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POSTCARDS in Colours AB c of the ARMY Price ONE SHILLING. From GALE & POLDEN, Ltd., WAR. GAMES" FoR a BOY SCOUTS. N PLAYED WITH MODEL SOLDIERS. SIXPENCE NET. GALE & POLDEN, LIMITED, LONDON, “The Silver Wolf.” AN INTERESTING AND INSTRUCTIVE. CARD GAME FOR BOY SCOUTS. Can be played by any number up to five, ft home, and forms an excellent substitute in bad weather for open air games. CONSISTS OF 61 CARDS AND BOOKL CONTAINING FULL INSTRUCTIONS. price 6d, THE BOY SCOUT'S POCKET BOOK. Compiled and arranged by a "BP SCOUT. scours POCKET ook." { ] STRIPES & TYPES oF THE ROYAL NAVY. GALE & POLDEN, LTD, 2 An Cane, Panter Rew, Lmdin, BC, Compt ie Bye wt xuw | Boy Scout’s Library |. ee Volume L—Scouerale. = WTrding. HL —Woodaal. » 1V-—Camp Life and Campaigning. © Ve—Endarane and how to keep Fi. 1 VI—The Perec Scot VIL-~Saving Lie s+ VIL. —Bey Scout Games and Practices, ee 1X.—Seamanip. » X-—Gyelit Scouts. i Xl.—Boy Scou's Compete Dil Besk vs XIU-—Eegines, and how to wedk then. 1» XIII_—The Scot's Book of Natur A. ach Vaan fl eae ath Plate ond Diagrams, ted plied th te aprel of nd wet armen TS the Bey Set (Baden Pwc) Head Qerter Price SIXPENCE each net WAR GAMES FOR BOY SCOUTS. ee WAR GAMES FOR BOY SCOUTS | “OUR BOY SCOUTS.” ——————re HUMOROUS SERIES OF ) SSK PosreaRDs— Claes Cartes by elmer Ar BEAUTIFULLY PRINTED IN COLOURS, Played with Model Soldes hom ronan, /Sencr. AV, HoLaoay, le CLV. No, 61HE SCODTAASTER (Tencing Tiwi Watson) a PRIGE rea ser or «cams 6d. GALE & FOLDEN, LTD. 2 soe CORNER FATERNOSTER ROW. E, INDEX TO RULES. Rule When in Doubt. © ‘ 1) WLWour Country, How to Make it More or Less Extensive TIL —How to Map out the Imaginary Country. vm IVSSHow Far ean the Various Unite March in aDy 1» ViHow to Bove Troops « Certain Number of Miles in aay Dieetion 1» VI-—How to Commence the Game. Object i View. a s », ViL—How the Commanders may Move thyie forces ia such a way as to Outwit and Forestal exch other VIII—How to Award Points. Food Supply —Howit Mfectsthe Operations i X—Roles Applying to Flags XUL—How the Umpice wil come into Action Example of a War Game LIST OF ILLUSTRATIONS. 7 etdockam.. lock am. oelogk pam oeock pm oFeock pm. lock fm ‘lock am: oFelock am. * clock am, ogock am, 15 ” 3 2s 7 s 38 PREFACE. Dear Comnapes, T say comades, becute we have now fought many campaign together with ou toy soldiers; you have followed se with great patience, and T have been with you in your cfforts; you hve conquered the rules and grasped the ea, and hope the games you now play ae the more interesting forthe litle toabie you have taken to begin wth Many of my young comrades play the games like old soldiers, and know all the points and rules without con: suing the book. This is how it shouldbe, and they can’ ‘icky form their plans and seize upon any advantageous epportaity. ‘Since the publication of the first edition, whch was so well received, I have seen where some further expiation or revision could be made with advantage, and this has now been dene That you will pass many pleasant evenings during the winter with your War Games, and that playing them as Jnid down inthis litle book will enlarge and sharpen your ming, isthe sincere wish of ‘Your Comrade, Taz Avruon WAR GAMES FOR BOY SCOUTS PLAYED WITH MODEL SOLDIERS. By a CLV. ‘At the present time there is an ever-increasing demand for toy soldiers. Playing at and with soldiers appeals. strongly to our boys, and they will cheerfully save theie pennies to purchase another Infantry or another Cavalry regiment and thus make their Army more complete. In the collection of such an Army the boy of today is very much better ‘off than was his father or elder brother as in former years all toy soldiers were made