
Bunnies pre-1987
Bunnies existed in Northern Ireland before Rainbows were invented, indeed as early as 1965, for girls aged 4-7. Their groups were called Warrens, and they wore light grey neckers with a darker grey border. They worked on challenges called Bunny Bobs to earn circular badges which were sewn along the hem of the necker. The challenges were:
Red Bob - skip, bounce a ball, throw and catch
Purple Bob - make something of own choice, make cards, draw or paint a picture, make a puppet, make a frieze or collage.
Orange Bob - know Tufty and friends, Green Cross Code, have a knowledge of road sense around own area.
Pink Bob - help Mummy - tidy toys, clear table, care for books, tidy bedroom, help others.
Green Bob - make a scrap book - birds, fish, animals, fruit, vegetables, flowers, trees, butterflies, insects, seeds, zoo animals. Grown things and take nature walks.
Blue Bob - retell a Bible story, learn a simple hymn or prayer.
Yellow Bob - tidy clothes, care for teeth, nails, hair, tie shoelaces or buckles.

Rainbows in the 1980s
Rainbows started officially in 1987. Prior to this there had been a group in Northern Ireland, Bunnies, which had run for some decades. And some pilots had been run elsewhere in the UK immediately before the launch. But, when the time came for launching, there was a uniform tabard, and one page of instructions - so it was up to each unit to create it's own programme from scratch, and invent it's own traditions. Success depended on the ingenuity and inventiveness of the Leaders . . .
Games tended to be drawn from playground game - What's The Time Mr Wolf, Grandma's Footsteps, etc. Songs were things like 'I Can Sing A Rainbow', 'London Bridge Is Falling Down', or words to well-known tunes.



Rosebuds/Brownies in the 1910s
Although Guides had started in 1910 (emerging from the Scout movement) there was an ongoing pressure from younger girls who wanted to join. Eventually headquarters relented and started Rosebuds in 1914, which were renamed as Brownies in 1915. According to the 1918 handbook, the tests were as follows:
The Second Class Brownie
1. Know how the Union Jack is made up, and the right way to fly it.
2. Be able to tie the following knots and know their uses: Reef knot, Sheet-bend, Clove-hitch, Fisherman’s knot.
3. Be able to do up a parcel neatly.
4. Hem a handkerchief or duster.
5. Darn a stocking.
6. Lay a table for dinner for two people.
7. Bind up a cut finger or grazed knee.
8. Perform the first two physical exercises given in the Handbook and know their objects.
9. Know how and why she sould keep nails cut and clean, and teeth clean, and why breathe through the nose.
10. Bowl a hoop or hop around a figure of eight course.
11. Throw a ball ten yards with the right hand, and then with the left.
12. Throw a ball to that a girl six yards away catches it four times out of six.
The First Class Brownie
1. Know the alphabet in Morse or Semaphore, and be able to send and read three letters out of four correctly.
2. Know the first two verses of God save the King.
3. Know eight points of the compass.
4. Clean knives, forks, and spoons.
5. Make dolls’ clothes or Brownie Overall (which may be already cut out).
6. Knit a pair of wristlets or muffler.
7. Lay and light a fire; make tea and a milk pudding.
8. Fold clothes neatly.
9. Carry a message of twelve words in her head for over five minutes and deliver it correctly.
10. Apply a triangular bandage.
11. Perform the whole five body movements in the Handbook, and know their objects.

Brownies in the 1920s
A Brownie promises:
1. To do her best to do her duty to God and the King, and be loyal to the Law of the Brownie Pack
2. To try and help other people, especially those at home.
The Law of the Brownie Pack is:
1. The Brownie gives in to the Older Folk.
2. The Brownie does not give in to herself.
Recruit
A Brownie must know:
The Brownie Promise. The Brownie Salute. The Smile. The Good Turn. The Fairy Ring.
And must be able to:
Tie her own tie. Plait her own hair. Wash up the tea things.
2nd Class
I Intelligence
Know the composition of the Union Jack and right way to fly it. Tie the following knots and know their uses: Reef knot; sheet bend; clove hitch; fisherman’s knot. Do up a parcel neatly.
II Handicraft
Hem a handkerchief or duster. Darn an article or do the darning stitch.
III Service
Lay a table for two for dinner. Bind up a cut finger or grazed knee.
IV Physical Health
Perform the first two physical exercises of the Handbook and know their objects, or those given on the new Guide Chart of Physical Exercises, such as the Brownie may perform for herself. Know how and why she should keep nails cut and clean, and teeth clean, and why breathe through the nose. Bowl a hoop or hop round a figure-of-eight course. Throw a ball ten yards with the right hand and then with the left. Throw a ball so that a girl six yards away catches it four times out of six.
1st Class
I Intelligence
Know the alphabet in Morse or Semaphore, and be able to send and read three letters out of four correctly. Know the first two verses of “God Save the King”. Know eight points of the compass.
II Handicraft
Clean knives, forks and spoons. Knit a pair of wristlets or muffler. Lay and light a fire; make tea and a milk pudding. Fold clothes neatly.
III Service
Carry a message of twelve words in her head for over five minutes and deliver it correctly. Apply a triangular bandage.
IV Physical Health
Perform the whole five body movements in the Handbook, and know their objects, or those given on the new guide Chart of Physical Exercises, such as the Brownie may perform by herself.
Activities:
Train Inspection - The Brownies file up to the ticket office where Pack Leader or the eldest Sixer doles out tickets to everyone with their penny subs. Anyone without a penny is given a label and sent to the Left Luggage office overseen by Tawny. Brownies with tickets head to the ticket collector (Brown Owl) who marks signs on each ticket for badges, neatness, cleanliness etc, Tawny doing the same by the 'luggage'. Ticket holders get into the express train behind Brown Owl, once all are aboard it races twice round the room. After this the freight train puffs round once. the goods can then be collected by the passengers and tickets totalled up to get Six points totals.
Cuthbert's Cow - The Brownies sit in a ring with Brown Owl in the middle. Outside the ring of Brownies is a ring of chairs, facing inwards, there is one chair less than the number of Brownies in the game. Brown Owl tells a story about Cuthbert, and every time "Cuthbert's Cow" is mentioned, the Brownies jump up and sit on a chair behind them. The Brownie left without a chair is out, and one chair is removed after each turn. In telling the story, Brown Owl is likely to mention Cuthbert's Cat, Cuthbert's Calf, Cuthbert's Cutlery or other things which may come to mind, any Brownie who moves at the wrong time is also out. The last Brownie left sitting in a chair wins for her Six.
Games could include acting out nursery rhymes, but also the traditional 'school sports' races - three-legged, wheelbarrow, sack and hopping races.

Brownies in the 1930s
Brownies are girls under the age of 11, who are preparing to
be Guides.
Note – it is recommended that children under the age of eight should not be enrolled as Brownies. This allows Brownie training to be spread over a period of three years, which is considered long enough preparation before enrolment in a Guide company.
A Brownie promises –
To do her best
1. To do her duty to God and the King.
2. To help other people every day, especially those at home.
The Law of the Brownie pack is
1. The Brownie gives in to the older folk.
2. The Brownie does not give in to herself.
Recruit
A Brownie must know:
The Brownie Promise. The Salute. The Smile. The Good Turn. The Fairy Ring
And must be able to:
Tie her own tie. Plait her own hair. (if “bobbed”, know how to plait and part her own hair straight). Wash up the tea things.
2nd Class
A Brownie must:
I Intelligence
Know the composition of the Union Jack and right way to fly it. Tie the following knots and know their uses: Reef-knot; sheet-bend; clove-hitch; round turn and two half hitches. Do up a parcel neatly. Must observe and describe something belonging to the outside world, chosen by herself. This may be sky, sea, bird, tree, flower, animal etc.
II Handicraft
Make something useful, showing the hemming stitch. Darn an article or do the darning stitch.
III Physical Health
Know how and why she should keep nails cut and clean, and teeth clean, and why breathe through the nose. Bowl a hoop or hop round a figure-of-eight course. Throw a ball ten yards with the right hand and then with the left. Throw a ball so that a girl six yards away catches it four times out of six.
IV Service
Lay a table for two for dinner.
1st Class
I Intelligence
Know the alphabet in semaphore, and be able to send and read three letters out of four correctly. Know first and last verses of “God Save the King”. Know eight points of the compass. Must have taken care of a plant, from seed or bulb, and be able to tell the examiner something about the way it has grown, and what has been done with it.
II Handicraft
Clean forks and spoons. Knit a child’s scarf or jumper or some other garment. Lay and light a fire; make tea and a milk pudding. Fold clothes neatly. Clean shoes.
III Physical Health
Walk ten yards balancing a book the size of “Girl Guiding” on the head; sit down on a chair, get up again, and return to the “starting point.” Skip 30 times without a break, turning the rope backwards, and skip one fancy step.
IV Service
Carry a message of twelve words in her head for over five minutes and deliver it correctly. Bind up a cut finger or grazed knee. Know what to do if clothing catches fire.
A lot of the Brownie programme in this era was based on folklore and fairies. From making Six dens and fairy gardens, to listening to stories and acting them out, to singing games such as Nuts in May, Sandy Girl, Dusky Bluebells, the activities were very traditional. Crafts were often toymaking, such as making doll-house furniture from matchboxes, walnut shells etc, dressing dolls, etc. Some lucky Brownies got to go on Brownie Holiday - taking over a house for a week and living in it with brown Owl and Tawny, getting to practice some of their testwork and also enjoy games, picnics and outings to places of interest. But Pack Holiday was for the lucky few. For the majority, there were large Brownie Revels and gatherings held, some with fun activities, some with inter-pack competitions. In an era when many children had not travelled far beyond their local area, such gatherings were a rare treat.

Brownies in WW2
Brownies
Recruit
A Brownie must know:
The Brownie Promise. The Law. The Motto. The Salute. The Smile. The Good Turn. The Fairy Ring
And be able to:
Fold and tie her own tie, and part her own hair. Plait. Wash up the tea things.
2nd Class (Golden Bar)
A Brownie must:
I Intelligence
1. Know the composition of the Union Jack and right way to fly it.
2. Tie the following knots and know their uses: Reef-knot; sheet-bend; round turn and two half hitches.
3. Have a practical knowledge of the rules of the road. Before she wins her Second Class each Brownie must take Brown Owl or Tawny Owl for a “Stop, Look, Listen” walk.
4. Observe and describe something belonging to the outside world, chosen by herself. This may be sky, sea, bird, tree, flower, animal, etc.
II Handicraft
1. Make some useful article which must include a turned down hem sewn with a decorative tacking stitch.
2. Show two methods of sewing on buttons and sew one button onto actual garment.
III Health
1. Know how and why she should keep nails cut and clean, and teeth clean, and why breathe through the nose.
2. Bowl a hoop or hop round a figure-of-eight course.
3. Skip twenty times without a break, turning the rope backwards.
4. Throw a ball against a wall from a point ten feet away from it and catch it four times out of six.
Or
Catch a ball thrown from a distance of six yards and reture it to the sender. Throwing and catching to be accurate four times out of six.
IV Service
Lay a table for two for dinner.
1st Class (Golden Hand)
A Brownie must have won her Golden Bar (Second Class),
before taking her Golden hand (First Class) test).
I Intelligence
1. Know the alphabet in semaphore, and be able to send and read three letters out of four correctly.
2. Know first and last verses of “God Save the King”.
3. Know eight points of the compass.
4. Have taken care of a plant, from seed or bulb. And be able to describe to the tester something about the way it has grown, and what has been done with it.
5. Tie up and address a parcel for the post, using any slip knot.
II Handicraft
1. Knit a child’s scarf or jumper or some other garment.
2. Lay and light a fire.
3. Cook a useful dish, such as milk pudding, porridge, potatoes or other vegetable, or prepare a mixed salad.
4. Make tea.
5. Fold clothes neatly.
III Health
1. Throw a ball overarm (right or left arm) to land over a
line ten yards away, and within two side lines three yards apart.
2. Skip thirty times without a break, turning the rope backwards, and skip two of the following steps:
(a) Feet crossing.
(b) Pointing toes forward
(c) Turning rope quickly (“pepper”)
(d) Hopping with knee raising
IV Service
1. Carry a message of at least twelve words in her head for over five minutes and deliver it correctly.
2. Bind up a cut finger or grazed knee.
3. Know what to do if clothing catches fire.
4. Clean shoes.
During the war, many children of Brownie age found themselves displaced - urban schools were evacuated together to places in the country 'for the duration'. So small villages faced an influx of children, most unfamiliar with country customs and unwritten rules, whilst urban children found themselves uprooted from the cinema, chip shop and busy streets. Rationing, and factories turned over to war work, meant manufactured toys were rare, so many toys were homemade - dolls' house furniture from matchboxes, spinning tops carved from old cotton reels, rag dolls, etc. Pack games had to be ones which didn't need much equipment.
In The Pond - Brown Owl chalks a ring on the floor with a smaller ring just inside it. The centre ring is the pond, the outer shows the bank. Brownies kneel around the outer edge of the bank. If she says "In The Pond" they must all put their hands in the pond. If she says "On The Bank" they must all put their hands on the bank. But she may happen to say "In The Bank" or "On The Pond". These, of course, are impossible as you cannot be in the bank, nor can you be on the pond - you would fall in! So whoever is slowest to react is out, and anyone who moves her hands when she shouldn't is also out.
Jumping Relay - The Brownies stand in Sixes at one end of the hall. At the other end of the hall on chairs a piece of rope is provided for each Six. The two last Brownies in each Six run up and collect the rope, run back down the hall, then run either side of their Six with the rope stretched taut between them, while each member of the Six jumps over the rope. When they get to the end of the line they give the rope to the last two Brownies who run up and round their chair, then back down and again run either side of their Six line, whilst each member of the Six jumps over the rope. Once the last pair have jumped over the rope they return it to the chair and run back to their places, the first Six to have the rope back in place and everyone sitting down wins.

