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… whence he saw it, and shoot till it is hit. One shot kills it, no matter where struck. For every shot he misses, he gets 5 points.

The hunter and hider shoot alternately, but only the hunter can score. The hider cannot score at all; he can only help his friend into trouble. But for every time the hider hits the rabbit, the hunter must add 10 points.

If the hunter fails to find all the rabbits, he scores 25 for each one he gives up.

Next time, the two boys change places.

The Man Hunt

This is played with a Scout and ten or more Hostiles, or hounds, according to the country; more when it is rough or wooded.

The Scout is given a letter addressed to the “Military Commandant”[1] of any given place a mile or two away. He is told to take the letter to any one of three given houses, and get it endorsed, with the hour when he arrived; then return to the starting point within a certain time.

The Hostiles are sent to a point half way, and let go by a starter at the same time as the Scout leaves the Camp. They are to intercept him.

If they catch him before he delivers the letter he must ransom his life by paying each two arrow-heads (or other forfeit) and his captor keeps the letter as a trophy. If he gets through, but is caught on the road back, he pays half as much for his life. If he gets through, but is over time, it is a draw. If he gets through successfully on time, he claims three arrow-heads from each Hostile, and keeps the letter as a trophy.

They may, not follow him into the house (that is, the Fort), but may surround it at one hundred yards distance, or nearer if they do not show themselves. They do not know which three houses he is free to enter, but they do know that these are within certain narrow limits.

The Scout should wear a conspicuous badge (hat, shirt, coat, or feather), and may ride a wheel or go in a wagon, etc., as long as his badge is clearly visible.

  1. The “Military Commandant” is usually the lady of the house that he gets to.