in Germany, and crude and ia correct most of them were, whereas now the Toy Soldir is made largely in England, and isan exact represetation of the various regiments of the British Army. The to shops of to-day furnish us with English, Scotsh, Ii Welsh, and Colonial regiments-Wot to mention the Navy and Marines, while every brinch of the Service is repre- sented—Cavalry, Artillery, Royal Engineers Infantry, Cyclist, Army Service Corps, and Royal Army Medical Corps. It can now be truly said that the: British Toy Soldiers have defeated the foreign invaders, and driven ‘them out of the country. ‘That a healthy’ patriotic spirit now prevails amongst ‘our Boys is shown by the popularity of the Charch Lads’ Brigade.and of the Boy Scouts. Tt is there- fore but reasonable to suppose that our boys, when play ing with thei toy aries, would like to have some fixed ‘and rational idea upon which to base their operations in- stead of, a8 in the pas, standing up their soldiers in two long lines and pounding away at them until but one man was eft standing. Such a game as this isnot real war; war, ‘even war in toyland, should be played as if every soldier was alive, and it should be remembered that there are Timits to endurance, and that sometimes discretion is the better part of valour. When acting as General Command ing the Army of Toyland, try to imagine that you are com- ‘manding live men and horses, and do your best to lead them on to victory, showing due feeling and considera tion for those under your command. Try and realise what Lord Roberts and Lord Kitchener felt when in command ‘ofall those men in South Arica; think what a great re- sponsibility it must have been, and how well it was caried oat # ‘With all games there are 2 certain number of rules, but this is pechaps the fist attempt to lay down such for the ‘game of soldi, Here under various headings you will | 3 find simple rules to fellow, but where dficultics arse to Which the rules do not apply, do as you would do in actual warfare—that i, use common-sense RULE L ‘Wuex 18 Dousr. “There wil be two sides, combatants under General 1 and. General 2, and a noa-combatant must be appointed to act as Umpire; your father or one of your elder brothers ‘would do, and if they have military experience so much the better, ‘The word of the Umpire is final; should a de~ bateable point arise both sides must declare a truce, and appeal to the Umpire. No. 1 General states his opinion, then No. 2 does likewise; it now remains for the Umpire to pass his, and whatever he decides must be obeyed. RULE I ‘Your Couxray, How 0 MAKE IT Mone ox Liss EXTENSIVE, ‘The more space you have for operations the better, the Whole of the nursery floor, or two or more tables side by side make an excellent battle ground. Once this is settled, the next point is how are we to measure distance. Here isa simple plan, Mark out equal distances on two sides of your table or room with little fags made with pins passed through a piece of paper, as in diagram, or mark the intervals on tape and &x to the table by means of drawing pins 4 Now you can call the space between the fags, or thein- tervals marked on the tape, 5,10, 15 of 20 miles, just as you like, and you ean arrange them anything between 6 inches phbee Bp Bl ere to-12 inches apart. Suppose your space one way measures 6 feet, it would be well to have 6 spaces of 12 inches each. ‘Now we may decide that 12 inches equals 5 mils, that mean you have an imaginary distance of 30 miles. RULE I How 10 Mar Our THE Imactvary CounrRy. Mark some paper "Farm" “Comfcld:” “Hill” “Village” “Bridge,” " River," etc, cut out ito little lags ‘using pins to atic through them, plant these flags aBout the table, and map out the country as desired with