Brownies in the late 1940s
Brownies are girls under 11 who are preparing to be Guides. A Brownie may not be admitted to the pack before the age of 7 ½. She is enrolled when she has passed the Recruit test and the Brown Owl considers she is ready for enrolment. Three and a half years should normally be the maximum time in the pack.
Recruit Test
A Brownie must know:
The Brownie Promise. The Law. The Motto. The Salute. The Smile. The Good Turn. The Fairy Ring
And be able to:
Fold and tie her own tie, and part her own hair. Plait. Wash up the tea things.
Second Class
A Brownie must:
I Intelligence
1. Know the composition of the Union Jack and right way to fly it.
2. Tie the following knots and know their uses: Reef-knot, sheet-bend; round turn and two half hitches.
3. Have a practical knowledge of the rules of the road. Before she wins her Second Class, each Brownie must take Brown Owl or Tawny Owl for a “Stop, Look, Listen” walk.
4. Observe and describe something belonging to the outside world, chosen by herself. This may be sky, sea, bird, tree, flower, animal, etc.
II Handicraft
1. Make some useful article which must include a turned down hem sewn with a decorative tacking stitch;
Or Darn an article or do the darning stitch.
2. Show two methods of sewing on buttons and sew one button onto actual garment.
III Health
1. Know how and why she should keep nails cut and clean, and teeth clean, and why breathe through the nose.
2. Bowl a hoop or hop round a figure-of-eight course.
3. Skip twenty times without a break, turning the rope backwards.
4. Throw a ball against a wall from a point ten feet away from it and catch it four times out of six.
Or Catch a ball thrown from a distance of six yards and return it to the sender. Throwing and catching to be accurate four times out of six.
IV Service
Lay a table for two for dinner.
First Class
A Brownie must have won her Golden Bar (Second Class) before
taking her Golden Hand (First Class) test.
I Intelligence
1. Know the alphabet in semaphore, and be able to send and read three letters out of four correctly, and send and read simple words.
2. Know first and last verses of “God Save the King”.
3. Know eight points of the compass.
4. Have taken care of a plant, from seed or bulb, and be able to describe to the tester something about the way it has grown, and what has been done with it.
5. Tie up and address a parcel for the post, using any slip knot.
II Handicraft
1. Knit a child’s scarf or jumper or some other garment.
2. Lay and light a fire.
3. Cook a useful dish, such as milk pudding, porridge, potatoes or other useful vegetable, or prepare a mixed salad.
4. Make tea.
5. Fold clothes neatly.
III Health
1. Throw a ball overarm (right or left arm) to land over a
line ten yards away, and within two side lines three yards apart.
2. Skip thirty times without a break, turning the rope backwards, and skip two of the following steps:
(a) feet crossing
(b) Pointing toes forward
(c ) Turning rope quickly (“pepper”)
(d) Hopping with knee raising
V Service
1. Carry a message of at least twelve words in her head for over five minutes and deliver it correctly.
2. Bind up a cut finger and grazed knee.
3. Know what to do if clothing catches fire.
4. Clean shoes.
Shopping List - The Sixes are in long lines spread along the length of the room. The Sixers run up to Brown Owl, who reads out a shopping list to them. The Sixers memorise it, then run to tell it to the next Brownie in their line, who passes it to the next, until the Second, being the last Brownie in the line, writes down the list she is given, puts it in a envelope, addresses the envelope to Brown Owl and delivers it to her. (e.g. a note is pinned on the wall giving "Brown Owl, The Guide Hall, High Street, Anytown, AB1 2CD" for the Brownies to copy neatly).
Farmyard Ball Game - The Brownies are split into two teams and stand in lines facing each other. Each Brownie becomes a farmyard animal - goat, cow, donkey, turkey, chicken, duck, pig, collie etc - and are 'numbered' so the same animals stand opposite one of the same. The Brownies then come together into a large circle. Brownie Helper stands in the middle of the ring with a bouncy ball, which she bounces, and at the same time makes the noise of one of the farmyard animals. The two animals, on hearing their cry, rush to the middle of the ring and try to catch the ball before it bounces a second time, and the one who catches the ball gains a point for her side. If the ball bounces twice (or more) before being caught, the catch does not count.

Brownies in the 1950s
Brownies are girls under 11 who are preparing to be Guides. A Brownie may not be admitted to the pack before the age of 7 1/2.
Recruit
A Brownie must know:
The Brownie Promise. The Law. The Motto. The Salute. The Smile. The Good Turn. The Fairy Ring
And be able to:
Fold and tie her own tie, and part her own hair. Plait. Wash up the tea things.
Second Class
A Brownie must:
I Intelligence
1. Know the composition of the Union Jack and right way to fly it.
2. Tie the following knots and know their uses: Reef-knot; sheet-bend; round turn and two half hitches.
3. Have a practical knowledge of the rules of the road. Before she wins her Second Class, each Brownie must take Brown Own or Tawny Owl for a “Stop, Look, Listen” walk.
4. Observe and describe something belonging to the outside world, chosen by herself. This may be sky, sea, bird, tree, flower, animal, etc.
II Handicraft
1. Make some useful article which must include a turned down hem sewn with a decorative tacking stitch;
Or Darn an article or do the darning stitch,
2. Show two methods of sewing on buttons and sew one button on to actual garment.
III Health
1. Know how and why she should keep nails cut and clean, and teeth clean, and why breathe through the nose.
2. Bowl a hoop or hop round a figure-of-eight course.
3. Skip twenty times without a break, turning the rope backwards.
4. Throw a ball against a wall from a point ten feet away from it and catch it four times out of six.
Or Catch a ball thrown from a distance of six yards and return it to the sender. Throwing and catching to be accurate four times out of six.
IV Service
Lay a table for two for dinner.
First Class
A Brownie must have won her Golden Bar (Second Class) and
show that she is really trying to be a Brownie before taking her Golden Hand
(First Class) test.
I Intelligence
1. Know the alphabet in semaphore and be able to send and read three letters out of four correctly, and send and read simple words.
2. Know and understand the meaning of the first and last verses of “God Save the King”.
3. Be able to set a compass and know eight points.
4. Have taken care of a plant, from seed or bulb, and be able to describe to the tester something about the way it has grown, and what has been done with it.
5. Tie up and address a parcel for the post, using any slip knot.
II Handicraft
1. Knit a child’s scarf or jumper or some other garment.
2. Lay and light a fire.
3. Cook a useful dish, such as milk pudding, porridge, potatoes or other vegetable, or prepare a mixed salad.
4. Make tea.
5. Fold clothes neatly.
III Health
1. Throw a ball overarm to land over a line ten yards away, and within two side lines three yards apart.
2. Skip thirty times without a break, turning the rope backwards, and skip two of the following steps:
(a) Feet crossing.
(b) Pointing toes forward.
(c ) Turning the rope quickly (“pepper”).
(d) Hopping with knee raising.
V Service
1. Carry a message of at least twelve words in her head for over five minutes and deliver it correctly.
2. Bind up a cut finger and grazed knee.
3. Know what to do if clothing catches fire.
4. Clean shoes.
Games
Flower Colour - The Brownies sit in their Sixes, in file at one end of the room, the Leader stands opposite, and between them is a tray with one item in each colour, eg red pen, green envelope, purple bead. Brown Owl calls out the name of a flower, and the first Brownie in each Six races to bring her an object of the matching colour. After each round the competitors go to the back of their line.
Ten-Yard Throwing Game - The Brownies choose partners and pair off. The partners stand facing each other ten yards apart, in lines. The first Brownie on the right throws the ball to her partner, who catches it, and throws it right back to her. She then hands it to the Brownie on her right, who throws it to her partner, and so on until the ball has got to the end of the line, when the last Brownie starts and hands it to the Brownie on her left, and the ball travels down the line again. Each Brownie has two lives, and she loses one every time she misses a catch - each pair drops out when one of the partners runs out of lives. The winning pair are the ones left in.

Brownies in the 1960s
A Brownie is a girl under 11 who is preparing to be a Guide. A recruit may not be admitted to the pack before the age of 7 ½ . She is enrolled when she has passed the Enrolment Test and the Brown Owl considers she is ready. Three and a half years should be the maximum time in the pack.
Enrolment Test
1. Understand:
The Brownie Promise. The Law. The Motto. The Brownie Ring. The Salute. The Smile. The Good Turn. The Pow-wow Ring
2. Fold and tie her own tie.
3. Plait.
4. Wash up the tea things.
Before being enrolled, the recruit should read or be told the Brownie Story and know something about Brownies in other countries.
Second Class
1. Know how the Union Jack and the flag of her own country are made up and the right way to fly them.
2. Tie the following knots and know their uses: reef; sheetbend; round turn and two half hitches.
3. Show that she understands the rules of the road, and take Brown Owl or Tawny Owl for a ‘Stop, Look, and Listen’ walk.
4. Observe and describe something belonging to the outside world, chosen by herself, e.g. sky, sea, bird, tree, flower, animal, etc;
Or Make a collection of six flowers or shells or feathers etc, and name them.
5. Make a useful article to include a turned-down hem sewn with a decorative tacking stitch;
Or Darn an article or do the darning stitch.
6. Show two methods of sewing on buttons and sew one button onto a garment.
7. Know how and why she should keep her teeth clean, her nails cut and clean; and why breathe through the nose.
8. Hop round a figure-of-eight or bowl a hoop.
9. Skip twenty times without a break, turning the rope backwards.
10. Throw a ball against a wall from a point 10ft away and catch it four times out of six,
Or Catch a ball thrown from a distance of 6yds, and return it to the sender, four times out of six.
11. Lay a table for two for dinner.
Intermediate
1. Know fifteen letters of the alphabet in semaphore, send and read simple words.
2. Set a compass and know eight points.
3. Knit a small useful article.
4. Fold clothes neatly.
5. Skip thirty times without a break turning the rope backwards.
6. Throw a ball overarm to land over a line 7 yds away within two side lines 3 yds apart.
7. Clean shoes.
8. Carry a message of at least twelve words in her head for over five minutes, and deliver it correctly.
First Class
The candidate must hold the Golden Bar and show that she is trying to keep the Brownie Promise.
1. Know the alphabet in semaphore; send and read three letters out of four correctly; send and read simple words.
2. Know and understand the meaning of the first and last verses of ‘God Save the Queen’.
3. Set a compass and know eight points.
4. Have taken care of a plant, from seed or bulb, and describe to the tester something about the way it has grown, and how it was tended.
5. Using any slip knot, tie up and address a parcel for the post.
6. Knit a child’s scarf or jumper or some other garment.
7. Lay and light a fire. (If local conditions make this impossible the following may be substituted: Wash and iron a Brownie tie).
8. Cook a milk pudding, porridge or equivalent dish, or potatoes or other vegetable, or prepare a mixed salad.
9. Make tea.
10. Fold clothes neatly.
11. Throw a ball overarm to land over a line 10yds away within two side lines 3yds apart.
12. Skip thirty times without a break, turning the rope backwards, and skip two of the following steps:
(a) Feet crossing. (b) Pointing toes forward. (c )Turning rope quickly (‘pepper’). (d) Hopping with knee raising.
13. Carry a message of at least twelve words in her head for over five minutes and deliver it correctly.
14. Bind up a cut finger and grazed knee.
15. Know what to do if clothing catches fire.
16. Clean shoes.
Note: The candidate must be ready to be tested in all
sections on the same day. If necessary
the test may be taken on two days, provided that the interval is not more than
approximately one week.
Games
Rabbits In Warrens - two Leaders make an arch, through which all the Brownies run in file. When the whistle blows the arch falls over a rabbit and she is caught. Once two rabbits are caught, they make a second arch. Play continues until all are caught.
Match Story - Each Brownie has the same number of matches, 4 or 6, also 4 or 6 dried butterbeans. The Guider tells a story (eg. "Once upon a time there was a king who had a beautiful crown" - the girls have to arrange their supplies into a crown, and the Leader chooses the best and gives them an extra match or bean. "He sat upon a magnificent throne" - they make model thrones and again the winner gets an extra match or bean.





Girl Scouts/Guides in the 1910s
Guides were officially founded in 1910. At first they followed Scout programmes, however in 1912 a new handbook was issued, “How Girls Can Help to Build Up The Empire” or “The Handbook for Girl Guides”. The tests were given as:
Tenderfoot
A girl on joining the Girl Guides must pass a test in the following points:
Know the signs and salute, and the three promises.
Know the composition of the Union Jack, and the right way to fly it.
Tie four of the following knots: Reef, sheet bend, clove hitch, bowline, fisherman’s and sheepshank.
The ceremony of enrolment takes place. She then makes the Guide’s promise and is enrolled as a Tenderfoot, and is entitled to wear the trefoil badge brooch.
Second-Class Badge
Before being awarded the second-class Guide’s badge, a Tenderfoot must pass the following tests:
Know ten poitns of the law of the Guides
Must have at least four weeks’ attendance as a Tenderfoot.
Must have knowledge of elementary first-aid, how to stop bleeding, and bind broken leg.
Some knowledge of Morse alphabet.
Tie six knots, as selected.
Follow a track half a mile in twenty-five minutes, and cut out and make a signal flag; or, alternative –
Cut out in paper, and place a Union Jack, and explain hoist, fly, origin and history.
Lay and light a fire, using not more than two matches – if possible, in the open.
Make a bed properly.
Know the Guides’ secret passwords.
First-Class Badge
Before being awarded this, a girl –
Must have Second-Class Badge
Must have wom the Ambulance Badge
Must have at least 1s. in savings bank, and show book.
Must have knowledge of cookery, able either to skin and cook a rabbit, or to pluck and truss a bird (or signed certificate) and cook or bring a cooked pudding or meat stew cooked by herself.
Show knowledge of the history of the place, whereabouts of ambulance, police, fire, telephone, stations, etc. and draw roughly a sketch map.
Give correctly the Guides’ secret passwords.
Bring skirt or blouse all sewn by herself, or equivalent in needlework.
Swim fifty yards, or show a list of twelve satisfactory “good turns”.
Judge unknown distances, heights, size, numbers, etc., within twenty-five per cent error.
Show points of compass without a compass.
Bring in a Tenderfoot trained by herself.
(N.B. – This may be carried out within three months.)
A new handbook was issued in 1918, and the tests by then were:
How
to Become a Tenderfoot
A. You must learn the Guide Law. B. You must make the Guide’s Promise. C. You must learn the salute and the Woodcraft Signs of the Guides. D. You must understand how the Union Jack is made up, and how it should be flown. E. You must be able to tie knows and know what they are used for; any four of the following: Reef-knot, Sheet bend, Clove-hitch, Bowline, Fisherman’s knot, Sheepshank. F. Elementary Guides’ Drill. G. Must have one month’s attendance.
How to Become a Second Class Guide
I.
Intelligence
Must have passed Tenderfoot tests.
II.
Handcraft
III.
Service
IV
Health
How to become a First Class Guide
You
must be a Second Class Guide and –
I
Intelligence
II
Skill
III
Service
IIII
Health
TYPICAL GUIDE GAMES
The following two games are from "Scouting Games" by Sir Robert Baden-Powell.
COMPASS POINTS
"Eight Scout staves are arranged in star fashion on the ground all radiating from the centre. One staff should point due north. One Scout now takes up his position at the outer end of each staff, and represents one of the eight principal points of the compass. The Scoutmaster now calls out any two points, such as SE and N, and the two Scouts must immediately change places. Any one moving out of place without being names, or moving to a wrong place, or even hesitating, should lose a mark. When changing places, Scouts must not cross the staves, but must go outside the circle of players. When three marks have been lost the Scout should fall out. As the game goes on blank spaces will occur. These will make it slightly more difficult for the remaining boys. To make the game more difficult sixteen points may be used instead of eight. When played indoors the lines of the compass may be drawn in chalk on the floor."
KIM'S GAME
"The Scoutmaster should collect on a tray a number of articles - knives, spoons, pencil, pen, stones, book and so on - not more than about fifteen for the first few games, and cover the whole over with a cloth. He then makes the others sit round, where they can see the tray, and uncovers it for one minute. Then each of them must make a list on a piece of paper of all the articles they can remember. The one who remembers the most wins the game."
TYPICAL GUIDE SONGS
At this early stage, there were a very small number of Guide songs being written - like "The Song of the Girl Guides" - most of these were written for piano accompaniment; not a problem in an era when most girls would have had piano lessons. Outside of these, the repertoire would have included local folk songs, and popular music hall songs of the day. The downside of the latter was that some of the lyrics of these songs were far from suitable for young girls, so even in those early days, those tasked with leading singing sessions would have had to do some censorship!

