or, as alternative, dance the hornpipe correctly. Sew and darn a shirt and trousers. Understand the general working of steam and hydraulic winches, and have a knowledge of weather wisdom and knowledge of tides.

      Signaller: A scout must pass tests in both sending and receiving in semaphore and Morse signalling by flag, not fewer than twenty-four letters per minute. He must be able to give and read signals by sound. To make correct smoke and flame signals with fires. To show the proper method of signalling with the staff.

      Stalker: A scout must take a series of twenty photographs of wild animals or birds from life, and develop and print them. Or, alternately, he must make a collection of sixty species of wild flowers, ferns, or grasses, dried and mounted in a book and correctly named. Or, alternately, he must make coloured drawings of twenty flowers, ferns or grasses, or twelve sketches from life of animals and birds. Original sketches, as well as the finished pictures, to be submitted. Or, alternately he must be able to name sixty different kinds of animals, insects, reptiles, or birds in a museum or zoological garden, or from unnamed coloured plates, and give particulars of the lives, habits, appearance and markings of twenty of them.

      Starman: A scout must have a general knowledge of the nature and movements of the stars. He must be able to point out and name six principal constellations. Find the north by means of other stars than the Pole Star in case of that star being obscured by clouds, etc., and tell the hour of the night by the stars or moon. He must have a general knowledge of the positions and movements of the earth, sun and moon, and of tides, eclipses, meteors, comets, sun spots, planets.

      Surveyor: A scout must map correctly, from the country itself, the main features of a half a mile of road, with 440 yards each side, to a scale of two feet to the mile, and afterward re-draw same map from memory. Measure the heights of a tree, telegraph pole and church steeple, describing method adopted. Measure width of a river, and distance apart of two objects a known distance away and unapproachable. Be able to measure a gradient, contours, conventional signs of ordnance survey and scales.

      Swimming and Life Saving: A scout must be able to dive and swim fifty yards with clothes on (shirt, trousers, socks as minimum). Able to fling and use life-line or life-buoy. Able to demonstrate two ways of rescue of drowning person, and revival of apparently drowned.

      THE PATROL

      The simplest way to form a patrol of scouts is to call together a small group of boys over twelve years of age. A simple recital of the things that scouts do, with perhaps an opportunity to look over the Manual, will be enough to launch the organization. The selection of a patrol leader will then follow, and the scouting can begin. It is well not to attempt too much at the start. Get the boys to start work to pass the requirements for the tenderfoot.

      The Patrol Leader: Each patrol should have a patrol leader—preferably a boy. The choice of this leader has much to do with the success of the patrol. He should be a recognized leader among the boys in the group. Do not hesitate to entrust him with details. Let him feel that he is your right-hand man. Ask his opinion on matters pertaining to the patrol. Make him feel that the success of the organization depends largely upon him, being careful, of course, not to overdo it. You will find that this attitude will enlist the hearty cooperation of the boy and you will find him an untiring worker, with the ability to bind the boys closer together than you could ever hope to do alone.

      POINTS OF INTEREST

      1. Scouting does not consist in wearing a khaki suit or a lot of decorations. It is in doing the things that are required for the tenderfoot, second-class and first-class scout badges and the badges of merit.

      2. Scouts


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