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By A. W. N. MackenzieA good game for a single Patrol. A player is chosen as the Dispatch Bearer and he has to go from one known spot (or building) to another. The game is played over the area between these two places and the boundaries, beyond which no player may go, are known to all of the players. At no time during the game may the Scouts searching for the Dispatch Bearer approach nearer to his destination than 200 yards (or other distance as circumstances dictate)., The Dispatch Bearer carries a neckerchief loosely slipped through the back of his belt, and to be considered captured the neckerchief must be removed by an opponent. He leaves his starting point at a known time, and the "enemy" have their forces ready on the ground to intercept him, but no one may see him starting off. Amongst the enemy there is a "traitor" whose job it is to do his best to let the Dispatch Bearer through. They know that there is a "traitor" in their ranks but they do not know which player it is. , (The Umpire will have found an opportunity of quietly detailing the "traitor"" previously). If the leader of the "enemy" has reason to suspect a player on his side as being the "trator" he may not put him out of the game (or imprison or tie him in any way) but should keep him under observation or give him a job where he can do least damage. If the Dispatch Bearer gets through within a stipulated time he wins. |
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