SECRET STRANGER
The evil agent known as the Jackal. The good agent is known as the Condor. They will meet both of them one at a time. They must decide which is the Condor and present their computer disk to him/her. They must determine who is who by asking them questions and judging their character by the responses.
EQUIPMENT NEEDED
PHYSICAL ARRANGEMENTS
SITUATION
You must get information to a secret intelligence unit of the United States government. Your contact is an agent known only as the Condor. You have no information about his/her appearance, nor do you have a code word for identification. The original code word was comprimised by enemy agents. It is known that an enemy agent known only as the Jackal is operating in the area and may try to impersonate the Condor to intercept the information on your disk. If your information gets into the wrong hands it could be distasterous for the free world.
ACTION
SCORING
STAFF ACTIONS
The first staff member gives them the instructions and explains the event. The other two staff members play the roles of Condor and Jackal. The might want to switch roles every now and then. It can be a fun event if the Scouts are really into the event and the staff are into their role.
ISSUE EQUIPMENT
KEEP THEM MOVING
Record the scores and send them to the next event at the prescribed time or cue.
MISSION IMPOSSIBLE requires approximately 30 staff members.
Events will conclude by 1:30am. Patrol Leaders will turn in their Patrol's computer disk before returning to their campsite. All Scouts/Webelos should be in their campsites and quiet by 2:00am.
SCORING PATROLS
Patrols will be given a computer disk. Scores will be written in a square on the disk. Each event will grade on a possible total of 10 points.
Each event will have a 2 letter code. For the score, write the two letter code, followed by a score from 0 to 10.
For example: SH9
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