GAMES AND ATHLETICS FOR GIRLS
The finest type of physical vigor
is developed from playing vigorous outdoor games.
This applies to girls as well as to boys. Games
have the great advantage over drills and gymnastics
that they are worth while for the fun alone.
Play is a necessary and natural activity for every
individual. Unless each one of us gives the proper
share of her time to wholesome forms of recreation,
she cannot be cheerful and happy, and thus she cannot
influence those around her toward greater happiness.
Each one of us should so plan each day that we shall
spend at least one hour playing vigorous games outdoors.
The younger girls should use the whole afternoon for
play and recreation. No girl can become a normal
woman without having had her share of joyful and active
play.
Girls nowadays are playing more and
more, and growing stronger and more athletic.
As a result they have better health and greater beauty.
No beauty parlor can produce the perfect complexion
and bright eyes which nature gives to the out-of-doors
girl.
There are certain cautions which girls
should use in practicing games and athletics.
After they are twelve or thirteen, they should avoid
sports like high or broad jumping, which cause a heavy
jar upon landing. Girls should not compete in
long distance running, or in games which call for
violent and long-continued exertion. Basket-ball
may easily be too severe if played according to boys’
rules or for long halves. In such games there
should be a gradual preparation for the competition.
An examination of the heart by a physician is very
desirable, before this type of game is played.
Girls frequently overdo rope-skipping. No girl
should jump more than fifty times in succession.
Excessively keen competition under trying conditions
frequently has a bad effect upon girls of a nervous
temperament. Of course, girls should rest and
not take part in active games when they are physically
incapacitated. There are, however, a wide variety
of games and sports in which girls may find both pleasure
and profit. The ideal type of exercise for girls
is found in swimming, walking and similar activities
in which the exertion is not excessively violent,
and which call for long-continued or repeated efforts.
Girls excel in endurance in such sports.
Team games are especially valuable
for girls as they need the moral discipline of learning
to efface themselves as individuals and to play as
a member of the team. That is, they learn to cooperate.
Among the team games suitable for girls are:
field hockey, soccer, baseball played with a soft
ball and basket-ball.
Among athletic events that may be
used for girls, are: short sprints, usually not
over fifty yards, throwing balls for distance, relay
races and balancing competitions.
Walking is a delightful sport when
done at a good pace, in the country. All girls
are fond of rope-skipping and skating.
Novelty competitions, in wide variety,
may easily be invented to amuse a group of Scouts.
The following will suggest many other variations:
A short walking match, heel and toe. The distance
may vary from twenty to one hundred yards or more.
The same competition may be conducted going backward.
Have all the girls take a prone position,
face downward, hands and feet in a specified position.
On a signal, get up and run to the finishing line.
The usual signal is “On your marks,” “Get
set,” “Go.” There should be
no movement whatever until the final signal “Go.”
Have the players hop backward or forward in a race.
Various combinations of these will readily suggest
themselves.
Two or more teams of girls may find
much fun in simple passing games. Arrange the
teams in line, either seated or standing. Have
them pass such an object as a bean bag, ball or stick
in a specified way. For instance, if the girls
are seated, one behind the other, the bean bag may
be passed backward over the right shoulder with one
hand, around the back of the last girl, and forward
over the left shoulder. The game starts with
the bag on the ground in front of the leader, and is
finished when the leader replaces it there, after it
has passed through the hands of each girl on the team.
Be careful to see that there are the same number of
girls on each team, and that the lines occupy, when
arranged, the same space on the ground. Next let
the players pass the bag backward overhead with both
hands, and forward in any manner they like.
The following variation will introduce
an additional feature that makes the game all the
livelier. Let the object be passed back to the
last player who then runs forward and takes the place
of the leading player, every player in that line moving
back one position as this player runs to the front
of the line. This is continued until the captain
or leader has gone through every place in the line
and run back to the front. The team whose captain
gets to the front first, wins the game.
Another stage of this game may be
played by stretching a cord or rope across in front
of the two lines, eight or ten feet high. As each
player advances, the bag or ball must be thrown over
the rope from the near to the far side, caught, and
then thrown back. Any player failing to catch
the object must make the throw over again. After
she returns to the head of the line, the object is
passed back to the last player in the same manner,
and the game continues until the captain or leading
player has passed through every position in the line,
and come back to the front.
A similar game may be played with
a basket-ball and basket-ball goals, each girl being
required to shoot a goal at one or both ends of the
basket-ball court. In the woods or in camp a ring
or hoop may be substituted for the basket-ball goal.
Hundreds of such simple games are
found in the books on games listed in the Handbook.
A few of the more useful and popular games are described
below.
Three Deep
Twenty-four or more players form a
circle of pairs with space enough between the players
(who stand closely one behind the other, facing the
center of the circle) to allow the runners to turn
and run in all directions. Two players on the
outside of the circle and at a distance from each
other begin the game. One of these is called the
“tagger,” the other is “It.”
She tries to tag “It” before she can secure
a place in front of any of the pairs forming the circle.
If she succeeds, roles are changed, the player who
has been tagged then becomes the “tagger”
and the former “tagger” tries to secure
a place in front of some pair. But whenever the
runner (the player pursued) has succeeded in getting
in front of a pair before being tagged, then the hindmost
(the last or third, in the respective rank) must take
to her heels and seek to evade the unsuccessful “tagger”
who now turns her attention to the new runner.
In trying to evade a tagger the successive players
may run in any direction, either left or right, outside
the circle, but not pass in front of any one rank
to another rank in such a manner as to induce wrong
starts. A hindmost player may also form in front
of his own rank, making the second player in such
rank hindmost or “third.” The play
is always directed against the third or last of a
rank, two players being the number limited to each
place.
(When classes of players in the beginning
are too large the circle may be formed by rows or
ranks of threes, instead of twos or pairs.)
Expert players may form several circles
and run from circle to circle, two pairs playing simultaneously.
The above play may be varied in a number of ways.
Day and Night
The players divide into two parties,
form in two lines, back to back, about three paces
apart. One of the lines is named the “Day
Party” the other the “Night Party.”