Guides in the 1920s
In 1921's POR the Guide tests were as follows:
Guide Tenderfoot:
Must Know: The Guide Law. The threefold Promise. The signs and salute. Must understand the composition of the Union Jack and the right way to fly it. Must be able to tie four of the following knots: Reef, sheet-bend, clove hitch, bowline, fisherman’s and sheepshank. Elementary Guide drill. Must have one month’s attendance.
Guide 2nd
Class
I Intelligence
Must have passed Tenderfoot tests. Have a further knowledge of the Guide Law. Must have a knowledge of the legends of the crosses of the Union Jack. Signal the alphabet in Morse (both reading and sending). Know six different kinds of birds, plants or animals and their life history. Know how to stalk and track or (for town girls only) street observation of shops, people, or routes of buses.
II Handicraft
Tie seven knots; lay and light a fire (when possible in the open), using not more than two matches. Strip and make a bed properly.
III Service
Know how to treat simple cuts, and how to stop bleeding (with pad and bandage on the would only) and choking; remove grit in the eye, and bandage a sprained ankle. Make a Morse signalling flag (24in x 24in) or alternately make some other article useful to the Company. Know the rules of health.
IV Health
Know the five physical exercises and their objects as given in the Handbook, or those given on the new Guide Chart of Physical Exercises, such as a Guide may practice for herself. Run 100 yards in 20 seconds, or skip 100 times without a break. (This latter test may be omitted in the case of girls certified physically unfit.)
1st Class
Guide
Must be a 2nd Class Guide, and have a good influence in her Company. State briefly the History and Aims of the GG Movement.
I Intelligence
Judge height, weight, distance, numbers, and compass directions up to eight points. Have 1s in the Savings Bank. Train a recruit to pass her Tenderfoot Test.
II Handicraft
Hold Cook, Needlewoman and Child Nurse Badges.
III Service
Hold the Ambulance or Sick Nurse Badge, renewed every other year. Have an intimate knowledge of the neighbourhood within a radius of half a mile from her Guide Headquarters (for country Guides one mile) and draw at the examination a rough sketch map which would enable a stranger to find his way from any one given point to another, and be able to direct a stranger to the nearest doctor, fire, ambulance, telephone, police or railway station, or post or telegraph office, pillar box etc., from any point within that district.
IV Health
Perform physical exercises in 2nd Class Test and instruct Tenderfoot in the same and in the health rules. Must be able to swim 50 yards, or, in very exceptional cases, hold the Domestic Service Badge, and have a knowledge of “Swimming Self-taught”.
Games - by this time books of games were being published. Some examples from them:
Whither? - Each Patrol makes up a written description of a journey from the meeting place, with no mention of names of places, roads or buildings/landmarks. Then each sends one Guide to read their description, slowly, to another Patrol. The first Patrol to find the correct route of the traveller, and destination, wins.
Rummage Race - The Leaders prepare haversacks or tent bags with matching sets of items for each Patrol. These bags are placed a distance from the Patrols, who have a chalked circle by them for their 'stash'. Each Guide is then allocated an article to find by touch in their bag, then once the game starts the Guides run up one at a time, find their object by touch, and bring it back to their Patrol 'stash'. If they lift out a wrong object they have to take it to the stash, then back to the bag, before they can try again to find the right object. The first Patrol to complete their 'stash' wins.

Guides in the 1930s
To become a Guide a girl must be over the age of 11.
Tenderfoot
Must know:
The Guide Law. The threefold promise. The signs and salute. Must understand the composition of the Union Jack and the right way to fly it. Must be able to tie four of the following knots and know their uses: Reef, sheet-bend, clove-hitch, bowline, fisherman’s and sheepshank. Must have one month’s attendance.
2nd Class Guide
I Intelligence
Must have passed tenderfoot tests. Have a further knowledge of the Guide Law. Must have knowledge of the legends of the crosses of the Union Jack. Signal the alphabet in Morse (both reading and sending). Know, from personal observation, six different kinds of living creatures, whether animal or vegetable, and give an account of their life. Know how to stalk and track, or (for town girls only) street observation of people, or routes of buses.
II Handicraft
Use seven of the following knots: Reef, sheet-bend, clove-hitch, timber-hitch, bowline, sheepshank, fisherman, round turn and two half hitches, overhand, and square lashing. Lay and light a fire (when possible in the open) using not more than two matches. Strip and make a bed properly.
III Health
Must show good general carriage, walking and running, or at least have shown that she has made a real effort to improve. Run a mile (Scout’s pace) in 12 minutes, or skip 100 times without a break (This latter test may be omitted in the case of girls certified physically unfit).
IV Service
Show how to treat simple cuts, and how to stop bleeding (with pad and bandage on the wound only) and choking; remove grit in the eye, and bandage a sprained ankle. Make a Morse signalling flag (24in by 24in) or alternatively make some other article useful to the company. Know the rules of health.
1st Class Guide
Must be a 2nd Class Guide, and have a good influence in her company. State briefly the origin of the Guide Movement, and it’s development.
I Intelligence
Judge three out of the following five subjects: Heights, weights, distance, numbers and time. Two out of three to be within 25 per cent error in each case. Know 16 points of the compass by the sun and the stars. Have 1s in the savings bank. Train a recruit to pass her Tenderfoot test.
II Handicraft
Hold Cook, Needlewoman and Child Nurse badges.
III Health
Walk two miles in 30 minutes (Scouts’ pace if necessary) and arrive in good condition. Be able to teach a Tenderfoot the health rules. Must be able to swim 50 yards.
IV Service
Hold the Ambulance or Sick Nurse badge, renewed every other year. Have an intimate knowledge of the neighbourhood within a radius of half a mile from her home or Guide Headquarters (for country Guides one mile), and be able to direct a stranger to the nearest doctor, fire, ambulance, telephone, police or railway station, or post or telegraph office, pillar box, garage, and nearest place for petrol etc., from any point within that district. Draw at the examination a rough sketch map which would enable a stranger to find his way from any given point to another. Take two other Guides (not 1st Class) for a half-day’s hike, when possible following a map. The examiner, who may accompany or join them at any point, should judge them on their general turnout, organisation, manners, care of other people’s property, clearing up, enjoyment etc., type of food and it’s method of cooking. Know how to deal with the following: Shock, asphyxiation, (artificial respiration), fire accident or ice accident, unconsciousness from accident, fits, and fainting.
Green First Class
A lower grade 1st Class badge has now been instituted. The test is similar to the above with the exception of the swimming qualifications, and is only for those who cannot learn to swim through lack of facilities, in which case the County Commissioner’s permission must be obtained through the usual channels, and only on the recommendation of the local 1st Class Examiner.
Mauve First Class
This badge is awarded to Guides of Extension and ordinary companies who for reasons of ill-health are unable to swim or to take some other part of the First Class Test. If a doctor’s certificate is given stating that the Ranger or Guide is unable to swim, the Health badge may be taken as an alternative.
The Mauve First Class badge qualifies for Mauve Cords, but
not for All-Round Cords or Gold Cords.
Games for Guides
Passing Rope - The Leader winds a rope of 6-7 metres over her arm. Her Patrol are in file. At the signal she starts to unwind it from her arm, as she does so she passes the unwound end to the first in the file, each player passes it back to the one at the end, who winds it up on her arm as it reaches her. As soon as the player at the back has received the end of the rope, she runs to the front of the line and starts unwinding the rope. repeat until all the Guides have had a turn and the Leader is back at the front of the line.
Tent Pegging - Guides are in file. Each Patrol has a matching-size tent peg and mallet. on the signal the Leader and no1 run up to the mallet, Leader holds the peg and No1 strikes it once with mallet, then Leader strikes it once, then both run back to back of line. Each player in turn runs up, strikes the peg once, then returns to the back of the file until all have had one turn. Patrol with the furthest-inserted peg wins.

Guides in the 1940s
To become a Girl Guide a girl must be over the age of 10, and she may remain in the company up to the age of 16, with the option of going up to Rangers at the age of 14 or 15 years.
Tenderfoot
Know: The Guide Law. The threefold promise. The signs and salute. Understand the composition of the Union Jack and the right way to fly it. Tie four of the following knots and know their uses: reef, sheet-bend, clove hitch, double overhand, fisherman’s and sheepshank. Have one month’s attendance. Before completing this test, the Guide should have read or been told the legends of the Union Jack saints.
2nd Class
Before being awarded the 2nd Class Badge the Guide must show that she is trying hard to keep the Threefold Promise.
I Intelligence
1 . Have passed the Tenderfoot Test. 2. Receive and answer a message in Morse across a reasonable distance, out of talking range. 3. Recognise twelve living things in their natural surroundings, to include any of the following: animals, birds, fish, insects, reptiles, trees, plants, or constellations. Discover by observation something of interest about each; Or Contribute six interesting notes made from personal observation to a Patrol Nature Log Book; Or Keen an individual Nature Log Book containing at least fifteen interesting entries made from personal observation; Or Stay still alone for half an hour in the open and afterwards report on anything she has seen or heard or smelt. 4. Be able to stalk and track.
II Handicraft
1. Do square lashing and show practical use of six of the following knots: reef, sheet-bend, clove-hitch, timber hitch, bowline, sheepshank, fisherman’s, round turn and two half hitches, and packer’s knot. 2. Make a fire out of doors, using not more than two matches, and cook on it.
III Health
1. Know how to be healthy, and show what she is doing to keep the Rules of Health. (The Guide Health Handbook to be used.) 2. Cover a mile at Scout’s Pace in 12 minutes (30 seconds error allowed each way); Or Have done four walks of at least three miles.
IV Service
1. Treat simple cuts, burns, fainting and choking, and stop bleeding (with pad and bandage on the wound only); know simple treatment of shock; apply large arm sling and bandage a sprained ankle. 2. Make a Morse Signalling Flag (24 in by 24 in), or make some other article useful to others. 3. Strip and make a bed properly, and put her knowledge into practice at home. 4. Be able to telephone, and know the local bus routes. (Telephoning may be omitted if there is not telephone in the neighbourhood).
1st Class
Be a 2nd Class Guide, and have a good influence in her company. Read Scouting for Boys and state briefly the origin of the Guide Movement, and it’s development.
I Intelligence
1. Estimate three of the following: height, weight, distance, number, time. The percentage of error may not exceed 25 per cent. 2. Use a compass and find the 16 points by the sun and the stars. 3. Understand the meaning of thrift and show that she has endeavoured to prevent waste in six practical ways – three with regard to her own property, and three with regard to that of other people. 4. Train a recruit to pass her Tenderfoot test.
II Handicraft
Hold cook, Needlewoman and Child Nurse badges.
III Health
1. Walk two miles in 30 minutes (Scout’s pace if necessary) and arrive in good condition. 2. Teach a Tenderfoot the health rules. 3. Swim 50 yards and throw a life line with regularity to reach a person 15 yards away.
IV Service
1. Have an intimate knowledge of the neighbourhood within a radius of half a mile from her home or Guide headquarters (for country Guides one mile), and direct a stranger to the nearest doctor, fire, ambulance, telephone, police or railway station, or post or telegraph office, pillar box, garage, and nearest place for petrol, etc., from any point within that district. Read a map, and know to which places the main roads lead. 2. Draw at the test a rough sketch map which would enable a stranger to find his way from any given point to another. 3. Take two other Guides (not 1st Class) for a half-day’s hike, when possible following a map. The tester, who may accompany or join them at any point, should judge them on their general turnout, programme, organisation, manners, care of other people’s property, clearing up, enjoyment, etc., type of food and it’s method of cooking. 4. (a) Be prepared to: Treat for shock following accident. Arrest bleeding from arteries, veins or capillaries. Trat a patient unconscious from accident, fit or fainting. Resuscitate the drowning, using Schafer’s method of artificial respiration. (b) Be able to deal with fire and ice accidents. Prepare a bed for a stretcher case. Change the sheets of a helpless patient. Know how to prevent bedsores. Use a clinical thermometer. Make and apply fomentations.
Green First Class
A lower grade 1st Class badge has been instituted. The test is similar to the above with the exception of the swimming qualifications, and is only for those who cannot learn to swim through lack of facilities, in which case the County Commissioner’s permission must be obtained through the usual channels, and only on the recommendation of the local 1st Class examiner. This does not qualify for All Round Cords or Gold Cords.
Blue First Class
This badge is awarded to Guides in Extension and ordinary companies who for reasons of health are unable to swim or to take some other part of the 1st Class test. If a doctor’s certificate is given stating that the Guide is unable to swim, the Health badge may be taken as an alternative. Guides in Extension or ordinary companies, who for reasons of health are unable to take the ordinary 1st Class test, may use the alternatives given in the Extension Book. The Blue 1st Class badge qualifies for Blue Cords, but not for All Round Cords or Gold Cords.
Little House Emblem
Guides who pass the six Homecraft Badges (Cook, Child Nurse, Needlewoman, Laundress, Homemaker and Hostess) qualify for the Little House Emblem.
All Round Cords
The candidate must be a First Class Guide and must have
completed the test before her seventeenth birthday.
She must hold the following badges: First Aid or Sick Nurse or Emergency Helper. Swimmer or Signaller.
Two other badges chosen by herself, of which one at least must be one of the following outdoor badges: Astronomer, Boatswain, Birdwatcher, Gardener, Hiker, Horsewoman, Landgirl, Naturalist, Pathfinder, Pioneer, Stalker, Woodman.
Neither the Green nor the Blue First Class badges qualify
for All-Round Cords.
Gold Cords
1. The candidate must hold All-Round cords and complete the final test before her seventeenth birthday. 2. She must hold: The Little House Emblem. The Handywoman Badge, and one badge from the following list: Artist, Country Dancer, Dancer, Lace-maker, Music-lover and Minstrel (if these are chosen, both must be taken), Photographer, Player, Reader, Singer, Spinner, Stitchery, Welsh Folk, Writer. 3. Hold the Pioneer Badge, and have a good report from the Commandant of the camp at which she was tested on her standard of dependability, adaptability, punctuality, and general keeping of the Guide Law throughout the camp. 4. Hold the International Knowledge or the Interpreter Badge. 5. Be recommended by her District Commissioner and Captain (with the approval of the Court of Honour) on her standard of: Unselfishness, Courtesy, General appearance (both in and out of uniform). The Guide should send a general note of any work done for the Company by the candidate, also of any service she has been able to do for others (apart from Guiding) for any period of not less than three months. 6. Finally, the candidate will be examined by a Diploma’d Guider on any work in these tests, and also on her degree of observation and common sense.
Blue All-Round Cords
Blue Cords are awarded to physically disabled Guides in Extension or ordinary companies who fulfil the following qualifications: Hold the Blue First Class badge and any other seven badges in addition to those in the First Class test.
Games - during wartime these were often low-equipment games - materials were hard to come by, and indoor meetings were held in halls with blackout curtains up. Games tended not to mention the war - Guide meetings tended to be a break from 'outside life'.
Making Words - Each Patrol is supplied with a set of 26 cards, each bearing a letter of the alphabet. A word is called such as 'badges' and the Patrol must find and hold up the letters to make the word, the first to do so accurately gaining a point. (Words must be chosen which do not have any repeating letters, and the aim should be words with the right number of letters to allow for one per Patrol member).
Clumps - Each Patrol sends out one Guide; they all agree on one word, those sent out each return to a Patrol other than their own and ask questions of them to find out what their word is - the Patrol are only allowed to give yes/no answers. The first to guess the Patrol's word wins.
Eyes and Noses - The Patrols take it in turns to go behind a screen or curtain with a small hole in it. Each Guide in turn pokes her nose through the hole. The Guides from the other Patrols write down the name of the Guide to whom they think the feature belongs. The Patrol with the most accurate guesses wins. Eyes, ears, fingers or hands can also be shown instead.

