Counting-out rhymes and other methods
of choosing players for games form one of the
most interesting topics in the whole study of
children’s games. Such rhymes and methods
are found in use all over the world and are prehistoric,
having descended like the great mass of children’s
games from the serious practices of adults in
the childhood of the race. Classic literature
has innumerable references to such customs, as where
in the Iliad the heroes cast lots in the
cap of Atrides Agamemnon to know who shall go
forth to battle with Hector, or choose by similar
means their places in the funeral games for Patroclus.
Many instances of the use of these practices are recorded
in Scripture, including the famous one of the casting
of lots for the seamless garment. Much collecting
and investigating have been done as to these
methods, several collections of counting-out
rhymes, covering hundreds of examples, having
been made in the interests of folklore, the history
of magic, etc. Such rhymes are found in Asia,
Africa, Europe, and America, not to mention the
Sandwich Islands and other places presenting
primitive conditions. The largest collection
and most thorough study published in America was that
made by Mr. H. Carrington Bolton of the Smithsonian
Institute. These rhymes unquestionably originated
in old superstitions and rites, including incantations
of the old magicians and practices of divination
by lot. The doggerel of counting-out rhymes
is often traceable to old Latin formulas used
for these purposes, a fact that shows the absurdity
and artificiality of purposely manufactured rhymes.
In the majority of games it is necessary
to assign various players to their parts in some manner
that shall be strictly impartial. Thus, one player
may have to be chosen to be “It” ;that
is, to take the prominent, arduous, or often disadvantageous
or disagreeable part; for example, the part of “Black
Tom” in the game of that name, the “blind
man” in blindfold games, etc. In many
other games the players have to determine who shall
have the first turn, or the order of rotation in which
all shall play, as who shall be the first back in leapfrog,
etc. In still other games, such as Prisoners’
Base, Black and White, and many ball games, opposing
sides or teams have to be chosen. Some games
have their own distinctive methods of assigning parts,
but in most cases any method may be used. A few
of the most popular, practical, and useful methods
are given here. (See also Floor Formations
in previous chapter.)
For very little children, the teacher
or leader should choose or assign the players for
the different parts, such as who shall be the first
cat or mouse in the game of “Kitty White,”
or who shall go into the center in many of the singing
games. This method is often used for parlor games
in children’s parties by the hostess, though
many other methods may be used. For older players,
the following methods will be found helpful.
COUNTING-OUT. ;This is a
very popular method among children. One player
in the group, generally self-appointed, but sometimes
chosen by popular consent, does the “counting
out.” He repeats a rhyme or jingle, touching
one player on the chest for each accent of the verses.
He always begins with himself and then touches the
first one on his left, and so on around the circle
or group in regular order. Any player to whom
falls the last word is “out”; that is,
he is eliminated from the succeeding counting and
is not to be “It,” generally a matter
for rejoicing. Such a player steps out of the
group at once. This counting is continued, the
verses being repeated over and over, until only two
players are left, when the formula is again gone over,
the one to whom the last word falls being free, and
the remaining player “It.” When a
verse is not long enough to go around the entire group,
the player at his discretion may lengthen it by adding
“One, two, three, ;out goes he!”
(or she); or “O-U-T spells out!”
From many verses the following, without
which no collection could well make its appearance,
are chosen as typical for the purpose: ;
“Onery, twoery tickery
tee,
Hanibal, Crackible,
turnablee.
Whing, whang, muskadan,
Striddledum, straddledum,
twenty-one!”
The following counting-out rhyme is
famous in literary annals as having been taught to
Sir Walter Scott before his open fire by that dainty
little maiden, Marjorie Fleming: ;
“Wonery, twoery, tickery
seven;
Alibi, crackaby, ten
and eleven;
Pin, pan, muskydan;
Tweedle-um, twoddle-um,
Twenty-wan; eeerie,
ourie, owrie,
You, are, out!”
The following are old and popular forms: ;
“Enna, mena,
mina, mo,
Catch a nigger by the
toe;
If he hollers, let him
go,
Enna, mena,
mina, mo!”
“Monkey, monkey, bottle
of beer;
How many monkeys are
there here?
One, two, three, out
goes he (or she!)”
“Aina, maina, moña,
mike,
Bassalona, bona, strike;
Hare, ware, frown, hack;
Halico, balico, wee,
wo, wy, whack!”
“Little fishes in a
brook,
Father caught them with
his hook.
Mother fried them in
a pan,
Father ate them like
a man.”
HOLDERS. ;A favorite method
of choosing players, especially with boys, is that
called “holders” or “hand holders.”
When a group of boys decides to play a game, one suddenly
shouts, “Picker up!” picks up a pebble
and hands it to another boy. The one who picks
it up is called the stone picker, and is “out”
to start with; that is, he does not have to take part
in the guessing of hands which follows.
Mr. Beard, who has recorded from observation
this method of choosing players, gives an additional
point which the writer has not happened upon.
