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Outdoor Sports and Games by Claude H. Miller
page 31 of 288 (10%)
a hut of one kind or another suitable for three occupants.

_Piper_: A scout must be able to play a march and a reel on the pipes,
to dance the sword-dance, and must wear kilt and Highland dress.

_Plumber_: A scout must be able to make wiped and brazed joints, to
cut and fix a window pane, repair a burst pipe, mend a ball or faucet
tap, and understand the ordinary hot and cold water system of a house.

_Poultry Farmer_: A scout must have a good knowledge of incubators,
brooders, sanitary fowl-houses and coops and runs; also of rearing,
feeding, killing, and dressing birds for market; also he must be able
to pack birds and eggs for market.

_Printer_: A scout must know the names of different types and paper
sizes. Be able to compose by hand or machine, understand the use of
hand or power printing machines. He must also print a handbill set up
by himself.

_Seaman_: A scout must be able to tie eight knots rapidly in the dark
or blindfolded. Splice ropes, fling a rope coil. Row and punt a boat
single-handed, and punt with pole, or scull it over the stern. Steer a
boat rowed by others. Bring the boat properly alongside and make it
fast. Box the compass. Read a chart. State direction by the stars and
sun. Swim fifty yards with trousers, socks, and shirt on. Climb a rope
or pole of fifteen feet, or, as alternative, dance the hornpipe
correctly. Sew and darn a shirt and trousers. Understand the general
working of steam and hydraulic winches, and have a knowledge of
weather wisdom and knowledge of tides.

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