The leader has a disk painted black on one side and
white on the other. (A coin may be used instead of
the disk.) In front of each party is a goal.
The leader throws the disk into the air. If the
disk alights with the white side up the leader calls
“Day.” The “Day Party”
then rushes toward its goal and the “Night Party”
pursues, tagging as many players of the “Day
Party” as possible. These they take back
to their own line. The disk is thrown again, and
the party whose side turns up starts for their goal
as before. The game continues in this way until
all the players on one of the sides are lost.
Sculptor
One of the players is chosen as the
“Sculptor” and she arranges the other
players in different positions and attitudes as statues.
No player dares move or speak, for as soon as she
does the sculptor punishes her by beating her with
a knotted handkerchief or towel (the sack-beetle).
After having arranged the players to suit her fancy
the sculptor leaves the playground, saying: “The
sculptor is not at home.” No sooner is she
gone than the statues come to life, sing, dance, jump
and play havoc in general. On the return of the
sculptor she counts, “One, two, three,”
and any player who is not in her former posture at
“Three” receives a beating with the knotted
handkerchief from the sculptor. Should the sculptor
punish the wrong statue all the players rush at her
with knotted handkerchiefs and drive her to a goal
previously decided upon, and the game is resumed with
some other player as sculptor.
Cross Tag
Any player who is chased may be relieved
by any other player running between her and the one
trying to tag her. The latter must then run after
the player who ran between, till she in turn is relieved.
Dodge Ball
Of any even number of players, half
form a circle, while the other half stand inside the
ring, facing outward. The players in the center
dodge the ball, which, while in play, is thrown by
any of those forming the circle. Those who are
hit with the ball take their places among those around
the circle, and have an equal chance at those remaining
in the center. One is put out at a time.
This is kept up until no one is left, in the circle,
after which the players exchange places, that is, those
who were in the circle now form around the circle,
and vice versa.
Kim’s Game
Place twenty or thirty small articles
on a tray or table, or the floor, and cover with a
cloth different kinds of buttons, pencils,
corks, nuts, string, knives, or other such small things.
Make a list and have a column opposite for each player’s
name. Uncover for just one minute and then take
each player by herself and check off the articles she
can remember. The winner is the one who remembers
the most.
Morgan’s Game
Players run quickly to a certain bill-board
or shop window where an umpire is posted to time them
a minute for their observation. They then run
back to head-quarters and report all they can remember
of the advertisements on bill-board or objects in
shop window.
Scout Meets Scout
Patrols of Scouts are to approach
each other from a distance. The first to give
the signal that the other is in sight wins. In
this game it is not fair to disguise but hiding the
approach in any way is admissible. You can climb
a tree, ride in any vehicle, or hide behind some slowly
moving or stationary object. But be sure to keep
in touch with the one who is to give the signal.
It is best that others should not
know the Scouts’ secret passwords, so one is
given at a time in this book for those that can search
best.
Acting Charades
may be indoors or out. A very
good one is for two or three players to act as if
they wanted some special thing that is in sight.
The first who discovers what this is then selects
some other players to act with her.
Unprepared Plays
Relate the plot of some simple play,
after which assign a part to each of several to act
out. Let them confer for a short time and then
act it. This develops many fine talents and is
one of the most useful games for the memory, expression,
and imagination.
A Scout always shakes hands when she
loses a game and congratulates the winner.
INVENTORY GAME. Let each girl
go into a room for half a minute and when she comes
out let her make a list of what she has seen.
Then compare lists to find who has seen the most.
TESTING NOSES. This is easiest
with the competitors blindfolded. Let them smell
different things and tell what they are. Also
the objects may be placed in bags but this means much
more work.
CHASING AN OWL. Another good
stalking game is chasing the owl. This is done
in thick woods where one Scout represents the owl hooting
at intervals and then moving to one side for a distance.
Each pursuer when seen is called out of the game and
the owl, if a real good one, may get safely back to
her stump.
TURKEY AND WILDCAT is played by the
turkey blindfolded “going to roost” in
some place where there are plenty of twigs or dry leaves
to crack and rustle. At the first sound the turkey
jumps. If not then in reach of the wildcat she
is safe and another wildcat has a chance. This
is sometimes very laughable for the turkey being blindfolded
may jump right on the wildcat.
FAR AND NEAR. On any walk, preferably
in patrol formation, let each keep a list of things
seen such as birds, flowers, different kinds of trees,
insects, vehicles, tracks, or other “sign.”
Score up in points at the end of the walk on return
to the club rooms.
ATHLETIC FEATS
The Palm Spring
Stand at a little distance from a
wall with your face toward it and leaning forward
until you are able to place the palm of your hand quite
flat on the wall; you must then take a spring from
the hand and recover your upright position without
moving either of your feet. It is better to practice
it first with the feet at a little distance only from
the wall, increasing the space as you gradually attain
greater proficiency in the exercise.
Foot-Throw
Put a basket-ball between your feet
in such a manner that it is held between your ankles
and the inner side of the feet; then kick up backward
with both your feet and in this manner try to jerk
the ball over your head, catching it when it comes
down.
Hand Wrestling
Two players face each other, feet
planted firmly, full stride position apart, right
hands grasped. Each player tries to displace the
other player. One foot moved displaces a player.
Sitting Toe Wrestle
Two players sit on a mat facing each
other, knees bent perpendicularly, toes touching opponent’s.
Pass stick under knees and clasp your hands in front
of knees. When the signal is given, attempt to
get your toes under opponent’s toes and upset
her.
(An excellent list of games to be
used while in camp will be found on page 440 of Games
for the Home, School, and Gymnasium, by Jessie
H. Bancroft. See, also, additional books listed
under this topic in the Handbook.)
CAMPING
It is advisable that Patrols or Companies
should have some place of their own at which to camp.
Some small plot of woodland is easily secured near
most any of our cities. At the beaches it is frequently
impossible to secure the privacy desirable. The
seaside is not easily fenced in. If you own your
camping ground all desirable sanitary conditions can
be looked after and buildings of a more or less permanent
nature erected. Even a “brush house”
in a spot which you are allowed to use exclusively
is better than having to hunt a place every time you
want to camp out. “Gypsying” from
place to place is unadvisable.