Guides in the 1950s
Guides are girls between the ages of 11 and 16. In exceptional cases, recruits may be accepted at 10 ½, and Guides may go up to Rangers at 14 or 15, but only where special circumstances make this advisable.
Tenderfoot
Attend a Guide meeting regularly for at least a month.
Know:
The Guide Law. The threefold promise. The Motto. The meaning of the Good Turn. The signs:
(a) Salute, Guide sign, and the handshake. (b) Whistle and/or hand signals. (c )Tracking signs. Understand the composition of the Union Jack, the right way to fly it, and know some of the stories and legends connected with it. Whip the end of a rope and tie three of the following knots and know their uses: reef, sheetbend, clovehitch, double overhand, and fisherman’s. Before being enrolled the recruit should be told something of the origin of the Guide movement and the meaning of the Tenderfoot and World Badges.
2nd Class
Before being awarded the 2nd class badge the guide must show that she is trying hard to keep the Threefold Promise. 1. Have passed the Tenderfoot Test. 2. Receive and answer a message in semaphore or Morse out of talking range. 3. Recognise twelve living things and discover, by observation, something of interest about each; Or Keep a short and interesting log book; Or Stay still alone for half an hour in the open and afterwards report on anything she has seen or heard or smelt. 4. Know the stalking positions and have played stalking games. Follow a trail of woodcraft signs for at least half a mile. 5. Do square lashing and show the practical use of six of the following knots: reef sheet-bend, clovehitch, timber-hitch, bowline, sheepshank, fisherman’s, round turn and two half hitches, and packer’s knot. 6. Make a fire out of doors, using not more than two matches, and cook on it. 7. Know how to be healthy and show what she is doing to keep the Rules of Health. 8. Cover a mile at Scout’s Pace and arrive in good condition. 9. Treat simple cuts, burns, shock, fainting and choking, and stop bleeding (with pad and bandage on the wound only); apply large arm sling and bandage a sprained ankle. 10. Make some useful article. 11. Strip and make a bed properly, and put her knowledge into practice at home. 12. Be able to use a public telephone, know the local bus routes, and demonstrate that she understands the Highway Code as it applies to herself.
1st Class
1. Be a Second Class Guide, show that she is growing in understanding and practice of the Promise and Law, and has a good influence in her company. 2. Have camped for at least a week-end in a Guide Camp. (Where conditions make this impossible the Commissioner and Camp Adviser may give permission for the Guide to sleep in a hut.) 3. Read Scouting for Boys (Boys’ Edition), or The Life of Baden-Powell (published by the Scouts), or The Wolf that Never Sleeps (published by the Guides), and make a book showing the story of the Guide Movement, including its International aspect. 4. Understand the meaning of thrift and show that she has endeavoured to prevent waste in six practical ways – three with regard to her own property and three with regard to that of other people. 5. (i) Cook’s Test (a) Cook and serve unaided a two-course dinner for a small number. (Indoors or out as chosen by the candidate). (b) Answer simple questions to show understanding of a balanced menu. (ii) Needlewoman’s Test: Make a simple garment, darn a stocking, and patch a worn article. (iii) Child Nurse Test: (a) Make at the test a time-table for the routine of a child for a day in the summer or winter. (b) Keep a child or group of children happily occupied for one hour. This test applies to children aged 3 to 5 years. Note – Holders of the Cook, Needlewoman and Child Nurse Badges are exempt from these clauses. 6. Go on foot for an expedition of not less than six miles. 7. Have done her best to achieve the standards required by the Health Record Card, and discuss with her Captain it’s practical application. 8. Swim 50 yards. 9. Throw a rope 12 yards (as a life-line or for other useful purposes) with reasonable accuracy and in good style. 10. Have an intimate knowledge of the neighbourhood within a radius of half a mile from her home or Guide HQ (for country Guides one mile) and direct a stranger to the nearest doctor, fire, ambulance, telephone, police or railway station or post or telegraph office, pillar box, garage and nearest place for petrol, etc. Be able to tell a stranger how long it will take to get there. Draw at the test a rough sketch map which would enable a stranger to find his way from one given point to another. The distance to be covered must be indicated. Know to what places the main roads lead. 11. Use a compass and find the sixteen points by the sun and start. Read a map. 12. Take two other Guides (not 1st Class) for a half-day’s hike, when possible following a map. (The tester, who may accompany or join the Guides at any point, should judge them on their general turnout, programme, organisation, manners, core of other people’s property, clearing up, enjoyment, etc., type of food and it’s method of cooking). 13. Be prepared to : Treat for shock following accident; arrest bleeding; treat a patient unconscious from accident, fit or fainting; resuscitate the drowning, using Schafer’s method of artificial respiration. Know how to deal with fire, ice, and electrical accidents. 14. Change the sheets of a bed with a patient in it. Show how to prevent bed sores and make an ill or old person comfortable in bed. Use a clinical thermometer. Dress a wound.
Throughout the test the candidate’s appearance, carriage, courtesy and common sense shall be taken into consideration.
Green First Class
Another grade 1st Class badge has been instituted. The test is similar to the above with the exception of the swimming qualifications, and is only for those who cannot learn to swim through lack of facilities, in which case the County Commissioner’s permission must be obtained through the usual channels, on the recommendation of the local 1st Class examiner. This does not qualify for All Round Cords or Queen’s Guide Award.
Blue First Class
This badge is awarded to Guides in Extension and ordinary companies who for reasons of health are unable to swim or to take some other part of the 1st Class test. If a doctor’s certificate is given stating that the Guide is unable to swim, the Health Badge may be taken as an alternative. Guides in Extension or ordinary companies who for reasons of health are unable to take the ordinary 1st Class test, may use the alternatives given in the Extension Book. The Blue 1st Class badge qualifies for Blue Cords, but not for All Round Cords or Queen’s Guide Award.
Little House Emblem
Guides who pass the six Homecraft Badges (Cook, Child Nurse, Needlewoman, Laundress, Homemaker and Hostess) qualify for the Little House Emblem.
Woodcraft Emblem
Guides who pass the following outdoor badges may qualify for the Woodcraft Emblem: Pioneer, Hiker, and two other badges chosen by herself from the following: Astronomer, Birdwatcher, Naturalist, Stalker, Woodman.
All-Round Cords
The candidate must be a First Class Guide and must have completed the test before her seventeenth birthday.
She must hold the following badges: First Aid or Sick Nurse or Emergency Helper. Swimmer or Signaller or Pioneer. Two other badges chosen by herself, of which one at least must be one of the following outdoor badges: Astronomer, Boatswain, Bird Watcher, Gardener, Hiker, Horsewoman, Land-Girl, Naturalist, Pathfinder, Pioneer, Stalker, Woodman.
Neither the Green nor the Blue First Class badges qualify
for All-Round Cords.
Blue All-Round Cords
Blue All-Round Cords are awarded to physically handicapped Guides in Extension or ordinary companies who fulfil the following qualifications: 1. The candidate must hold the Blue First Class badge, and must complete the test before her seventeenth birthday. 2. She must hold one of the following badges: First Aid, Sick Nurse, Emergency Helper, Sick Nurse (Extension), or Home-Maker (Extension). 3. She must hold three other badges chosen by herself, of which one should be an outdoor badge if possible.
Queen’s Guide Award
The candidate must still be a Guide when she gains the Award, being ready for the final test before her sixteenth birthday. The application form should be sent in not later than the sixteenth birthday, and the final test completed as soon after sending in the form as possible, taking into consideration the candidate’s school commitments.
1. Be a First Class Guide and hold either the Little House or Woodcraft Emblem. Candidates holding the Little House Emblem must also hold one badge from the Woodcraft Emblem. 2. Be recommended by the Court of Honour and known personally to the District Commissioner, whose responsibility it is to endorse the recommendation. 3. Be capable of a sustained effort of service, to groups or individuals, to consist of: (a) Regular service over a period of twelve weeks in the home, school, church or local community. (b) At least 12 weeks’ work for an individual or community in the British Commonwealth or Empire overseas.
Where the candidate cannot find suitable service for herself (through her own church, school, or friends, etc.) she can apply to the Overseas Department, IHQ. Such application must be forwarded through the District Commissioner. Correspondence with a “pen” friend can only be accepted if it has been kept up for a much longer period than the three months, and has had some definite purpose in view. (c) Three unexpected jobs given by the District Commissioner at different times in this period. 4. Finally, take a “Be Prepared” test, the arrangements for which shall be the responsibility of a Diploma’d Guider or her nominee.
Games
Foreign Shopping - Guides in their Patrol corners are shopkeepers. One person in turn from each Patrol is the 'foreign shopper' who has no English, the Guider supplies each with an item to buy, they go back to their Patrol and mime what they want. Once she is successful, the next player approaches the Guider for another item. The first Patrol to 'buy' all the items on the Guider's list wins.
Cat and Mouse - All the Guides but two stand in a grid formation with outstretched arms, so that they are an arm's width apart and can just touch fingers with those either side in the row and (if they turn 90 degrees) with those in the column. One of the two players standing out is the cat, the other is the mouse. The cat chases the mouse in and out along the rows, but if the Leader calls 'change', all those in the grid turn 90 degrees, and cat and mouse must now chase among the columns. Neither cat nor mouse can break through the hands in the grid. If the cat catches the mouse, they immediately swap roles. Once the 'reverse catch' is made, they swap with two of the players in the grid.

Guides in the 1960s
A Guide is a girl between the ages of 11 and 16, but a recruit may be accepted at 10 1/2. With the approval of both the Ranger Captain and the Guide Captain a Guide may join a Ranger unit at 14.
Tenderfoot
1. Attend Guide meetings regularly for at least a month. 2. Know the Threefold Promise; the Guide Law; and the Motto. 3. Understand the meaning of the Good Turn; the Guide Salute, Sign and Handshake. 4. Know the whistle and hand signals; and the tracking signs. 5. Know the composition of the Union Jack and of the flag of her own country; the right way to fly them; some of the stories and legends connected with them. 6. Whip the end of a rope; tie a reef knot, a double overhand knot and a round turn and two half hitches. 7. Strip and make a bed. Before being enrolled the recruit should be told something of the origin of the Guide Movement and the meaning of the Guide and World Badges.
Second Class
The candidate must show that she is trying to keep the Threefold Promise.
1. Have passed the Tenderfoot Test. 2. Recognise twelve of the following in their natural surroundings: trees, flowers, birds, insects, stars etc. (at least six to be of the same kind). Discover through her own observation something interesting about each. 3. Stalk a person or animal for fifteen minutes. 4. Light a fire out of doors using not more than two matches; cook on it. 5. Hoist colours. Demonstrate square lashing for some practical purpose. Using a packer’s knot or some other slip knot, tie up a parcel or rope a camp bedding roll. 6. Describe from memory twenty-five out of thirty objects as in Kim’s Game. 7. Cover a mile at Scout’s pace showing good running and walking. 8. Prove that in one definite way she has tried to improve her standard of fitness. 9. Show how to treat: cuts, burns, shock, and fainting. Apply a large arm sling. Bandage a sprained ankle. 10. Deliver a message by public telephone.
First Class
Throughout the test the candidate’s appearance, carriage,
courtesy and common sense are to be taken into consideration.
1. (a) Have passed the Second Class Test. (b) Show that she is growing in understanding and practice of the Promise and Law, and has a good influence in the company. 2. Have camped at least a week-end in a Guide camp. (If this is impossible, the Commissioner and Camp Adviser may give permission for the Guide to sleep in a hut.) 3. (a) Read Scouting for Boys (Boys’ Edition) or The wold that Never Sleeops, or another life of Baden-Powell. (b) Prove her knowledge of the origin and history of the Guide Movement, including the international aspect. Note: This may be done in a way chosen by the candidate and approved by the Commissioner, such as compiling a book or giving a talk. 4. Understand the meaning of thrift and show that she has endeavoured to prevent waste in six practical ways; three with regard to her own property and three in regard to that of other people. 5. Cook Test: (a) Cook and serve unaided a two-course dinner for a small number (Indoors or out as chosen by the candidate). (b) Answer simple questions to show understanding of a balanced menu. Alternative: Hold the Cook badge. 6. Needlewoman Test: Make a simple garment, darn a stocking, and patch a worn article. Alternative: Hold the Needlewoman badge. 7. Child Nurse Test: (a) Make at the test a timetable for the routine of a child for a day in summer or winter. (b) Keep a child or group of children aged 3 to 5 years happily occupied for one hour. Alternative: Hold the Child Nurse badge. 8. Go on foot for an expedition of not less than 6 miles. 9. Know the Rules of Health and prove that she is trying to keep them. 10. Swim 50 yds. 11. Throw a rope accurately three times out of four: (a) over a beam or branch approximately three times the height of the candidate. (b) within easy reach of a person 12yds away. Note: the line may be weighted with a suitable light object. 12. Have an intimate knowledge of the neighbourhood within a radius of half a mile (town) or one mile (country) of her home or Guide HQ. Direct a stranger to the nearest doctor, telephone, pillar box, post and/or telegraph office; garage and/or petrol filling station; fire, ambulance, police and railway stations, etc.; give approximate time needed to reach each place. At the test draw a rough sketch map showing the way and the distance from one given point to another. Know to what places the main roads lead. 13. Use a compass and find sixteen points by the sun and stars. Read a map. 14. Take two Guides (not First Class) for a half-day hike, when possible following a map. Note: The tester may accompany or join the Guides at any point. They are to be judged on general turnout, programme, organisation, manners, care of other people’s property, clearing up, enjoyment, type of food and method of cooking. 15. Be prepared to treat for chock following an accident; arrest bleeding; treat a patient unconscious from accident, fit or fainting; resuscitate the apparently drowned, using the Holger Neilsen method of artificial respiration. Know how to deal with fire, ice, and electrical accidents. 16. Change the sheets of a bed with the patient in it. Show how to prevent bed sores and make an ill or old person comfortable in bed. Use a clinical thermometer. Dress a wound.
Blue First Class
This badge is awarded to Guides in Extension and other companies who for reasons of health are unable to swim or to take some other part of the First Class Test. The Health badge may be taken as an alternative to the swimming clause; a doctor’s certificate is required. The Blue First Class qualifies for Blue Cords, but not for All-Round Cords or Queen’s Guide.
Queen’s Guide
1. Be a First Class Guide and show that she is trying to carry out the Guide ideals of service in the community, i.e. at home, at school or work, and at her place of worship. 2. (a) Organise and take charge of a patrol camp, either as part of the Patrol Camp Permit test or after gaining the Permit; or hold the Woodcraft Emblem. (b) Hold the Little House Emblem. (c )Hold one of the following badges: Emergency Helper, First Aid, Lifesaver, Rescuer, Sick Nurse. (d) Hold the Commonwealth Knowledge badge. (e) Hold any two badges of her own choice. 3. For a period of at least three months undertake some form of sustained service to an individual or group connected with her home, school, work, place of worship or local community. 4. During the time that she is a Queen’s Guide candidate use her badge skills and knowledge to give service in one of the following ways, to be selected by the District Commissioner: (a) Look after one or two children for a day to give the mother a rest. (b) Help to look after an elderly or sick person for a day. (c ) Work for a day in a hospital or a home for old people or children.
(d) Work for a day, for somebody who needs the help, at one of the following: spring-cleaning, interior decorating, cooking, gardening. (e) Help for a day in improving the County, Division or District camp site, or with repairing, checking, packing and otherwise maintaining the County, Division, or District camp equipment. (f) Make a useful woodcraft collection and take or send it to an Extension or town company of pack. (g) Spend a day, or two half-days, with one or two other Guides in collecting and stacking a supply of kindling and logs for an elderly or other person who needs the help. (h) Conduct a visitor from another country on a comprehensive sighseeing tour of her own neighbourhood or of a nearby town or city.
The whole test must be completed before the candidate’s sixteenth birthday, while she is still a Guide.
The Little House Emblem
The Little House Emblem is awarded to a Guide who gains the following badges: Child Nurse, Cook, Homemaker, Hostess, Laundress, Needlewoman.
The Woodcraft Emblem
The Woodcraft Emblem is awarded to a Guide who gains the Camper and Hiker badges and two of her own choice from the following: Bird Watcher, Map Reader, Naturalist, Pioneer, Stalker, Star Gazer, Woodman.
All-Round Cords
All-Round Cords are awarded to a First Class Guide who gains one badge from each of the following sections, before her seventeenth birthday: 1. Emergency Helper, First Aid, Sick Nurse. 2. Camper, Handywoman, Life-Saver, Pathfinder, Swimmer. 3. Bird Watcher, Boatswain, Camper, Gardener, Hiker, Horsewoman, Land-Girl, Map Reader, Naturalist, Pathfinder, Pioneer, Stalker, Star Gazer, Woodman. 4. One of her own choice which may or may not be listed above.
Blue All-Round Cords
Blue All-Round Cords are awarded to a Guide who holds the Blue First Class and gains the badges specified below before her seventeenth birthday:
1. One of the following : Emergency Helper, First Aid, Sick Nurse, Homemaker (Extension), Sick Nurse (Extension). 2. Three of her own choice, one of which should if possible be an outdoor badge.
Games
Alert Circle - Guides are in a circle and numbered consecutively. The Leader calls out any two consecutive numbers, and those Guides make an arch. The Guides on either side of them (those numbered one lower and one higher than the two numbers called) go through the arch and run round the circle in opposite directions.(so the one numbered higher would run anticlockwise, the one numbered lower clockwise) and the first back in place gets a point.
Ball Chase - there are two balls of different colours (e.g. red and blue). Players are named alternately red, blue, round the circle. When the game starts each ball is thrown clockwise round the circle by players of the appropriate colour, the object of the game is for your ball to overtake the other, with points being scored each time this occurs. If wished, a rule can be added that when the Leader blows her whistle, the direction of travel for the balls is reversed.