farms comfelds, hills, ete. In the example game described fur- ther of only Farms and Hills are shown, the object being ‘to make the frst gume as simple as possible. ‘A range of hills should be indicated by tape, each end pinned down by the flags, matked “Hills” The same applies to rivers ‘When troops oceupy a hill they must be placed on the tape. If desired, the hills can be marked various heights this wil affect Artillery considerably, and must be a matter for the Umpire to arrange 5 RULE IV. How Far caw THE Various Units Marc ms a Dav? Infantry 3 miles an hour, mito one day, 8 mile. Cavalry = 5 no ” » Pw RH. Art Ra a ce ime i Camis oie Sage No tan ‘Mule ater and Mam Gone same Tar. Transport Wagons same ss 47 Guns Ambulance Wagons same as Infantry. RULE V. How To Move Troors A CERTAIN NUMBER OF ‘Mites IN ANY DIRECTION, ‘Already from Role Il you will understand how to do this ‘A foot rule will be necessary, and the General simply states to the Umpire that he wants to moie certain troops in this or that direction, and the Umpire will decide if it is possible and measure it out RULE VL How To ComMENce THE Game. Oxject IN VIEW. Each Commander ettablishes his forces at a camp which will be called the base of operations. 6 The Umpire will cide what the objet ofthe game shall be; for example, the capture of a certain position midway between the two forces, or the destruction of the enemys base; in any case, there should be some object in view. ‘The Umpire wll also give an imaginary time forthe game to commence. RULE VIL pouanoens nay MOvE Tuan Fonexs 18 oN Jor A Wav a8 10 OUTWIT AND FORESTALL EACH Omen : tn sel wari is imposible for a Genel ose at = cc aati happening mls sway hich, of cous, fying skein Hoy on ca 2), Be ate hs plans and act eae sending oo st uy and btn infrmation of the ee move oie ry ten lh asad leston ae pet Syria moreno han. Now we et sme Chg of thclement of uci to eer nt ur a tes acompll flows — ‘he Fores ony te bse The Ung ges ul lb mre tic tosh keeps record on pape) ving the ie to sete and te Seto be achired ow, each Goma) st make defi los eve ing ts inagiary thee boo, toe. plans bw Senora to the" Umpire. mile is opponent it 7 fut ofthe room. When the Umpire has learnt the plans of both Generals and passed them as possible he will have ‘both players in and superintend the 3 hours movements exactly as planned. At'the completion of the movements the same proceeding will be followed, each General again stating his intentions for the next imaginary 3 hours, while the other General is out of the room. It will be interesting for them to observe each other's pos. tion at the end of each period; they will pro- ably think this or that is intended, and will pechaps have to alter their own arrangements. Now is the time for one General to try. and mislead the other, such as by sending a strong force of Cavalry to threaten one of the enemy’ postions. This would make the other General send a strong reinforcement to the threatened poston, thereby weakening some other point. Having achieved this object the Cavalry will double back and join ia the general attack upon the weakened point. This kind of thing will cause great excitement and fun, and test the Generlship of the leader. At the end of each movement, when they see each other's postions, it mast be considered that this Iknowiedge has been made known by Scouts ete. The time only counts when both Generals are operating their troops. When they explain their plans or the Umpi declares a truce for explanations, this does not count. For ‘example, when operations commence Imaginary time, 7 ‘Am, to 10 am, there is then an interval to arrange next 43 hours’ moves, but when play is resumed the time will be ‘where we left of, 10am. we, 2 8 RULE. VIIL How To Awanp Poms. ‘The fighting value in points ofthe various arms :— Infantry 2 sum 2 points, Cavalry . 