When you have your own camp, too,
much better chances for study will be found possible.
You will have your own trees, flowers, and birds to
notice and care for, and a record of them is valuable
even in a very limited space. Think of the beautiful
work of White The Natural History of
Selborne.
Name your camp by all means.
Long ago we formed the habit of naming all our camps
using by preference the name of the first bird seen
there. Now we use the Seminole name. So
we have our “Ostata” and “Tashkoka.”
Some of the names are too hard, though, for civilized
tongues. “Mooganaga” for instance,
might hurt somebody’s mouth when she tries to
pronounce it.
When going into camp never
forget matches. When leaving camp I used to put
all my spare matches into a dry empty bottle, cork
it tight, and hide it. After many years I have
found my matches as good as “new” where
I had hidden them. By rubbing two sticks together
one can make a fire without matches.
Camping out is one of my hobbies.
Walks and picnics are all very well as far as they
go, but to get the full benefit of actual contact with
Nature it is absolutely necessary to camp out.
That does not mean sleeping on wet bare ground but
just living comfortably out of doors, where every
breath of heaven can reach you and all wild things
are in easy reach. A camp can be easily planned
within daily reach of many of our large cities but
should be far enough to escape city sounds and smells.
It is not a camp, however, if it is where a stream
of strangers can pass by at any time of the day or
night within sight and hearing.
Water is a supreme requisite at any
camp. Water to swim in may be dispensed with
in extreme cases, but you can’t carry your water
with you and have a comfortable time. I have
been where I had to do it so I know how it is.
Also I have had to dig water out of the ground.
That is not an easy operation so be sure and camp
near a well or spring. Wood, too, you will want
and it must be dry. Don’t try to cook with
fat pine. It’s all right to kindle with
but not for cooking. Your bacon fried over it
will be as fine eating as a porous plaster. Fry
your potatoes. If you must roast them dig a hole
in the ashes and cover them deep. Then go away
and forget them. Let some one else come along
and cook all sorts of things on top of them.
When you come back rake them out of the ashes and
astonish every one.
Be sure your cooking fire is not too
big. You must be able to get up to it comfortably
close without scorching your face. Start a small
fire and feed it as required with small dry twigs.
Cooking over an outdoor fire is a fine art and has
to be studied carefully. It should be called
almost a post-graduate course in the camp studies.
Of course the regular camp-fire can be made as big
and smoky as you like. Smoke is fine to watch
but not to breathe. Even the mosquitoes dislike
it.
Roughing it is all very fine to talk
about, but it is best to make your camp as comfortable
as possible. The ground is good to sleep upon
but not stones and sticks. It’s really
astonishing how big a stick, no longer than your finger,
can grow in one night. Take my word for it and
don’t try it. It won’t pay. A
hammock is my preference but a cot is about as good.
On a pinch twigs and grass are not to be despised.
Moss is apt to be moist but there is no possible objection
to clean dry sand.
Be sure not to let your fire get away
from you and spread. Besides the damage to trees
and fences that it may do it is impossible to tell
what suffering it may cause to animal life. So,
be very careful.
To prevent forest fires Congress passed
the law approved May 5, 1900, which
Forbids setting fire to
the woods, and
Forbids leaving any fires
unextinguished.
When you leave your camp clean up.
Fragments of food not pickles can
be put up somewhere for the birds. At some of
our camps we have regular places to feed the birds
and they get to know what time to come there.
Here in the woods my wrens have established for themselves
the hour of sunrise, and it is partly to escape their
scolding for neglect that I get up with the sun.
Mrs. Jenny scolds furiously but for actual singing
she can beat any bird in the woods.
Perhaps you notice that we have said
nothing about snakes. Now it is really a very
rare thing to see a snake in the woods. You have
to look very carefully to find them, for they seem
to be about the most timid of all creatures.
So far as danger from poisonous snakes is concerned
you are in much more danger from the driver of a dray
than from a snake. Take our word for it, snakes
are much more afraid of you than you are of them.
Give them the least little bit of a chance and they
will be out of the way before you can see them.
A gorged snake that is one that has just
taken a full meal may be sluggish but in
a majority of cases he will crawl away and hide in
some secure place till the process of digestion is
over. Do not go near a tub if you are afraid of
water for you can get drowned in it about as easy
as you can get bitten by a snake in the woods and
to wind up the subject, not one-tenth of the people
who get snake bitten, die from it. A very few
do die but most of them die from the bad treatment
they receive afterwards. The “deadly auto”
will not get out of your way but all snakes will.
Once in a while you may find clinging
in a low bush a pretty little green snake. It
will readily submit to being handled and is perfectly
harmless. We have found these snakes useful in
the house to kill flies. The harmless snakes
are the brown snake, the common banded moccasin, the
black mountain snake, the green snake. The garter
and ring-necked snakes wear Eve’s wedding-ring
as a collar. They cannot hurt and they eat up
quantities of insects, but beware of the yellow and
brown rattlesnakes, especially after rainy weather,
for it is said that after wet weather they cannot
make any noise with their rattles and therefore you
are not warned of their presence. The most deadly
snake, the moccasin, is brownish with a flat head.
The green lizards, too, will almost
rid a house of flies if left to wander about at will.
The fence lizard, a scaly alligator looking chap,
is just as useful but never gets tame.
Try petting a toad some time.
He will get to be quite at home in a garden and pay
well, for he will eat all kinds of destructive insects.
Some gardeners buy toads, paying as high as a quarter
apiece, for they know how much good they can do.
A toad digs his hole backwards. Watch him and
see the fun. In the spring if there is water near
he may be induced to sing to you. If you think
he is slow and clumsy you have only to see how quick
he can catch a fly.
