ALL UP RELAY
10 to 60 or more players.
Playground; gymnasium; schoolroom.
The players are divided into two or
more groups of like numbers which compete against
each other. The different groups line up in single
file behind a starting line drawn on the ground.
Directly in front of each team, at the opposite end
of the running space (which should be from twenty
to fifty feet long), are drawn two circles, each three
feet in diameter, and placed side by side, with rims
touching. In one of the circles of each pair
three Indian clubs are placed.
On a signal, number one of each file
runs forward and with one hand only, changes the clubs
from one circle to the other. Each club must
be made to stand, and none must touch the outline of
the circle. As soon as each player finishes this,
he runs back to his file, touches the next player
on the hand, and passes off, back of the line.
The second player should be waiting for this “touch-off”
with toe on the starting line and hand outstretched.
This second player, on receiving the
touch-off, runs forward to the circles and changes
the clubs from the second ring back to the first,
observing the same rules of procedure. Each player,
in turn does this, the file winning whose last player
is first to dash over the starting line on his return.
This is a very popular game for athletic
contests, especially for younger girls.
When used in this way, an especially careful observation
should be kept for fouls by official judges. One
foul is scored against a team for (a) each
time a runner starts over the line without the
“touch-off”; (b) each time both
hands are in play at once in changing the clubs; (c)
each club that is not replaced after falling;
(d) each club that is left standing anywhere
but within the circle for which it was intended.
When played thus, according to strict athletic rules,
the teams win in the order of finishing plus the smallest
score on fouls. Thus, if team A finishes first
with six fouls, team B finishes second with four
fouls, and team C finishes third with no fouls,
team C wins, being given first place, team B
second place, and team A third place.
Teams Order of Finishing Number of Fouls Order of Winning
A 1 6 3
B 2 4 2
C 3 0 1
ANIMAL BLIND MAN’S BUFF
10 to 30 or more players.
Parlor; gymnasium; playground.
One player is blindfolded and stands
in the center of a circle with a wand, stick, or cane
in his hand. The other players dance around him
in circle until he taps three times on the floor with
his cane, when they must stand still. The blind
man thereupon points his cane at some player, who
must take the opposite end of the cane in his hand.
The blind man then commands him to make a noise like
some animal, such as a cat, dog, cow, sheep, lion,
donkey, duck, parrot. From this the blind man
tries to guess the name of the player. If the
guess be correct, they change places. If wrong,
the game is repeated with the same blind man.
The players should try to disguise
their natural tones as much as possible when imitating
the animals, and much sport may be had through the
imitation. Players may also disguise their height,
to deceive the blind man, by bending their knees to
seem shorter or rising on toes to seem taller.
Where there are thirty or more players,
two blind men should be placed in the center.
There is much sport
in this game for either children or adults
or both together.
The author has known it to be the occasion
for great merriment
under all three circumstances.
ANIMAL CHASE
10 to 30 or more players.
Playground; gymnasium.
Two pens are marked off in distant
corners of the playground. One player, called
the chaser, stands at one side of one of these pens.
The other players stand within the pen that is nearest
the chaser. All of the players in the pen are
named for different animals, there being several players
of each kind. Thus there may be a considerable
number each of bears, deer, foxes, etc.
The chaser calls the name of any animal he chooses
as a signal for the players to run. For instance,
he may call “Bears!” whereupon all of
the players who represent bears must run across to
the other pen, the chaser trying to catch them.
Any player caught before reaching
the opposite pen changes places with the chaser.
The particular point of difference
between this and some other similar chasing games
is that the chaser may not know just which of
the players in the pen will start out in response to
the name of the animal that he calls.
ARROW CHASE
8 to 16 players.
Out of doors.
This game is especially adapted to
surroundings where a very devious chase may be given,
with many opportunities for the runners to go out
of sight, double back on their course, etc., as
in a village.
The players are divided into two parties.
One of these parties, each member having a piece of
chalk, starts out on a run over any route chosen by
their leader. Every ten feet the runners must
chalk a small arrow somewhere along their path, the
object of the hunting party being to overtake these
runners, discovering their course by the arrows.
No attempt is made to get back to a goal, as in many
other games of chase.
The hunting party at the starting
place counts two thousand to give the runners a full
start, and then pursues them. The runners will
use all possible finesse in making it difficult to
find their arrows, although it is a rule of the game
that the arrow must be in plain sight, though not
necessarily from the point of view of the course taken.
It may be marked on the farther side of a post, stone,
etc., or at a considerable height, or near the
ground, but never under a ledge or where it might
not be seen plainly by any one standing in front of
it.
The runners will naturally take a
course that will eventually bring them back to the
starting point, the chasers, however, trying to overtake
them before they can accomplish this.
AUTOMOBILE RACE
20 to 30 players at once.
Schoolroom.
This schoolroom game is played with
most of the class sitting, being a relay race between
alternate rows. The first child in each alternate
row, at a signal from the teacher, leaves his seat
on the right side, runs forward around his seat and
then to the rear, completely encircling his row of
seats, until his own is again reached. As soon
as he is seated, the child next behind him encircles
the row of seats, starting to the front on the right
side and running to the rear on the left side.
This continues until the last child has encircled the
row and regained his seat. The row wins whose
last player is first seated. The remaining alternate
rows then play, and lastly the two winning rows may
compete for the championship.
The interest may be increased by calling
the race an international one, the teacher providing
small flags of different nations, or the children
may cut and paint these of paper. The first child
in each row chooses the country he will represent
by the selection of a flag at the beginning of the
game. This he places on the rear desk, and it
is held aloft by the last player when he regains his
seat, indicating that his country has come in first,
second, etc., in the automobile race.
BARLEY BREAK
6 to 18 players.
Playground; gymnasium.
A long, narrow strip of ground is
needed for this game, divided into three spaces measuring
from ten to fifty feet square. The central one
of these three spaces is called the barley field.
In each of the three stands a couple of players (or
more, as hereinafter described). The couple in
the center is obliged to link arms; therefore the center
place is the most difficult and considered disadvantageous.
The couples in the other spaces advance, singly or
together, into the barley field, trampling the barley
by dancing around the field as much as they can without
being caught. These couples need not link arms.
When one of these is caught, he must remain inactive
in the barley field until his partner is also caught.
The couple owning the barley field may not step beyond
its limits, nor may the couple being sought take refuge
in the field opposite to their own. When the two
are caught, they become warders of the barley field,
changing places with the previous couple, and any
others who have been caught return to their own fields.
The game is made interesting by not confining the
effort to catching two members of the same couple in
succession. Both couples in the adjoining fields
should venture far into the barley, taunting the couple
who have linked arms by calling “Barley break!”
These, in turn, will assist their object by making
feints at catching one player and turning suddenly
in the opposite direction for another.
The number of players may be increased
by putting three couples in the center (barley field)
and two or three couples at each end.
This game is centuries
old and used to be played at harvest
time around the stacks
in the cornfields.
BASTE THE BEAR
10 to 30 or more players.
Playground; gymnasium; parlor.
One player is chosen to be bear, and
sits in the center on a stool. The bear chooses
a second player to be his keeper. The keeper stands
by the bear, each of them holding an end of a short
rope about two feet in length and knotted at either
end to give a firm hold. The rest of the players
stand around in a circle inclosing these two.
The object of the players is to tag (baste or buffet)
the bear, without themselves being tagged by the bear
or his keeper. The players may only attack the
bear when the keeper calls “My bear is free!”
Should a player strike at the bear before the keeper
says this, they change places, the striker becomes
bear, the former bear becomes the keeper, and the
keeper returns to the ring. The keeper does his
best to protect his bear by dodging around him on
all sides to prevent the attacks of the players who
dodge in from the circle to hit him. Should the
keeper or bear tag any player, the same exchange is
made; that is, the player tagged becomes bear, the
former bear the keeper, and the keeper returns to
the ring.
Should a rope not be conveniently
at hand, the game may be played in any of the three
following ways: (1) by the bear and his keeper
clasping hands; (2) a circle may be drawn around the
bear beyond which the keeper may not go; (3) the keeper
may be subjected to the general rule of not going
more than two steps away from the bear in any direction.
Where there are more than thirty players,
two or more rings should be formed, each having its
own bear and keeper.
This is an old game,
popular in many countries. It contains
excellent sport, with
opportunity for daring, narrow escapes,
and much laughter.
BEAR IN THE PIT
10 to 30 players.
Playground; gymnasium.
A bear pit is formed by the players
joining hands in a circle with one in the center as
the bear. The bear tries to get out by breaking
apart the bars (clasped hands), or by going over or
under these barriers. Should he escape, all of
the other players give chase, the one catching him
becoming bear.
This is a favorite game with boys,
and is not so rough a game as Bull in the Ring, the
means of escape for the bear being more varied.
He can exercise considerable stratagem by appearing
to break through the bars in one place, and suddenly
turning and crawling under another, etc.
BEND AND STRETCH RELAY
10 to 60 players.
Schoolroom.
This game consists in a sideways passing
of two bean bags and two dumb-bells alternately.
This amount of apparatus should be placed on the floor
in the outer aisle beside each player in one of the
outside rows, say that to the left of the pupils.
On the command “Go!” each
player in this first row picks up a dumb-bell, raises
it overhead, and there passes it to his own right
hand, which is then extended sideways at shoulder level,
where the next player takes it. The dumb-bells
are passed across the room in this manner, each player
stretching his arms high overhead, when he passes
the bell from his left to his right hand. The
last player who receives the bell places it on the
floor beside him in the outer aisle.
As soon as the first player has passed
the first dumb-bell, he picks up a bean bag by bending
down to the left, then straightens upward, passes
the bag over his head to his own right hand, and then
bends deeply to the right and places the bean bag
on the floor at his right side. He immediately
straightens to an erect position, when the next player
bends, takes up the bag, passes it over his head, and
bends to place it on the floor at his right side.
As soon as he has disposed of the
first bean bag, the leader of each line reaches for
the second dumb-bell. This time the bell is passed
simply from hand to hand in front of the body instead
of overhead.
As soon as the second bell has left
his hand, the leader of each line picks up the second
bean bag, which is the last piece of apparatus to
be passed. The passing of the second bean bag
is different from that of the first. The pupils
face sideways to the left, their feet resting in the
aisle, and drop the bag behind them to the floor with
both hands, at the same time bending slightly backward.
The next player bends forward, picks up the bag with
both hands, and then leans backward, with his hands
stretched high overhead, and drops the bag in his
turn in the aisle behind him. The line wins whose
last player first receives the second bean bag.
The player in the last line receiving this bean bag
should stand instantly and hold the bean bag high
overhead, the winning line being selected by this signal.
This game was originated by Mr. Joseph
Cermak, of Chicago, and submitted in a competition
for schoolroom games conducted by the Girls’
Branch of the Public Schools Athletic League of New
York City, in 1906. This game was one that
received honorable mention, and is here published
by the kind permission of the author, and of
the Girls’ Branch, and of Messrs. A. G. Spalding
& Brothers, publishers of the handbook in which
the game first appeared.
BIRD CATCHER
10 to 60 players.
Schoolroom; playground.
Two opposite corners are marked off
at one end of the ground or room, the one to serve
as a nest for the birds and the other as a cage.
A mother bird is chosen, who takes her place in the
nest. Two other players take the part of bird
catchers and stand midway between nest and cage.
If played in the schoolroom, the remaining players
sit in their seats; if in a playground, they stand
beyond a line at the farther end of the ground which
is called the forest. All of these players should
be named for birds, several players taking the name
of each bird. The naming of the players will
be facilitated by doing it in groups. If in the
class room, each row may choose its name, after which
the players should all change places, so that all of
the robins or orioles will not fly from the same locality.
The teacher calls the name of a bird,
whereupon all of the players who bear that name run
from the forest to the nest, but the bird catchers
try to intercept them. Should a bird be caught
by the bird catcher, it is put in the cage, but a
bird is safe from the bird catchers if it once reaches
the nest and the mother bird. The players should
be taught to make the chase interesting by dodging
in various directions, instead of running in a simple,
straight line for the nest.
The distance of the bird catchers
from the nest may be determined with a little experience,
it being necessary to place a handicap upon them to
avoid the too easy capture of the birds.
BLACK AND WHITE
10 to 100 players.
Gymnasium; playground; parlor; schoolroom.
One player is chosen as leader, the
rest being divided into two equal parties. Each
player in one party should tie a handkerchief on the
left arm to indicate that he belongs to the Whites;
those in the other division are called the Blacks.
The players stand around the ground promiscuously,
the Whites and Blacks being mingled indiscriminately.
The leader is provided with a flat
disk which is white on one side and black on the other,
and preferably hung on a short string to facilitate
twirling the disk. He stands on a stool at one
side or end and twirls this disk, stopping it with
one side only visible to the players. If the
white side should be visible, the party known as the
Whites may tag any of their opponents who are standing
upright. The Blacks should therefore drop instantly
to the floor, as in Stoop Tag. Should the black
side of the disk be shown, the party of Blacks may
tag the Whites. Any player tagged drops out of
the game. The party wins which puts out in this
way all of its opponents. The leader should keep
the action of the game rapid by twirling the disk very
frequently.
This is an excellent
game for keeping players alert, and may be
the source of much merriment.
BLACKBOARD RELAY
10 to 60 players.
Schoolroom.
As here explained, this
game is adapted to grammar (sentence
construction, and punctuation).
It may be made to correlate
with almost any school
subject, as explained.
The class is seated with an even number
of pupils in each row. A piece of crayon is given
to the last players in each row, all of whom at a
given signal run forward and write on the blackboard
at the front of the room a word suitable to begin
a sentence. Upon finishing the word each player
returns at once to his seat, handing the crayon as
he does so to the player next in front of him.
This second player at once runs forward and writes
one word after the first one, to which it must bear
a suitable relation. In this way each player in
the row adds to the sentence being written by his
own row, the last player being required to write a
word that shall complete the sentence, and to add
punctuation marks.
The points scored are 25 for speed
(the first row to finish scoring the maximum, and
the others proportionately in the order of finishing),
25 for spelling, 25 for writing, and 25 for grammatical
construction, capitals, and punctuation. The row
wins which scores the highest number of points.
The following modes
of correlation are suggested for this
game: ;
Arithmetic. ;Each relay of
pupils writes and solves on the blackboard a
problem dictated by the teacher just before the signal
to leave their seats. The line wins which has
the largest number of problems correct.
Multiplication tables may also be written, one
step for each pupil.
English grammar or punctuation, as
explained previously; spelling, the teacher announcing
the word for each relay as they leave their seats;
authors, each pupil to write the name of an author
belonging to a certain period or country; each pupil
to write the name of some poem, play, story, essay,
or book by an author whose name is given at the
outset of the game; or the names of characters
from a given literary work or author; or the
next line or passage from a memorized selection.
Geography. ;The
names of mountain ranges, rivers, capital
cities, boundaries,
products.
History. ;The
names (related to a given period if desired) of
famous men ;statesmen,
military men, writers, artists,
musicians; of battles,
discoveries, etc.
BLACK TOM
10 to 30 or more players.
Playground; gymnasium.
Two parallel lines are drawn on the
ground with a space of from thirty to fifty feet between
them. All of the players except one stand beyond
one of these lines. In the middle territory between
the lines the one player who is chosen to be It takes
his place, and cries “Black Tom! Black
Tom! Black Tom!” repeating the words three
times as here given; whereupon the other players must
all rush across to the opposite line, being chased
by the center player, who catches any that he may.
Any one so caught joins him thereafter in chasing
the others.