3» Mule Battery, | each gun “6m ace) oe Royal Horse Artillery, each gun...= 8» mw Feld nw Bow NavalGun, 9) Bow 47Gun . ” ach man of escort with guns w= 2 Pann fn exe potas te ced for ech sce panion wh op shi cle" This spies to SURE Tr Cay ne pce opens Bil poate cust tree nse. ‘Amtntoce Wagon polis ) Noe ining inlet ins. cay ‘man. ‘See note below. ‘he Anbaece_polat cn cly be sed t-te cop pt et often theta snc pots = 5% anna wl lin ope eal 020 pe Da tat hl th rot keh ho when hey Can leave to join the fighting force again. The ambulance must be within 3 miles of the fighting to reclaim men. ° The total strength of Ambulance must not exceed } of the fighting force to which it i attached, thus ifthe Bght- ‘ng force equals 100 points, the Ambulance mast not ex cred 20 points. Nore—In the engagement described further on the Ambulance, Staff, and Wagons are in attendance within three miles of the fighting on each side (eee Plan 9), there- fore both players could reclaim some of the men put out of ‘action; but as the Ambulance points are equal in each ‘ase, it would not make any diference to the final result. In this game, therefore the Ambulance has not been made ee of RULE IX. Foon Surety. How 1 Arrects THz OrERATions. ‘No war game can be propery played ifthe food supply ‘is not taken into consideration. It will be assumed that {toops cary sufficient food to last 48 hours, and if the operations extend beyond that time it will be necessary to have the Transport within easy reach, Suppose a force moves off at si ofock early Monday ‘moming, leaving the transport behind, thi force is sup- Posed to carry sufficient food to last 48 hours, that is until ©.am Wednesday; after that time they will be weakened by want of food, and at the end of every three hours, pro- viding the wagons with supplies have not joined them, the ‘umpire will put out of action yy part of the force, but if the wagons can get in touch during the next three hours the fore is saved, and can go on for another 48 hours. RULE X, Rues Appyinc To FLacs. If it is desired to destroy a farm, a village, a bridge, oF comfeld, the fags marking them must be removed. RULE XI. ‘Tue StatKiNG DISTANCE OF THE VARIOUS ARMS. ‘The Umpire will consider the troops within striking dis tance as follows — Infantry + mile Cavalry uy 2 miles. Mule Battery Maxim Gun : Royal Horse Artillery > Field Naval Gun. 47.Gun ‘The Umpire will deal" with them as laid down in the next ule, RULE XIL How THe UMrime WILL Act WHEN THE FoRcES come iro ACTION. ‘Of course the Astilery will come into action first at 3 for 4 mile range, and one side may be weaker in Arillery for without Artillery; if this is so the side minus Artillery are losing men without being able to strike a blow, In this case they must advance, if strong enough, to within striking distance or retire out of range The Umpire rust consider positon, and allow extra points for a force Posted on a hill (ee Rule VIIL). ‘The rule for awarding points will be as follows -—Count the value in points ofthe forces engaged. Suppose one side in action equals 20 points, and the other side can only count 15 points, there will bea difference of 5 points ‘The weak force will be put out of action, and the stronger will be reduced an equal number of points, vie, 15, which leaves the victor with a force equal to § points SheciaL Nore. Heavy Guns, Wagons ete, cannot pass through Bags smarking Hills or Rivers, they must go round the hills, and in the case of rivers if the bridge bas not been destroyed (ie, removed) they may cross by’ the flag. masked “Bridge” If the bridge has been destroyed, and there are Engineers