Provisioning a Camp
This should be a matter of mature
consideration. Unless there is some place near
by where deficiencies can be supplied your camp may
be a misery instead of a pleasure. Have lists
made out of the things each is to bring, if it is
to be a cooperative affair. It may be best to
have a committee, even if it is a committee of one,
to do all the buying. But even in this case individual
tastes must be consulted. A full list should
be made out and strictly adhered to. At one camp
where each brought what she thought best there were
six cans of soup, four pounds of sugar, and no tea
or coffee.
Canned goods are all very well if
you do not have to carry them too far. So too
are potatoes. For lightness on long trips, dried
fruits and meal or grits are a wise selection.
Oatmeal is light and easy to cook. Prepared batter-cake
flour is a pure joy to the camp cook. Once when
camping in the mountains we had unexpected difficulties.
We were at such an elevation that water boiled at
too low a temperature to cook many things “done,”
so the frying-pan there reigned supreme. As to
that same frying-pan be sure to select the “long
handled kind.” If not you will have to
splice out the handle with a long stick. Never
pack up your “unwetables” in paper bags.
At any time a shower or even a heavy dew at night
may make you run short on salt, sugar, or flour.
Covered tin cans are too cheap to make it necessary
to run any such risks. Have a lantern and oil
of course. Candles blow out too easily to be of
much use. For sudden calls for a light the pocket
electric affair is very good and cheap. Keep
it standing up. The batteries waste quite fast
if it is left down on the side.
The quantity of provisions to be taken
depends on the length of stay. Consult any good
military or naval ration list and a very good guess
can be made. They all seem to lay stress on beans
which certainly are very good if you have the “Boston”
appetite.
Keep your camp clean. Keep it
in order. Let your motto be, “Tidy as you
go.” It is as bad to have to hunt for a
thing you want in camp as it is at home and particularly
exasperating if, when you have found it, you must
wash it before using. “A place for everything
and that place anywhere” is a bad camp rule,
though it does sound as if it was a real easy way
of disposing of the matter. Dig a hole to throw
slops in and do not let them “fly” on
the ground. You may want to sit down right there.
Whatever the birds will eat should be put aside for
them. All other scraps and things that may become
offensive must be buried. Don’t
start to breed flies or fever. When near the water
some part of this rule may be dispensed with in favor
of the fish and crabs. They may be judiciously
baited up, but if you are going to fish for them see
that they are not overfed.
There are times and seasons when wild
fruits and berries are a most welcome addition to
the camp fare, but unless you are perfectly sure of
the supply do not reckon on them too much in making
up your provision list. Better let them be a
sort of joyful surprise. So too of fish and game.
“Don’t count your chickens before they
are hatched.” Fresh smilax shoots
can scarcely be told from asparagus. Palmetto
cabbage well cooked is fine; poorly prepared it is
vile. Let some one that knows about these things
“do” them for you.
The “gipsy kettle” is
picturesque and only picturesque. Drive a stout
crotched stake on each side of the fire and put a stout
stick across them. Use strong wire hooks S-shaped
on which to hang pots over the fire. If hung
through the handle on the stick they are apt to boil
over and put out the fire before you know it.
They may be quickly lifted from the wire hooks as
soon as they begin to look dangerous. Even the
coffee-pot may be rigged with a wire handle by which
to be hung. Wire and string are our special hobbies
in camp. Fan a fire instead of blowing it.
Your breath has lost most of its combustible gas.
A tin or wooden plate makes a good fan. Put away
dry kindling every night. You don’t know
what sort of weather it will be tomorrow.
Use all precaution against your fire
spreading. This is particularly necessary where
there are tents. A dry tent will almost “whisk”
up in smoke if the fire catches it. Rake dry
leaves well away from about the fire. It may
be best sometimes to make “a burn” round
the camp. Do this a little at a time beating
out all traces of the fire in the part burnt over.
Be in no hurry about this but be thorough. Leave
no smouldering embers or chunks of rotten wood smoking
behind you. Burn clean as you go.
Camp Oven
The camp kitchen or camp oven is made
with two lines of soda bricks, stones, or thick logs
flattened at the top, about six feet long, slightly
splayed from each other, being four inches apart at
one end and eight inches at the other. The big
end should be towards the wind, so that a sort of
tunnel is formed in the big end at windward. Start
your fire and the draught will carry the heat along
the tunnel.
Daily Routine in Camp
Have a set of general orders posted
every morning. There should be one officer of
the day and one orderly. These will be appointed
in turn. The general order should be read before
breakfast and include all duties and so far as possible
the excursions and games for the day. In appointing
cooks and details for the various duties be sure not
to work the “willing horse” too hard but
let all share as much alike as possible. Some
will always want to volunteer too often and some will
try to avoid certain duties distasteful to themselves
or “swap” with others. This should
not be allowed but helping must never be barred completely.
Inspect camp personally at least once a day and call
attention to shortcomings kindly without chiding.
You can help your girls to help themselves. A
“driver” in camp is sure to breed hard
feelings and cause discontent. The camp is a
hard school for the instructor. One of the necessary
laws in a camp is that after lights are out at night,
no one must speak. Silence should reign.
In some places mosquitoes are very
troublesome. Oil of citronella will drive them
away for a time but a “smudge” may be necessary.
They won’t stay in smoke or wind, so hunt the
breeze. There are some other flies just as bad
to which the same treatment may be applied. “Black-flies”
of the northern woods are about the worst insect pest
in America, though the mosquitoes in some parts of
the South, are nearly as bad. In some of the
coast regions, too, there is a species of “sand-fly”
or midge that is exceedingly annoying, but all of
these are readily controlled by the “smudge.”
This is a steady smoke not necessarily of an ill-smelling
nature. One of the very best materials for a “smudge”
is green cedar branches. They need some pretty
hot coals to keep them smouldering but are very effective.
Very few accidents need happen in
camp. But still it may be a wise precaution to
go over with each patrol, before the camping trip,
some simple exercise in bandaging and other “First
Aid” exercises. In a book of the scope
of this one it is not possible to give a full course
of instruction in such matters, so it seems best to
make only casual mention and leave details to the
judgment of the patrol leaders and captains.