The particular characteristic of this
game lies in the fact that the center player, instead
of saying “Black Tom,” may trick or tantalize
the runners by crying out “Yellow Tom,”
or “Blue Tom,” or “Red Tom,”
or anything else that he chooses. Any player who
starts to run upon such a false alarm is considered
captive and must join the players in the center.
This is also true for any player who starts before
the third repetition of “Black Tom.”
Another way of giving a false alarm
is for any one of the center players except the original
It to give the signal for running. Any runner
starting in response to such a signal from any of the
chasers, except the original It, thereby becomes captive
and must join the players in the center.
The first one to be caught is center
player, or It, for the next game.
The game as here given is played in
Brooklyn, N.Y. The same game is played in
the South under the title of “Ham, ham, chicken,
ham, bacon!” the word “bacon” being
the signal for the run, any player starting without
hearing it having to join the center players.
BLIND BELL
5 to 100 players.
Parlor; gymnasium; playground.
All the players but one are blindfolded
and scatter promiscuously. The one who is not
blindfolded carries a bell loosely in one hand, so
that it will ring with every step. If desired,
this bell may be hung around the neck on a string
or ribbon. The blindfolded players try to catch
the one with the bell, who will have to use considerable
alertness to keep out of the way. Whoever catches
the bellman changes places with him.
Where there are over
twenty players, there should be two or
more bellmen. This
is a capital game for an indoor party.
BLIND MAN’S BUFF
10 to 30 or more players.
Parlor; gymnasium; playground.
One player is chosen to be blindfolded
and stands in the center. The other players join
hands and circle around him until the blind man claps
his hands three times, whereupon the circle stops moving
and the blind man points toward the circle. The
player at whom he points must at once step into the
circle, and the blind man tries to catch him, and
when caught must guess who the player is. If the
guess be correct, they change places. If not
correct, or if the blind man has pointed at an empty
space instead of at a player, the circle continues
and the game is repeated. The player who is called
into the circle will naturally try, by noiseless stepping,
dodging, etc., to give the blind man some difficulty
in catching him, but when once caught must submit
without struggle to examination for identification.
This is one of the oldest
recorded games and is found in
practically all countries.
The ancient Greeks called it “Brazen
Fly.”
BODY GUARD
10 to 30 or more players.
Playground; gymnasium.
A small space is marked off at one
end of the ground as a “home” or goal.
One player is chosen to be the Panjandrum, an important
personage requiring a body guard. Two other players
are chosen to be the guard. The game starts with
these three players in the home ground and the balance
of the players at large. The three issue forth,
with the two players who act as body guard clasping
each other by the hand and preceding the Panjandrum
as a shield. The object of the game is for the
players at large to touch or tantalize the Panjandrum
without being tagged by his guard.
The guard will shift around their
charge to avoid these attacks, and the Panjandrum
himself may evade them by moving around his guard.
Whenever a guard succeeds in tagging a player, the
Panjandrum and his guards return at once to the home;
whereupon the player tagged changes places with the
Panjandrum, and the game goes on as before.
BULL IN THE RING
10 to 30 or more players.
Playground; gymnasium.
All but one of the players stand in
a circle with hands firmly clasped. The odd player
stands in the center and is the bull. The bull
tries to break through the ring by parting the hands
of any of the players. If he breaks through,
the two players whose hands he parted immediately
give chase to him, and the one catching him becomes
the bull.
This is a very rough
game.
BUNCH OF IVY
20 to 60 or more players.
Parlor; gymnasium; playground.
The players in pairs form a ring.
The inner player of each couple kneels. The outer
player of each couple holds the upraised hand of the
kneeling partner and circles around her, asking the
following questions. The partners reply as indicated,
mentioning each time one hour later by the clock,
until six o’clock has been reached.
“What time does the king come home?”
“One o’clock in the afternoon.”
“What has he in his hand?”
“A bunch of ivy.”
This dialogue and the accompanying
movement of the players should be rhythmic and spirited
in time. As the kneeling players say “A
bunch of ivy,” they begin clapping their hands
in the same rapid time; whereupon the outer players
run around the entire ring to the right until each
player has returned to her partner, once for one o’clock,
twice for two o’clock, etc., until six o’clock
has been reached. The players change places each
time after this series of circling, the outer players
kneeling, and those who formerly knelt, standing.
The time of both the dialogue and the running should
be rapid to keep the game spirited. The larger
the circle that may be described around each kneeling
player by the partner the better.
BUNG THE BUCKET
10 to 30 players.
Playground; gymnasium.
This is a game of leapfrog. The
players are divided into two parties. Half of
them form one continuous “back,” on which
the other half jump, one at a time, until all are
seated. The players who form the “back”
stand one behind another, the first player resting
his head against the stomach of one who stands upright,
backed by a wall or fence. Each player in turn
grasps the coat tail or waist of, and rests his head
or shoulder against, the player next in front.
They should thus make one long, even, and solid “back”
or row of backs. These are called the buckets.
The other players are called the bungs, and stand at
some little distance to get a run for the leap.
They will naturally select their best leaper as the
first of their line, as he may not move forward after
he has once landed on the backs, and it is desirable
that he should leave as much space behind him as possible
for the others to sit. None of the players may
move forward after once landing on the backs.
If all of the bungs succeed in seating themselves
without any break occurring among the buckets, it counts
one in favor of the buckets. When such a breakdown
occurs, the two parties change places, the bungs taking
the place of the buckets; otherwise the game is repeated
with the same bungs and buckets. The party wins
which has the highest score to its credit at the end.
BUYING A LOCK
5 to 30 or more players.
Playground; schoolroom.
Oh, here we all go to buy
us a lock;
What kind of a
lock shall it be?
We’ll buy a broom handle;
if that will not do,
With a poker we’ll
try it alone.
But if neither the broom nor
the poker will do,
We’ll open
it then with a stone.
This game is suitable for very little
children. They stand in a long line or rank side
by side, holding hands. While repeating the verse,
one end of the line winds in under the raised arms
of the last two players at the opposite end, but instead
of passing entirely through, as in many other winding
games, the player next to the last only turns far
enough to face in three quarters of a circle, or so
that the players will eventually, when all have so
turned, be brought into single file, one standing
behind the other. In this position the arms are
dropped over the shoulder, so that the player’s
own left arm crosses his chest with the clasped hands
(his own left and his neighbor’s right) resting
on his right shoulder. Each player should clasp
his neighbor’s hands at the start, so that the
palm of his own left hand faces forward and the palm
of his own right hand faces backward.
When the whole line has been “locked”
in this way, the players unwind in reverse order,
still repeating the verse.
When players are familiar with the
winding and unwinding process, the game may be played
in circle formation instead of line formation; that
is, it will start with all of the players facing inward
as they clasp hands to form a circle, and the locking
or winding will bring them facing in single file around
the circle.
This is a favorite game with little
girls in China, and is here given with the kind
permission of Dr. Isaac T. Headland and Messrs.
Fleming H. Revell & Co., from the book entitled “The
Chinese Boy and Girl.”
CAT AND MICE
5 to 60 players.
Schoolroom.
One player is chosen to be cat, and
hides behind or under the teacher’s desk.
After the cat is hidden, the teacher beckons to five
or six other players, who creep softly up to the desk,
and when all are assembled, scratch on it with their
fingers, to represent the nibbling of mice. As
soon as the cat hears this, she scrambles out from
under the desk and gives chase to the mice, who may
save themselves only by getting back to their holes
(seats). If a mouse be caught, the cat changes
places with him for the next round of the game.
If no mouse be caught, the same cat may continue, or
the teacher may choose another at her discretion.
A different set of mice should be
chosen each time, so as to give all of the players
an opportunity to join in the game.
This is a favorite schoolroom game
for little children. They should be taught
to add sport to the play by giving the cat quite
a chase before returning to their seats, instead of
seeking safety in the shortest and most direct
way.
CAT AND RAT
10 to 30 or more players.
Playground; gymnasium; parlor.
One player is chosen for cat and one
for rat. The others all form a circle with clasped
hands. The cat stands outside of the circle and
the rat inside. The game opens with a conversation
between the cat and rat.
The cat says: ;
“I am the cat.”
The rat says: ;
“I am the rat.”
“I will catch you!”
“You can’t!”
This last defiance is a signal for
a chase. The cat tries to get into the circle,
and the rat tries to evade him. Both may run in
and out of the circle, but the players will assist
the rat by raising their hands to let him run under,
and they will try to foil the efforts of the cat by
preventing his breaking through the circle, either
inward or outward.
When the rat is caught, he joins the
circle and the cat becomes rat, a new cat being chosen
from the circle players.
This game is a great favorite with
young children, and though very similar in its
general form to Bull in the Ring, the slight
difference of the circle assisting the rat and hindering
the cat makes a great difference in the playing
qualities of the game, rendering it much less
rough than Bull in the Ring.
CATCH AND PULL TUG OF WAR
10 to 100 players.
Gymnasium; playground.
Any number of players may engage in
this contest, which is one of the best for a large
number, containing as it does both excellent sport
and vigorous exercise.
A line is drawn down the middle of
the playing space. The players are divided into
two parties and stand one party on either side of the
line. The game starts on a signal and consists
in catching hold of an opponent by any part of his
body, as hand, arm, or foot, reaching over the line
and so pulling him across the boundary. Any number
of players may try to secure a hold on an opponent
and any number may come to his rescue and try to resist
his being pulled over the line, either by pulling
him in the opposite direction or by trying to secure
a hold on one of the opponents. A player does
not belong to the enemy until his entire body has
been pulled over the line. He must then join
his captors in trying to secure players from across
the line. The party wins which has the largest
number of players at the end of time limits.
CATCH OF FISH
10 to 30 or more players.
Playground; gymnasium.
This is one of the very strenuous
games, and affords opportunity for some very good
exercise and sport.
A line is drawn across each end of
the playground, beyond which the players stand in
two equal parties, one at one end and one at the other.
The players of one party clasp hands to form a fish
net. The players in the other party are fish.
At a given signal both advance toward the center of
the playground, which represents a stream, the object
of the fish being to swim across to the opposite shore
without being caught in the net. To do this they
will naturally dodge around the ends of the net.
The net should inclose or encircle
any fish that it catches. The fish so caught
may not try to break apart the clasped hands forming
the net, but may escape only through the opening where
the two ends come together. Should the net break
at any point by an unclasping of hands, the fish are
all allowed to escape, and the players go back to their
respective goals and begin over again. Any fish
caught in the net are thereafter out of the game until
all are caught. After the net has made one catch,
the sides exchange parts, those of the fish that are
left forming the new net, and the first net crossing
to the other side and becoming fish. The two
sides thus exchange places and parts, until all on
one side are caught.
For a large number of players it is
better to have two small nets instead of one large
one, the dodging being livelier and the progress of
the game more rapid in every way.
CATCH THE CANE
10 to 30 or more players.
Playground; gymnasium; schoolroom.
The players, who should be numbered
consecutively, stand in a circle or semicircle.
One player stands in the center of the circle or in
front of the semicircle, with his index finger on the
top of a cane, wand, or closed umbrella, which stands
perpendicularly to the floor. Suddenly he lifts
his finger from the cane, at the same time calling
the number assigned to one of the players in the circle.
The person whose number is called must run forward
and catch the cane before it lies on the floor.
If he fails, he must return to his place in the circle;
if successful, he changes places with the center player.
This game may have a great deal of
sport in it if the action be kept lively and the one
who is calling the numbers gives them in unexpected
order, sometimes repeating a number that has recently
been given, then giving a few in consecutive order,
and then skipping over a long series, etc.
FOR THE SCHOOLROOM. ;When
played in the schoolroom, the player with the cane
should stand in the center of the front of the room.
The other players ;part of the class at
a time ;may be lined up in front of the
first row of desks, or only the players seated in the
first row of seats may be called, according to the
number of their row. At the discretion of the
teacher this row may change to the rear row of seats,
each line moving up one seat to make room for them.
This is an admirable game for making
alert and active, children who are slow or dull.
CAVALRY DRILL
10 to 100 players.
Playground; gymnasium.
This is a game of leapfrog.
I. Two players make a back. They
stand with backs to the jumpers and place their inside
hands on each other’s shoulders with arms extended
at full length to leave a space between. The jumper
places a hand on each of the inside shoulders.
The push will be away from the center and the backs
will need to brace themselves for this.
II. A back is made by two or
more players standing close together with sides toward
the jumpers, thus making a back several widths deep
to jump over.
For whichever form of back is used,
any player failing to clear the back without touching
it is out of the game, the first two failing becoming
backs for the next round when all have jumped.
For large numbers of players this may be played as
a competition between different groups.
CENTIPEDE
9 to 12 players.
Gymnasium; seashore.
The players sit in a circle on the
floor, with their feet stretched out and mingled in
a promiscuous pile. One player, who is leader,
and stands outside the circle, touches one of the
feet (he may mark it slightly with a piece of chalk
if desired), and calling on some player by name, commands
him to tell to whom the foot belongs. When this
player has named some one, the leader commands the
owner of the foot to stand up. If the guess be
wrong, the leader chases the mistaken player and whips
him with a knotted handkerchief. If the guess
be right, the guesser is released from the game, sits
down at one side, and chooses the next one to be It,
while the one who was It takes a place in the circle.
This game lends itself
especially to the gymnasium or seashore,
where the dressing of
the feet is inclined to be uniform.
The game is played by
the modern Greeks.
CHANGING SEATS
20 to 60 players.
Schoolroom.
This game is played in several different
forms. The following are very popular.
CHANGING SEATS ;I
The teacher gives the command, “Change
right!” whereupon each pupil slips from his
own seat to the one across the aisle to the right,
the pupils in the farthest right-hand row standing
in the outside aisle. The next order may be,
“Change left!” when all of the pupils slip
back to their own seats, and the row that stood resumes
its own.
In the same way the orders, “Change
forward!” and “Change backward!”
may be given, the row of pupils left out each time
merely standing in the aisles.
CHANGING SEATS ;II
In this form of the game the players
in the displaced row run around the room and take
the vacant row of seats on the opposite side.
For instance, the teacher gives an order, “Change
left!” whereupon all the pupils slip over into
the seats next to them on the left, the outside row
on the left side of the room standing in the aisle.
The teacher then says “Run!” whereupon
the pupils who are standing run across the front of
the room and take the vacant row of seats on the right-hand
side. The teacher may then again say, “Change
left!” whereupon the entire class, as now seated,
moves one place to the left, the outside players standing
in the aisle as did their predecessors; on the command
“Run!” they, too, run across the room and
take the vacant row of seats on the right-hand side.
The command may be given, “Change forward!”
after which the displaced players run around the side
of the room and take the vacant places at the rear;
or if the command be “Backward!” the displaced
players run forward and take the front row of seats.
The sport of the game consists in
rapid changes and unexpected variations in the orders
given by the teacher. With right conditions the
command to run may be omitted, the displaced row of
pupils understanding that they are to run as soon
as they stand.
The action of the game may be slightly
quickened by having the running row divide, half running
around the room in one direction and half in the other.
For instance, if the players in the right-hand row
have been displaced, half of them may run to the rear
of the room to reach the rear half of the outer row
of seats on the opposite side, and the other half
run across the front of the room to the forward half
of this row of seats.
CHARLEY OVER THE WATER
10 to 30 or more players.
Parlor; gymnasium; playground.
One player is chosen to be Charley,
and if there be more than twenty players there should
be two or more Charlies, to make the action more rapid.
Charley stands in the center; the other players join
hands in a circle around him and dance around, repeating
the rhyme: ;
“Charley over the water,
Charley
over the sea.
Charley catch a blackbird,
Can’t
catch me!”
As the last word is said, the players
stoop, and Charley tries to tag them before they can
get into that position. Should he succeed, the
player tagged changes places with him.
