294 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 

 sLx, 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 Hmit, 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. 