He says that the first player has scarcely shouted
“Picker up!” before another cries “Wipe-’er-off!”
and a third, “Stone holder!” “Picker-up
hands the stone to Wipe-’er-off. Picker-up
is then free. Wipe-’er-off makes a
great show of wiping the stone off on his trouser leg,
and hands it to Stone-holder. Wipe-’er-off
is then free, and Stone-holder puts his hands
behind him,” etc. This preliminary
of handing the stone is often omitted, especially
where a large group is to play, as the first
holder of the stone has in a large group a good
chance to go “out” as the guessing proceeds.
The person who holds the stone (a
coin, button, or any small object may be used) places
his hands behind his back so that the other players
may not know in which hand he disposes the stone and
then holds his closed fists out in front of him, with
the backs of the hands (knuckles) upward. The
first player on his left steps forward and touches
the hand in which he thinks there is no stone.
The holder opens that hand; if the guess has been
correct, the guesser is “out” and the
holder must go through the same performance with the
next guesser. Should the one who guesses touch
the hand which holds the stone instead of the empty
hand, then he must become holder, taking the stone
and going through the same play with it, the holder
from whom he took it being “out.”
In other words, the object of the guessing is to choose
the hand which is empty, a successful guess putting
the guesser out, a wrong guess making him the next
holder and putting the preceding holder out.
DRAWING CUTS. ;In this method
of choosing players, a blade of grass or hay or a
slip of paper is provided for each player in the group.
These should all be cut of approximately the same
length, with the exception of one which should be
quite short. One player, the holder, holds these
in a bunch in one hand, first getting even all of the
ends that are to show. The other ends are concealed
in the hand, so that it is impossible, by looking
at the extended ends, to tell which is the short piece.
Each player in the group then draws one of the slips
or pieces, the one who gets the short piece being
“It.”
If desired, the slips may be put in
a hat or box, the players drawing without looking
in. This method is quite suitable for parlor games,
where it is much used.
TOSS-UP. ;The toss-up is
a very simple and popular method of choosing players.
It consists in tossing a coin in the air and allowing
it to land on the ground, to see which side will fall
uppermost, each player having previously chosen a
side, or, in other words, taken his chance on that
side landing upward. Generally a coin is used,
but a stone will do as a substitute, one side being
marked. Shells may also be used, the throw to
be determined by the light or dark side or the convex
or concave side falling upward. The method of
tossing is the same for any of these articles.
One player tosses the coin in the air, the players
having chosen “heads” or “tails”;
the side of the coin having the date on it is called
“heads,” the other side “tails.”
The side wins which falls uppermost. If a coin
or shell does not lie flat on the ground, but rests
edgewise, the toss does not count. When this
method is used by a group of players, each player is
considered out who makes a lucky guess. Any player
who guesses the wrong side takes the next turn for
tossing the coin. Sometimes it is required that
the choice (of heads or tails) shall be made while
the coin is in the air, probably to avoid any juggling
on the part of the tosser.
RACING; LAST OVER; ETC. ;A
popular method of determining who shall be “It”
for a game is for the players to race to a certain
point, the last one to reach it being “It.”
Or one of a group of players deciding on a game may
say “Last over the fence!” when all climb
or vault over a fence, the last one over being “It.”
In the gymnasium this method is sometimes used when
the players are grouped in the center of the floor.
Upon hearing the shout “Last over!” they
all scatter and jump over any available piece of apparatus,
bars, horse, etc., the last one to vault being
“It.”
The Wabanaki Indians use an interesting
method, combining counting-out and racing. The
players being gathered in a group, each player puts
out two fingers, resting them on the ground, a stone,
or any convenient place. A counting-out rhyme
is then used, one finger being touched for each accent.
A finger is doubled under whenever a verse ends on
it, until only three fingers are left. The owners,
whether they be two or three players, immediately
start on a run, the counter chasing them. The
one caught is “It.”
Some games have each their own distinctive
method of choosing players, as in Duck on a Rock.
These methods are described with the games wherever
they have been obtainable.
CHOOSING SIDES. ;For many
games the players are divided into two opposing groups
or teams. When there is no special leader or captain
for each group, some of the above methods of counting-out
or choosing are used for assigning players to one
side or the other. In most games, however, where
there are opposing groups, a captain or leader is
first selected. This part sometimes goes to the
person who first shouts for it, but it is more usual
for the players to choose captains, as special qualities
are generally needed in persons in that position,
and even young children are glad to place themselves
under strong leadership. Captains or leaders,
however, may be chosen by any of the previously mentioned
methods, or they may be selected by a teacher or leader.
Two captains or leaders having been
chosen, each chooses his own players, the choice being
made alternately one at a time, the first captain
selected generally having first choice. A good
captain will select his players for the playing qualities
needed in the particular game to be played. These
qualities will vary in different games, and different
players may be chosen for excellence in one particular
direction, such as swift running, agile dodging, boldness
in giving dares and taking risks; in ball games, skill
in catching or throwing, or other forms of play; and
in all games, the ability to “play fair,”
and to cooeperate generously and with good temper.
A player may be unskillful, and yet very valuable
as a general helper if he possesses the qualities
for cooeperation. The unpopular player is nearly
always a selfish person, one who disregards rules
or tries to win unfairly. Aside from the general
contempt engendered by such qualities, a player having
them is undesirable because he gets his side into disputes
or runs a greater risk of increasing the opponent’s
score with fouls.