Guides in the 2010s

Senior Guides/Rangers in the 1910s
Cadets were founded in 1916.
The aim behind the establishments was for the girls to learn good
leadership – not just knowing what activities were in the Guide programme and
the surface of learning Morse or tying knots, but understanding the inner
meaning which lay behind the tests – the stick-ability and concentration it
took to memorise something complex like Morse, the manual dexterity it took to
learn to tie knots well – but deeper than that, why those qualities
mattered. She was expected to
demonstrate discipline, responsibility, sympathy and fairness, and to
understand the principles of how to lead – “come on, not go on”.
According to the 1918 handbook:
“The unit for Cadets is either a Patrol of eight under a
Patrol Leader; or
A half Company of two Patrols commanded by a Lieutenant; or
A Company of three or more Patrols under a Captain.
Age – 16 or over.
Uniform – Gymnastic uniform of the school or the Girl Guide
uniform with a white hatband round the hat.
Badges – Badges of proficiency as for Guides or Senior Guides.
Training – In all the different activities as laid down for
Guides, Brownies, and Senior guides, but with the addition of practice in
giving instruction in them. A Cadet is
expected as a point of honour to do her best to help the Guide movement after
she has left school. A certificate is
awarded to a Cadet on leaving school to show to what extent she has been
trained in Guide work, and a recommendation of her is sent to the Guide
Commissioner of the district in which she will live so that they can mutually
get in touch. Thus she will have the
opportunity of doing a big thing for herself, for her sisters, and for her
country.”
Senior Guides were founded in 1917. They were designed to cater for the older members of the Guide Company, or for new recruits to Guides who were over 16. The idea was either that there would be a Senior Guide Patrol within a Guide Company, or that a separate Senior Guide Company could be formed if numbers were sufficient.
According to the 1918 Handbook:
Public Service – Each Senior Patrol should, where possible, take up some definite form of public service as a squad, for any duty such as the following: Accident and First Aid Corps. Hospital Ward Maids. Women Police Assistants. Medical Almoners. Child Welfare Duty. Hut Service for Munition Workers or Troops. School for Mothers Staff. Creche Workers.
Company Duty – When Senior Guides form a Patrol in a Guide Company, they act as assistants to the Guiders in taking charge of different departments of Administration, such as Games, Club Premises, Finance, Company Equipment, Entertainments, Library, Coffee Bar, etc. The “Senior Leader” acts as the Captain’s right hand in detail work in the Company.
A Company of Senior Guides works much on the lines of a Guide Company, using similar tests for first and second class promotion, but working for proficiency badges on a higher standard in the subjects given below.
The idea was that the Senior Guide Patrol would be a games team who would challenge other teams at sport, and a study circle working on proficiency badges. Those who had left school and started work could earn a “Trade Badge” related to their work (it should be remembered that at that time the earliest school leaving age was 14, so a significant proportion of the Senior Guides would be established in careers (whilst possibly also attending night school) whereas others would be in the senior forms at boarding schools.
Games
Housekeeping - "Nothing whatever in the house for tea or dinner or supper! Here is a shilling. Now, Patrols, go for it, what will you buy with it for tea (or supper, etc.), for two people?"
The Latest - "Each brings an old well illustrated fashion catalogue. Ten minutes can be given, during which the various garments are cut out. Captain then collects all the cut-outs and deals them round one at a time, indiscriminately. The game consists in making the best outfit possible with the items which have been dealt to each. What will you do with 3 boots, 1 glove, a pair of knickers and a hat?"
Misfits - "Each Rangers chooses a shop and makes a list of, say, 5 articles which she sells. Any article from a magazine or newspaper is read aloud by the Captain. At frequent intervals she pauses, pointing each time at a different Ranger, who must say one of the words on her list. Such substitutes for the actual printed words are often very ludicrous."

Rangers/Cadets in the 1920s
According to Policy, Organisation and Rules in 1921:
Cadet Corps
Patrols of six or eight girls under a selected Leader. Two Patrols form a half company, under a
Lieutenant. More than three Patrols for
a Company, under a Captain.
Every member must be at least sixteen years of age and a
Second Class Guide.
Senior Guides (renamed Ranger Guides in July 1920).
For members aged 16-30.
Any girl over 16 is eligible for promotion as a Ranger. Where there are enough Rangers in a Company
they may form a Ranger Patrol under their own Patrol Leader, also separate
Companies of Rangers can be formed.
Tenderfoot Test (as for Guides)
Must know the Guide Law, Promise and Salute. Must understand the composition of the Union Jack, and the right way to fly it. Must be able to tie four of the following knots: Reef, Sheet-bend, Clove-hitch, Bowline, Fisherman’s and Sheepshank. Elementary Guide Drill. Must have one month’s attendance.
Ranger Test (corresponding to Second Class Test for Junior Guides)
Any eight of the following tests (two from each of the four headings)
entitle to Ranger badge.
INTELLIGENCE
1. Be able to answer simple questions on the aims, methods and organisation of the Guide Movement. 2. Signal and read simple messages in Morse; or Show a knowledge of one of the books from the list give n below; or Have visited six places of interest in the neighbourhood and know their history. 3. Know six different kinds of crops or vegetables, and methods of cultivation; or Grow a plant (flower or vegetable) from see, either in a pot or in the open ground. Bring plant to examination or notes describing it’s growth, with dates; or, Keep a pet and know how to treat it. Know the species to which it belongs, and its habits in a wild state.
HANDICRAFTS
1. Tie seven knots; or Splice a rope and make a Turk’s head. 2. Make a garment, or any useful article for the home or clubroom (basket work, carpentering, embroidery etc. 3. Be able to hem, darn and patch, or Be able to clean metal and remove stains from dress material.
SERVICE
1. Know the proper methods of feeding, bathing and dressing a baby of nine months, and describe a day in the life of a healthy child of three years old. 2. Know the general rules for the treatment of fainting, fits, burns and scalds, and how to stop bleeding. 3. Conduct a team game.
HEALTH
1. Know how to prepare a sick room, and make a bed with a patient in it. 2. Know three country dances, or swim 25 yards; or go for, and describe minutely and accurately, a five-mile walk. 3. Perform at least three physical exercises, with full understanding of the anatomical and hygienic value of each movement.
Ranger Star
CHARACTER
Must have been an active member of the Company for 18 months. Must have passed Senior Guide Test. A two-thirds majority of the Company must be of the opinion that she has tried to live up to the ideals of the Guides for the previous six months. Must, unless under very special circumstances, have paid in regularly to some Savings Bank for six months. (This to include regular payment to Camp fund or similar forms of saving).
INTELLIGENCE
Bring in a recruit properly trained. Invent a game and teach it to her Patrol; or Get 80 per cent in an observation game. Speak for not less than three minutes on Citizenship, the Aims of the Guide Movement, any Natural History Subject, or Give an Account, gleaned from the newspapers, of a Month’s Current Events; or Tell a story on a Guide Law for not less than three minutes; or Draw a sketch to illustrate an incident of Guide life. Be able to sing four songs from the Guide Song Book, or four folk songs; or Act with her Patrol an illustration of a guide law, or a scene from local history, for not less than 15 minutes; or Hold Book-lover’s Badge; or Recite not less than 50 lines from one of Shakespeare’s plays. Must have spent at least half a day alone or with only one companion in the country, cooking her own food, and observing the wild birds and animals, plants and flowers, and write a report on what she has observed; or where this is not possible, Must have spent not less than an hour in observing a bird or animal in its native haunts, and write an account of what she has noticed for herself; or Must have tamed a wild animal or bird herself. (This does not mean keeping it in a cage, but teaching it to come for its food at certain times).
HANDICRAFT
Hold the following (Junior) badges: Ambulance, Sick Nurse, Child Nurse, Cook, Needlewoman
SERVICE
Be responsible for the cleanliness, order and beautifying of the clubroom for one month; or Do some definite extra piece of work for others, either indoors or out of doors, every day for one month; or Help at a playground or play-centre at least once a week for three months. Be able to guide a stranger to the Parish Church, Town Hall (or village hall), Fire and Police Stations, nearest P.O., Doctor, Chemist, Garage and principal food and provision merchants. Describe the architecture and know the history of the Parish Church and any interesting buildings in the neighbourhood, and make a sketch map of the district for half a mile (one mile in the country) round Company Headquarters.
HEALTH
Be able to swim 50 yards; or Know 10 country dances. Show a thorough knowledge of the six Rules of Health (fresh air, cleanliness, exercise, food, rest and clothing) and be able to explain them to her Patrol.
Sea Guides
Sea Guides are a branch of the Rangers, and to become a Sea
Guide a girl must be over the age of 16.
Sea Service Badge
This will correspond to King’s Scout in the Sea Scouts. It will consist of a crown and anchor, in
bright blue. The qualifications are:
Must have passed the Senior Guide test, and have earned one Trade Badge. Must have passed four of the following Tests, one from each group: 1. Pilot (as for Scouts), Boatswain (as for Guides). 2. Signaller (as for Senior Guides), Decoder (new badge test). 3. Swimmer (as for Guides), Rescuer (as for Scouts). 4. Astronomer (as for Guides), Sportswoman (as for Guides)
Games
The Zoo - Each Ranger is secretly given the name of a bird or animal. On the Captain's whistle every one at once makes the noise of her animal, for one minute. At that time the Captain blows her whistle, and each Ranger must write a list of all the animals or birds she could hear.
Where Am I - Each Ranger chooses a place in the town she knows well. One imagines herself in her chosen place and starts describing what she would see around her at that place. The first Ranger to correctly identify the location calls it out, and gets the next turn of describing her chosen place.

