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Vocabulary flashcards based on the study guide and reading questions for 'The Most Dangerous Game' by Richard Connell.
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Setting of 'The Most Dangerous Game'
Ship-Trap Island, a dark and mysterious island located in the Caribbean.
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.
Exposition Mood
A dark, mysterious, eerie, and suspenseful mood established at the beginning of the story.
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.
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.
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.
General Zaroff
The owner of the chateau on Ship-Trap Island who recognizes Rainsford because he has read Rainsford's books on hunting.
Zaroff's Chateau
A palatial mansion on the island featuring high iron gates, lofty towers, and luxurious decorations.
Uncomfortable Stare of General Zaroff
Zaroff's intense and continuous studying of Rainsford whenever Rainsford looks up during dinner.
Reason Zaroff Stopped Hunting Tigers
Hunting big game became too easy and no longer offered him a challenge or excitement.
Boredom in Hunting
Zaroff's loss of interest in hunting animals because they rely purely on instinct and are easily outsmarted.
Ideal Prey Qualities
According to Zaroff, the ideal animal to hunt must possess courage, cunning, and above all, the ability to reason.
Zaroff's 'New Animal'
Human beings, who are the only creatures capable of reasoning during a hunt.
Zaroff's Method of Luring Ships
Using false channel lights to trick ships into crashing against the sharp, jagged rocks around his island.
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.
Library Collection Heads
Mounted human heads (heads of men Zaroff has hunted and killed) kept in Zaroff's library.
Consequence of Refusing the Game
The individual is handed over to Ivan, who brutally beats or tortures them.
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.
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.
Rainsford's Three Traps
The Malay man-catcher, the Burmese tiger pit, and the trick with the knife tied to a springy sapling.
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.
Two Distractions During Zaroff's Dinner
The difficulty of replacing Ivan and the unresolved thought that Rainsford escaped him by leaping into the sea.
Climax of the Story
The moment Rainsford suddenly confronts General Zaroff in Zaroff's bedroom after swimming back to the chateau.
Resolution of the Story
Rainsford defeats and kills Zaroff in combat, earning the reward of sleeping peacefully in Zaroff's bed.
Major and Minor Characters
Major: Sanger Rainsford and General Zaroff. Minor: Whitney and Ivan.
Point of View of 'The Most Dangerous Game'
Third-person limited narrative perspective, focusing mainly on Rainsford's experiences and thoughts.
Theme of 'The Most Dangerous Game'
The blurred line between hunter and hunted, the morality of sports, and civilization versus animalistic cruelty.
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.