CHICKADEE-DEE
5 to 10 players.
Dark room.
This game is a good one for the loft
of an old barn on a rainy day. The writer obtained
the game from a group of boys, who found it one of
their chief sports used in this way.
It is necessary to prepare in advance
a rather large, soft bag; an oat sack or potato bag
may be used. This should be nearly filled with
dry leaves or some substitute, and the end gathered
up and tied with a string, so as to leave quite a
hilt or handle for a firm grasp. All light is
shut out of the place, so that the sense of hearing
will be the only guide in the game.
One player, who is It, is seated on
the floor in the center of the loft or room, and holds
the sack. The object of the game for this player
is to tag or touch any of the other players with the
sack without leaving his sitting position on the floor.
The object of the other players, who are scattered
promiscuously, is to approach as near as possible
to the center player, taking him unaware, with a taunting
cry of “Chickadee-dee!” close to his ear.
The game starts in perfect silence
and darkness. A player steals up to the center
man, calls “Chickadee-dee!” and darts back
again as quickly as possible, the center man whirling
his bag around in a circle and hitting out with it
in the direction of the voice, trying to hit this
player. While he is doing this, another player
from some other direction repeats the call of “Chickadee-dee!”
close to his ear, and darts back or dodges. Any
tactics may be used for dodging, such as dropping
to the floor, jumping, or the more usual modes of dodging.
Any player hit with the bag exchanges
places with the one in the center.
CHICKEN MARKET
5 to 20 or more players.
Indoors; out of doors.
This is one of the traditional
dramatic games.
One player is chosen to be market
man and another buyer; the rest of the players are
chickens; they stoop down in a row and clasp their
hands under their knees. The buyer approaches
the market man and asks, “Have you any chickens
for sale?” The market man answers, “Yes,
plenty; will you walk around and try them?” Whereupon
the buyer goes up to different chickens and tests
them by laying over the head his clasped hands, palms
downward and pressing inward. The buyer pretends
to be dissatisfied with some of the chickens, saying,
“This one is too tough,” “This one
is too old,” “This one is too fat,”
etc., until at last he finds one that suits him,
the chickens being supposed to go through this ordeal
without smiling.
When a chicken is found that appears
to be satisfactory, the buyer and the market man take
him by the arms, one on either side, he still remaining
in his first position with hands clasped under the
knees, and swing him forward and backward three times.
Should he stand this test without loosening his own
grasp, he is supposed to be all right, and the buyer
leads him off to the opposite side of the playground,
or home. The game continues until all of the
chickens are sold. Any chicken that smiles, or
whose arms give way in the swinging test, must pay
a forfeit, all of the forfeits being redeemed at the
close of the game. Where there are more than
ten players, there should be two or more buyers and
sellers.
This game is played
in various countries: in England as a “Sale
of Honey Pots,”
in China as a “Fruit Sale,” etc.
The version
here given is from Italy.
CHICKIDY HAND
5 to 30 or more players.
Playground; gymnasium.
One player is chosen to be It, and
stands near a post with the fingers of his hands interlocked.
The other players, each clasping his own hands in
the same way, crowd around the post and touch it with
the clasped hands. The one who is It counts ten,
whereupon the players all run, the one who is It trying
to tag any of them. None of the players may unclasp
their hands until they are tagged, whereupon they are
prisoners and clasp hands with It, forming a line which
thereafter is the tagging line, though only the original
It may tag the other players. The game is a contest
between the tagging line, which tries to recruit and
retain its numbers, and the free players, who try (1)
to avoid being captured for the tagging line, and (2)
to reduce the tagging line by breaking through it;
but the players in the line must resist this.
Each time that the line is broken, the one of the two
players (whose hands were parted) who stands toward
the head of the line is dropped out of the game.
A free player may not be tagged after he has thrown
himself upon (touched) a pair of hands that he is trying
to part. The last player caught by the tagging
line is the winner and becomes It for the next game.
CHINESE CHICKEN
5 to 30 or more players.
Playground; gymnasium; schoolroom; seashore.
This game is played with small blocks
of wood or bean bags. Stones, or, at the seashore,
bathing slippers, may be used instead. These are
placed in straight rows of five to fifteen each, with
intervals of about ten inches between them. The
players are divided into groups numbering from five
to ten each, and line up as for a relay race, each
before one row of blocks or bags.
The game is played in the same way
by each row of players, and while the game may be
competitive between the different groups, in its original
form it is for one group only. The first player
in a group represents a “lame chicken,”
and hops on one foot over each bag until the end of
the line of bags has been reached. The last bag
is then kicked away by the “lame” (lifted)
foot, after which it must be picked up and carried
back over the same route to the first end of the line,
when the same player hops back on the opposite foot,
kicks away a second bag, picks it up and returns,
and so on until he fails. Only one foot may touch
the ground at a time, and may touch it but once in
each space between the bags. No bag may be touched
except the one at the end of the line, which is afterward
picked up, and this must be secured without putting
the lame foot upon the ground.
When the “chicken” infringes
any of these rules, he must at once give place to
another. The winner is the player who has at the
end of the game the greatest number of bags.
This is a Chinese game, taken by kind
permission of the author from Miss Adele Fielde’s
A Corner of Cathay. The Chinese children
play it with their shoes in place of the bean bag or
block of wood.
CHINESE WALL
10 to 60 or more players.
Playground; gymnasium.
The Chinese wall is marked off by
two parallel lines straight across the center of the
playground, leaving a space between them of about
ten feet in width, which represents the wall.
On each side of the wall, at a distance of from fifteen
to thirty feet, a parallel line is drawn across the
ground. This marks the safety point or home goal
for the besiegers.
One player is chosen to defend the
wall, and takes his place upon it. All of the
other players stand in one of the home goals.
The defender calls “Start!” when all of
the players must cross the wall to the goal beyond,
the defender trying to tag as many as he can as they
cross; but he may not overstep the boundaries of the
wall himself. All so tagged join the defender
in trying to secure the rest of the players during
future sorties. The game ends when all have been
caught, the last player taken being defender for the
next game.
This is a capital game for both children
and older players, as it affords opportunity
for some very brisk running and dodging, especially
if the playground be wide. It differs from Hill
Dill and several other games of the sort in that
there is a more limited space in which the center
catcher and his allies are confined.
CIRCLE RACE
10 to 30 or more players.
Playground; gymnasium.
The players stand in a circle a considerable
distance apart and face around in single file in the
same direction. At a signal all start to run,
following the general outline of the circle, but each
trying to pass on the outside the runner next in front
of him, tagging as he passes. Any player passed
in this way drops out of the race. The last player
wins. At a signal from a leader or teacher, the
circle faces about and runs in the opposite direction.
As this reverses the relative position of runners
who are gaining or losing ground, it is a feature
that may be used by a judicious leader to add much
merriment and zest to the game.
CIRCLE RELAY
9 to 60 or more players.
Playground; gymnasium.
The players stand in three or more
divisions in single file, facing to a common center.
In this formation they radiate like the spokes of a
wheel. On a signal from a leader, the outer player
of each file faces to the right. On a second
signal, these outer players all run in a circle in
the direction in which they are facing. The object
of the game is to see which runner will first get
back to his place. The one winning scores one
point for his line. Immediately upon the announcement
of the score, these runners all step to the inner end
of their respective files, facing to the center, the
files moving backward to make room for them.
The signals are repeated, and those who are now at
the outer end of each file face and then run, as did
their predecessors. The line scoring the highest
when all have run wins the game.
CIRCLE SEAT RELAY
10 to 60 players.
Schoolroom.
This game starts with the players
all seated, and with an even number in each row.
At a signal, the last player in each row runs forward
on the right-hand side of his seat, runs around the
front desk, and returns on the left-hand side of his
own row. As soon as he is seated, he touches
the player next in front on the shoulder, which is
a signal for this one to start. He runs in the
same way. This is continued until the last player,
which in this case is the one sitting in the front
seat, has circled his desk and seated himself with
hand upraised. The line wins whose front player
first does this.
This is one of the best running games
for the schoolroom. As in all such games, seated
pupils should strictly observe the rule of keeping
their feet out of the aisles and under the desks.
Players must observe strictly the
rule of running forward on the right-hand side and
backward in the next aisle, else there will be collisions.
CLAM SHELL COMBAT
2 to 30 players.
Out of doors; seashore.
Each of the players is provided with
an equal number of clam shells; the players then pair
off in twos for the combat. Which of the two
shall have the first play is decided by the players
each dropping a clam shell from a height of three
feet. The one whose shell falls with the hollow
or concave side down has the first play. Should
it be a tie, the trials are repeated until one player
is chosen in this way. The play then opens with
the unsuccessful player putting a clam shell on the
ground, when the opponent throws another shell at it,
trying to break it. If he succeeds, the opponent
must put down another shell. This is kept up
indefinitely, until a player’s shells have all
been won by the opposing thrower, or until the thrower
fails to hit a shell, or his own breaks in doing so.
Whenever one of these things occurs, he loses his
turn, and must put down a shell for the opponent to
throw at. The player wins who retains an unbroken
shell the longest.
Where there is a considerable number
of players, they may be divided into opposing parties,
the players stepping forward in turn at the call of
their respective captains.
This is a Korean game,
reported by Mr. Culin.
CLUB SNATCH
10 to 60 players.
Playground; gymnasium.
This is one of the best competitive chasing games.
A goal is marked off across each end
of the playground. Midway between the goals,
an Indian club is placed; a handkerchief or other similar
object may be used, placed on some support ;on
a stake driven into the ground, laid over a rock or
stool, or hung on the end of a branch. A stone
or dumb-bell laid on the ground may be substituted.
In line with the club a starting base is marked on
each goal line.
The players are divided into two equal
parties, each having a captain. Each party takes
its place in one of the goals. The object of the
game is for one of the runners to snatch the club
and return to his goal before a runner from the opposite
goal tags him, both leaving their starting bases at
the same time on a signal. The players on each
team run in turn, the captains naming who shall run
each time.
The captains toss for first choice
of runners; the one who wins names his first runner,
who steps to the running base, whereupon the competing
captain names a runner to go out against him, trying
to select one of equal or superior ability. Thereafter
the captains take turns as to who shall first designate
a runner.
When there is a large number of players,
or very limited time, a different method may
be used for selecting the runners. All of
the players should then line up according to size,
and number consecutively by couples. That
is, the first couple would be number one, the
second, number two, the third, number three,
etc. The couples then divide, one file going
to one team and the other to the opposite team.
The players run thereafter according to number,
the numbers one competing, and so on. Each player
may run but once until all on the team have run, when
each may be called a second time, etc.
To avoid confusion, the players who have run
should stand on one side of the starting base,
say the right, and those who have not run, to the left.
The first runners, having been called
by their respective captains to the starting bases,
run on a signal; the players may reach the club together
and go through many false moves and dodges before one
snatches the club and turns back to his goal.
Should he succeed in reaching the goal before the
other player can tag him, his team scores one point.
Should he be tagged before he can return with his trophy,
the opponent scores one point. The club is replaced
after each run. In either case both players return
to their original teams.
When each runner has run once, the
teams exchange goals and run a second time. The
team wins which has the highest score at the end of
the second round.
For large numbers of players there
may be several clubs, each having corresponding starting
bases on the goals, so that several pairs of runners
may compete at once. One club for twenty players,
ten on each side, is a good proportion. For young
players the club may be placed nearer one goal than
the other at first, as shown in the diagram.
This is a capital game
as here developed with the feature of
scoring, and may be
made very popular.
COCK STRIDE
3 to 15 players.
Playground; gymnasium.
This game is usually played with boys’
caps, but knotted handkerchiefs or balls of crumpled
paper may be used. One player is the cock; he
is blindfolded and stands in a stride position with
his feet wide apart sideways. The other players
stand in turn at a point five to ten feet behind him,
and throw their caps forward as far as possible between
his legs. After the caps are all thrown, each
player moves forward and stands beside his own cap.
The cock then crawls on all fours, still blindfolded,
until he reaches a cap. The player whose cap is
first touched at once becomes an object of chase by
the other players, who are at liberty to “pommel”
him when he is captured. He then becomes cock
for the next round of the game.
CROSSING THE BROOK
5 to 60 or more players.
Playground; gymnasium; schoolroom.
This game is a great favorite with
little children. A place representing a brook
is marked off by two lines on the ground. For
little children in the first year of school (about
six years old) this may start with a width of two
feet. The players ran in groups and try to jump
across the brook. Those who succeed turn around
and jump back with a standing jump instead of a running
jump. On either of these jumps the player who
does not cross the line representing the bank gets
into the water and must run home for dry stockings,
being thereafter out of the game. The successful
jumpers are led to wider and wider places in the brook
to jump (a new line being drawn to increase the distance),
until the widest point is reached at which any player
can jump successfully. This player is considered
the winner.
This game is printed
by kind permission of the Alumni
Association of the Boston
Normal School of Gymnastics, from the
book One Hundred
and Fifty Gymnastic Games.
CROSS TAG
5 to 30 or more players.
Playground; gymnasium.
One player is chosen to be It.
He calls out the name of another player, to whom he
at once gives chase. A third player at any point
in the chase may run between the one who is It and
the one whom he is chasing, whereupon this third player
becomes the object of the chase instead of the second.
At any time a fourth player may run between this player
and the chaser, diverting the chase to himself, and
so on indefinitely. In other words, whenever
a player crosses between the one who is It and the
one being chased, the latter is at once relieved of
the chase and ceases to be a fugitive. Whenever
the chaser tags a player, that player becomes It.
Considerable sport may be added to the game by the
free players trying to impede the chaser and so help
the runner, ;getting in the way of the former
without crossing between the two, or any other hindering
tactics.
DO THIS, DO THAT
10 to 60 or more players.
Playground; gymnasium; schoolroom; parlor.
All the players stand facing one of
their number who is the leader. The one who is
leader assumes any gymnastic position or imitates any
action, at the same time saying “Do this!”
and the others immediately imitate. Should the
leader at any time say “Do that!” instead
of “Do this!” any player who imitates
the action performed must be seated, or pay a forfeit,
whichever form of penalty has been decided on at the
beginning of the game. Three mistakes of this
kind put a player out of the game, even when forfeits
are the penalty.
The leader may choose any gymnastic
positions that are familiar, such as chargings, head
bendings, trunk bendings, arm movements, knee bendings,
hopping, jumping, dancing steps, etc.; or imitate
familiar actions such as hammering, sawing, washing,
ironing, sewing, stone cutting, shoveling, riding
horseback, etc.
DOUBLE RELAY RACES
10 to 100 players.
Schoolroom; playground; gymnasium.
First two rows (Nos. 1 to 14)
stand in aisle II and give way to rear to starting
point. Third row (Nos. 15 to 21) stand in
aisle III, march forward and around to right into
aisle I, bringing entire 21 pupils into formation,
as indicated for Team A on diagram. Fifth and
sixth rows (Nos. 22 to 35) stand in aisle VI
and give way to rear to starting point. Fourth
row (Nos. 36 to 42) stand in aisle V, march forward
and around to left into aisle VII, bringing entire
team, Nos. 22 to 42, into formation as indicated
for Team B on diagram.
FIRST RELAY
At commands, “Ready, go!”
Nos. 1 and 22, the two leaders of the two teams,
walk to wall in front of them at W/A and W/B, touch
the wall, return down aisles III and V respectively,
and continue up aisle IV to teacher’s desk.
When the two leaders, 1 and 22, touch the wall, Nos.
