WeRead Powered by ReaderPub
How Girls Can Help Their Country cover

How Girls Can Help Their Country

Chapter 95: Three Deep
Open in WeRead

Explore more books like this:

About This Book

This manual offers practical guidance for organizing and conducting girl scout troops, detailing officers' duties, membership grades, enrollment procedures, and the system of tests, badges, and awards. It outlines daily and civic responsibilities, self-improvement goals, and a program of games, camping, scoutcraft, gardening, sanitation, health, home life, and first aid. Administrative forms, methods for training leaders, suggestions for patriotic service, and a bibliography with an index complete the work, emphasizing hands-on instruction and moral development through outdoor and community activities.

1. Make a collection of fifty species of wild flowers, ferns and grasses and correctly name them. Or,

1. Fifty colored drawings of wild flowers, ferns or grasses drawn by herself.

2. Twelve sketches or photographs of animal life.

29. Needlewoman. (Scissors.)

1. Know how to cut and fit. How to sew by hand and by machine.

2. Know how to knit, embroider or crochet.

3. Bring two garments cut out by herself; sew on hooks and eyes and buttons. Make a button-hole.

4. Produce satisfactory examples of darning and patching.

30. Pathfinder. (Hand.)

1. Know the topography of the city, all the public buildings, public schools, and monuments.

2. Know how to use the fire alarm.

3. In the country know the country lanes and roads and by-paths, so as to be able to direct and guide people at any time in finding their way.

4. Know the distance to four neighboring towns and how to get to these towns.

5. Draw a map of the neighborhood with roads leading to cities and towns.

6. Be able to state the points of the compass by stars or the sun, using watch as compass when sun is invisible.

31. Pioneer. (Axes.)

1. Tie six knots. Make a camp kitchen.

2. Build a shack suitable for three occupants.

32. Photography. (Camera.)

1. Know use of lens, construction of camera, effect of light on sensitive films and the action of developers.

2. Be able to show knowledge of several printing processes.

3. Produce 12 photos of scout activities, half indoor and half outdoors, taken, developed and printed by herself, also 3 pictures of either birds, animals, or fish in their natural haunts, 3 portraits and 3 landscapes.

33. Scribe. (Open Book.)

1. Must present a certificate from teacher of her school, showing a year's record of excellence in scholarship, attendance and deportment.

2. Describe in an article, not to exceed a thousand words, how a newspaper is made; its different departments, the functions of its staff; how the local news is gathered; how the news of the world is gathered and disseminated.

3. Define briefly a news item.

4. Define briefly an editorial.

5. Define briefly a special story.

6. Tell how printer's ink is made.

7. Tell how paper is made.

8. Describe evolution of typesetting from hand composition to machine composition.

9. Write 12 news articles (preferably one a month), not to exceed 500 words each, on events that come within the observation of the Scout that are not public news, as for instance, school athletic events, entertainments of Scouts, church or school, neighborhood incidents.

10. Write a special story on some phase of scout-craft, a hike, or camping experience, etc.

Or, as an alternative:

Write a good poem.

Write a good story.

Know principal American authors of prose and verse in the past and present century.

34. Signaling. (Two Flags.)

1. Send and receive a message in two of the following systems of signaling: Semaphore, Morse. Not fewer than twenty-four letters a minute.

2. Receive signals by sound, whistle, bugle or buzzer.

3. Or general service (International Morse Code).

35. Swimmer. (Life-buoy.)

1. Swim fifty yards in clothes, skirt and boots.

2. Demonstrate diving.

3. Artificial respiration.

4. Flinging a life-line.

5. Flinging a life-buoy.

6. Saving the drowning.

Requirements for examination must be sent to parents of candidate for approval. Approval must also be obtained from the family physician or some other doctor.

36. Telegraphy. (Telegraph Pole.)

1. Be able to read and send a message in Morse and in Continental Code, twenty letters per minute, or must obtain a certificate for wireless telegraphy. (These certificates are awarded by Government instructors.) (See p. 77.)

Captain's Badge

Part III


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, rôles 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 coöperative 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 wagon.
2 Tents for girls.
1 Tent for officer.
3 Mallets and sufficient tent-pegs.
2 Blankets for each Scout.
2 Blankets for officer.
1 Kit bag each (2 ft. by 1 ft. or bigger).
8 Waterproof ground sheets.
3 Buckets.
3 Hurricane lamps.
2 Balls of twine (medium).
1 Spade.
1 Hatchet.

Kitchen Equipment

Bowls.
2 Saucepans.
1 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 powder.
1 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.