withthe force, the Umpite will allow six hours in which the Engineers may construct = pontoon bridge, over which the troops may pass 8 EXAMPLE OF A WAR GAME. Plan 1. Shows the field of operations, the space at com- ‘mand is 8f by 4ft, and in the plan the intervals between the flags represent 10 miles. The plan shows the bases and the troops of each fore, also farms and hills. To dis- tinguish between the forces in the illustrations, Red's force is lightly defined, and Blue more pronounced. Re force, Hamrepresented pays force. i te pions. i 2 egy Satie mom 3 ey Sey > Sing Reis $s svete | samen ¢ any eam § : ou \ ater 3 2 te Arte try Ano. : arin ema stadia i peer terms gg Maggio zi ‘astlane @ | © _ 5 saruones mgs t sopwanet. {9 | QVM : Aimy ia Comet 2 | 2 gy Ste Cam + a | i NoTe—Any of the above forces are obtainable at any ist elas ty shop. The Umpire gives out that:— ‘The general idea isto seize and hold the hills shown in the ceatre of plan. ‘That the time wil count from 7 am, [Now let us commence “To tng becmge he Rela But Feet Rel oop ae repeated by Ugh cate, 4 Blue goes out of the ros while Red males his plans (for the fat thee hous) known to the Umpite, from > Am to 10 am. He has to show where he wants his troops ty 10 am, conforming to the various rules lid down Red’ pan is as follows: is his intention to divide his fore, sending t Cavalry Regiment to Farm 4, 2 Cavalry Regiments to Farm 3, with the Male Battery in svpport anda Transport Wagon with supplies The remainder of his force he intends sending inthe cretion of Farm 1 “The Umpire makes a not of thin Red goes out ofthe room while Bie mies his inten tions known tothe Unpire Blue's ide is to push ll his force dect to Farm 2, bis Cavalry to ty and keep the enemy from gining the Hills Both player wil now tke up postions at this respe- tive base, and the Umpire wl ee that they carry ou et moves propery, and as aranged The Umpire should be provided with «role and pins to smatk out the distances. When the moves are conplete it wll be 10 otc, and the poions ofthe troops will be 2 shown in No. 2 Plan, vis, the Cavalry have moved 15 rile, the Infantry, Mole Bttery, Naval Guo and Ambu lance 9 mile, the Royal Horse Atlery 12 niles and the “Transport wagons 6 miles 10 o'clock a.m. No. 2. A ee a casi BEER 6 to AM TO 1 Pa “The saine arrangement will be followed out. Red's plans: His Cavalry will each Farm 3 and Farm ‘4. The Mule Battery wil be 18 miles on the way, while the Transport Wagon will be 12 miles. The Infantry will reach Farm 1, where one Reginent will be left behind as a reserve fore, the others pushing on some 3 miles to wards the hills Blue's plans are simple. Pushing all his force on to Farm 2, the four Cavalry Regiments will arrive there. See lan No, 3 for the postion of troops after they have both made their j hours! moves by 1 ofl, 1 o'clock p.m. No. 3. > RED BASE E> BEBE 1PM TO 47a Both Infantry and Cavalry will tave done the limit of ‘marching for one day, s they will now have to rest. Red's Cavalry at Farms 3 and 4 will rest, making their camp there for the night ‘The Mule Battery and Trans- prt push on further to reach the camp at Farm 3, Blke's Cavalry camp at the foot of the hls, where the Battery of Royal Horse Artillery join them. The Infantry, ete, camping 18 miles from the base where the Transport Wagons join them For postions at four oclock see Plan No.4 No. 4, 4 o'clock p.m. = RED BASES EER 4 P70 7 Pat Red's Mule-Battery does the other few miles, and reaches camp about 530, the Transport wagon does another 6 ries All other troops resting. See Plan No. =. No. 5. 7 o'clock p.m. BIUEBASE. 7 Pat TO 10 Pat ¢ Red's troops stil reat; his Transport wagon does another 6 miles. ‘Blue starts his Transport wagons on to Farm 2. They will be 6 miles on the way by 10 o'dock, see Plan No. 6. 