2 and 23 start at the “exchange points,”
X and X, 1 and 2 touch left hands across desks, and
22 and 23 touch right hands across desks. At
the starting point, 1 touches left hand of 3, who starts
as soon as touched, 22 touches right hand of 24, who
also starts as soon as touched; so on to the last
of each team, who finish the game by touching the
desks where the leaders started. Both teams then
“about face” and march back, Team A through
aisles III, II, and I, and Team B through aisles V,
VI, and VII, when they are ready for the next relay.
SECOND RELAY
Same as First Relay, but this time running.
THIRD RELAY
Same as Second Relay, but this time
each leader starts with an eraser, if in the schoolroom,
or a dumb-bell in playground, in his hand and gives
it to the next pupil at “exchange point,”
each successive pupil repeating the exchange at that
point. The third and succeeding pupils must wait
at each starting point until “touched”
before starting.
FOURTH RELAY
Same as Third Relay, except that a
handkerchief, knotted once in the middle, is substituted
for the eraser with which each leader starts.
FIFTH RELAY
Same as Fourth Relay, except that
the leader of each team and the pupil behind him each
have an eraser (or dumb-bell), and when meeting at
“exchange points,” exchange erasers, the
leaders giving the second erasers to the pupils on
the starting points, and so on.
SIXTH RELAY
Same as Fifth Relay, except that two
handkerchiefs are used instead of two erasers.
SEVENTH RELAY
Same as Sixth Relay, except that the
handkerchiefs may be thrown and caught,
instead of being handed or passed to
the next pupil.
CAUTIONS
The value of these games lies in two
things, i.e. in the fact that after the first
two pupils of each team have started and the game is
really under way, there are four pupils on each team
actually in motion, and the game moves so fast that
each member of each team has little time to do anything
besides attending strictly to the game; if his team
is to have any chance to make a good showing, he must
be constantly on the alert. The second, and still
more important, valuable feature of the games, lies
in the constant exercise of inhibition.
Therefore there should be absolutely no “coaching”
except by the teacher during training; care should
be taken in the First Relay to see that all children
actually walk; no running; when hands are to
be touched, they must be touched; when erasers
or handkerchiefs are dropped, they must be picked
up by the ones who dropped them before proceeding
with the game; if to be exchanged, they must be exchanged.
The intermingling of the two teams
in aisle IV does not affect the game in the least.
Diagram 2 is for a schoolroom of seven
rows of seats, and six (more or less) deep. The
numbers indicate a convenient division, and the pupils
fall in as before.
A division of the class into three
teams may be made if desired, and if there be sufficient
aisles.
These games are suitable for boys
or girls or mixed classes.
Diagram 1 should be used for schoolrooms
seating 42, if seven deep; 48, if eight deep; 54,
if nine deep.
Diagram 2 should be used for schoolrooms
seating 42, but facing as indicated; 49, if seven
deep.
Diagram 1 for a schoolroom with five
rows and ten deep, using only the outside and next
to the outside aisles.
These games may also be played in the
gymnasium or playground. They were originated
by Mr. J. Blake Hillyer of New York City, and
received honorable mention in a competition for schoolroom
games conducted by the Girls’ Branch of
the Public Schools Athletic League of New York
City in 1906. They are here published by
the kind permission of the author, and of the Girls’
Branch, and of Messrs. A. G. Spalding & Brothers,
publishers of the handbook in which the games
first appeared.
DROP THE HANDKERCHIEF
10 to 30 or more players.
Indoors; out of doors.
All of the players but one stand in
a circle. The odd player runs around on the outside
of the circle, carrying a handkerchief, which he drops
behind one of the circle players. The main idea
of the game is to take the circle players unaware
with this. Those who form the ring must look
toward the center, and are not allowed to turn their
heads as the runner passes them. The one who
runs around with the handkerchief will resort to various
devices for misleading the others as to where he drops
it. For instance, he may sometimes quicken his
pace suddenly after dropping the handkerchief, or at
other times maintain a steady pace which gives no
clew.
As soon as a player in the circle
discovers that the handkerchief has been dropped behind
him, he must pick it up and as rapidly as possible
chase the one who dropped it, who may run around the
outside of the circle or at any point through or across
the circle, his object being to reach the vacant place
left by the one who is chasing him. The circle
players should lift their hands to allow both runners
to pass freely through the circle. Whichever
player reaches the vacant place first stands there,
the one left out taking the handkerchief for the next
game.
This is one of the oldest
known games and is found throughout
the world. The
writer has heard it described by Cossacks,
Japanese, Italians,
and people of many other nationalities.
DUCK ON A ROCK
5 to 30 or more players.
Playground; gymnasium.
Each player is provided with a stone,
called a “duck,” about the size of a baseball.
A large rock or post is chosen as the duck rock, and
twenty-five feet from it a throwing line is drawn.
On this duck rock one player places his duck and stands
by it as guard. This guard is selected at the
outset by all of the players throwing their ducks at
the duck rock from the throwing line. The one
whose duck falls nearest to the rock becomes the first
guard. The other players stand behind the throwing
line and take turns in throwing at the guard’s
duck on the rock with their stones, trying to knock
it from the rock. After each throw a player must
recover his own duck and run back home beyond the
throwing line. Should he be tagged by the guard
while trying to do this, he must change places with
the guard. The guard may tag him at any time
when he is within the throwing line, unless he stands
with his foot on his own duck where it first fell.
He may stand in this way as long as necessary, awaiting
an opportunity to run home; but the moment he lifts
his duck from the ground, or takes his foot from it,
he may be tagged by the guard. Having once lifted
his duck to run home with it, a player may not again
place it on the ground.
The guard may not tag any player unless
his own duck be on the rock. Before he may chase
the thrower, he must therefore pick up his own duck
and replace it should it have been knocked off.
This replacing gives the thrower an opportunity to
recover his own duck and run home; but should the
duck not have been displaced from the duck rock, the
thrower may have to wait either at a safe distance
or with his foot on his own duck if he can get to
it, until some other thrower has displaced the duck
on the rock, and so engaged the time and attention
of the guard. Several players may thus be waiting
at once to recover their ducks, some of them near
the duck rock with a foot on their ducks, others at
a distance. Any player tagged by the guard must
change places with him, placing his own duck on the
rock. The guard must quickly recover his duck
and run for the throwing line after tagging a player,
as he in turn may be tagged as soon as the new guard
has placed his duck on the rock.
A stone that falls very near the duck
rock without displacing the duck may also prove disastrous
to the thrower. Should a stone fall within a
hand span (stretching from finger tip to thumb) of
the duck rock without knocking off the duck, the guard
challenges the thrower by shouting “Span!”
whereupon he proceeds to measure with his hand the
distance between the duck rock and the stone.
Should the distance be as he surmises, the thrower
of the stone has to change places with him, put his
own duck on the rock, and become the guard. This
rule cultivates expert throwers.
When used in a gymnasium, this game
may best be played with bean bags, in which case one
bag may be balanced on top of an Indian club for the
duck on the rock.
The modern Greeks play this game with
a pile of stones instead of the one rock or stake
with the duck on top. The entire pile is
then knocked over, and the guard must rebuild the whole
before he may tag the other players. These
variations make the game possible under varied
circumstances, as on a flat beach, or playground
where no larger duck rock is available, and add considerably
to the sport.
DUMB-BELL TAG
5 to 30 or more players.
Gymnasium; playground; schoolroom.
The players stand, scattered promiscuously,
one of their number, who is It, being placed in the
center at the opening of the game. A dumb-bell
is passed from one player to another, the one who is
It trying to tag the person who has the dumb-bell.
If he succeeds, the one tagged becomes It.
A great deal of finesse may be used
in this game; in appearing to hand the dumb-bell in
one direction, turning suddenly and handing it in
another, etc. Players may move around freely,
and the action is frequently diversified with considerable
running and chasing.
In the schoolroom this may be played
either with the players seated or standing.
EVERY MAN IN HIS OWN DEN
5 to 30 or more players.
Playground; gymnasium.
Each player selects for himself a
den; a post, tree, or other objective point may serve
for this, or the corner of a building, or if in a
gymnasium, a piece of apparatus.
One player opens the game by running
out from his den. The second player tries to
catch (tag) him. The third player may try to catch
either of these two, and so on. The object of
the different players is to make captives of the others,
as any player caught must thereafter join his captor
in trying to catch others, thus eventually aggregating
the different players into parties, although each starts
separately, and any one may be the nucleus of a group
should he be successful in catching another player.
The players may only be caught by those who issue
from a den after they themselves have ventured forth.
For instance, Number Two goes out to catch Number
One. Number Three may catch either Two or One,
but neither of them may catch him. The last player
out may catch any of the other players. At any
time a player may run back to his den, after which
his again issuing forth gives him the advantage over
all others who may then be out, as he may catch them.
As the players are gradually gathered into different
parties, the game becomes more concentrated, and the
side wins that captures all of the players.
One player may catch only one opponent at a time.
EXCHANGE
(Numbers Change; French Blind Man’s Buff)
10 to 30 or more players.
Parlor; gymnasium; playground.
One player is blindfolded and stands
in the center. The other players sit in chairs
in a circle around him. It is advisable to have
the circle rather large. The players are numbered
consecutively from one to the highest number playing.
The game may start with the players
sitting in consecutive order, or they may change places
at the outset to confuse the blindfold player, although
the changing of places takes place very rapidly in
the course of the game. The blindfold player
calls out two numbers, whereupon the players bearing
those numbers must exchange places, the blindfold
player trying meanwhile either to catch one of the
players or to secure one of the chairs. Any player
so caught must yield his chair to the catcher.
No player may go outside of the circle of chairs, but
any other tactics may be resorted to for evading capture,
such as stooping, creeping, dashing suddenly, etc.
This game may be one of the merriest
possible games for an informal house party.
The writer recalls one such occasion when a prominent
manufacturer was blindfolded and had located two players
whose numbers he called for exchange, one of them a
newly graduated West Point lieutenant, the other
a college senior. The business man stood
in front of the chair occupied by the lieutenant
and close to it, taking a crouching attitude, with
his feet wide apart and arms outspread ready to grasp
the victim when he should emerge from his chair.
Noiselessly the lieutenant raised himself to
a standing position in his chair, and then suddenly,
to shouts of laughter from the company, vaulted
over the head of his would-be captor, while at the
same moment the collegian crawled between his
feet and took possession of the chair.
FARMER IS COMING (THE)
10 to 30 or more players.
Playground; gymnasium.
One player, chosen to be the farmer,
is seated. The remaining players, standing at
a distance, select a leader who taps some of them on
the shoulder as an invitation to go with him to the
farmer’s orchard for apples. Thereupon
they leave their home ground, which has a determined
boundary, and approach as near to the farmer as they
dare. The game is more interesting if they can
do this from various sides, practically surrounding
him. Suddenly the farmer claps his hands and all
players must stand still, while the leader calls out,
“The farmer is coming!” The players try
to get safely back to their home ground, the farmer
chasing them. He may not start, however, until
the leader has given his warning. Any player
caught by the farmer changes places with him.
For the parlor or class room. ;This
game adapts itself well to indoor use, the farmer
sitting on a chair in the middle of the room
if in a parlor, or at the teacher’s desk if in
a schoolroom. The players are home when
in their seats, and the farmer, to catch them,
must tag them before they are seated.
This is a particularly
enjoyable game for an older person to
play with children,
the former enacting the farmer.
FENCE TAG
4 to 30 or more players.
Indoors; out of doors; schoolroom.
This game is a great favorite with
boys for outdoor play, but may also be used in the
gymnasium, various pieces of apparatus being used in
lieu of a fence.
A certain length of fence is chosen
for the game. The one who is It gives the other
players a slight start in which to vault over the
fence, when he immediately vaults over and tries to
tag them. This tagging may be done only when
both players are on the same side of the fence.
The dodging is made almost or quite
entirely by vaulting or dodging back and forth across
the fence within the length or boundaries previously
determined. Any player tagged must change places
with the one who is It.
FOR THE SCHOOLROOM. ;This
game may be used in the schoolroom by vaulting over
the seats. When played in this way, it is not
allowable to reach across seats or desks to tag a
player. The tagging must be done in the same
aisle in which the tagger stands.
FIRE ON THE MOUNTAINS
10 to 30 or more players.
Playground; gymnasium.
A number of stools are placed in a
circle with considerable space between them, there
being two stools less than the number of players.
If played out of doors, a stone may be used to sit
on in place of a stool, or the players may stand,
each on a spot or base marked on the ground.
One of the odd players is a leader, and sits or stands
in the center; the remainder are circle men and take
each his place on a stool or base, the other odd man
standing anywhere in the circle between the bases.
The object of the game is for the circle men to change
places on a signal given by the leader, each player
trying to secure a stool and avoid being the odd man.
The longer the distance between stools or bases the
greater the sport. The running must be done in
a circle outside of the bases, and no crosscuts through
the circle are allowed. The player in the center
repeats in rapid time the following lines: ;
“Fire on the mountain,
run, boys, run!
You with the red coat,
you with the gun,
Fire on the mountains,
run, boys, run!”
At any time, at the close of the verse,
or unexpectedly, by way of interruption to it, the
center player will call “Stool!” or “Base!”
when all of the players must change bases. There
will thus be one odd player left out. This player
then steps one side and is out of the game, taking
with him a stool belonging to one of the players, so
that the number of stools is reduced by one; if bases
are used, one is crossed out to show it is out of
the game. The center player, who remains caller
throughout, then repeats the verse and the signal for
changing.
For each round of the game one player
and one stool are taken out of the circle, until but
two players and one stool are left. These two
finish the game by circling the stool and some objective
point a couple of yards away; when the signal to change
is then given, the last one of the two to reach the
stool becomes the leader for the next game.
VARIATION. ;This game may
be played without eliminating a player for each round.
In this form, each player who is left out when stools
or bases are taken must pay a forfeit, but continues
actively in the game. The forfeits are redeemed
when each player has been odd man at least once.
In this form of the game, instead
of having one leader throughout, the leader (center
man) should try to secure a stool for himself when
the others change, the odd man becoming leader.
There should then be but one stool or base less than
the number of players.
This is a Scotch game,
the reference to signal fires on the
mountains, to red coats,
and guns, having an obviously historic
origin.
FLOWERS AND THE WIND (THE)
4 to 30 or more players.
Indoors, out of doors.
This game is suitable for little children.
The players are divided into two equal parties, each
party having a home marked off at opposite ends of
the playground, with a long neutral space between.
One party represents a flower, deciding among themselves
which flower they shall represent, as daisies, lilies,
lilacs, etc. They then walk over near the
home line of the opposite party. The opposite
players (who represent the wind) stand in a row on
their line, ready to run, and guess what the flower
chosen by their opponents may be. As soon as
the right flower is named, the entire party owning
it must turn and run home, the wind chasing them.
Any players caught by the wind before reaching home
become his prisoners and join him. The remaining
flowers repeat their play, taking a different name
each time. This continues until all of the flowers
have been caught.
FOLLOW CHASE
10 to 30 or more players.
Gymnasium; playground.
The players stand in a circle with
arms stretched sideways, resting on each other’s
shoulders, thus making a wide distance between.
One player is chosen for runner and one for chaser.
The game starts with the runner in one of the spaces
under the outstretched arms of the players, and the
chaser in a similar position on the opposite side of
the circle. At a signal from a leader both start,
the runner weaving in and out between the players
or dashing across the circle in any way that he sees
fit; but the chaser must always follow by the same
route. If the runner be caught, he joins the
circle; the chaser then takes his place as runner
and chooses another player to be chaser.
The leader (who may be one of the
players) may close the chase if it becomes too long
by calling “Time!” when both runners must
return to their places in the circle, new ones taking
their places.
For large numbers there may be two
or more runners and an equal number of chasers, or
the players may be divided into smaller groups.