Rangers/Cadets in the 1930s
Cadet Rangers are specially organised with a view to training for service in the Guide Movement.
Sea Rangers bring a new element into Guiding by combining
the spirit of the sea with the spirit of the Guides.
Any girl over 16 is eligible for enrolment in a Ranger
company.
A Ranger Patrol (of 6 to 8) may be attached to any Guide
company, but in this case opportunity must be given for separate training.
Cadet Ranger Companies
Cadet Ranger companies may be formed in school, college or
district where there are a number of Guides over 16 who desire to learn to help
in the Guide Movement. Cadets should
qualify in the various Guide activities and aim at a standard which will enable
them to train others.
Tenderfoot Test (for
all Rangers)
Must know the Guide Law, Promise, Signs and Salute. Must understand the composition of the Union Jack and the right way to fly it. Must know the three slings (St John’s, Large Arm and Small Arm) with their uses. Must have one month’s attendance.
Ranger Test
Must be able to answer simple questions on the aims, methods
and organisation of the Guide Movement, and pass any eight of the following
tests (two from each of the four headings).
I Intelligence
1. Signal and read simple messages in Morse, or Have visited six places of interest in the neighbourhood and know their history. 2. Know six different kinds of crops or vegetables, and methods of cultivation, or Grow a plant (flower or vegetable) from seed or bulb either in a pot or in the open ground. Bring plans to examination and notes describing it’s growth, with dates; or Know six trees by their leaves, flowers, fruit and twigs, and be able to recognise them at fifty yards distance; or Be able to point out and name at least six constellations.
II Handicraft
1. Tie seven knots. 2. Make a garment, or any useful article for the home or club-room (basket work, carpentering, embroidery etc.); or Be able to hem, darn and patch; or Be able to clean metal and remove stains from dress material; or Splice a rope and make a Turk’s head.
III Health
1. Know how to prepare a sick room and make a bed with a patient in it. 2. Know three country dances, or swim 25 yards, or go for, and describe accurately, a five-mile walk. 3. Perform and least three physical exercises and know their value.
IV Service
1. Know the proper methods of feeding, bathing and dressing a baby of nine months, and describe a day in the life of a healthy child of three years old. 2. Know the general rules for the treatment of fainting, burns and scalds, and how to stop bleeding. 3. Conduct a team game.
Cadet Ranger Test
Know the Guide Second Class Test and be able to train a Tenderfoot in one test out of each group; or Know the Ranger or Sea Ranger Test and be able to train a Tenderfoot in any two of the tests.
Sea Ranger Test (To become an Able Sea Guide)
I Intelligence
1. Signal and read simple message in Morse and Semaphore. 2. Know and be able to describe intelligently: (a) Six cargoes, where they come from and what they are used for; or (b) the rig of six ships or boats; or six types of craft such as fishing boats, trawlers, whalers, lightships, lifeboats, dredgers, salvage-ships etc. (c) Six fish and their habits; or (d) Six sea birds and their nesting-places; or (e) Six seaweeds and where they grow.
II Handicraft
1. Tie seven knots, splice a rope and make a Turk’s head,
and one of the following: Make a lanyard, including at least eight fancy knots
(including plaits and twists); or Make and sling a hammock; or Embroider or applique her patrol emblem and a Trade badge,
or knit a Sea Ranger jersey.
III Health
1. Be able to swim 25 yards. 2. Skip 100 times without a break, or Perform three physical exercises with understanding; or Dance a hornpipe.
IV Service
1. Conduct a team game. 2. Know how to prepare a sick bay and make a bed with a patient in it, take a temperature and treat for shock, and how to treat for fainting, burns or scalds, how to stop bleeding and to prevent further mischief in case of fracture. 3. Artificial respiration (Schafer’s method).
Ranger Star
I Character
1. Must have been an active member of a Guide or Ranger company for 18 months. 2. must have passed the Ranger Test. 3. Must have shown to the satisfaction of the Court of Honour that she has tried to be a good exponent of the ideals of Guiding in practical daily life and that she has a sense of responsibility for herself and for the safety and well-being of others. 4. Must, unless under very special circumstances, have paid in regularly to some savings bank for six months. (This to include regular payment to camp fund or similar form of saving.)
II Intelligence
1. Bring in a recruit properly trained, or train a Ranger in two of the Ranger tests. 2. Invent a game and teach it to her Patrol, or Get 80 per cent. in an observation game. 3. Speak or write an essay on citizenship, the aims of the Guide movement, any natural history subject; or give an account, gleaned from the newspapers, of a month’s current events; or Tell a Story on a Guide Law for not less than three minutes; or Draw a sketch to illustrate an incident of Guide life. 4. Be able to sing four songs from the following list: or play four country dances on piano or other musical instrument suited to folk dancing, or; Act with her Patrol either an illustration of a Guide Law, or a scene from local history, for not less than fifteen minutes; or Hold Book-lover’s badge; or Recite not less than fifty lines from one of Shakespeare’s plays. 5. Must have spent at least half a day alone or with only one other companion in the country, cooking her own food, and observing the wild birds and animals, plants and flowers, and write a report on what she has observed; or, where this is not possible, Must have tamed a wild animal or bird herself. (This does not mean keeping it in a cage, but teaching it to come for its food at certain times).
III Handicraft
Hold the following (Junior) badges: Child Nurse, Cook and
Needlewoman.
IV Health
1. Be able to swim 50 yards; or Know ten country dances. (If a Rangers submits a medical certificate stating that she is unable through physical disability, to take either of the above tests, she may take the Health badge instead.) 2. Show a through knowledge of the six rules of health (fresh air, cleanliness, exercise, food, rest and clothing), and be able to explain them to her Patrol.
V Service
1. Hold the Ambulance or Sick Nurse badge. 2. Be responsible for the cleanliness, order and beautifying of the club-room for three months; or Do some definite extra piece of work for others, either indoors or out of doors, regularly for at least three months; or Help at a playground or play-centre at least once a week for three months. 3. Be able to guide a stranger to the parish church, town hall (or village hall), fire an police stations, nearest P.O., doctor, chemist, garage and principal food and provision merchants. Describe the architecture and know the history of the parish church and any interesting buildings in the neighbourhood, or Draw at examination a rough sketch which would enable a stranger to find his way from any one given point to another, within a radius of half a mile from the Guides’ headquarters (for country Guides, one mile).
Cadet Star
I Character
Must have been an active member of a Guide or Ranger company for 18 months with experience in leadership, as Patrol Leader or company office holder (e.g., scribe) or acting Lieutenant or Captain, etc. Must have passed Cadet Ranger test. Must have shown to the satisfaction of the Court of Honour that she has tried to be a good exponent of the ideals of Guiding in practical daily life, and that she has a sense of responsibility for herself and for the safety and well-being of others.
Must understand how to open and run a Post Office savings
account, the general working of a National Savings Association, the methods and
management of a local savings club or any other suitable co-operative
institution for thrift, and herself belong to one.
II Intelligence
Bring in a Cadet Ranger recruit trained as Tenderfoot. Invent a game and teach it to her company or patrol – explaining the special value of it for her company programme. Speak for five minutes on any subject of general interest chosen by herself likely to interest Guides. Lead a sing song or organise a display. Hold the Campcraft badge or have spent a week in camp.
III Handicraft
Hold five proficiency badges – Guide or Ranger – or one
Trade badge and two Proficiency ones.
(Cadets should be encouraged to choose those which qualify for Guide
First Class and those which would be most helpful in training and interesting
Guides).
IV Health
Know health rules and be able to explain and teach by story, rhyme or practical demonstration. Swimming – be up to the standard of the elementary certificate of the Royal Life Saving Society. (a) Land drill for rescue and release and Shafer’s method of resuscitation. (b) In water second and fourth methods of rescue and one of release – subject to be carried ten yards. (c) Swimming a distance of not less than fifty yards breast stroke and twenty five yards back stroke.
V Service
Organisation – Show knowledge of how to: Run a meeting; or Start a company; or Plan and organise a rally. Recreation – Show knowledge of: Folk dancing; or Music suitable for Guides and Brownies; or Games – indoor and outdoor; or Story telling. Company Work – Understand the use and value of: Records; Competitions; and Ceremonial. Write a short essay about 300 words – on one of the following: What do you understand by discipline; or Loyalty; or Leadership; or What do you like best about Guiding?
Sea Service Star
I Character
Must have been an active member of a Guide or Ranger company for 18 months. Must have passed the Able Sea Guide test. Must have shown to the satisfaction of the Court of Honour that she has tried to be a good exponent of the ideals of Guiding in practical daily life and that she has a sense of responsibility for herself and for the safety and well-being of others. Must, unless under very special circumstances, have paid in regularly to some savings bank for six months. (This to include regular payment to camp fund or similar forms of saving).
II Intelligence
Must show a knowledge of the ranks and ratings of the Royal Navy and Mercantile Marines, and of various types of craft. Know the flags of the new International Code of Signals. Must be able correctly to follow a one mile to an inch Ordnance map and find her way across country by compass and map for a distance of not less than two miles. Must have passed the Boatswain’s test and any two of the following: 1st Class Signaller, Rescuer, Senior Cook, First-Aider, Probationer, Astronomer, Sportswoman, Swimming as in Cadet Ranger Star.
III Handicraft
Must be able to do simple carpentering, making three
articles useful for camp or home.
IV Health
Must have passed the swimmer’s test.
V Service
Train a recruit. Be able to guide a stranger to the parish church, town hall (or village hall), fire and police stations, nearest P.O., doctor, chemist, garage and principal food and provision merchants. Describe the architecture and know the history of the parish church and any interesting buildings in the neighbourhood, or Draw at examination a rough sketch which would enable a stranger to find his way from any one given point to another within a radius of half a mile from the Guides’ Headquarters (For country Guides – one mile.)
The Gold Cord Award
A Ranger or Guide must have had at least two years’ service before being recommended for the Gold Cord. She must have camped out at least one week under canvas, and have earned the following badges: First Class or Ranger Star, Sick Nurse or Probationer, Handywoman, Swimmer or Signaller or First Class Signaller, Athlete or Gymnast, Naturalist or Nature Lover, Child Nurse or Nurse, Laundress or Finisher, Scribe or Citizen, Domestic Service, Also five others chosen by herself. She must also have trained a Guide for the 1st Class badge (with the exception of the Ambulance, Child Nurse, Cook, Needle-woman and Swimming tests, which should be taught by qualified people). A written paper will also be required. Rangers must hold the Swimmer’s badge if the Ranger Star Test is taken instead of the Guide First Class. Neither the Green nor the Mauve First Class badges qualify for the Gold Cord Award.
All-Round Cords
Can be worn by any Guide having passed her First Class and
any other seven tests, in addition to those included in the First Class. Rangers may wear red and white All-Round
Cords, provided they have passed the Ranger Star and any other seven senior
badges (these badges may not be the senior grade of badges included in the
Ranger Star). Neither the Green nor the
Mauve First Class badges qualify for All-Round Cords.
Mauve Cord Award
For physically disabled Guides, whether in Extension
Companies or ordinary Companies.
Qualifications: (a) A Guide must hold the Extension First Class badge, and four Proficiency badges besides those needed for First Class. (b) Must have rendered some special service to others. (c) Must have earned 2s. 6d. by her own work.
Games
Tops And Tails - Each Ranger is given a two-syllable word, such as Eng-land. She must take the last syllable and use it to start another word, such ad Land-lord. The last syllable of this word must form the first of the next, and so on. Points can be given for the longest accurate chain of words formed in a given time.
Masks - One Ranger from each Patrol volunteers to stand out and assume a certain expression, such as fear, doubt, surprise, indifference, joy, stupidity, anger, disdain, merriment, etc. The rest of the Company must write down in one word the name of the emotion which they think is being depicted. Continue until equal numbers in each Patrol have acted, then count up correct answers.

Rangers/Cadets in the 1940s
Rangers
A recruit may be accepted between the ages of 14 and 20
inclusive, but the training is planned to cover a maximum period of 5 years (A
Ranger enrolled at the age of 18 should have three years training instead of
five).
The aim of the Ranger Branch is to give to each individual:
Character training based on the ideals expressed in the Law and Promise to help her to develop physically, mentally and spiritually. Training for National Service and Citizenship. Opportunities for the practice of service.
Pre-Enrolment Test
1. Pass the guide Tenderfoot Test (a recruit may then be enrolled as a Guide if she wishes). 2. Study the Law and Promise from a Ranger point of view. 3. Know the Guide World Flag and what it stands for. 4. Attend H.E.S. training regularly for three months. Additional for Sea Rangers – swim 50 yards.
Home Emergency Service
The following basic training is taken in conjunction with
the Pre-Enrolment Test, and for Sea Rangers the A.B. Test.
Discipline
A high standard is very important. Quick response to orders and absolute reliability are essential in times of crisis. Regular drill should be included. Regular attendance will be expected. Uniform must be worn correctly and all clothing kept mended and in good order, ready for any emergency. Punctuality and general reliability will be tested over a period of at least six months, and each Ranger must keep a detailed daily record for two weeks or longer, until an unbroken record for a whole week can be produced.
Fitness
A Ranger cannot give her best service unless she is fit and well. To keep herself so is her personal responsibility. She should: 1. Take at least half-an-hour’s outdoor exercise every day, unless ill. 2. Know the rules of health and undertake to apply them in everyday life, with the definite aim of raising her own standard of fitness.
Messenger Work
Communications must always be kept open, and a Ranger should be trained and ready to help in this service. She should be able to: 1. Memorise a message of twenty words, including names, figures and addresses, and deliver it correctly after covering a mile at Scout’s Pace – even if she has met with frequent interruptions on the way. 2. Give and receive messages accurately over the telephone. (This may be omitted only if there are no telephones in the neighbourhood.) 3. Write down verbal instructions briefly, clearly and accurately. 4. Show thorough knowledge of the Highway Code. 5. Send and read in Morse or Semaphore at a speed of fifteen letters a minute. 6. Find her way about by day or night, showing intimate knowledge of the neighbourhood, and understand practical use of map and compass (Thirty-two points of compass to be learnt.)
Emergency Training
When an accident happens it is important that a Ranger should keep her head, but it is equally important that she should know the right thing to do. She should know the right way of dealing with the following: 1. Outbreak of fire, including use of stirrup pump. 2. Severe bleeding. 3. Gas attack, including use and care of respirators. 4. Suffocation. 5. Shock, including ability to light a fire out-of-doors and produce a hot stimulant in not more than twenty minutes. 6. Electrical breakdown, requiring repair of fuse were; and the assembling of an electrical buzzer so that it can be used.
A.B. Test – Sea Rangers
Intelligence
1. Signal and read simple messages in Semaphore. 2. Read a nautical book and the Sea Ranger Handbook “Sea Sense”. 3. Be familiar with the history of shipping from the earliest times to the present day. 4. Know the flags of the Merchant Service and of other nations. 5. Know and describe intelligently: (a) The rig of six ships or boats, (b) Six types of craft, (c) Six cargoes, and how they are stowed; where they come from and for what they are used. 6. Have a knowledge of: (a) Six fish and their habits, and how they are caught; or (b) Six water birds and their nesting places; or (c) Six seaweeds and where they grow; or (d) Six constellations and how to find her direction by three of them.
Handicraft
Use seven knots useful for boatwork, splice a rope and make
a lanyard, using at least eight fancy knows (to include plaits and twists and a
Turk’s head).
Health
Row a boat with others and make a boat fast; know the common
nautical terms used in connection with boats.
Ranger Certificates
When a Ranger has gained the H.E.S. Armlet, or has worked at
the basic training for at least a year, she may specialise and work for a
Ranger Certificate. This specialised
training is divided under the following group headings, each of which includes
several subjects.
1. Home Service: Cook and Caterer, Dressmaker, Electrician, Finisher, Handywoman, Housecraft. 2. Nursing Service: First Aid, Home Nursing, Hygiene, Samaritan. 3. Child Welfare: Child Study, Infant and Child Welfare, Play Leadership. 4. Cultural: Art, Drama, Folk Dancer, Handwork, Literature, Music. 5. Coast and River Service: Coast and River Service, Life-Saver, Mariner, Sea Lore, Seamanship. 6. Outdoor: Astronomer, Campcraft, Explorer, Forestry, Landgirl, Local Knowledge, Naturalist, Rifle Shot, Water Naturalist. 7. Community Service: Airwoman, Citizen, Civil Defence, Emergency Cook, Mechanic, Public Health, Signalling Transmitter. 8. World Citizenship: Empire Knowledge, International Knowledge, Linguist.
Physical training should run concurrently with these
courses. A certificate is given for each
section when a test in any one subject
has been passed. Further subjects in the
section are printed on the same certificate with spaces to be signed by
testers. The H.E.S. Armlet is worn on
the right arm. For the following
subjects badges will be given as well as certificates. A.B., Life-Saver,
Samaritan, First Aid, and Signalling Transmitter, these are worn on a plain
armlet on the left arm, also the badge of the R.L.S.S.
Cadets
Cadet companies may be formed in a division, district,
college or school where there a number of girls of 15 and over who wish to
train for service in the Guide Movement.
Scheme of Training
To study the aims of the Guide Movement: 1. To help girls to become useful citizens, and to realise their responsibilities as members of a community. 2. To strengthen the bond of the British Commonwealth and to promote international goodwill.
To practice the methods by which these aims are achieved: 1. The teaching of the fundamental importance of the Promise
and Law. 2. The Patrol System. 3. Woodcraft, especially camping, and the playing of
Scouting games following the methods in Scouting for Boys. 4. The practical application of test work.
To acquire the knowledge necessary to help with the training
of Guides or Brownies in: 1. Test work (Tenderfoot, 2nd and 1st
Class). 2. Drill and Ceremonial. 3. A subject of special interest to the Cadet herself.
To gain first-hand experience of methods of handling
children by working in a Guide company or Brownie pack.
On leaving the company a Cadet receives a certificate which
is a record of the work she has done.
The certificate is in duplicate, and one copy is sent to the District
Commission to whose District the Cadet is transferred.
Extension Rangers
Pre-Enrollment Test
(1) Have passed the Guide Tenderfoot Test and have studied the Law and Promise from a Ranger point of view. (2) Know the World Guide Flag and what it stands for. (3) Attend H.E.S. or Ranger training regularly for three months.
Extension Ranger Service Tests
Extension Rangers cannot qualify for the H.E.S. Armlet, and
should take the Extension Ranger Service Tests, which are parallel to the Home
Emergency Service basic training. These
Tests are grouped under the following headings: Intelligence, Service, Health,
Crafts.
1. Preliminary Test.
Pass four clauses, one from each group in the Extension Ranger Service
Tests.
2. Intermediate Test.
Pass eight more clauses, two from each group of these tests.
3. Advanced Test.
Pass twelve more clauses, from any of the groups of these tests.
The ordinary Ranger Certificates may be taken after passing
the Preliminary Test, provided they can afterwards be put to a practical use.