10 o'elock p.m No. 6. 4 Red's Teaisport Wagon arrives in camp at Farm 3 by 11 oteock Red decides upon a night march The 2 Cavalry Regiments left at Farm 3 will move at 12 o'clock tone each side ofthe hills fr's miles in direction of enemy. The Mule Battery will move along the top of the hills ‘Most of the troops at Farm t will advance to attack. Blue's Cavalry rest, but he wants the remainder of his force at the front by break of day, as there is 13 or 14 miles to do he gets them on the move by 10 o'clock. and they advance 9 miles by 1 olock. See Plan No. al. 1 e'olock a.m No. 7. RED BASE > oa 26 1AM. TO 4AM. Red's Infantry force advances 9 miles further. Notice how he advances his right, so that the enemy cannot out- flake him, and how his reserve Infantry Regiment moves in support. ‘The Cavalry at Farm 4 move to Farm 3 Blue at 1 ctlock realised how Red was sending his Cavalry along the hill, he, therefore, orders his Cavalry to advance at 1 o'clock, 2 Regiments each side of the hills ‘to meet the enemy. ‘The rest of his force reach Farm 2, and the 2 Regiments of Infantry he sends along the top of the hills, the remainder of his force takes up a defensive position at Farm 2, where he i obliged to protect his rans port, etc. See Plan 8 4 No. 8. 4 o'clock am. be a 3 28 4AM TO 7 AM ‘The fighting commences with break of day. ‘The Umpice will deal with those troops within striking distance of each other. See Rule XII A glance at No 8 plan will show how matters stand. ‘The opposing Cavalry on Blue's side of the hills must Sight it out thus — Red. 1 Cavalry Regiment, 5 men, 5 points each = 15 points Blue 2 Cavalry Regiments, 10 men, 3 points each = 30 points Blue will win by 15 points, Which means he retains 1 Cavalry Regiment, equal to 15 points all the rest of the troops in this engagement, one of Blue's Cavalry Regi- ments, also Reds Cavalry Regiment, will be put out of action. On the other side ofthe hills, Red wil have the best of it, the Cavalry meet and come into action. Red has only one Cavalry Regiment, but he has a Mountain Battery on the hills, ehus:— Ne Red Gyatry Regtnent (5 men) 5 ni ca = 15 points 1 Metnain Gu Sion Hecort of 6 men’ advertgevis ‘position, 3 points each 8, +39 *° Blue. 2 Cavalry Regiments (10 men) ... ~ 50 points, +P on Red wins by 9 points; he decides to retain a force thos Mountain Gun = 6 points. 2 men “4 The winner may claim advantage of an odd point‘n such ‘case. The winner, according to points alowed, retains those troops which he thinks most advantageous ‘The remainder of the force engaged inst be put out of attion as follows: z Red: 1 Cavaley Regiment and 4 Gun Escort Men Blue: 2 Cavalry Regiments ‘As regards the rest of the force — ‘The Infantry are some 4 miles away from each other. Lefore they can strike they must be some 3 miles nearer; Another mile and the guns will be in action ‘When the Umpire has finished, awarding points, putting troops out of action, etc, the players will resume as be- fore ‘Red's plans will be to move his Cavalry Regiment towards the Hills His Mule Battery advances to join in the general attack The remainder of his force advances upon the hills and commences a general action The reserve Regiment advances 9 miles to the sup- 30 Port of the right flank, whichis threatened by the enemy's eu. ‘The Transport joins the Ambulance Wagon some 3 miles from the hills, the Ambulance staf advance with the Sighting line. Blue sends his only Cavalry Regiment to the left fank, the remainder of his force prepares to resist the attack For the postions at 7 am see Plan 9. No. 9. 