With various modifications,
this game is found in many
countries. As given
here, it is of Italian origin.
FOLLOW THE LEADER
5 to 60 or more players.
Playground; gymnasium; parlor; schoolroom.
One player, who is especially resourceful
or skillful, is chosen as a leader. The others
all form in single file behind him, and imitate anything
that he does. The leader aims to keep the line
moving, and should set particularly hard tasks for
them, such as climbing or vaulting over obstacles,
under others, jumping to touch high points or objects,
going through difficult feats, jumping certain distances,
taking a hop, skip, and jump, walking backward, turning
around while walking, walking or running with a book
on the head, etc. Any one failing to perform
the required feat drops out of the game or goes to
the foot of the line; or at the pleasure of the players
may pay a forfeit for the failure and continue playing,
all forfeits to be redeemed at the close of the game.
FORCING THE CITY GATES
10 to 30 or more players.
Playground; gymnasium.
Two captains are selected, who alternately
choose players until all are in two groups. The
two sides then line up in two straight lines, facing
each other about ten feet apart, and holding hands,
each line representing the gates of a city. The
captains dispose their men in line as they see fit,
but it is advisable to alternate the larger or stronger
players with the smaller or weaker ones, to equalize
the strength at the points of attack. The captain
of one side then names one of his players, who steps
forward and tries to break through the hands of the
opposing side, or he may dodge under them. If
he does not succeed in one place, he may try in another,
but may not have more than three trials. Should
he succeed in breaking the opposing line or dodging
under, he returns to his side, taking the two whose
hands had been parted or evaded, as prisoners to reenforce
his side. Should he fail in the third attempt,
he is to remain on the side of his opponents.
The captains alternate turns in sending forth a man
to “force the city gates.” The players
taken from the opposing side must thereafter work
for the side to which they are taken captive, each
prisoner being placed in the line between two of the
original team. The side wins which eventually
secures all of the opposing players. The action
may be made more rapid where a large number are playing
by sending out two or more players at once.
This is a Chinese game, recorded by
Dr. Headland, who has kindly supplied additional
points to the author. Some modifications
for large numbers have been found advisable under
American school conditions.
FORTRESS
10 to 100 players.
Out of doors; gymnasium.
This is one of the very strenuous games
based on the idea of warfare. The underlying
idea is exactly opposite to that of Robbers and
Soldiers, being a game of attack and defense rather
than of chase and capture.
A fortress is marked on the ground,
in the shape of a large square or oblong, the size
differing with the area at disposal and the number
of players. It should be not less than twenty-five
by forty feet in dimensions. One or more sides
of this may be situated so as to be inclosed by a
wall or fence. A line should be drawn five feet
inside of the fortress boundaries and another five
feet outside of it; these mark the guard lines or
limits for making prisoners. Each party should
also have its prison ;a small square marked
in the center of the fortress for the defenders, and
another at some distant point for the besiegers.
The players are divided into two equal
parties, each under the command of a general, who
may order his men at any time to any part of the battle.
One party of players are defenders of the fortress,
and should scatter over it at the beginning of the
attack and keep a sharp lookout on unguarded parts
at any time. The other players, forming the attacking
party, scatter under the direction of their general
to approach the fortress from different directions.
This may be done in a sudden rush, or deliberately
before attacking. At a signal from their general,
the besiegers attack the fortress.
The method of combat is entirely confined
to engagements between any two of the opposing players,
and is in general of the nature of a “tug of
war.” They may push, pull, or carry each
other so long as they remain upright; but wrestling
or dragging on the ground are not allowed. Any
player so forced over the guard line becomes a prisoner
to his opponent and is thereafter out of the game.
If he be a besieger, captured by a defender, he is
placed within the prison in the center of the fortress,
and may not thereafter escape or be freed unless the
general should make an exchange of prisoners.
Should he be a defender, pulled over the outer guard
line by a besieger, he is taken to the prison of the
attacking party, subject to the same rules of escape.
In the general engagement, players of equal strength
should compete, the strong players with strong ones,
and vice versa. The commanders should
each give general directions for this to their men
before the engagement opens.
The battle is won by either party
making prisoners of all of the opponents. Or
it may be won by the besiegers if one of their men
enters within the guard line inside the fortress without
being touched by a defender. Should a player
accomplish this, he shouts “Hole’s won!”
Whereupon the defenders must yield the fortress, and
the two parties change places, defenders becoming
besiegers, and vice versa. The possibility
of taking the fortress in this way should lead to
great alertness on the part of the defenders, as they
should leave no point unguarded, especially a fence
the enemy might scale. The guard line should
be drawn inside any such boundaries, and a player entering
in this way must of course get inside the guard line
as well as over the fence. The attacking party
on its part will use all possible devices for dashing
into the fortress unexpectedly, such as engaging the
players on one side of the fort to leave an unguarded
loophole for entering at another.
The attacking general may withdraw
his forces at any time for a rest or for conference;
either general may run up a flag of truce at any time
for similar purposes. Under such conditions the
generals may arrange for an exchange of prisoners;
otherwise there is no means of freeing prisoners.
FOX AND GEESE
(For other games sometimes known by
this title, see Fox Trail and, in the division
of Quiet Games, Naughts and Crosses.)
10 to 30 or more players.
Playground; gymnasium.
One player is chosen to be fox and
another to be gander. The remaining players all
stand in single file behind the gander, each with his
hands on the shoulders of the one next in front.
The gander tries to protect his flock of geese from
being caught by the fox, and to do this spreads out
his arms and dodges around in any way he sees fit to
circumvent the efforts of the fox. Only the last
goose in the line may be tagged by the fox, or should
the line be very long, the last five or ten players
may be tagged as decided beforehand. It will be
seen that the geese may all cooeperate with the gander
by doubling and redoubling their line to prevent the
fox from tagging the last goose. Should the fox
tag the last goose (or one of the last five or ten,
if that be permissible), that goose becomes fox and
the fox becomes gander.
A good deal of spirit may be added
to the game by the following dialogue, which is sometimes
used to open it: ;
The fox shouts tantalizingly, “Geese, geese,
gannio!”
The geese reply scornfully, “Fox, fox, fannio!”
Fox, “How many geese have you to-day?”
Gander, “More than you can catch and carry away.”
Whereupon the chase begins.
This game is found in
almost all countries, under various names
and representing different
animals.
FOX AND SQUIRREL
20 to 60 players.
Schoolroom.
The players sit in their seats facing
toward the aisles, so that each two adjacent lines
have their feet in the same aisle and face each other.
The game consists in passing or tossing some object
(the squirrel), such as a bean bag, basket ball, or
hand ball from one player across the aisle to another
and back again, zigzagging down each aisle, to be
followed at once by a second object (the fox); the
effort being to have the fox overtake the squirrel
before the end of the line is reached.
With very little children, passing
is better than tossing; but with older children,
or even with little ones, when more experienced,
it is well to use the game as a practice for tossing
and catching. The action should be very rapid.
The game makes much sport for young children,
and they are very fond of it.
FOX TRAIL (DOUBLE RIM)
(Fox and Geese; Half Bushel)
(See also Fox Trail (Single Rim).)
3 to 30 or more players.
Out of doors; indoors; snow.
This form of Fox Trail, like the Single
Rim game, is distinctively a snow game, but may
be used anywhere that a large diagram may be
marked on the ground or floor. This game differs
from the Single Rim in the size and complexity of the
diagram, there being two rims to the wheel instead
of one. It also differs in the fact that
there is one more player than the number of dens
for the foxes, and in the methods by which the foxes
may run or be chased.
A large diagram is drawn on the ground,
resembling a wheel with two rims. In the snow
this is trampled with the feet like a path; on bare
ground or damp sand it may be drawn with the foot or
a stick; in the gymnasium or on a pavement it may
be drawn with chalk. The outer rim should measure
from thirty to forty feet in radius; the inner rim
should be ten feet from this. Across the circles
are drawn straight lines resembling the spokes of
a wheel, the number being governed by the number of
players. Where these spokes touch the outer rim,
a den or goal is marked for the foxes, there being
one goal less than the number of foxes.
One player, who is chosen as hunter,
stands at his goal in the center or hub of the wheel.
The balance of the players, who are foxes, take each
a place in a den on the outer rim, with the exception
of the odd fox, who stands elsewhere on the rim, trying
to get a den whenever he can. The object of the
game is for the foxes to run from den to den without
being caught by the hunter. The method of running,
however, is restricted. Both foxes and hunter
are obliged to keep to the trails, running only on
the lines of the diagram.
It is considered poor play to run
from den to den around the outer rim, as there is
practically no risk in this. The foxes may run
in any direction on any trail, on the spokes of the
wheel, or on either of the rims. They may turn
off on the intersecting trail at any point, not being
obliged to run entirely across to the opposite side
of the rim, as in the simpler diagram given for the
other game of this name. No fox, however, may
turn back on a trail; having once started, he must
keep on to the next intersecting point. Whenever
the hunter succeeds in tagging a fox, the two players
change places, the fox becoming hunter and the hunter
fox.
This game is excellent
sport, and is one of the most
interesting and popular
of the chasing games. It is one of the
very few distinctive
snow games.
FOX TRAIL (SINGLE RIM)
(Fox and Geese; Half Bushel)
(See also Fox Trail (Double Rim).)
3 to 20 players.
Out of doors; snow; seashore; gymnasium.
This is one of the few distinctive
snow games, but may be played anywhere that a
large diagram may be outlined on the ground.
It is very popular with children, and makes an admirable
game for older players as well. See the more
complicated form, with double-rim diagram, preceding
this.
A large circle from fifteen to thirty
feet in diameter should be marked on the ground and
crossed with intersecting lines like the spokes of
a wheel, there being about five such lines (ten spokes).
The more players there are, the larger should be the
circle and the greater the number of spokes; but there
is no fixed relation between the number of spokes
and players. If played in the snow, this diagram
may be trampled down with the feet; if on the fresh
earth or sand, it may be drawn with the heel or a
stick; or if in a gymnasium or on a pavement, marked
with chalk.
One player is chosen to be It or Hunter.
He stands in the center, that is, on the hub of the
wheel. The other players scatter around the rim
and are foxes. They are not stationed at any one
point as in the Double Rim game, but run or stand
anywhere around the rim when not dashing across the
spokes. The object of the game is for the foxes
to cross the wheel to some opposite point without
being tagged by the hunter. They may only run,
however, on the prescribed trails, ;that
is, on the lines of the diagram. In this form
of the game (the Single Rim diagram) they may run
only straight across, and are not at liberty to turn
an angle at the hub and seek refuge over any other
trail than the direct continuation of the one on which
they started. The hunter changes places with
any one whom he tags.
FRENCH TAG
4 to 60 or more players.
Indoors; out of doors.
In this form of tag certain boundaries
are agreed upon beyond which players may not run,
though they may climb or jump over any obstacles within
the boundaries.
Any player who goes outside of the
bounds is at once declared to be It by the pursuer.
Otherwise the game is like ordinary tag, any player
who is tagged by the chaser becoming It. (See Tag.)
FROG IN THE MIDDLE
10 to 30 or more players.
Parlor; gymnasium; playground.
One player is chosen for the frog,
and sits in the center on the floor with his feet
crossed in tailor fashion. Where there are more
than twenty players, it is well to have at least two
such frogs. The other players stand in a circle
around the frog, repeating, “Frog in the sea,
can’t catch me!” They dance forward toward
the frog and back, tantalizing him and taking risks
in going near him, the object of the game being for
the frog to tag any one of them, whereupon he changes
places with such player. The frog may not at any
time leave his sitting position until released by
tagging another player.
GARDEN SCAMP
10 to 30 or more players.
Playground; gymnasium; schoolroom; parlor.
This game is a great favorite with
children, and may be made an opportunity for much
sport with youths and older players.
All but two of the players form a
ring by clasping hands, the inclosure serving as the
garden. Within this one of the odd players who
is assigned to be the scamp takes his place. The
other odd player, the gardener, moves around on the
outside of the circle.
The gardener calls to the scamp inside,
“Who let you in my garden?” and the scamp
answers, “No one!” whereupon he starts
to run away, the gardener chasing him. The gardener
must take the same path followed by the scamp in and
out under the arms of the players, who must lift their
hands to let them pass. The gardener must also
go through all of the movements performed by the scamp,
who may jump “leapfrog” over any player
in the circle, turn somersaults, crawl between the
legs of a circle player, double unexpectedly on his
path, circle around one of the players, or resort
to any other device for making the chase difficult.
If the scamp be caught, he becomes gardener, and the
gardener joins the circle. The former scamp, now
gardener, chooses a new scamp to go into the circle.
Should the gardener fail to follow
in the exact path of the scamp, or to perform any
of the feats or antics of the scamp, the gardener must
at once join the ring, and the scamp then has the privilege
of choosing a new gardener.
FOR THE SCHOOLROOM. ;This
game may be played by the entire class forming a circle
around the room as close to the seats as possible to
leave room for the chase outside the circle. Where
seats can be turned up, this should be done, to give
the runners opportunity to cross and recross the center
space easily. The scamp, however, may vault over
seats in his efforts to escape or delay the gardener.
GOING TO JERUSALEM
10 to 60 or more players.
Parlor; gymnasium; schoolroom.
A row of chairs is placed in the center
of the room, so that they face alternately in opposite
directions, one chair to one side, the next to the
opposite side, etc. There should be one chair
less than the number of players. The game is
most interesting when played with musical accompaniment.
The game starts with all the players
seated in the row of chairs except one. This
odd one is the leader, and his first object is to
recruit the players for his trip to “Jerusalem.”
He carries a cane and walks around the row repeating,
“I’m going to Jerusalem! I’m
going to Jerusalem!” in singsong. Every
few moments he stops at his discretion and knocks
with his cane on the floor behind the chair of some
player. Immediately the player thus summoned
rises from his chair and follows the leader, sometimes
having a lively scramble to encircle the row of chairs
and catch up with him. The next player knocked
for follows this one, and so on, until all are moving
around in single file. The leader may reverse
his direction at pleasure. This general hurry
and confusion for the start may, with a resourceful
leader, add much to the sport of the game.
When the players are all recruited,
they continue to march around the row of chairs, the
main object of the game being the scramble for seats
when the music stops, or upon some other signal to
sit if there be no music.
The musician will add to the interest
of the game by varying the time of the march from
slow and stately time to “double quick.”
At any moment, after all the players are marching,
the music may stop suddenly. Whenever this happens,
the players all scramble for seats. There will
be one odd player left without a seat. This player
is thenceforth out of the game and retires to one
end of the room, taking with him one of the chairs.
This continues until there are only two players encircling
one chair, and the one who secures it wins.
Where two players reach a chair at
nearly the same time, the chair belongs to the one
who first reached it, or who is sitting more fully
on it. Sitting on the arm of a chair does not
count, nor touching it with the hands or knees.
FOR THE GYMNASIUM. ;When
played in a gymnasium, a row of gymnasium stools may
be used instead of chairs, and the gathering up of
the players omitted, the game starting with the stools
empty.
FOR THE SCHOOLROOM. ;When
played in the schoolroom, the game starts with all
of the players ready to march, the first part of the
game, in which they are recruited, being omitted.
The class should march in serpentine form up one aisle
and down the next, etc., instead of encircling
a row of seats. There should be for a large class
from one to six less seats than the number of players.
For instance, one seat should be counted out in each
row or each alternate row. The seat that is not
in play may be designated by turning it up, if of that
variety, and by placing a book on the desk belonging
to it.
Wherever played, the game may be carried
on without music, simply by the leader or teacher
beating time and stopping when players are to sit;
or he may give a signal or a command to “Sit!”