Rangers/Cadets in the 1950s
Rangers
The Ranger age is from 15 to 21 years inclusive. Under special circumstances a girl of 14 may
be admitted to the company but not enrolled.
There are three sections within the Ranger Branch – Land, Sea and Air –
each with it’s own section training.
Pre-Enrolment Test
1. Study the Promise and Law from a Ranger point of view. Know the origin and development of the Movement. 2. Know the symbolism and significance of the Union Jack, the flag of her own country, and the Guide World Flag, and be able to hoist them. 3. Treat for shock, and show simple methods of stopping bleeding. 4. Wear her uniform correctly and smartly. Take her place in squad drill. 5. Plan and carry out a day’s expedition with a definite objective, taking a friend with her, and keeping a brief log. Additional for Sea Rangers: Swim 50 yards.
Before being enrolled as a Ranger a recruit must attend
meetings regularly and punctually for three months. A recruit may wear uniform with the exception
of the Ranger enrolment badge, beret badge, or cap ribbon. If she has previously been enrolled as a Guide
she may wear her Tenderfoot badge in Ranger uniform.
Ranger Service Star
During her Ranger Service Star training a Ranger will be
expected to undertake some form of study to deepen her religious faith and her
understanding of the Promise and Law.
Part 1
1. Collect and keep in readiness a complete set of personal equipment which she can pack, with 24 hours’ notice, in a neat and practical way, serviceable for expeditions in any weather. 2. (a) in parties of two or more, using this equipment, go for a week-end camp or over-night hike. Be able to use a map in planning such expeditions. Or (b) Using this equipment, carry out an exploration lasting at least 24 hours; the sleeping accommodation may be in a Youth Hostel, cyclist’s rest, or barn, etc. The exploration planned largely by the Ranger should show enterprise and a sense of adventure. The plans should be submitted to the examiner beforehand; she may incorporate an additional challenge, possibly in the form of sealed orders. Note: If more than one Ranger is being tested each should take the lead during the day, the party splitting up if necessary; the candidate should, if possible, secure the site or sleeping accommodation.
Part II
1. Visit a house or flat and bring back a sufficiently clear description of it so that the intending occupier would be able to know if it were likely to be suitable. Note general layout, size of rooms, their aspect; heating lighting and cooking facilities water system etc.; also garden or yard. 2. Find out in her own area: Where children can be treated for minor ailments. Where mothers can be advised in Infant Welfare. Who is responsible for providing a pure milk supply, sanitation, water, gas and electricity supplies. Who pays for these services, and from what source the money comes. Read the Ranger health book How to be Healthy – and Wise, and show that she has made an effort to improve her health and appearance. Choose a country overseas and be able to interest other people in what she has found out about it.
Part III
1. Cook, serve and clear away a well-balanced two-course meal. 2. Bring a statement, signed by a competent person, saying that she has bathed, changed and dressed a child under three years old, and has seen a demonstration bathing of a baby of under six months (or a doll) given by a trained person. Must show that she realises the necessity for discipline, routine, cleanliness and understanding when dealing with young children. 3. Study design and colour in relation to dress and interior decoration. Make either a personal garment or an article of household furnishing, or decorate a room. 4. Do one of the following: (a) Keep a list of what she has read over a period of six months. This should include three first-class books, modern or classical, poetry or prose. (b) Compare the merits of three full-length plays, films or ballets, seen during the period of preparation for the test, the choice to be as varied as possible. (c) Visit an art gallery and discuss three selected pictures. (d) Know the fundamentals of three different types of architecture and be able to compare them. (e) Become familiar with three musical masterpieces (by concerts, gramophone or broadcasting) and be able to give reasons for her choice. (f) Introduce three folk tunes (songs or dances) new to the company, and be able to teach them.
Part IV
1. Be able to deal with outbreak of fire (including forest or moorland fires) and know how to use at least one type of fire extinguisher. 2. Be able to deal with the following: Severe bleeding, asphyxiation (including electrical shock), fractures (for prevention of further injury), wounds and burns. 3. Receive and pass on clear messages and give precise directions to strangers in her own neighbourhood.
The Star Test can be taken in stages and in any order. A Service Start with the figure I in the
centre is awarded when any one part or any three separate clauses have been
passed, and so on until the full star, with the central Ranger trefoil, is
gained.
Section Training
For Sea Rangers: the A.B. Test
For Air Rangers: The Leading Air Ranger Test
For Land Rangers: the Land Ranger Adventurer Test (optional
and experimental).
A.B. Test – Sea Rangers
1. Signal and read messages in semaphore at a speed of 15 letters a minute, and know the following procedure signals: calling up, wait, general answer, numeral sign, numerals, erase, end of message. 2. Read a nautical book, illustrating the customs and traditions of the sea. 3. Be able to recognise from models or pictures, ships of the following periods: Egyptian, Greek, Roman, Viking, Norman Conquest, 13th-14th century, Tudor, Elizabethan, 17th, 18th, 19th centuries. 4. Know the White, Blue and Red Ensigns, and who are entitled to fly them. Recognise the Merchant Navy flags of 20 maritime nations. 5. know and describe any two of the following: (a) the rig of three square-rigged and three fore-and-aft-rigged sailing vessels. (b) Six types of Naval or Merchant Navy craft. (c) Six types of cargo, stating how packed, stowed, loaded and discharged, country of origin, destination and use. 6. Show an understanding of simple weather signs. Show ability to make reasonably accurate weather forecasts, keeping a weather chart for at least a week. 7. Recognise six constellations, and be able to find the compass points from three of them. 8. (a) be able to use seven of the following bends and hitches, choosing first those not already known: reef, clove hitch, round turn and two half hitches, bowline, sheetbend, fisherman’s, figure of eight, rolling hitch, double sheetbend, bowline on a bight, anchor bend, running bowline, carrick bend. (b) Make a short, back, and eye splice. (c) Make a lanyard, showing at least eight fancy knots and sennets, including a Turk’s head. 9(a) Row a boat, with others, and make a boat fast. (b) Name the parts of a rowing boat. (c) Know the common terms used in connection with rowing boats.
Leading Air Ranger
Test.
1. Read a book on the history of aviation and show that she has some knowledge of the subject. 2. Know the different controls of an aircraft or glider; be able to explain how an aircraft or glider takes to the air; what sustains it in flights and the principal forces which affect it in flight. 3. Know: (a) The distinguishing rank badges and titles of the R.A.F and W.R.A.F. (b) At least ten International markings and identification letters on civil aircraft. 4. Know how to render assistance to the occupants of a crashed aircraft as follows: (a) Be able to recognise emergency exist and break in panels. (b) Be able to recognise the location of crash axes and fire-extinguishers, and demonstrate their uses. (c) Be able to disengage the safety harness and parachute harness of passengers and air crew. (d) By giving first aid (as set out under Part IV of the Ranger Service Star) and emergency call to ambulance and fire brigade. 5. Know the difference between and be able to recognise the following: High-wing monoplane, low-wing monoplane, single-engined and multi-engined aircraft, biplane, seaplane, flying boat, glider. 6. Keep a weather log for two consecutive weeks, making at least two entries a day. The log should include estimation of wind strength and direction, amount and estimated height of cloud, visibility, and (if possible) air temperature and pressure. 7. Understand the purpose of a signals area at an airfield, and know at least six different signals which might be displayed. Know the standard ground-to-air signals by Aldis lamp and Very lights in use on Service and civil airfields. 8. Know the signals and orders used by pilots and ground crews when: (a) starting and stopping engines; (b) taxi-ing; And be able to give assistance to a pilot taxi-ing an aircraft. Or: Be proficient in the orders and signals used in handling gliders and sail planes. 9. Know the difference between air speed and ground speed, and be able to describe the principle and purpose of the air-speed indicator and altimeter. 10. Have been for a short flight as pilot or passenger in an aircraft or glider; Or Have spent half an hour at the controls of a Link Trainer; Or Have spent an hour receiving instruction and watching duties being performed in a control tower on a Service or large civil aerodrome.
Air Ranger Wings
To qualify to wear Air Ranger wings a Guider or Ranger must
have passed the Leading Air Ranger Test and have completed three hours solo
flying in a powered aircraft or hold the “B” Gliding Certificate.
Ranger Certificates
A certificate will be awarded to a Ranger passing any one of the following tests. This will entitle her to wear the appropriate special service bar. I Home Service – Cook, Dressmaker, Electrician, Finisher, Handywoman, Housecraft. II Nursing Service – First Aid, Home Nursing, Hygiene, Samaritan. III Child Service – Child Study, Infant and Child Welfare, Play Leadership. IV Community Service – (a) cultural: Art, Drama, Folk Dancer, Handwork, Literature, Music; (b) general: Citizen, Fire-Fighting, Motor Mechanic, Public Health, Signalling Transmitter. V Coast and River Service – Seamanship, Life-Saver, Mariner, Oarsman, Sea Lore, Shipwright. VI Air Service – Aeromodeller, Aircraft Recognition, Air Crew, Air Mechanic, Glider Crew, Meteorology, Navigation, Theory of Flight. VII Outdoor Service – Astronomer, Campcraft, Explorer, Forester, Land-Girl, Local Knowledge, Water Naturalist Woodcraft. VIII World Service – British Commonwealth and Empire Knowledge, International Knowledge, Linguist.
Cadets
This section of the Training Department exists to give girls
between 16 and 21 opportunities for training for service in the Guide Movement.
Before investiture a recruit must work for three months in
the company and pas a test drawn up by the Court of Honour, and including:
(a) a special challenge to each particular girl according to her needs, this to be decided by the candidate in consultation with the Court of Honour. This challenge should aim at developing initiative, self-reliance, endurance and a sense of responsibility, and should include equal opportunities for adventure and enjoyment such as an overnight hike in tent or barn, or some form of adventurous expedition by day. (b) A high personal standard of appearance, manners and reliability. This test should be taken within a year of entry into the company.
No proficiency badges are worn by Cadets except the metal
First Class Badge or Queen’s Guide Award, the Ranger Service Star; the Cadet
and Ranger Camp Permit Bar.
Scheme of Training
(a) To study the aims of the Guide Movement: 1. To help girls to become useful citizens, and to realise their responsibilities as members of a community. 2. To strengthen the bond of the British Commonwealth. 3. To promote international good will. (Companies should be encouraged to visit other countries and to entertain visitors from other countries.) (b) To practice the methods by which these aims are achieved: 1. The teaching of the fundamental importance of the Promise and Law. 2. The Patrol System. 3. Woodcraft, especially camping, and the playing of Scouting games, following the methods in Scouting for Boys. 4. The practical application of test work. (c) To acquire the knowledge necessary to help with the training of Guides or Brownies in: 1. Test work (Tenderfoot, Second and First Class). 2. Drill and Ceremonial. 3. A subject of special interest to the Cadet herself. (d) To gain experience in camping and hold some camping qualifications before completing her training e.g. Campcraft, Quartermaster, Junior Quartermaster Certificate, etc. (e) To gain first-hand experience of methods of handling children by working in a Guide company or Brownie pack.
Extension Rangers
Extension Rangers may take the Ranger Service Star, with
alternative tests if necessary, given in The Extension Book (badge: Ranger
Service Star); or they may take the Extension Ranger Service Tests (badge: blue
stripes).
Extension Ranger Service Tests
These tests are grouped under the following headings:
Intelligence, Service, Health, Crafts.
1. Preliminary Test.
Pass four clauses, one from each group in the Extension Ranger Service
Tests.
2. Intermediate Test.
Pass eight more clauses, two from each group of these tests.
3. Advanced Test.
Pass twelve more clauses, from any of the groups of these tests.