If any boating is to be a part of
the program they should inform themselves carefully
which of their patrol can swim and just how expert
they are. Also instruct in methods of throwing
things to a drowning person or one who has just met
with some mishap in a boat such for instance
as losing an oar. A board or a plank should not
be thrown toward a person in the water but launched
toward them. When adrift in an unmanageable boat
cast anchor and wait for assistance. Never rock
a boat for fun. A Scout who so far forgets herself
as to do such a foolhardy act should be forbidden
to go into a boat again for some time as a punishment.
Most drowning accidents are from some such fun.
It is sin not fun.
When bathing obey strictly all orders
regarding distance to be ventured and other rules.
You may think they are mere summary restrictions but
you are probably not the best judge.
Last summer a party of boys were bathing.
Contrary to orders they scattered apart instead of
keeping close together. While the Captain’s
back was turned looking after the smaller boys, some
of the big boys began to dare each other to go farther
and farther out. When the Captain blew the whistle
for them some still persisted in swimming away from
the beach and one of them was drowned. And to
make it still worse he drowned in shallow water where,
if he had only known or had kept his wits about him,
he could have waded ashore.
Camp Orders
In going into camp it is essential
to have a few “Standing Orders” published,
which may be added to from time to time, if necessary.
These should be carefully explained to patrol leaders,
who should then be held fully responsible for their
Scouts carrying them out exactly.
Such orders might point out that
each patrol will camp separately from the others,
and that there will be a comparison between the respective
camps as to cleanliness and good order of tents and
surrounding ground.
Patrol leaders to report on the
good or indifferent work of their Scouts, which will
be recorded in the Captain’s book of marks.
Bathing should be under strict
supervision to prevent non-swimmers getting into dangerous
water. No girl must bathe when not well.
Bathing picket of two good swimmers
will be on duty while bathing is going on, and ready
to help any girl in distress. This picket will
be in the boat with bathing costume and overcoat on.
They may bathe only when the general bathing is over
and the last of the bathers has left the water.
If bathing in the surf, a stake should be driven into
the sand on the beach and a rope securely fastened
to the stake so that non-swimmers can hold on to the
rope in the water.
Orders as to what is to be done in case of fire
alarm.
Orders as to boundaries, grounds
to be worked over, damages to fences, property, good
drinking water, etc.
No Scout allowed out of bounds without leave.
No lads allowed inside bounds without leave.
Camping Equipment Necessary for One Week or Longer
1 Transport wago Tents for
girl Tent for office Mallets and
sufficient tent-peg Blankets for each Scou Blankets for office Kit bag each (2
ft. by 1 ft. or bigger). 8 Waterproof ground sheet Bucket Hurricane lamp Balls
of twine (medium). 1 Spad Hatchet.
Kitchen Equipment
Bowl Saucepan Large
frying pan. Kettle. Gridiron.
Butcher knife. Kitchen fork. Spoons,
ladles, and tea strainer. Six tea cloths.
Cleaning rags. Chopping board and knife.
Kitchen soap and scouring powde Dish pan.
Clothing and Equipment for Each Scout
1 Set of underwear, cotton
flannel nightgown, and lisle or
cotton stockings
for each week. Do not take silk stockings.
1 Dress besides Scout uniform.
1 Pair heavy shoes.
1 Pair rubbers.
3 Handkerchiefs.
1 Apron.
1 Sweater or coat.
Hairbrush and comb and tooth-brush.
3 Towels.
Haversack.
2 Pillow-cases.
Soap and wash rag or sponge.
Bathing suit.
1 Plate.
1 Cup and saucer.
“Hussif” fitted
with needles, thread, scissors.
Paper pad and envelopes and
pencil.
Knife and fork.
Teaspoon and large spoon.
2 Woolen blankets.
SCOUTCRAFT
Useful Knots
Everyone should be able to tie knots.
A knowledge of knots is useful in every trade or calling,
and forms an important part of a Girl Scout’s
training.
As it may happen some day that a life
may depend on a knot being properly tied you ought
to know the proper way.
THE BOWLINE is a loop that will not
slip after the first grip. First make a loop,
then pass the end up through it, round the back of
the standing part, and down through the loop again.
It is often used as a halter for horses.
THE RUNNING BOWLINE. This is
the nautical slip knot. First make the loop as
in the ordinary bowline but allow a good length of
end (A). Pass it round the standing part and
up through the loop, and continue as in the ordinary
bowline.
THE REEF KNOT. It is used to
join two dry ropes of the same thickness. It
will not slip, and can be easily untied when wanted.
Do not confuse it with the “Granny” knot.
It is the only knot used in First Aid work.
THE CLOVE HITCH is made with two half-hitches.
When fastened to a pole and pulled tight it can slip
neither up nor down. Greatly used in pioneering
work.
THE HALF-HITCH. Pass the end
round a pole, then round the standing part, then through
below itself again.
THE FISHERMAN’S KNOT. Make
this knot by tying a simple knot on rope B with the
end of rope A, then tie a similar knot on rope A with
the end of rope B. Pull the standing parts and the
knots will remain fast.
ROUND TURN AND TWO HALF-HITCHES.
It is used for making fast a rope so that the strain
will not jamb hitches.
THE SHEET BEND. Used for uniting
two dry ropes of different thicknesses. First
form a loop, then pass the end of the other rope up
through the loop, round the back of the end and standing
part of loop, and through below itself.
THE SHEEP-SHANK. A Scout should
never cut rope unless absolutely necessary. To
shorten a guy rope on tent or marquee, gather the rope
in the form of two long loops and pass a half-hitch
over each loop. It remains firm under a good
strain and can be easily undone when required.
MIDDLEMAN’S KNOT. Somewhat
similar to the fisherman’s knot but in this
case only one rope is used. Can safely be used
as a halter.
THE SLIP KNOT. You sometimes
want to release a knot quickly so this knot is used.
It is simply the reef knot with one of the ends (A)
pushed through one of the loops. To release,
pull end A.
OVERHAND LOOP KNOT. When pulling
a rope you may wish to gain more purchase on it or
you may wish to insert a short stick to pull with.
Use the loop knot shown in our diagram.
IMPORTANT. Many of the knots
shown on these pages are open so that you may more
easily see their working, but when in use they should
always be drawn taut.