GOOD MORNING
10 to 60 or more players.
Schoolroom; parlor.
This is a very pretty sense-training
game, ;cultivating discrimination through
the sense of hearing. Little children are
very fond of it, and it is most interesting and surprising
to note the development of perceptive power through
the playing of the game.
One player blinds his eyes. He
may do this by going to a corner of the room and facing
the wall, with his hand over his eyes; or a very pretty
method is to have him go to the teacher or leader,
with his face hidden in her lap, and her hands on
either side of his head, like the blinders of a horse.
The teacher then silently points to
some other player in the class, who rises at once
and says, “Good morning, David!” (or whatever
the child’s name may be). The little guesser,
if he has recognized the voice, responds with, “Good
morning, Arthur!” (or other name). If he
does not guess the voice after the first greeting,
the child may be required to repeat it, until the
guesser has had three trials. Should he fail
on the third trial, he turns around to see who the
player was, and changes places with him. If he
names the right player, the guesser retains his position
until he fails to guess the voice of the one greeting
him, one player after another being required to stand
and give the greeting “Good morning!”
When pupils have become somewhat proficient
in the guesser’s place, the others should be
required to change their seats after the guesser has
blinded his eyes, so that he will not be assisted in
his judgment by the direction from which the voice
comes, which is very easily the case where the other
players are in their accustomed seats.
Of course the greeting will be varied
according to the time of day, being “Good afternoon!”
or “Good evening!” as may be appropriate.
Occasionally, in a school game, a pupil from another
room may be called in. Should a strange voice
be heard in this way, the little guesser is considered
correct if he answer, “Good morning, stranger!”
GUESS WHO
10 to 30 or more players.
Playground; gymnasium; parlor; schoolroom.
Where there are more than ten players,
it is desirable to have them separated into several
groups. Each group has a leader, and lines up
in rank (side by side), with the leader in the middle.
One odd player stands in front of the line, facing
it.
The odd player asks: ;
“Have you
seen my friend?”
The line answers,
“No.”
First player: ;
“Will you
go and find him?”
“Yes.”
“Put your
finger on your lips and follow me!”
The player in front then turns around
and, with finger to his lips, runs to another part
of the ground, all of the row falling in behind and
following him, each player with finger on lips.
When they have reached a new position, the first player
stops with his back to the line, which re-forms in
a new order under the direction of its leader, so
that the players do not stand in the same relative
positions as when the odd player faced the line.
One player from the row selected by the leader now
steps forward behind the odd player and says, trying
to disguise his voice, “Guess who stands behind
you!”
If the odd player guesses correctly,
he retains his position, turns around, and the dialogue
begins over again. If the guess be wrong, the
one who is It changes places with the one whose name
he failed to guess.
GYPSY
5 to 10 players.
Indoors; out of doors.
This is one of the traditional
dramatic games, obviously an
abbreviated form of
Mother, Mother, the Pot Boils Over!
One player is selected for gypsy,
and one for the mother. The others are children.
The gypsy remains in hiding while the mother says to
her children, pointing to the different ones in turn: ;
“I charge my children
every one
To keep good house while
I am gone;
You and you, but specially
you,
Or else I’ll beat
you black and blue.”
The mother then goes away and blinds
her eyes. During her absence the gypsy comes
in, takes away a child, and hides her. The gypsy
repeats this until all of the children are hidden.
The mother returns and finds her children gone, whereupon
she has to find them. When all have been found
and brought back home, all chase the gypsy.
HANG TAG
10 to 100 players.
Playground; gymnasium.
One player is It, or chaser, and changes
places with any other player whom he can touch (tag).
In this form of the game, however, any player may
escape being tagged by hanging from anything overhead
which will enable him to lift his feet from the floor.
When played out of doors, where there are trees, players
will naturally jump to catch hold of the branches
of the trees. In a playground or gymnasium pieces
of apparatus may be used for the same purpose.
A player is considered immune if, instead of hanging
by his hands, he throws himself across some obstacle,
such as a fence, which enables him to lift his feet
from the ground.
The game is very uninteresting if
players each choose a place and remain close to it
in the intervals of the game; but it may be made full
of sport if each will take risks and run from point
to point, taunting the one who is It by going as near
him as possible, or allowing him to approach closely
before springing for the overhead support. The
one who is It may not linger near any player to the
extent of trying to tire him out in the hanging position,
but must move rapidly from one to another.
A very interesting form of this game
for the gymnasium allows no two players to hang from
the same piece of apparatus; the last one taking possession
has the right to remain hanging on the apparatus, the
one before him being obliged to run at once for another
place. This keeps the players moving and makes
the game very lively.
TREE TOAD. ;This is a form
of Hang Tag played by the modern Greeks. It is
played where there are trees, the players jumping to
clasp the trunk of the tree as a means of lifting
their feet from the ground when the branches are too
high to reach. This makes a very funny, vigorous,
and interesting form of the game, to be played in a
grove or shaded lawn.
HAVE YOU SEEN MY SHEEP?
10 to 30 or more players.
Playground; parlor; gymnasium; schoolroom.
The players stand in a circle.
One walks around on the outside, and touching one
of the circle players on the back, asks, “Have
you seen my sheep?” The one questioned answers,
“How was he dressed?” The outside player
then describes the dress of some one in the circle,
saying, for instance, “He wears a red necktie;
he is dressed in gray and has low shoes.”
The one questioned then names the player whom he thinks
this describes, and if right, at once begins to chase
him around the outside of the circle. Each of
the circle players must be very alert to recognize
himself in the description given by the outside player,
for immediately that he is named he must run around
the outside of the circle, chased by the player who
guessed, and try to reach his own place before being
tagged. The one who gives the description does
not take part in the chase. Should the runner
be tagged before returning to his place, he must take
the place of the questioner, running in his turn around
the outside of the circle and asking of some player.
“Have you seen my sheep?”
IN THE SCHOOLROOM. ;The
players remain seated, with the exception of the one
who asks the first question of any player he chooses.
This player at once stands, guesses the player described,
and chases him around the room, the one chased trying
to gain his seat before being caught. If caught,
he becomes questioner; if not caught, the same questioner
and guesser play as before.
HIDE AND SEEK
The following games of hiding and
seeking will be found in alphabetical order: ;
Hide and Seek
I spy!
Ring-a-lie-vio
Run, Sheep, Run!
Sardines
Smuggling the Geg
Ten Steps
Yards Off
HIDE AND SEEK
2 to 20 or more players.
Indoors; out of doors.
This is a simple form of “I
spy,” played by very little children. One
covers his eyes or blinds and the others hide.
When securely hidden, they call “Coop!”
and the one who is It goes in search of them.
The call of “Coop!” may be repeated at
the discretion of the hider. In this game the
object is won when the searcher discovers the hidden
players. There is no race for a goal as in “I
spy.”
HIDE THE THIMBLE
(Magic Music)
5 to 60 players.
Schoolroom; parlor.
One player is sent from the room;
while absent, one of those remaining hides a thimble,
a cork, or some small object which has been previously
shown to the absent one. When the object is hidden,
the absent player is recalled, and proceeds to hunt
for the hidden object. While he is doing this,
the others sing or clap their hands, the sound being
very soft and low when the hunter is far away from
the object, and growing louder as he approaches it.
The piano music is desirable, but for schoolroom use
singing is found to be more interesting for all, as
well as often more practicable. For very little
children hand clapping is pleasing and sometimes more
easily used than singing.
HIGH WINDOWS
10 to 30 or more players.
Playground; gymnasium.
All of the players but one join hands
in a circle. The odd player in the center runs
around on the inside of the circle and hits one of
the players with a wisp of grass, if the game be played
out of doors, or tags him if played indoors.
Both players then run out of the circle, it being
the object of the player who was tagged to catch the
odd player before he can run three times around the
outside of the ring. As the runner completes
his third time around, the players in the circle cry
“High Windows!” and raise their clasped
hands to let both of the players inside. Should
the one who is being chased succeed in entering the
circle without being tagged, he joins the circle and
the chaser takes his place in the center. Should
the chaser tag the pursued before he can circle the
ring three times and dodge inside at the close, the
chaser returns to the circle and the one caught goes
again into the center.
It is permissible to vary the chase
by running away from the immediate vicinity of the
circle. Should the chase then become too long,
the circle players may call “High Windows!”
as a signal for the runners to come in. This
call is made at the discretion of a leader, whether
he be one of the circle players appointed for that
purpose, or a teacher.
HILL DILL
10 to 30 or more players.
Playground; gymnasium.
Two parallel boundary lines are drawn
from thirty to fifty feet apart; or the game is often
played between the curbings of a street, which serve
as boundaries. One player is chosen to be It,
and stands in the center. The other players stand
in two equal parties beyond the boundary lines, one
party on each side. The center player calls out,
“Hill, dill! come over the hill!” The other
players then exchange goals, and as they run across
the open space the one in the center tries to tag
them. Any who are tagged assist him thereafter
in tagging the others.
This game is not well adapted to very
large numbers of players, as it brings two opposing
parties running toward each other in the exchange
of goals. It is especially suited to conditions
where a very wide central field lies between the
goals, thus giving opportunity for the players
to scatter.
HIP
5 to 30 or more players.
Playground.
All of the players stand in an informal
group. One of them is provided with a stick about
the size of a broomstick and about two feet long.
He throws this as far as he can, at the same time calling
the name of one of the other players. The one
who threw the stick, and all the others except the
one whose name is called, then scatter in a run.
The one who is called must pick up the stick, whereupon
he becomes “Hip” and must chase the other
players. Any player whom he catches he touches
with the stick (pounding not allowed), and that player
at once joins him in trying to catch the others.
Any one caught by the second player, however, must
be held by him until Hip can come and touch the prisoner
with the stick, whereupon he also joins Hip’s
party. As the number of players with Hip increases,
there may be some pretty lively “tussling”
on the part of players who are caught, pending the
arrival of Hip to touch them with the stick, as he
may have several to reach in this way, and the interval
may be considerable in which the captor must hold
his victim. The game ends when all of the players
have been touched by Hip.
HOME TAG
4 to 60 or more players.
Indoors; out of doors.
One player is It, or chaser, and changes
places with any one whom he can touch (tag) outside
of the safety places called homes. One or more
such places are chosen to which the players may run
at any time for safety. It is advisable to have
these homes widely separated, as at opposite ends
of the playground. If the players resort to these
homes too frequently to make a good game, the chaser
may call
“Three times three are
nine;
Who does not run is
mine.”
Whereupon every player must run out
from his home or goal, or change places with the tagger.
HOPPING RELAY RACE
10 to 100 players.
Playground; gymnasium; schoolroom.
A starting line is drawn on the ground,
behind which the players stand in two or more single
files, facing a goal. The goal should be ten or
more feet from the starting line, and may consist of
a wall, or a line drawn on the ground. At a signal
the first player in each line hops on one foot to
the goal, touches it with his hands (stooping for this
if it be a line on the ground), and hops back to the
end of his line, which should have moved forward to
fill his place as he started. He takes his place
at the rear end of the line. He tags the first
player in the line as he passes him, and this player
at once hops forward to the goal. Each player
thus takes his turn, the line winning whose last player
first reaches the rear of his line, and there raises
his hand as a signal.
If the game be repeated, the hopping
in the second round should be on the opposite foot.
FOR THE SCHOOLROOM. ;This
may be played in the class room by having an equal
number of pupils in each row of seats. The players
remain seated until it is their turn to hop, each
hopping from his own seat to the forward blackboard
and back to his seat again; or the distance may be
made greater by continuing past his seat to the rear
wall and then back to his seat again. The game
starts with those in the rear seats. Each pupil
as he takes his seat tags the pupil seated next in
front of him, who takes this as a signal to start.
The line wins whose player in the front seat first
returns and raises a hand to show he is seated.
HOUND AND RABBIT
10 to 60 or more players.
Playground; gymnasium; schoolroom.
A considerable number of the players
stand in groups of three, with their hands on each
other’s shoulders, each group making a small
circle which represents a hollow tree. In each
tree is stationed a player who takes the part of rabbit.
There should be one more rabbit than the number of
trees. One player is also chosen for hound.
The hound chases the odd rabbit, who
may take refuge in any tree, always running in and
out under the arms of the players forming the tree.
But no two rabbits may lodge in the same tree; so as
soon as a hunted rabbit enters a tree, the rabbit
already there must run for another shelter. Whenever
the hound catches a rabbit, they change places, the
hound becoming rabbit and the rabbit hound. Or
the hound may at any time become a rabbit by finding
shelter in an empty tree, whereupon the odd rabbit
who is left without shelter must take the part of
the hound.
This game may be made very lively,
and has much sport in it even for adults.
The trees should be scattered promiscuously so that
both rabbits and hound may have many opportunities
to dodge and run in various directions, with
false starts and feints that add zest and interest
to such a game.
For large numbers of players it is
advisable to give each a better chance to participate
actively in the game by having the rabbits and
trees change parts whenever a rabbit is caught.
The hound, and the rabbit who was caught, then
choose their successors.
HOW MANY MILES TO BABYLON?
10 to 100 players.
Indoors; out of doors.
The players are divided into two lines
and stand facing each other, with a distance of about
ten feet between. Each line numbers off in twos,
and the players in each line take hold of hands.
The following dialogue takes place between the two
lines, all of the players in a line asking or answering
the questions in unison. The lines rock forward
and backward during the dialogue from one foot to another,
also swinging the clasped hands forward and backward
in time to the rhythm of the movement and the words.
The time should be rapid.
The first line asks: ;
“How many miles to Babylon?”
Second line: ;
“Threescore and ten.”
“Will we be there by
candle light?”
“Yes, and back again.”
“Open your gates and
let us through.”
“Not without a beck
[courtesy] and a boo [bow].”
“Here’s a beck
and here’s a boo,
Here’s a side
and here’s a sou;
Open your gates and
let us through.”
As the players in the first line say,
“Here’s a beck and here’s a boo,”
they suit the action to the words, drop hands, and
make each a courtesy, with wrists at hips for the
“beck,” and straighten up and make a deep
bow forward for the “boo”; assume an erect
position and bend the head sideways to the right for
“Here’s a side,” and to the left
for “Here’s a sou.” Then the
partners clasp hands and all run forward in eight
quick steps in the same rhythm as the dialogue that
has been repeated, each couple passing under the upraised
hands of the opposite couple, which represent the
city gates. Having taken the eight steps, the
running couple turns around, facing the other line
from the opposite side. This is done in four running
steps, making twelve steps in all. The couples
that made the gates then turn around in four running
steps (a total of sixteen steps or beats) until they
face the first line, when they in turn begin the rocking
motion and the dialogue, “How many miles to
Babylon?” This is repeated indefinitely, each
line being alternately the questioners and the gates.
The time in which the lines are repeated
and the accompanying movements should be very
brisk and rapid, so as to give life and action
to it. The start forward in the run when the couples
pass through the gates should be made with a decided
stamp or accent on the first step; and the last
step with which they turn in place, facing the
line after they have passed through the gates,
should have a similar accent. The questions and
answers should be given with varied intonation
to avoid monotonous singsong.
Mrs. Gomme ascribes the origin
of this game to a time when toll was required
for entrance into a city, or for the carrying of merchandise
into a walled town. The form here given is of
Scottish origin, gathered by the writer, and is
different from any published versions that have
been consulted.
HUCKLE, BUCKLE, BEAN STALK
5 to 60 players.
Schoolroom; parlor.
This game is a form of Hide the Thimble.