Rangers/Cadets in the 1960s
Rangers and Cadets form The Senior Branch. There are 4 sections within the Senior Branch - Land Rangers, Sea Rangers, Air Rangers and Cadets.
The Ranger age is from 15 to 21 years inclusive, but where circumstances make it desirable girls of 14 may be admitted. On reaching the 21 age-limit a Ranger should be encouraged to transfer to the Trefoil Guild if she cannot accept an active appointment. A Trefoil Guild may be attached to a Ranger unit. Units are termed Land Ranger Company, Sea Ranger Crew, Air Ranger Flight, Cadet Company.
Investiture Test
Attend meetings regularly and punctually for three months and maintain a high standard of personal appearance. Satisfy the Ranger Guider that she: Has an understanding of the Promise and Law from a Ranger's point of view and accepts the guidance that they give. Is able to take a full part in unit ceremonial. Understands the symbolism of the following flags: the nion Jack, the flag of her own country, the Guide World Flag, and the flag of the United Nations.
During this period the recruit should: 1. Prove herself dependable by carrying out some definite undertaking for others. 2. Plan and carry out an expedition covering a minimum of six hours, taking one or two friends and keeping a brief record. The expedition should have a definite object. Places of interest to be visited may be in cities, towns, or the country, and any form of transport may be used. 3. Interest a group of people in her own hobby or pursuit or pass one clause of the Ranger Service Star or section specialist test.
Ranger Service Star
A badge showing the Roman numeral I is awarded when any three clauses have been passed. It is changed for badge II for six clauses passed and III for nine clauses passed. A badge with a red trefoil in the centre is awarded when the whole test is completed.
1. Collect and keep in readiness a complete set of personal equipment. With twenty-four hours' notice, pack it in a neat and practical way to be serviceable for an expedition in any weather. 2. With one or two companions and using this equipment, carry out an exploratory exhibition, e.g. overnight hike, lightweight camp, etc. Youth hostels, cyclists' rests, barns, or tents may be used. The expedition is to be planned by the Ranger and approved by the tester who is to meet the party during some part of the expedition. (Alternative to clauses 1 & 2: Explorer Certificate). 3. Visit a house or flat and bring back a sufficiently clearly drawn plan and description of it for an intending occupier to judge whether it is likely to be suitable. Note general layout; size of rooms; aspect; heating, cooking and lighting facilities; water system, etc; garden or yard. (Alternative to clause 3: Home Planning Certificate.) 4. Find out in her own area: Where children can be treated for minor ailments. Where mothers can be advised on Infant Welfare. Where and how provision is made for the aged and infirm. Who is responsible for providing a pure milk supply; sanitation; water, gas and electricity supplies. Who pays for these services, and from what source the money comes. Draw up a list of these services, to include directions for finding the establishments and, where appropriate, information about the times of attendance. Pay at least one visit to an establishment connected with one of the above services. Read the Ranger health book "How to be healthy-and wise", and show that she has made an effort to improve her health and appearance. (Alternative to clause 4: Citizen Certificate). 5. Choose a country other than her own, and be able to interest other people in what she has found out about it; know whether it is a member of the United Nations Organisation or United Nations: Identify the following initials: UNO, UNA, UNESCO, UNICEF, ILO, FAO, WHO. Know something about the work of one of these bodies. Alternative - Commonwealth Knowledge Certificate or International Knowledge certificate. 6. Cook a well-balanced two-course meal, serve it, and clear away. Alternative - Cook Certificate. 7. Bring a statement, signed by a competent person, showing that she has bathed, changed, and dressed a child under 3 years old, and has seen a trained person demonstrate the bathing of a baby of under 6 months (or a doll). Show that she realizes the necessity for discipline, routine, cleanliness, and understanding when dealing with young children.
Alternative - Child Care Certificate or Infant Welfare Certificate. 8. Study design and colour in relation to dress and interior decoration. Make a personal garment or an article of household furnishing, or decorate a room. Alternative - Dressmaker Certificate. 9. Pass one of the following clauses: a) Keep a record of her reading over a period of six months. Note: This should include three first-class book, modern or classical, poetry or prose. b) Compare the merits of three full-length plays, films or ballets seen during the period of preparation for the test, the choice to be as varied as possible. c) Visit an art gallery and discuss three pictures of her choice. d) Know the fundamentals of three different types of architecture and be able to compare them.
e) Familiarise herself with three musical masterpieces through concerts, gramophone records and/or broadcasting; and give reasons for her choice. f) Introduce three folk-tunes (songs or dances) new to the company, and be able to teach them. Alternative - one of the Certificates in the Cultural Section, community Service. 10. Know how to deal with an outbreak of fire (including forest or moorland fires) and how to sue at least one type of fire extinguisher; one part of the clause to be demonstrated practically. Alternative - Fire-Fighting Certificate. 11. Know how to deal with the following: shock, simple and severe bleeding, asphyxiation (including electrical shock), fractures (for the prevention of further injury), wounds, and burns. Alternative - First Aid Certificate or Samaritan Certificate. 12. Receive and pass on clear messages; give precise directions to strangers in her own neighbourhood.
The Land Ranger Test
1. Use an Ordnance Survey map including grid references. 2. Obtain compass directions from the sun, moon and stars, and explain how this is done. 3. Have received recent instruction in what to do when a road accident occurs. 4. Cook a meal, consisting of two hot dishes, out of doors on a wood fire or pressure stove. 5. Choose two places of particular interest to herself. Conduct a vistor round them showing what she has discovered about each. 6. Using time-tables, plan a route by rail, road, air or sea from her home to a given destination. 7. Carry out systematically for four weeks an activity which she has set herself as a course of training to improve her physical fitness. This can be walking, running, skipping, cycling, etc. 8. Have received instruction on suitable clothing, foot-wear and the care of the feet for expeditions. 9. Know the Country Code.
Having gained this badge a Ranger may take the tests for the Land Ranger Maintenance and/or the Land Ranger Adventure.
The Land Ranger Maintenance Test
The candidate mast have passed the Land Ranger Test and must take one of the following three sections A, B or C to qualify.
A
1. Study 'Are you good at cycling?' and have passed the National Cycling Proficiency Test within the previous 12 months. 2. Clean and oil a bicycle and know how to keep it in a roadworthy condition. 3. Mend a puncture and know how to adjust brakes. 4. Understand the efficient packing and safe distribution of equipment for a cycling expedition. 5. Make an article of equipment suitable for a cycling expedition, e.g. pannier fora bicycle, cycle cape, tent or equivalent. 6. With the aid of maps and guide books, plan a day's cycling expedition using secondary roads and byways where practicable.
B
1. Wash and polish a car, motor cycle or scooter. 2. Understand the working of a four-stroke or two-stroke engine. 3. Know the functions of carburettor, clutch, gear-box, electrical system. 4. Change a wheel and know how to unscrew a tight nut; check oil, petrol, water, brake fluid and batteries. 5. Test, clean, and change a sparking plug. 6. Have used the tools necessary in simple car maintenance and know their names. 7. As a passenger travelling on unfamiliar roads, and using a map, direct a driver of a car or cycle for at least 20 miles. Alternative to clauses 1-6 - Motor Mechanic Certificate
C
1. Groom a horse or pony and clean out a stall or box. Know the essential grooming kit and it's uses. 2. Demonstrate saddling, bridling and rugging-up. 3. Have an elementary understanding of the care and cleaning of saddlery. 4. Have an elementary understanding of feeding and watering a horse. 5. Have a knowledge of the care and working of a horse off grass. 6. Recognize a loose or worn shoe, and excessively long foot; know what action to take in each case. 7. Know the points of a horse. Alternative: Land Girl Certificate, Section VII Horsewoman.
The Land Ranger Adventure Test
The candidate must have passed the Land Ranger Test. 1. With one or two friends carry out an expedition in unknown territory. The expedition, which by the inclusion of various 'incidents' will test the candidate's initiative and common-sense, and her ability to use the skills she has learned, may be undertaken on foot, or riding or driving a horse or pony, or riding a bicycle, scooter or moped, or driving a car. the expedition is to last for twenty-four hours and the overnight accommodation must be in a YHA hostel , or climbing or club hut or tents or barn. She is to be given her first direction , and on reaching a given point is to open sealed orders. If the candidate is travelling on foot she may use public transport to get to a suitable starting point. All equipment for the expedition must be well prepared and packed in a way suitable for the method of travel. 2. Know the local weather signs and the safety precautions to be taken in fog, cloud, mountain mist, blizzard, etc.
Ordinary Sea Ranger Test
1. Know the history of the ship after which the crew is named. 2. Semaphore: signal and read letters and words. 3. a) Know sixteen points of the compass. b) Take a simple bearing. 4. Pipe the Still, Carry on, Pipe the side. 5. a) Know the times of the different watches. b) Strike ship's time on the bell. 6. Identify the white, Blue and Red ensigns, and know who are entitled to fly them. 7. Read a nautical book illustrating customs and traditions of the sea. 8. a) Identify four types of pulling boat. b) Identify in practice the various parts of a boat and of an oar. 9. a) Use six of the following bends and hitches: Round turn and two half-hitches, bowline, rolling-hitch, double sheetbend, bowline on a bight, fisherman's (or anchor) bend, running bowline, packer's knot, timber-hitch, highwayman's hitch,
b) make a short, back, and eye splice. c) Know eight fancy knots and sennits, including a Turk's head, make a lanyard showing not less than four of these knots.
Able Sea Ranger Test
1. Hold the O.S.R. badge. 2. Swim 50 yds. 3. Semaphore: signal and read messages at a speed of twenty-five letters a minute, and know the following procedure signals: calling up, wait, general answer, erase, end of message. 4. Identify six constellations; find the compass points from three of them. 5. Show an understanding of simple weather signs. Keep a weather chart for a week, showing reasonably accurate forecasts. 6. Recognise the Merchant Navy flags of twenty nations, including those of the independent countries of the Commonwealth. 7. a) Understand the general principles of cargo-carrying in the Merchant Navy. b) Describe four types of cargo; state how they are packed, loaded and stowed; give their country of origin and destination. 8. Identify and describe six types of Navy or Merchant Navy craft. 9. Identify four types of sailing boat in general use. 10. a) Read a book on the development of shipping. b) Recognise and describe four types of square-rigged vessel. 11. a) Use all the bends and hitches named in the O.S.R. test. b) Demonstrate two types of whipping. 12. a) Row a boat with others. b) Know the common terms in connection with rowing boats. c) Make fast a oat to a ring-bolt, cleat, and bollard.
Leading Sea Ranger Test
1. Hold the A.B. badge. 2. Transmit and receive signals, using one of the following methods: a) semaphore: seven words per minute. b) Flashing: three words per minute. c) Buzzer: eight words per minute. 3. Identify the flags and pennants of the International Code of Signals and know their single letter meaning. 4. Identify buoys in use under the Uniform System of Buoyage. 5. Read a chart and fix a position by means of cross bearings. 6. Know the distinguishing marks and titles of officers of the Royal Navy and Women's Royal Naval Service. 7. Recognize, from models or pictures, ships of the following periods: Egyptian, Greek, Roman, Viking, Norman Conquest, 13th Century, 14th Century, Tudor, Elizabethan, 17th Century, 18th Century, 19th Century. 8. a) Instruct a recruit in knotting for the O.S.R. test. b) Make a long splice. c) Learn two new fancy knots. 9. a) Make one of the following: canvas bag, canvas bucket, rope or canvas fender, rope mat, netted article, ship in a bottle, four instructional models; or b) strop a block. 10. a) Manage a dinghy or similar craft, singlehanded; or b) Cox a boat under oars.
Alternative to clause 10: the Oarsman Certificate or the Boating Permit. 11. a) Demonstrate in the water one method of release and rescue (combined) as approved by the R.L.S.S. and tow the subject 20yds; or b) Throw a life-line to reach a person 15yds away; demonstrate the Holger Nielsen method of artificial respiration and the treatment of the apparently drowned.
Leading Air Ranger Test
1. Read a book on the history of aviation and pass one of the following clauses: a) compile a scrapbook on a particular feature in the history of aviation. b) Construct a model of historical interest. c) Make a chart showing the progress of aviation. 2. a) Know the common terms used to describe parts of an aircraft. b) Know the different controls of an aircraft or glider. c) make a chart showing the progress of aviation. 3. a) Know the distinguishing marks and titles of the Royal Air Force and Women''s Royal Air Force personnel. b) Recognise the national markings and identification letters on civil aircraft of ten countries. c) Know the air routes operating from five countries to the home country. 4. Know how to render assistance to the occupants of a crashed aircraft by being able to: a) Recognise and operate emergency exits and break-in panels. b) Locate and use crash axes and fire extinguishers. c) Disengage the safety harness and parachute harness of passengers and air crew. d) Render first aid. e) Give emergency calls for ambulance and fire brigade. 5. Identify the following: High-wing monoplane, low-wing monoplane, single-engined and multi-engined aircraft, biplane, seaplane, flying boat, glider, helicopter. 6. Keep a weather log for two consecutive weeks, making two or more entries a day showing: :a) amount and type of cloud, b) force and direction of wind, c) estimated visibility, d) temperature and pressure (where possible). 7. a) Understand the purpose of a signals area at an airfield and now at least six different signals which might be displayed. b) know the standard ground-to-air signals used by Aldis lamps and Very lights used on Service and civil airfields. 8. Know the signals and orders used by pilots and ground crews when: a) Handling gliders and sail planes; or b) Starting engines, taxi-ing, and stopping engines. Be able to assist a pilot taxi-ing an aircraft. 9. a) Understand the difference between air speed and ground speed. b) Know the use of altimeter and air-speed indicator and be able to make correct readings. c) Know the points of the compass and their relative degrees. d) Set an aeronautical compass for a given track. 10. Go for a short flight as pilot or passenger in an aircraft or glider; or pass one of the following clauses: a) spend half an hour at the controls of a Link Trainer. b) Spend an hour receiving instruction and watching duties being performed at a control tower on a service or large civil aerodrome.

Know What You Like And Why You Like It - Have you Ever . . .
listened to records - jazz, folk, pop, or classical (or a mixture of them all) and choose a selection to play for an old people's party, a twenty-first birthday party, a boy in hospital, for yourself. What made you choose these particular records? listened to records and chosen one as theme music for an investiture, or as a 'lead-in' or theme for a Guides' Own Service, for background music for a play, for dance/drama, or mime? Why choose this one specially? visited an art gallery, made a choice of the pictures you like, and discovered why you like them? (Try explaining to a group of friends why certain pictures appeal to you in passing - but why you would buy others to live with.) been to a modern ballet or film or play - and found out what it was all about? Did it mean anything to you? Would you recommend your parents to go to see it - or your own contemporaries? If not - why not? looked critically at the advertisements you see over a month or so - on TV, in the glossies and Sunday papers and on hoardings? Do they influence you in what you buy? What brand of chocolate, bra, toothpaste? Is there really a sweet that you can eat between meals 'without ruining your appetite'? Are advertisements honest - or doesn't it matter? Sex-appeal sells goods. Is this debasing moral standards? What about free gifts, trading stamps, and other incentives to purchase? read books of your own choosing and been able to give reasons for liking or disliking them? studied the architecture around you? Churches, private houses, public buildings - old and new. (What will the buildings of the future be like? Le Corbusier once said 'A house is a machine for living in.' Do you agree?) watched a TV programme - or listened to one on the radio - on a cultural, scientific, or international subject, and discussed it afterwards in a small group? window-shopped for costume jewellery - or modern furniture - or kitchen equipment - or wallpapers - or fabrics - or somesuch, and really studied colour and design in relation to costs? What is value for money? (A visit to the Design Centre in London or the Scottish Design Centre in Glasgow would be most interesting here.) have you ever read poetry of your own choosing for your own enjoyment? (This is a very different matter from doing it at school! Some record companies produce very striking discs of poetry readings.) How about starting with Edward Lear's Nonsense Omnibus, and going on to the war poems of Wilfred Owen, or the exciting word paintings of Dylan Thomas in Under Milk Wood? Can poetry evoke an emotion that prose cannot?Create Something Yourself - Have you Ever?
made your own clothes - or cushion covers and curtains - or a rug? tried to draw or paint - or do wood-carving or whittling - or clay-modelling - or sculpture? made a piece of simple furniture - or 'done-up' old furniture imaginatively - or chosen a colour scheme for a room? made a musical instrument and used it to accompany a suitable campfire song? acted in a play - dressed or produced one? demonstrated make-up for a play - or for normal everyday wear? written a poem - or a song - or a story - or a short play - or an account of something to be published in a Guide periodical or school magazine? made your own patterns for embroidery or knitting - or designed and made your own gift boxes for presents - or made original Christmas and Easter decorations? created a new hairstyle - dance - piece of music - or song? made jam - or wine - or decorated a cake - or made potato bread on a camp fire? studied the art of letter-writing - formal and informal invitations and replies - business letters - correct and incorrect ways of addressing people and of ending letters? made toys - from felt, cloth, wool or wood - or made puppets and put on a puppet play? done quilting - lampshade-making - glove-making - embroidery - knitting - crochet? persuaded your Unit to try their hands at mime - or role-play - folk-singing - or dance/drama? played a musical instrument well? learnt any of the modern hymn-tunes and taught them to others - or learnt new campfire songs or Brownie singing games and taught them? made jewellery or moccasins - learnt metal-work - arranged flowers artistically - or cured a sheepskin? had a creative idea - for a poem - a painting - a design - a philosophy of life? even though it may be difficult to express in words. The mind is creative as well as the hands. Who knows? You may have a contribution to make to life through an original idea.Physical Recreation
a) dancing - attend classes in some branch of dancing, including modern, ballroom, or folk. b) self-defence - attend classes in judo or other methods of self-defence, or fencing. Every girl's confidence is improved once she has been taught, professionally, how to look after herself. c) watersports - apply to your local baths or club to attend a class in swimming or lifesaving, according to the standard you have reached, or apply to the local sub-aqua club or to the police to join a course in skin-diving. d) ice sports - attend classes in skating (ice if possible, otherwise roller); or learn to ski, perhaps on a local dry ski-slope, before joining a party to Scotland or the mountainous regions of Europe to try the real thing. e) ball sports - learn a sport new to you, such as badminton, tennis, squash, golf, hockey, cricket, lacrosse or netball. Aim to reach a good standard. keep fit - attend keep fit or gymnastic classes, on a regular basis. f) riding - receive regular instruction from a local riding club, and improve your standard as far as possible. It may be that costs can be cut if you are prepared to help with the mucking-out and grooming. g) cycling - exercise regularly, if possible by joining a local club. Improve your skill in cycle maintenance and puncture repair. h) hill-walking - train yourself for this by exercising regularly, learning basic first aid, map and compass work, and the Country Code. Take part in as much hill walking as local geography will allow. i) mountaineering - as for hillwalking above, but you will need to take professional classes in mountaineering, to study 'Safety on Mountains', to learn how to deal with accidents, how to prevent exposure, and what clothing and equipment to wear. Take part in mountaineering under expert guidance.
j) cross-country running - run regularly, preferably with one or two others. If possible join a local club. k) orienteering - learn how to read a map and use a Silva compass. Enter events run by your local Orienteering club. Start at 'Wayfarer' standard, and progress to the longer distance courses. This sport, a combination of cross-country running and map-reading, is ideal for a few friends to learn together.



