Capture the Flag

 

 

 

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Capture the Flag at Coleman Green

map-vi.gif (9797 bytes)

The First of Two Specimens of Actual Instructions Issued for District Wide Games (see also: Robin Hood and his Merry Men).

The Scheme. A Flag will be planted at Coleman Green, and the object of the attack will be to capture it. 

The Defense. Hostilities will commence with the Defenders holding an outer line, 2 miles radius of Coleman Green. (See Map, above) 

The Defense will use every means, short of sacrificing themselves in rash attempts, to obstruct the Attackers from advancing to the center and capturing the Flag. 

As and when the Defenders find their position untenable, they will endeavor to retire using special care to do so under cover, and take up a fresh defensive position nearer the center point (See Map). 

With operations commencing at 12:30 p.m. the Defense should endeavor to hold up the Attackers until at least 3 p.m., by which time they will have been forced to retire as far as the Inner Circle. 

At this point the Defense will do their utmost to prevent the Attackers breaking through and capturing the Flag. 

The Attack. The Attacking Force will make an attempt to reach Coleman Green, and take possession of the Flag. General Information. Scouters may take part, but will not be subject to capture. They will act as Umpires, but must not expose themselves as in previous years, so giving away their Troop's movements. It is hoped, however that as much as possible will be left to the Patrol Leaders.

Capture. A capture will be effected by one of opposing side TOUCHING and at the same time challenging with the word "HALT." One minute is to elapse from the time of challenge (or count 150) for reinforcements to come up on either side. Silent signaling may be used (arms or flags waved) but NO whistling or shouting. Any reinforcements coming up on the side which breaks this rule Will NOT count. If both sides err in this ruling, neither will be able to score, and both sides must retire 200 yards. 

At the end of the minute, count both sides, and those superior in numbers take the lesser number prisoners, If equal numbers, both sides retire 200 yards. 

Prisoners. Prisoners are to be transferred to the side making the capture. Tabs will be CHANGED, and in the event of the Flag not being captured, the victory will be awarded to the side holding most prisoners' tabs.

(For example: If 3 Attackers capture 2 Defenders, the 2 Defenders will have their Blue tabs taken away, and REPLACED by White tabs the same as worn by the Attackers, and they will then carry on as Attackers--and vice versa.) 

Important. WILL SCOUTERS PLEASE EXPLAIN THIS VERY CAREFULLY TO THEIR SCOUTS, AS IT IS MOST IMPORTANT THAT THIS ARRANGEMENT SHOULD BE CARRIED OUT IN THE SPIRIT OF SCOUTING, AND THAT SCOUTS WHO ARE TAKEN PRISONERS AND THUS COMPELLED TO CHANGE SIDES WILL CARRY ON WITH THE SAME ENTHUSIASM AS BEFORE. THE OBJECT OF THIS ARRANGEMENT IS THAT NO SCOUT WILL HAVE TO FALL OUT OF THE GAME WHILST THEIR PALS ARE STILL ENJOYING THEMSELVES. IF THIS IS PROPERLY EXPLAINED TO THE BOYS IT IS FELT THAT THE DISAPPOINTMENT OF THOSE TAKEN PRISONERS EARLY IN THE GAME WILL HAVE BEEN SUCCESSFULLY OVERCOME. 

Tabs. Attacking Troops will wear a 4-inch strip of WHITE tape or braid, 1 inch wide, on the Right shoulder button. Defending Troops will wear a similar strip but in BLUE. Each Troop to supply its own members with tape, and Scoutmasters are requested to see that their Scouts are wearing the correct emblem, and they themselves to carry a reserve of tabs to replace those taken from prisoners. 

All Troops. Haversack Rations to be brought. Over-coats if dull weather. Operations to commence at 12:30 p.m. and lunches are to be eaten before this. Cease fire at 4 p.m.

Troops wishing to make tea at Coleman Green afterwards must make their own arrangements to get dixies there, but may not interfere with operations for this purpose. 

Special Warning. 

All gates are to be shut. 

Hedges must not be broken down. 

Farmyards and cattle must not be disturbed. 

All Scouts taking part are advised that individual Scout work, taking advantage of every scrap of cover, is the best way to get a good afternoon's sport. 

Your Troop will be on the DEFENDING . . . side, and you will commence from OUTER CIRCLE (Section "H" Parade Headquarters, 10 a.m.

See Also:

Raid-Type Wide Games

Baden Powell's Capture the Flag ("Flag Raiding")

Winter Capture the Flag: Snow Fort Attack

War Games

Introduction to Wide Games  (includes a brief history of "Capture the Flag")

Wide Games

 

 

   

 

 


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Bandits and Police ] Border Raiders ] [ Capture the Flag ] Compass Trail ] Escapes ] Foiling the Robbers ] Gold Standard ] Highwaymen ] Lost Leaders ] Motor Bandits ] Ned Kelly ] Occupying the Thicket ] Polar Dash ] Rival Archaeologists ] Robin Hood ] Rum & Tea ] Staffs ] Surveyors ] Totem Raid ] Viking Invasion ] The Wreckers ]

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Last modified: October 15, 2016.