A thimble, cork, ring, or other small
object may be used for hiding. All of the players
leave the room save one, who places the object in
plain sight but where it would not be likely to be
seen, as on the top of a picture frame, in a corner
on the floor, etc. It may be placed behind
any other object, so long as it may be seen there without
moving any object. This hiding will be especially
successful if some hiding place can be found near
the color of the object; for instance, if the object
be of metal, to hang it from the key of a door, put
it in the filigree of a vase, etc. When
the object has been placed, the players are called
into the room, and all begin to look for it. When
one spies it, he does not at once disclose this fact
to the others, but quietly takes his seat, and when
seated, says, “Huckle, buckle, bean stalk!”
which indicates that he knows where the object is.
The game keeps on until all of the players have located
the object, or until the teacher or leader calls the
hunt closed. The first one to find the object
hides it for the next game.
HUNT (THE)
10 to 30 or more players.
Playground; gymnasium.
The ground is marked off with two
goals at opposite ends by parallel lines drawn entirely
across it. The space between the lines should
measure from thirty to fifty or more feet. One
player is chosen for hunter, who stands in the center.
The other players are named in groups from various
animals; thus there will be several lions, several
tigers, etc. These groups are divided so
that part stand in one goal and part in the other,
the number of players being equal in each goal when
the game opens.
The hunter, standing in the center,
calls the name of any animal he chooses, whereupon
all of the players bearing that name must change goals.
The hunter tries to catch them while they are in his
territory. The first player caught must thereafter
help the hunter in catching the others. The second
player caught changes places with the first, the first
one then being placed in a “cage” at one
side of the playground and is out of the game.
The game ends when the hunter has caught all of the
animals.
There are several games very similar
to this, but all of them have distinctive points
that make them quite different in playing.
In the present game the hunter has the advantage of
chasing players running from both directions,
but there is a comparatively small number of
these, and he is placed at the disadvantage of
not usually knowing just which players bear the names
of certain animals.
HUNT THE FOX
20 to 60 or more players.
Playground; gymnasium.
The players stand in two parallel
lines or files facing to the front, with about five
feet distance between the files, and considerable
distance between each two players in a file, so that
the runners may have space to run between them.
The head player of one file is a fox and the head
player of the opposite file the hunter.
At a signal the fox starts to run,
winding in and out from one side to the other of his
file until he reaches the bottom, when he turns and
comes up the opposite file. The fox is not obliged
to run between each two players, but may skip any
number that he wishes, and choose his own track.
The hunter must follow in exactly the same trail, being
obliged, should he make a mistake, to go back to the
point at which he diverged from the path of the fox.
If the fox succeeds in getting back to the head of
the second file without being caught, he is considered
to have escaped, and takes his place at the foot of
his own file. Should he be caught by the hunter,
he changes places with the latter, the hunter going
to the foot of the fox’s file, and the fox taking
the hunter’s original place at the head of his
file. The second player in the fox’s file,
who should have moved up to the front to keep the
lines even, is then fox for the next chase.
HUNT THE SLIPPER
10 to 30 or more players.
Parlor; seashore; gymnasium.
All of the players but one sit in
a circle, with the feet drawn up and knees raised
so that a slipper may be passed from hand to hand of
each player under his knees. Where both boys
and girls are playing, it is desirable to have the
girls alternate as much as possible with the boys,
as the slipper is more readily hidden under their skirts.
The players pass the slipper or bean bag around the
circle under the knees, the object being on their
part to evade the vigilance of the odd player, who
runs around on the outside of the circle trying to
touch the person who holds the slipper. Many devices
may be resorted to for deceiving the hunter, such
as appearing to pass the slipper when it is not in
one’s hands, or holding it for quite a while
as though the hands are idle, although it is not considered
good sport to do this for very long or often.
The players will use every means of tantalizing the
hunter; for instance, when he is at a safe distance,
they will hold the slipper up with a shout, or even
throw it to some other person in the circle, or tap
the floor with it. When the hunter succeeds in
catching the player with the slipper, he changes places
with that player.
When the circle of players is very
large, the odd player may take his place in the center
instead of outside the circle.
INDIAN CLUB RACE
10 to 100 players.
Gymnasium; playground.
This game is an adaptation
of the Potato Race. See also the
related game All
Up Relay.
The players are lined up in two or
more single files, the first players standing with
toes on a starting line. A small circle is marked
on the ground to the right of the first player in each
file, and just within the starting line. A series
of six small crosses is also marked on the ground
in front of each line, at intervals of six feet apart,
continuing in the same direction as the file, the first
one being ten or fifteen feet from the starting line.
An Indian club is placed on each cross. At a
signal, the first runners rush forward, each picks
up a club, returns, and places it (standing upright)
within the small circle, beside his starting place,
returns for another, and so on until all six clubs
are within the circle. The first players, having
finished, pass to the rear of their respective lines,
which move up to the starting line.
At a signal the next row of players
take each a club and return it to one of the crosses,
returning for another, etc., until all are placed.
The next runners return the clubs to the circle, and
so on until each player in the files has taken part.
The file wins whose last player is first to get back
to the starting line after placing the last club.
In case of a tie, the last three players from the tied
files may be required to repeat the play.
This is one of the best games for
training in self-control, and a teacher should strictly
enforce the rules. Any player starting over the
line before the signal, or standing with the foot beyond
it before starting, should go back and start over
again. Whenever a club falls down, or is not
placed on the cross or in the circle, the player who
placed it must go back and stand it upright or it counts
as a foul.
I SAY, “STOOP!”
5 to 60 or more players.
Playground; gymnasium; schoolroom.
This game is a variation of the old
familiar game “Simon says,” but calls
for much more activity than the latter game.
The players stand in a circle, and
in front of them the leader or teacher. The teacher
says quickly, “I say, stoop!” and immediately
stoops himself and rises again, somewhat as in a courtesy.
The players all imitate the action; but when the leader
says, “I say, stand!” at the same time
stooping himself, the players should remain standing.
Any who make a mistake and stoop when the leader says,
“I say, stand!” are out of the game.
This may be made a very amusing little
game to fill in a few dull moments, and when
used in the schoolroom, it serves to refresh
tired minds very quickly. The leader should speak
and move very rapidly and make unexpected variations
in the order in which the two commands are given.
I SPY
(See Hide and Seek for list
of other games of this type.)
3 to 30 or more players.
Out of doors; indoors.
One player is chosen to be the spy,
who blinds his eyes at a central goal while the other
players scatter and hide. The spy counts one
hundred, upon the completion of which he announces
his readiness to take up the hunt by shouting aloud: ;
“One, two, three!
Look out for me,
For I am coming and
I can see!”
Or he may shout only the word “Coming!”
as he leaves the goal, or merely the last count, “One
hundred!” The spy endeavors to detect as many
hidden players as possible, and for each player must
dash back to the goal, hit it three times, and call
out, “One, two, three for ;,”
naming the player. Should he make a mistake in
identity, the player really seen and the one named
by mistake are both free and may return to the goal
without further danger. As soon, however, as a
player knows he has been detected by the spy, he should
race with the latter for the goal, and should he reach
it first, should hit it three times and call out,
“One, two, three for me!” Any player who
can thus make the goal after the spy has started on
his hunt may save himself in this way, whether he
has been detected or not. Should all of the players
save themselves in this way, the same spy must blind
for the next game. This, however, seldom happens.
The first one caught by the spy, that is, the first
one for whom he touches the goal, becomes spy for
the next game.
JACK BE NIMBLE
10 to 60 players.
Indoors; out of doors; schoolroom.
This game is suitable for very little
children. Some small object about six or eight
inches high is placed upright on the floor to represent
a candlestick. This may be a small box, a book,
bottle, or anything that will stand upright; or a
cornucopia of paper may be made to answer the purpose.
The players run in single file and jump with both
feet at once over the candlestick, while all repeat
the old rhyme: ;
“Jack be nimble,
Jack be quick,
And Jack jump over the
candlestick.”
When there are more than ten players,
it is advisable to have several candlesticks and several
files running at once. In the schoolroom there
should be a candlestick for each two rows of players,
and these should encircle one row of seats as they
run.
JACOB AND RACHEL
10 to 30 or more players.
Playground; gymnasium; parlor.
All of the players but two form a
circle with clasped hands. The two odd players
are placed in the center, one of them, “Jacob,”
being blindfolded. The object of the game is
for Jacob to catch the other player, “Rachel,”
by the sound of her voice; but Rachel is supposed to
be rather coy, and to do all in her power to avoid
being caught by Jacob, even though she answer his
questions.
Jacob begins the game by asking, “Rachel,
where art thou?” Rachel replies, “Here
am I, Jacob,” and immediately tiptoes to some
other point in the ring, trying to evade Jacob’s
outstretched hands as he gropes for her. Rachel
may stoop to evade being caught, or may dash from
one side of the ring to the other, or resort to any
tactics except leaving the ring. Jacob may repeat
his question whenever he wishes, and Rachel must answer
each time.
When Rachel is caught, Jacob returns
to the ring, Rachel is blindfolded and chooses a new
Jacob, this time taking the aggressive part and seeking
him with the question, “Where art thou, Jacob?”
etc.
When the game is played by both boys
and girls, the names are used properly, but where
all boys or all girls are playing, the same names
are used, but one of the party is personated by a player
of the opposite sex.
JAPANESE CRAB RACE
2 to 60 or more players.
Gymnasium; playground.
If there be but few players for this
game, it may be played as a simple race, without the
relay feature, as here described. For large numbers
the relay idea will be advisable.
The players are lined up behind a
starting line, in from two to five single files, each
containing the same number. Opposite each file,
at a distance of from twenty-five to forty feet, there
should be drawn a circle about three feet in diameter.
The game consists in a race run backward on feet and
hands (or “all fours”) to the circles.
To start, the first player in each file gets in position,
with his heels on the starting line and his back to
the circle for which he is to run; and all start together
at a signal, the player who first reaches his circle
scoring one point for his team. Others follow
in turn.
Until one has tried this, it would
be difficult to realize how thoroughly the sense
of direction and the power to guide one’s movements
are lost while running in such a position. It
is one of the jolliest possible games for the
gymnasium.
JAPANESE TAG
4 to 60 or more players.
Indoors; out of doors.
One player is chaser, or It, and tries
to touch or tag all of the other players, the one
tagged then becoming chaser. In this form of
the game, however, whenever a player is touched or
tagged, he must place his left hand on the spot touched,
whether it be his back, knee, elbow, ankle, or any
other part of the body, and in that position must
chase the other players. He is relieved of this
position only when he succeeds in tagging some one
else.
As in other tag games where there
are large numbers of players, several players may
take the part of the tagger, or It, at the same time.
JOHNNY RIDE A PONY
10 to 60 players.
Playground; gymnasium.
This is a game of leapfrog. The
players are divided into two even parties, except
for one leader, one party being the ponies and the
other the riders, or Johnnies. The ponies form
one long back as follows: one player stands upright
against a wall or fence; the first back stoops in
front of this leader, bracing his head against him;
the other players grasp each the waist of the player
in front, and stoop with the heads against him or
turned to one side (away from the jumper). When
the backs (ponies) are ready, the riders all run toward
them from the side, each rider vaulting from the side
on to the back of one pony. The ponies try in
every way, except by straightening up, to throw their
riders while the leader counts fifty. If a rider
be made to touch even one foot to the ground, the
ponies have won and score a point, the riders exchanging
places with them. If the ponies fail in this
attempt, they must be ponies again. The side wins
which has the highest score at the end.
JUMPING RELAY RACE
10 to 60 or more players.
Playground; gymnasium; schoolroom.
The players are lined up in several
single files behind a starting line which is drawn
at from ten to fifty feet from a finishing line which
should be parallel to it. At a signal the first
players in each file, who have been standing with
their toes on the starting line, jump forward with
both feet at once and continue the jumping to the
finish line, when they turn and run back to
the starting line. Each player, on returning
to the starting line, should touch the hand of the
next player in his file, who should be toeing the line
ready to start, and should begin jumping as soon as
his hand is touched by the return player. The
first jumper goes at once to the foot of the line,
which moves up one place each time that a jumper starts
out, so that the next following player will be in
position on the line.
The file wins whose last player first
gets back to the starting line.
JUMPING ROPE
(Skipping)
3 to 100 players.
Playground; gymnasium.
Jumping a rope is admirable for both
boys and girls, combining much skill with invigorating
exercise. It should always be done on the toes,
with a “spring” in the ankles and knees
to break the jar, and should not be carried to a point
of exhaustion. It may be made one of the most
interesting competitive games for large numbers, lined
up in relay formation and jumping in turn over a long
rope. There should then be one rope for each
line. A score should be kept for each team, each
feat successfully performed by a player scoring one
point for his or her team. For each round, each
player in all teams should perform the same feat.
The different series following are for: ;
I. Small single rope.
II. One large rope.
III. Two large ropes.
IV. Large single rope and small individual rope.
The small single rope or individual
rope should be about six feet long for the average
player. A good general rule is to have it just
long enough to reach to the shoulders on each side
while the player is standing on it.
A rope not made with handles at the
ends should have a knot tied at either end, to prevent
untwisting and to give a firm hold. Every jumper
knows how to twist the ends around the hands to make
shorter a rope that is too long.
A long rope should be heavy and from
ten to twenty feet in length. It should be turned
by two players while one or more jump, as indicated.
When not used for athletic competition, any player
failing in the jumping should change places with one
of the turners; that is, should “take an end.”
I. Small Single Rope
1. Standing in one place, the
jumper turns the rope forward and jumps on the toes
of both feet for from ten to twenty-five counts.
Prolonged jumping beyond this number to the point
of exhaustion should not be done.
2. Standing in one place, jump
five counts on one foot and then five on the other.
3. Jump as in 1 and 2, but turn
the rope backward instead of forward.
4. Running and skipping, the rope turned forward.
5. Running and skipping, the rope turned backward.
6. Running and skipping, one
player in the rope and two others running and turning
the rope. The one who is skipping repeats the
verse: ;
Butterfly, butterfly, turn
around;
Butterfly, butterfly, touch
the ground;
Butterfly, butterfly, show
your shoe;
Butterfly, butterfly, twenty-three
to do.
7. All of the above with two
jumpers, each turning one end of the rope, the inner
hands resting on each other’s shoulders.
8. As in 7, but with two jumpers,
one standing behind the other instead of side by side,
a hand of the rear jumper being placed on a hip of
the one in front. Each turns one end of the rope.
II. One Large Rope
1. The rope should be turned
toward the jumper, who should run under.
2. Rope turned away from the jumper, who runs
under.
3. Run in; jump once and run
out on the opposite side; the rope turned toward jumper.
4. Run in, jump once, run out
on the opposite side; rope turned away from jumper.
5. Repeat 3 and 4, jumping five
or more times before running out.
6. Run in, jump once, and run out backward.
7. The player runs in and jumps
while the turners say, “Salt, pepper, mustard,
cider, vinegar,” increasing the speed with which
the rope is turned as the word vinegar is said.
8. “Rock the Cradle.”
The turners of the rope do not make a complete circle
with it, but swing it from side to side in a pendulum
motion. In this position the player runs in and
jumps from one to five times and runs out on the other
side.
9. Run in (a) with the
rope turned toward the jumper, and then (b)
away from the jumper, and jump five times and run out,
the hands meanwhile being placed in some particular
position, such as held out sideways at shoulder level,
clasped behind, placed on the shoulders, or head,
or hips, etc.
10. Run in, first with the rope
turned toward the jumper and then away from the jumper,
and jump in various ways ;as on both feet
at once; on one foot; on the other foot; on alternate
feet with a rocking step, changing from one foot to
the other.
11. “Chase the Fox.”
