Raid Type
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The simplest form of this game is that played between two Patrols. One Patrol defends a base containing trophies--flags, batons, etc.--and the other Patrol attacks with the purpose of carrying off the batons to some agreed place. When more than two Patrols are playing it is better to have two bases so that each side both defends its own base and attacks that of its opponents. Generally it has been found that not more than four Patrols should take part in one game. Where larger numbers are available, as in an inter-Troop game, it is better to have two games at once with the bases arranged crisscross fashion. (A) and (B) are the two bases of one game; (C) and (D) of the other An additional element of interest, calling for careful observation, is introduced in this way, as the player in one game must be careful not to waste time stalking players in the other game under the impression that they are opponents instead of neutrals. Games of this type can be played in any kind of country, the area desirable being dependent on the nature of the ground. If good cover is available, e.g. woodland or bush, bases should be about half-a-mile apart. If the area used is mainly fields, and paths have to be used, then a greater distance is necessary. In deciding the boundaries it is important to remember that in too large an area Scouts tend to get rather scattered, and some may as a result have very little active part to play. Generally the shape should be narrower in width than in length. Careful consideration should be given to choosing the sites of the bases. One base should obviously not be visible from the other. There should not be dense cover immediately round them so that opponents can get right into a base under cover. The best position is just out in the open. Each base must be clearly marked so that an opponent can see it easily as he approaches and knows when he is inside it. With very experienced Scouts it is good fun occasionally to have concealed bases, provided the area in which each is likely to be found is well defined on the map. The gear required is quite simple. The trophies should be of a kind that will stand hard wear and large enough to make it impossible to conceal them on the person. Signaling flags are apt to get roughly handled; batons, about two feet long, distinctively colored, have been found to answer all purposes. Patrol Flags are suitable for marking bases. Zest is added to games if, at the commencement, each party has its opponent's trophies ; Scouts are very human and if they are out to recapture something that should belong to them, they will go all out on the game. In raid games there is an almost inevitable tendency at first for mass attacks to be made. A game carried out in that way can be tremendous fun, and there is no objection to it as an occasional variation, but this should not be the normal method, as the Scouts are robbed of valuable training in stalking, and other Scouting practices. It is therefore advisable to frame the rules in such a way that a check is put upon sheer brute force. One way of doing this is to emphasize the point that Scouts do not go about in mass formation, but singly, or in pairs. Patrol formation can be applied with considerable effect, and should be encouraged as much as possible, especially in the early stages of a game when Patrols are moving to get into touch with their opponents. Examples of Raid Wide Games:
From Scouting Games (Baden-Powell): From Games for Scouts (1929, Mackenzie):
From Saturday Afternoon Scouting (Stocks)
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Last modified: October 15, 2016.