The Most Dangerous Game Study Guide Flashcards

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Vocabulary flashcards based on the study guide and reading questions for 'The Most Dangerous Game' by Richard Connell.

Last updated 9:24 PM on 10/1/26
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28 Terms

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Setting of 'The Most Dangerous Game'

Ship-Trap Island, a dark and mysterious island located in the Caribbean.

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Foreshadowing of Ship-Trap Island

The ominous name foreshadows the lethal traps and human hunt that take place on the island later in the story.

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Exposition Mood

A dark, mysterious, eerie, and suspenseful mood established at the beginning of the story.

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Mood Details in the Exposition

Descriptions of the 'dank tropical night' that is 'like moist black velvet' and the island's dread reputation among sailors.

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Whitney and Rainsford's Jaguar Discussion

A conversation on the yacht debating hunting, where Rainsford claims hunted animals have no feelings while Whitney argues they feel fear.

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Reason Rainsford Falls Overboard

He lunges for his pipe after dropping it on the rail while trying to hear gunshot sounds in the darkness and loses his balance.

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General Zaroff

The owner of the chateau on Ship-Trap Island who recognizes Rainsford because he has read Rainsford's books on hunting.

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Zaroff's Chateau

A palatial mansion on the island featuring high iron gates, lofty towers, and luxurious decorations.

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Uncomfortable Stare of General Zaroff

Zaroff's intense and continuous studying of Rainsford whenever Rainsford looks up during dinner.

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Reason Zaroff Stopped Hunting Tigers

Hunting big game became too easy and no longer offered him a challenge or excitement.

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Boredom in Hunting

Zaroff's loss of interest in hunting animals because they rely purely on instinct and are easily outsmarted.

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Ideal Prey Qualities

According to Zaroff, the ideal animal to hunt must possess courage, cunning, and above all, the ability to reason.

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Zaroff's 'New Animal'

Human beings, who are the only creatures capable of reasoning during a hunt.

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Zaroff's Method of Luring Ships

Using false channel lights to trick ships into crashing against the sharp, jagged rocks around his island.

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The 'Game'

A 3-day hunt where Zaroff gives his prey clothes, food, and a knife; if the victim eludes Zaroff for three days, he wins his freedom.

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Library Collection Heads

Mounted human heads (heads of men Zaroff has hunted and killed) kept in Zaroff's library.

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Consequence of Refusing the Game

The individual is handed over to Ivan, who brutally beats or tortures them.

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Zaroff's Advice to Rainsford

Advice such as wearing moccasins to leave less track and avoiding the Death Swamp to prolong and heighten the challenge of the hunt.

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Zaroff's Smile and Withdrawal

Zaroff tracks Rainsford to a tree, smiles, and walks away, signaling that he discovered Rainsford but wants to prolong the hunt for fun.

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Rainsford's Three Traps

The Malay man-catcher, the Burmese tiger pit, and the trick with the knife tied to a springy sapling.

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Native Springing Knife Trick

A trick learned in Uganda where a hunting knife is tied to a bent sapling with a wild grapevine; when released, it springs forward, killing Ivan.

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Two Distractions During Zaroff's Dinner

The difficulty of replacing Ivan and the unresolved thought that Rainsford escaped him by leaping into the sea.

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Climax of the Story

The moment Rainsford suddenly confronts General Zaroff in Zaroff's bedroom after swimming back to the chateau.

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Resolution of the Story

Rainsford defeats and kills Zaroff in combat, earning the reward of sleeping peacefully in Zaroff's bed.

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Major and Minor Characters

Major: Sanger Rainsford and General Zaroff. Minor: Whitney and Ivan.

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Point of View of 'The Most Dangerous Game'

Third-person limited narrative perspective, focusing mainly on Rainsford's experiences and thoughts.

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Theme of 'The Most Dangerous Game'

The blurred line between hunter and hunted, the morality of sports, and civilization versus animalistic cruelty.

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Main Conflict of the Story

An external conflict of Man vs. Man between Sanger Rainsford and General Zaroff as Rainsford fights to survive Zaroff's hunt.