The Mariner’s Compass
Boxing the compass consists in enumerating
the points beginning with north and working around
the circle as follows:
North
North by East
North, Northeast
Northeast by North
Northeast
Northeast by East
East, Northeast
East by North
East
East by South
East, Southeast
Southeast by East
Southeast
Southeast by South
South, Southeast
South by East
South
South by West
South, Southwest
Southwest by South
Southwest
Southwest by West
West, Southwest
West by South
West
West by North
West, Northwest
Northwest by West
Northwest
Northwest by North
North, Northwest
North by West
North
Punctuation
Comma, . .
Semi-colon, Si
Colon, Ko
Period, .. ..
Interrogation, ..
.
Quotation, Qn
Paragraph,
Exclamation,
Parenthesis, Pn
Brackets, Bn
Dollar mark, Sx
Dash, Dx
Hyphen, Hx
Underline, Ux
Signals
4. Start m. Have
you anything for me? 9. Train order (or important
military message) give awa.
Do you understand?
All sorts of changes may be made when
the signals are committed to memory. Flags up
for a dot and side for a dash is one of the commonest
and easiest for the beginner; or whistles long
and short blasts. Even the hand or a hat may
be substituted; coughing, stamping, and scratching
with the foot or a bit of stick. In fact endless
changes may be invented for use with this Code.
COMMANDS AND SIGNALS
For the use of the Girl Scouts
the following list of words of command and whistle
signals has been compiled.
Commands
“Fall in” (in
line).
“Alert” (stand
up smartly).
“Easy” (stand
at ease).
“Sit easy” (sit
or lie in ranks).
“Dismiss” (break
off).
“Right” or “Left”
(turn accordingly).
“Patrol right or patrol
left” (patrol in line wheels).
“Quick march”
(step off with the left foot first).
“Double” (run
with arms down).
“Scouts’ pace”
(walk fifty paces and run fifty paces alternately).
Whistle Signals
1. One long blast means “Silence,”
“Alert,” “Listen for next signal.”
2. A succession of long slow
blasts means “Go out,” “Get farther
away,” or “Advance,” “Extend,”
“Scatter.”
3. A succession of quick short
blasts means “Rally,” “Close in,”
“Come together,” “Fall in.”
4. Alternate short and long blasts
mean “Alarm,” “Look out,” “Be
ready,” “Man your alarm posts.”
5. Three short blasts followed
by one long one from the Captain calls up the patrol
leaders.
Any whistle signal must be instantly
obeyed at the double as fast as you can run, regardless
of anything you may be doing.
By previous agreement many other signals
may be arranged. It all depends on the exigencies
to be met or the special order or information to be
conveyed. But these few important signals should
be strictly adhered to in all drills and exercises
of Scouts. The compiler of the present volume
thinks it unwise to print the secret words so they
are left for the patrol leaders and Captain to communicate
verbally.
Hand Signals
“ADVANCE”} Swing
the arm from rear to front, below the shoulder.
“FORWARD”}
“RETIRE” Circle
the arm above the head.
“HALT” Raise
the arm to full extension above head.
“DOUBLE” The closed
fist moved up and down between
your shoulder and thigh.
“QUICK TIME” To change
from the “Double” to the “Quick Time,”
raise the
hand to the shoulder.
“REINFORCE” Swing
the arm from the rear to the
front above the shoulder.
“LIE DOWN” With the
open hand make two or three
slight movements towards the ground.
“WHEEL” Extend
your arm in line with your
shoulder and make a circular movement
in the direction required.
“INCLINE” Extend
your arm in line with your
shoulder and make a turn with your
body in the direction required.
Indian Signs
Burnt sticks are placed at the last
camp-fire to tell the direction the Indians have gone
from this spot. Two of them always make a V point
and if the third is laid at the point of the [V=]
it means north. Across the open end of the [=V]
it means south. At one side |V it means east and
V| would mean west. Now the above mark as made
to indicate south would really mean southwest, if
the stick which indicates direction were a little
way to the west side V-. Northwest
would be V_.
[V=] North [=V] South |V East V|
West V- Southwest V_ Northwest
Shaking a blanket: I want to talk to you.
Hold up a tree-branch: I want to make peace.
Hold up a weapon (axe) means war: I am ready
to fight.
Hold up a pole horizontally, with hands on it:
I have found something.
Self-Defense
SHOOTING
All Scouts should know how to shoot.
By this we do not mean that you should go all day
behind some big dog and try to kill the birds he finds
for you, for that is the most useless form of shooting,
all things considered, that can be devised. What
we mean is that Scouts should know how to load and
fire a gun or other firearm so as not to be at a loss
for a means of defense should an emergency arise.
It is one of the best means to “be prepared.”
Our preference for practice of this kind is a small
rifle as it is less dangerous than any form of pistol
and it affords excellent training for hand and eye.
Avoid, however, the very high power modern firearms that
kind that “shoot today and kill next week,”
as there is too much danger of reaching some one that
is out of sight. The same may be said of the
automatic pistol which fills too large a circle with
missiles of sudden death.
ARCHERY
The bows and arrows of our ancestors
are not to be despised as a means of training hand
and eye. Archery is excellent practice for the
eye, and good exercise for the muscles. It makes
no noise, does not disturb game or warn the enemy.
Scouts should know how to shoot with bows and arrows,
and they can make them for themselves. The arrow,
twenty-six inches long, must be as “straight
as an arrow” and tipped with a heavy head, with
wings to keep it level. Ash wood is the best.
The bow should be unstrung when not in use, or it
will get bent. It is usually made your own height.
Old gloves should be worn.
STARS
How to Find the Time by the Stars
Fi shows the stars around the
northern pole of the heavens (Pole Star), and the
Pointers of the Great Bear, which direct us to the
Pole Star.
Since all stars appear to rise in
the East and set in the West (which is really due
to our earth turning round under them), the Pointers
revolve once around the Pole Star in the opposite
direction to the hands of a clock, once in twenty-four
hours, or they swing through a quarter of a circle
once in six hours; it is thus a simple matter after
a little practice to judge what part of the imaginary
circle they will pass through in an hour or less.
