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Stretcher Team Race

For teams of three:. Two members of each team stand at the starting line each wearing an overcoat and carrying a scout staff. The third players (or patients) are drawn up, say, 50 yards away. On the word "Go" the players of each team at the starting line race to their patients, improvise a reliable stretcher from the two staves and overcoats, and load their patient on the stretcher.


Fireman's Lift Race

For teams of two: The stronger member of each team stands at the starting line and the second (or patient) 20 yards from the finishing line. On the word "Go" each competitor at the starting line races to his patient, loads him with the correct Fireman's Lift and carries him to the finishing line.


"Broken Bones" Race

For teams of 5: Four members of each team stand at the starting line equipped with a stretcher and triangular bandages. The fifth player (the patient) is at the far end of the course. On the word "Go" each stretcher team races to its patient, ascertains the nature of his injury (which is written on a label attached to the patient), treats him and conveys him back to the starting line. The team which returns first with the injury properly treated wins.

NOTE. - The label should read: - "Broken collar bone; patient conscious."

The team which realizes that it is unnecessary to load a patient on a stretcher who is suffering from a broken collar bone and consequently walks its patient back should win easily.


The Problem of the Wounded Scouts 

Patrols are out of camp on some activity and are told that when they return to camp they are to act as they think best. Patrols return to camp at intervals of, say, 15-20 minutes. They find the camp disordered and evident signs of a struggle.

Filling the foreground there is a Scout labeled: - "Shot through the periphery . . . dead."

In not quite such an easily noticed position is another labeled: - `Broken left leg . . . unconscious."

Some distance off and well hidden (but with a spoor leading to him) is another labeled: - "Bleeding to death . . . wound in palm of left hand."

At the camp fire there are three mugs (the clue to the third Scout).

Marks awarded for: - Patrols who put out a watch to prevent further attack. Patrols who realize that there is a third Scout - find and treat him. Patrols who treat broken leg on the spot and carry patient into a tent afterwards.

Minus marks awarded for: - Patrols who fuss round dead Scout and prepare to bury him or who send for the doctor. Patrols who carry Scout with broken leg before setting the limb or who tie granny knots on the wrong leg or who administer artificial respiration. Patrols who fail to realize that there is a third Scout.


The Dilemma: An open-air First-aid and Tracking game

For teams of 5:  The standard of diagnosis, treatment and transport as well as the time occupied should be taken into account in assessing the marks scored.

The Umpire takes away two members of the first team, both blindfolded. (Wooded country is best.)

After reaching his destination the patient's bandage is removed and he is labeled as to his injuries.

Then the other player's bandage is removed; he diagnoses the patient's injuries, starts in search of the remainder of his team who return with him to the patient, who is treated and conveyed to a point, indicated by the Umpire, near the starting point.

The next team then go through the same ordeal and so on until all have competed.







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Scout Law Games ] Knot Games ] [ First Aid Games ] Signalling Game ] Observation Games ] Scout Pace Games ] Compass Games ] Emergency Games ] Distance Weight Estimation ] Tracker ]

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Last modified: October 15, 2016.