7 o'clock a.m, BIUE BASE 3 7AM-TO 10 AM, ‘The Umpire wil again decide how the fight goes; let us glance at Plan 9. All the forces are now engaged, Red's left is advancing under cover of the fire from the Guns to attack the enemy on the hills. The Umpire will deal with the attack upon the hills Red's Force in points. 2 Infantry Regiments 20 men, 2 points each. = 40 points. 1 Mule Battery Gun Escort of 2 men in protected position, 3 points each RHA. Gun 5 Men, 2 points each Total Blue's Force in points. vents, 10 men in In protected position counts 3 points foreach man...” ~ 60 points. R.HLA. Gun, 8 points. Escort of 5 Men, points each — to points Total 6 178 3 ‘Thus Red's attack on the hills wil fail, and Ble will win by 8 points; that is, he holds the hills with troops equal to 8 points. He will etain 4 Infantry men at 2 points each = 8 points; the remainder 16 Infantry will be put out of action, and the Red force, 2 Infantry Regiments, Mule Battery, and RHLA Gun will also be put out of action ‘The resltas regards the remainder ofthe forces engaged around Farm 2 will be Red. 2 Infantry Regiments, 20 Men, 2 points each = 40 points. 1 RAHA. Gun ‘ = 8 Escort 5 Men, 2 points each 10 Total a Blue, "Infantry Regiment, 10 Men, 2 points each = 20 points. "Naval Gun a Escort 9 Men, 2 points each 8 1 Cavalry Regiment, 5 Men, 3 points each. = 15 5 Total a ‘Thus Blue has the best of it by 3 points, and he decides to keep 2 Infantry men = 4 points All the rest of the above forces are put out of action. 2 4 [Now Red has 1 Cavalry Regiment at Farm 3 which has not been in‘acton. This Regiment advances to attack the remnant of Blue's force, Blue's force now consists of 4 and 2 Infantry men, 6 ia all; these he collects together with his transport and ambu- lance at Farm 2, where they entrench and fortify them- selves to resist the attack of the remaining Red Cavaly. ‘See Plan 10. 10 o'clock a.m, No. 10, bo RED BASE > 36 The forces“are not yet'within fighting distance, the Umpire wants tp know what Red's intentions are Red ‘considers the points would be tothe advantage ofthe enemy it he attacks the Farm with Cavalry, soe decides to sur round it and starve the enemy into surrendering or fight- ing him in the open. In the meantime he wants his Trans- port from Farm 3 to join himMthus Red's total force in points — 1 Cavalry Regiment, 5 men, 3 points each = 15 points Total isiee Blue Force 6 Infantry men = 2 points each in the open, are worth 3 points each in protected postion at the Farm, vie, 18 points, ‘The Umpire would only allow jhim to stay at the fem iid in, il eps ye spend fo no and as there is no hope of relief Blue decides to surrender, and the Umpire awards the victory to Red stho, with 1 Cavalry Regiment, is in pos- session of the hills, also the enemy's Transport, etc, and 6 prisoners. Nore ne TeaNsPort.—The foregoing operations cover 27 hours, and the Transport only plays an important part after 48 hours. See Rule IX | TME_ SCOUT BOOK ist IN TM woRLD ' AIDS TO SCOUTING By LinUE-GEN. SiR R&S. BADEN-POWELL, KCB, KCV.O, UNDER WHICH FLAG? [Every oy Scout should tnow the PLAGS ot FOREIGN NATIONS, FLAGS of the British Empire and National Flags, Beautifully Printed in correct Colours, on a large Sheet, size 25in. X 35in. folded into @ handsomely designed cover. 1 1 Price ONE SHILLING. WHAT 1 YOUR HOBBY?—DO YOU COLLECT CRESTS ? GALE & POLDEN, LTD. OFFICIAL CRESTS OF” % THE BRITISH ARMY USEFUL BOOKS, Etc., In Packets, containing, deve 1 ethane nao OFFICIAL CRESTS _OF SHIPS w of the ROYAL NAVY In Packets containing 96 dierent ‘Crs in varus coloured rele Pr SUXPERCE. per Pach THE BOY SCOUTS REPORT PAD. futher ges, Pree Bd operate ef eee ‘The Patrol Leader's Pocket and Record Book. ror nummer arenes, Bg ee The Boy Seu’ Bugle Cals and Bugle Wares & Pl 1LDEN, Lid. |

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