Assuming that all the stars rise four
minutes earlier each night, and that the Pointers
of the Plough are vertically above the Pole at midnight
at the end of February, we may calculate the position
of the Pointers for any hour of the night.
The First Twenty Stars in Order of Brightness
Date
of
rising
at
9 P.M.
in the
East.
1. Sirius, the Dog-star
De
2. (Canopus, of the Ship)
3. (Alpha, of the Centaur)
4. Vega, of the Lyre
April
5. Capella, of the Charioteer
Au
6. Arcturus, of the Herdsman
Fe
7. Rigel, of Orion
No
8. Procyon, the Little Dog-star
No
9. (Achernar, of Eridanus)
10. (Beta, of the Centaur)
11. Altair, of the Eagle
May
12. Betelgeux, of Orion’s right shoulder
Oc
13. (Alpha, of the Southern Cross)
14. Aldebaran, of the Bull’s right
eye Oc
15. Pollux, of the Twins
No
16. Spica, of the Virgin
Ma
17. Antares, of the Scorpion
May
18. Fomalhaut, of the Southern Fish
Au
19. Deneb, of the Swan
Ap
20. Regulus, of the Lion
Ja
Orion
Then there is another set of stars
representing a man wearing a sword and a belt, named
“Orion.” It is easily recognized by
the three stars in line, which are the belt, and three
smaller stars in another line, close by, which are
the sword. Then two stars to right and left below
the sword are his feet, while two more above the belt
are his shoulders, and a group of three small stars
between them make his head.
Now the great point about Orion is
that by him you can always tell which way the North
or Pole Star lies, and which way the South, as you
can see him whether you are in the South or the North
part of the world. The Great Bear can be seen
only when you are in the North, and the Southern Cross
when you are in the South.
If you draw a line by holding up your
staff against the sky, from the center star of Orion’s
belt through the center of his head, and carry that
line on through two big stars till it comes to a third,
that third one is the North or Pole Star.
Then if you draw a line the other
way, beginning again with the center star of the belt,
and passing through the center star of the sword, your
line goes through another group of stars shaped like
the letter L. And if you go about as far again past
L, you come to the South Pole, which unfortunately
is not marked by any star. Roughly Orion’s
sword, the three small stars, points North and South.
East and West. Orion sets due
west, and rises due east, so that, if you can catch
him rising or setting, you know where the points of
the compass are. Constellations, such as Orion,
or the Bull, rise in the east, four minutes earlier
each succeeding night that is about half
an hour earlier every Saturday.
Read The Song of the Fifty Stars
by Arthur A. Carey, and try to find each star on a
chart and then in the Heavens.
The Song of the Fifty Stars
Alpherat, Caph, and Algenib three
leading stars
Move in front of all the host,
Turning from East to West,
Over the rounded dome;
And, near the head of the
line, the Star of the North,
Polaris, turns his round and
marks the hub of the wheel.
From Alpherat, North and East,
Andromeda shoots,
Like a branch, with Mirach
and Almach; while, far in the South,
Achernar shines, a beacon-light,
at the “End of the River.”
From Almach pass to Algol,
of the changing face,
Called by the Arabs the Demon
The Medusa of the Greeks.
But, not so fast! lest we
forget the little changing star
Whose place is West of Algol,
farther South
Mira, “the Wonderful,”
in Cetus or the Whale.
Algol leads to Mirfach, the
brightest star of Perseus,
Who saved the captive Andromeda,
daughter of Cepheus, “the Monarch,”
And royal Cassiopeia.
Then comes, surrounded by
her sisters, gentle Alcyone,
The peaceful, daughter of
the King who rules the tempestuous winds;
And, running in pursuit of
these the happy Pleiades
Aldebaran, “the Follower,”
shines from the eye of the Bull.
Next comes Capella the
Mother Goat watching her three Kids;
Her yellow light the color
of our Sun.
Capella and Rigel move in
line, and afterwards comes Nath,
Who marks the horn of the
butting Bull.
Orion, the Hunter, on the
Equator the Giant of the Arabs
Shines glorious North and
South;
Bellatrix his left shoulder;
Mintaka marks his belt.
After Mintaka comes Betelgeux,
right shoulder of Orion;
While, between them in order,
though farther North,
Is Zeta of Taurus, the Bull,
who marks the other horn.
The next is Menkalinan, the
shoulder of the Charioteer;
And, two degrees to the Eastward,
the Circle of the Solstice passes by.
While, far down in the South,
Canopus gleams from the stern
of Argo, the Ship.
Sirius, Star of the Greater
Dog, brightest of all in the heavens,
Is followed by Castor, one
of the Twins.
While Procyon “Dog-in-advance” the
bright “forerunner” of Sirius,
Is followed by Pollux, the
greater of the Twins.
Next Regulus comes in the
Lion’s heart, Denebola, the tip of his tail;
While, between them in order,
Merak and Dubhe, the pointers,
Point to their aim in the
North.
Two brilliant stars in the
Southern Cross are Alpha and Beta Crucis,
The former a glorious double
Sun, with a third star in attendance;
To see them ourselves we must
travel far,
But we know that the glory
is great in the South,
Although from us it is hidden.
Next, in the hand of the Virgin,
the pointed Ear of Wheat
Spica of the Romans
Not far from the Autumn Equinox.
Now, back to the North we
go, and look for Mizar and Alcor
The Indian Squaw with the
little papoose on her back,
And the tip of the tail of
the Greater Bear
Where Benetnasch commands.
Now, again to the South, where
the forefeet of the Centaur
Are marked by Beta and Alpha; the
former is known as Hadar “the Ground";
The latter sun is nearest
to ours
And famous as Serk-t, toward
whom the ancient Egyptians
Turned their temples in homage
And, between them in order,
the great and distant Arcturus
Shines out warm in the North.
Pulcherrima most
beautiful must be sought by those who love
her;
For she is modest and shy
in the presence of the Great One.
Nearby is Gemma, the Bud,
In the beautiful Northern
Crown.
