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2IO The Book of Woodcraft Each brave is armed with a bow and arrows (blunt preferred). Let the two bands stand in a row opposite a given bank, lo to 20 yards away. Against this bank should be a row of 12-inch wooden or card disks (wooden dishes do well) set on edge lightly in stakes. Each brave is represented by a disk, which is opposite his enemy or corresponding number. Thus six disks, number one to six, represent the Wolf Band; they are opposite the Eagles, and vice-versa. At the word go each shoots at the disks that represent his enemies. As soon as the disk that represents himself is shot, he must fall; he is out of the fight. The battle continues until all of one side are down. A truce may be arranged to recover the arrows. HOSTILE SPY Hanging from the Totem-pole is a red or yellow horsetail. This is the Grand Medicine Scalp of the band. The Hos- tile Spy has to capture it. The leader goes around on the morning of the day and whispers to the various braves, "Look out — there's a spy in camp." At length he goes secretly near the one he has selected for spy and whispers, "Look out, there's a spy in camp, and you are it." He gives him at the same time some bright-colored badge, that he must wear as soon as he has secured the Medicine Scalp. He must not hide the scalp on his person, but keep it in view. He has all day till sunset to get away with it. If he gets across the river or other limit, with warriors in close pursuit, they give him ten arrowheads (two and one half cents each), or other ransom agreed on. If he gets away safely and hides it, he can come back and claim fifteen arrowheads from the Council as ransom for the scalp. If he is caught, he pays his captor ten arrowheads, ransom for his life.