Near the point where the “roof-tree”
crosses the Zodiac Ring
Is a warm, red star in Scorpio.
This is Antares; while, in
the North,
Etanin marks the Dragon’s
head.
Mu Sagitarii closer
still to the Solstice and Ecliptic
Marks the northern part of
the heavenly Archer’s bow.
On summer evenings, high above
our heads,
Vega shines with cool and
brilliant light;
While, to the South and East,
is Altair of the Eagle.
Nearby is the Northern Cross,
or Cygnus,
Whom we call “the Swan,”
With Deneb Adige marking her
outspread tail.
The nose of Pegasus, the soaring
horse,
Shines out in the star Enif,
or Epsilon of Pegasus a triple star
While Fomalhaut gleams in
the South,
Guarding the Fish’s
Mouth.
Now Scheat and Markab, hand
in hand, watch for the stragglers
Bringing up the rear of all
the Fifty Stars that have passed by.
The Sun Clock
When you have been able to find the
North Star it will be very easy to set up a sun-dial.
This device is not so valuable now as standard time
is universally used. If you know the difference
between “sun time” and standard time,
the sun-dial can be referred to with a fair amount
of accuracy and many people regard it as a curiosity.
Select a place where the sun shines
all day and the ground is level. Set up a post
or stake perpendicular and firm. At night go and
“sight” a straight stick at the North
Star and fasten it securely. This stick will
now be parallel to the axis of the earth and its shadow
will fall at the same line on any given hour no matter
what season of the year it may be. At noon by
the sun the shadows of the slanting stick and the upright
one will coincide. This gives you the “sun
noon” and the time by a standard watch or clock
will tell you what correction to apply to your dial
to convert its time into standard. Having once
established the noon, or “no hour” mark
the I, II, III, IV, V, and VI with stakes. Then
calculate the correct sun time of VI A.M. by your
standard watch and stake out the morning hours.
Halves and even quarters can be marked between if you
wish.
A flower dial can be made by having
your upright post a pretty tall one, say ten or even
twenty feet, and planting rows of flowers like spokes
of a wheel along the hour lines. It may be possible
even to select such as are likely to open at or near
the indicated hour. The entire semicircle of
pegs will also make a pretty finish with tall ornamental
foliage plants or shrubs.
PRACTICE
Make a sun-dial on the ground,
mark the hours with stones or sticks, and see if it
shows the time every day.
AMONG THE STARS
Scouts must be able to find their
way by night, but unless they practise it they are
very apt to lose themselves. At night distances
seem much greater, and land-marks are hard to see.
When patrolling in dark places, keep
closer together, and in the dark or in the woods or
caves keep in touch with each other by catching hold
of the end of the next Scout’s staff.
The staff is also useful for feeling the way.
WINTER EVENINGS. Cut
out a quantity of little stars from stamp edging.
Take an old umbrella, open, and stick the stars inside
it, in the patterns of the chief constellations, then
hold it overhead, and turn it once round for twenty-four
hours, making the stars rise in the east.
The sun and the moon appear almost
the same size as a rule. When we are a little
nearer the sun, in winter, he looks a trifle larger
than the moon.
To study the constellations, go
out when the stars are bright, armed with a star map
and a bicycle lamp to read it by, and spread a rug
on the ground to lie on, or have a deck-chair, or
hammock. Watch for meteors in August and November.
Let each girl try to draw a sketch
map of a given constellation, from memory.
GARDENING
Now what about the gardens, for it
goes without saying that Girl Scouts must have gardens.
Getting right down and smelling the fresh soil is
good for any one. It is mother earth’s own
breath. Watching the growth of our seeds is a
veritable joy of joys. But what had we better
plant? Why not let every one plant at least one
tree? Never mind what kind of a tree. We
will talk about that in a minute but decide at the
outset that you will have at least one tree growing
this year. Your trees will be a legacy to posterity,
a gift from the Girl Scouts to their country.
For in this United States of ours we have cut down
too many trees and our forests are fast following
the buffalo. Nay, the bare face of the land has
already begun to prove less attractive to the gentle
rains of heaven and offers far too open a path to
the raw blasts of winter. In many sections of
our country the climate is drier and colder than it
was before so much of the forest was destroyed.
We are just waking up to this sad fact which it will
take many years to rectify. So let us plant trees.
A tree is a tree anyway be it large
or small. Some are useful food producers while
others are of value for ornament or timber. All
are good. There are no bad trees. So if
you plant and raise a tree there can be no mistake.
Whatever kind you select you will have done well.
Fruit and nut trees will of course appeal most strongly
to the young, especially to those with good healthy
appetites. Many very young trees can be made
to return some fruit in a comparatively short time
by being budded or grafted. Scouts should learn
how to bud and graft. It is not hard. Pears,
plums, figs, and peaches all do well in the South as
do also some apples and grapes. Peach trees though
are in the main short-lived. But trees of different
kinds can be grown all over the country. Apples
and pears are at their best in the North and many kinds
are very long-lived trees. There are apple trees
known to be a hundred years old still bearing.
Sugar maple does well where there are long winters,
and a wood of them locally called a “sugar
bush” is a paying piece of property.
Most fruit trees are best bought from dealers or obtained
from your friends. They do not come “true,”
as it is called, from the seed. A Baldwin apple-seed
will not produce a Baldwin apple. But as all
the varieties are got by selecting from seedlings we
can experiment if we wish. We are already saving
apple-seeds for next year, and it will certainly be
grand if we can get a new kind of apple and name it
the Girl Scout.
We shall not make many suggestions
about flowers. Any and all kinds of flowers will
do in your gardens but do not neglect our own wild
ones. Take the goldenrod for instance. The
finest we have ever seen is grown in a city garden.
Many other of our wild flowers will bear cultivating
and some well repay the care necessary to “tame”
them. The atamasco lily seems to be perfectly
at home in the garden and so does the bloodroot.
Violets of course would be favorites if our native
species were not with one exception scentless.
As any gardener’s book will tell you all about
our “tame” flowers it is not necessary
to say much about them.