The jumpers, instead of taking single turns until
each has missed, choose a leader or fox who goes through
the various jumps as described, all of the others
following in single file. For instance, the fox
runs under the rope without skipping the others all
follow. The fox then turns and runs back; the
others follow. The fox runs in and takes any
of the jumps described above and runs out, the others
in turn following.
12. Repeat all of the above jumps,
running in in pairs, threes, etc.
13. “Calling in.”
A player runs in and jumps three times, calling some
one in by name on the second jump. They jump once
together, and the first player runs out on the opposite
side. The second player, in turn, calls some
one in on his second jump, etc.
14. A player runs in, calls some
one in on the first jump, and continues jumping to
five and then runs out. The player called in
calls another on his first jump, etc., until there
are five jumping at one time. It will probably
be necessary for players to run out on opposite sides.
15. “Begging.”
Two players run into the rope and jump together side
by side. While jumping, they change places.
One player starts this by saying, “Give me some
bread and butter;” and the other, while changing,
answers, “Try my next-door neighbor.”
This is continued until one trips.
16. A player runs in, turns halfway
around in two jumps, and runs out on the same side.
17. A player runs in, turns all
the way around in two jumps, and runs out on the opposite
side.
18. “Winding the Clock.”
A player runs in, counts consecutively from one to
twelve, turning halfway around each time, and then
runs out.
19. “Drop the Handkerchief.”
A player runs in, and while skipping, drops his handkerchief,
and on the next jump picks it up again, reciting the
lines: ;
“Lady, lady, drop your
handkerchief;
Lady, lady, pick it up.”
20. “Baking Bread.”
A player runs in with a stone in his hand, and while
jumping places it on the ground, straightens up, picks
up the stone again, and runs out.
21. A player runs in and works
his way while skipping toward one end of the rope.
He says to the turner at that end, “Father, give
me the key.” The turner says, “Go
to your mother.” The player then jumps to
the opposite end of the rope and says, “Mother,
give me the key;” and the turner at that end
answers, “Go to your father.” This
is continued a certain number of times, or until the
player trips.
III. Two Large Ropes
In this series two ropes are turned
at one time, and this requires considerable skill
on the part of the turners and a great deal on
the part of the jumpers. When two ropes are turned
inward toward each other, the turn is called “Double
Dodge,” or “Double Dutch.”
When the two ropes are turned outward, away from
each other, the turn is called “French Rope.”
1. While the two ropes are turned
inward, the players run in, jump, or skip over each
rope in turn as it comes, and run out on the opposite
side.
2. Number one is repeated, taking
the fancy jumps described under 1 for the single rope.
3. The two ropes are turned outward,
and the players run in, jump, and run out, as described
above.
4. “Chase the Fox.”
This is played with the ropes turning either Double
Dodge, or French Rope, and any of the fancy jumps mentioned
previously are taken, the players going through in
single file, following a leader, the fox, who chooses
the feat which all are to perform.
IV. Large Single Rope and Small Individual Rope
While two turners keep the large rope
turning, a player turning and skipping his own small
rope goes through the following feats: ;
1. The player stands in and jumps
five times, both the large and small ropes starting
together. He then runs out forward.
2. While turning and skipping
his own individual rope, the player runs under the
large rope.
3. The player runs in while his
own rope is turning, jumps five times, and runs out
on the opposite side.
4. The player stands in, jumps
five times, and runs out backward.
5. The player runs in while turning
his individual rope backward, jumps three times, and
runs out.
6. A player jumps in the large
rope, at the same time turning and jumping in his
own individual rope. Another player runs in, facing
him, in the small rope, jumps with him, and then runs
out again without stopping either rope.
JUMP THE SHOT
(Sling Shot)
10 to 60 or more players.
Playground; gymnasium.
For this game a shot bag, such as is
used to weight the ends of the rope that is drawn
over jump standards, may be used, and the game
takes its name from this. This bag, however, being
heavy and hard, may lead to accidents by hitting
the ankles of players, and other things are more
desirable unless the players be expert.
A bean bag, sand, or oat bag will do just as well,
tied to the end of a rope.
The players stand in a circle, with
one in the center holding a rope with a weight on
the end. The center player swings the rope around
to describe a large circle on the floor, with a sufficient
length of rope to place the bag in line with the feet
of those in the circle. The circle players jump
to avoid being caught around the ankles by the rope.
Any one caught in this way must retire from the circle,
the player winning who longest retains his place.
KALEIDOSCOPE
(Flower Garden)
5 to 30 or more players.
Schoolroom; parlor; playground.
This is a quiet game, and makes a
pleasant and restful change from more active games.
It may be correlated with geography, history, literature,
and many other subjects.
The players are all seated, with the
exception of from four to six, who stand in a line
in front of their fellows, each being given, or choosing,
the name of a color, ;red, violet, green,
etc. The players who are seated then close
their eyes, and those who represent colors change
places in the line. When they are rearranged,
those who are seated open their eyes, and being called
upon individually, try to name the colors in their
new arrangement, the game being a test of memory.
IN THE SCHOOLROOM, and for little
children, to give more activity the colors should
scatter and run around the room after being named,
halting on a signal. The player who is to name
them then runs around the room to the different ones
as they stand scattered in this way, naming each as
he reaches him.
CORRELATION. ;This
game may be correlated with any academic
subject in which familiarity
with proper names is desired; as
in
History. ;By
using the names of generals or statesmen from a
given period instead
of the colors.
Geography. ;The
names of capital cities, states, rivers, etc.
Literature. ;The
names of the works of a given author; of the
authors of a period,
or of the characters in a book or play.
Nature study. ;The
names of birds, trees, flowers, or any other
branch of nature study
may be used.
LADY OF THE LAND
4 to 10 players.
Indoors; out of doors.
This is one of the old
dramatic games in which various parts
are enacted by the different
players.
One player takes the part of a lady
and stands alone on one side. Another represents
a mother, and the balance are children, from two to
eight in number, whom the mother takes by the hand
on either side of her, and approaches the lady, repeating
the following verse; the children may join with her
in this if desired: ;
“Here comes a widow
from Sandalam,
With all her children
at her hand;
The one can bake, the
other can brew
The other can make a
lily-white shoe;
Another can sit by the
fire and spin;
So pray take one of
my daughters in.”
The lady then chooses one of the children, saying: ;
“The fairest one that
I can see
Is pretty [Mary]; come
to me.”
Mother: ;
“I leave my daughter
safe and sound,
And in her pocket a
thousand pound.
Don’t let her
ramble; don’t let her trot;
Don’t let her
carry the mustard pot.”
The mother then retires with the other
children, leaving the daughter chosen with the lady.
This daughter sits down behind or beside the lady.
As the mother retires, the lady says, under her breath,
so that the mother may not hear: ;
“She shall ramble, she
shall trot;
She shall carry the
mustard pot.”
This entire play is repeated until
all of the children have been chosen and left with
the lady. The mother then retires alone, and
after an interval in which several days are supposed
to have elapsed, calls to see her children. The
lady tells her she cannot see them. The mother
insists, and the lady finally takes her to where they
are sitting.
The mother goes to one child and asks
how the lady has treated her. The child answers,
“She cut off my curls and made a curl pie and
never gave me a bit of it!” The mother asks
the next child, who says she cut off her ear or fingers,
etc., and made a pie, not giving her a bit of
it. When all have told the mother what the lady
has done to them, they all rise up and chase the lady;
when captured, she is led off to prison.
This is one of the oldest traditional
dramatic games, and is found in some form in
almost all countries. Sometimes the mother
is supposed to be poor, and bestows her children upon
the wealthy lady of the land for adoption.
It is thought possibly to have come from the
country practice in European countries of hiring
servants at fairs.
LAME FOX AND CHICKENS
10 to 30 or more players.
Playground; gymnasium.
One player is chosen for the fox,
and stands in a den marked off at one end of the playground.
The rest are chickens, and have a chicken yard at
the opposite end of the ground. The chickens advance
as near as they dare to the den of the fox and tease
him by calling out: “Lame fox! Lame
fox! Can’t catch anybody!” The lame
fox may take only three steps beyond his den, after
which he must hop on one foot, trying to tag the chickens
while hopping. All tagged become foxes and go
home with him, thereafter sallying forth with him
to catch the chickens. They must all then observe
the same rule of taking but three steps beyond the
den, after which they must hop. Should any fox
put both feet down at once after his three steps while
outside the den, the chickens may drive him back.
Care should be taken that the hopping be not always
done on the same foot, though a fox may change his
hopping from one foot to the other. The chicken
last caught wins the game and becomes the first lame
fox in the new game.
Where more than thirty players are
engaged, the game should start with two or more foxes.
This game has sometimes
been called Lame Goose.
It is admirable for players of all
ages, but, like all “dare” games,
is especially good to overcome timidity. Timid
children should be encouraged to venture near
the fox and to take risks in giving their challenge.
LAST COUPLE OUT
(Widower; Last Pair Pass)
11 to 31 or more players.
Playground; gymnasium.
An odd number of players is required
for this game. One is chosen for catcher, who
stands at one end of the playground with his back to
the other players. The other players stand in
couples in a long line behind him, facing in the same
direction that he does. The catcher should be
not less than ten feet in front of the first couple.
The catcher calls, “Last couple
out!” when the last pair in the line runs toward
the front, the right-hand one on the right side of
the double line, and the left-hand one on the left
side, and try to join hands in front of the catcher.
The catcher may not chase them before they are in
line with him, and may not turn his head to see when
or from where the runners are coming. They should
try to gain their end by varying the method of approach,
sometimes both circling far out beyond him on either
side, or one of them doing this and the other running
in close toward the lines.
If the catcher succeeds in catching
one of the players before that player can clasp hands
with his partner, these two, catcher and caught, form
a couple and take their places at the head of the line,
which should move backward one place to make room for
them, and the other player of the running couple becomes
catcher. If neither be caught, they are free;
i.e. out of the game.
In the Scotch and Swedish forms of
this game, the title is “Widow” or
“Widower,” the catcher supposedly taking
the part of the bereaved one and trying to get
a mate. It has been suggested that the game
has descended from old methods of marriage by
capture.
LAST MAN
10 to 60 players.
Schoolroom.
This is a schoolroom
adaptation of the game usually known as
“Three Deep,”
or “Third Man.” It is one of the most
interesting
and popular schoolroom
games.
One player is chosen to be runner
and another chaser. The remaining players are
seated. The game starts with quite a distance
between runner and chaser. The first object of
the game is for the chaser to tag (touch) the runner.
Should he do this, they immediately change parts,
the previous chaser having to flee instantly for safety
with the previous runner, now chaser, after him.
The greatest sport of the game comes in, however,
in the way the runner may save himself at any time
from being tagged by the chaser by standing at the
rear of any row of seats and calling “Last man!”
As soon as he does this, the one sitting in the front
row of that line of seats becomes liable to tagging
by the chaser, and must instantly get up and run.
As soon as he has left his seat, the entire line moves
forward one seat, leaving a seat at the rear for the
“last man.” There may be no moving
of this kind, however, until the runners are out of
the aisle.
As in all running games in the class
room, the seated players must keep their feet under
the desks and out of the aisles.
It will be seen that all of the players
must be very alert to watch the actions of the runner,
but especially those sitting in the front seats, as
at any moment one of them may have to become runner.
The last man must never fail to call out the words
“Last man!” when he takes his stand at
the rear of a row of seats. He is not considered
to have taken refuge until he does this.
LEADER AND FOOTER
50 to 60 or more players.
Playground; gymnasium.
This is a leapfrog game. One
player is chosen to be “back,” and he
chooses a leader, generally the poorest jumper, and
a “footer” ;the best jumper.
A starting or “taw” line is drawn on the
ground and the back stands with his side parallel
to it. The other players line up in single file
at some distance, with the leader at the head and the
footer at the rear of the line. The footer dictates
the way in which the back is to be cleared and his
distance from taw. For instance, he may, having
put a long distance between the back and the line,
require a run of a limited number of steps, or a hop
and skip (specifying the number), before the jump.
The leader makes the first jump as prescribed by footer,
and the others, in turn, including the footer.
Any player failing in the feat becomes back. Any
player who is doubtful of success may call upon the
footer to perform the feat. If the footer fails,
he becomes the back. If the challenge be successfully
met, the one making the challenge becomes back.
LEAPFROG
The back. ;Any player who
bends over to make a back for others to leap
over is called the “back.” He must
rest his hands on his knees or near them to make
a firm back. It is against the rules for
any player making a back to throw up his back or bend
it lower while a player is leaping over it; but
each player, before jumping, may say “High
back!” or “Low back!” which the
one who is down must adjust before the jumper
starts. He then must do his best to keep
the back perfectly level and still, unless the
game calls for a different kind of play. In some
games the back stands with his back toward the
jumpers, and in others with his side toward them.
If he is to stand on a certain line, he must
“heel it” if with his back toward them,
or, if his side be toward them, stand with one
foot on either side of the line.
The jumper. ;The player who
leaps must lay his hands flat on the back at
the shoulders and not “knuckle,” i.e.
double under his fingers. Any player transgressing
this rule must change places with the back.
The back must be cleared without touching him
with the foot or any part of the body except the hands.
Such a touch is called “spurring,” and
the transgressor must change places with the
back if the latter stands upright before the
next player can jump over him. If he does not
stand upright in time, he remains back.
When a leap is made from a starting line or taw,
the jumper may not put his foot more than half
over the line. Good jumpers will land on the toes
with knees bent and backs upright, not losing
the balance.
The leapfrog games here given in alphabetic
order include: ;
I. WITH ONE BACK:
II. WITH TWO OR MORE BACKS:
Leader and Footer Bung the Bucket
Leapfrog Johnny Ride a Pony
Leapfrog Race Cavalry Drill
Par Saddle the Nag
Spanish Fly Skin the Goat
LEAPFROG
2 to 100 players.
Playground; gymnasium.
The first player makes a back, standing
either with his back or his side toward the one who
is to leap over. The next player runs, leaps
over the back, runs a few steps forward so as to allow
space for a run between himself and the first player,
and in his turn stoops over and makes a back.
This makes two backs. The third player leaps over
the first back, runs and leaps over the second, runs
a short distance and makes a third back, etc.,
until all the players are making backs, when the first
one down takes his turn at leaping, and so on indefinitely.
VARIATION. ;This may be
made much more difficult by each player moving only
a few feet in advance of the back over which he has
leaped, as this will then leave no room for a run between
the backs, but means a continuous succession of leaps
by the succeeding players.
LEAPFROG RACE
10 to 100 players.
Playground; gymnasium.
The players are lined up in two or
more single files, as for the simplest form of leapfrog,
but the game is a race between the different files.
The first player takes his place on
the starting or taw line and makes a “back,”
with his head away from the file. The next player
immediately jumps over and makes a back one pace forward
of the first player. The third jumps over the
backs of the two and makes a third back, and so on
until all are down, when the first player jumps over
all in succession, but steps one side when he has vaulted
over the last back. The others all follow.
The line wins which is first reduced
to one player in the position of “back.”
In other words, when every player in the line has jumped
over the back of every other player.
A burlesque on this game, which has
in it some good sport and exercise, consists in crawling
between the feet of the players instead of jumping
over their backs. This may be done for every player
in the line, or the two methods alternated, leaping
over the back of one, crawling between the feet of
the next, etc.
LETTING OUT THE DOVES
3 to 30 players.
In doors or out of doors.
This game is particularly suitable
for young children. The players stand in groups
of three. One in each group, usually the smallest,
represents a dove; one a hawk, larger than the dove
or a swifter runner; and the third the owner of the
birds. The dove stands in front of the owner,
holding her by the hand. The hawk stands behind,
also held by the hand. The owner throws the dove
from her with a gesture of the hand, first toward
herself and then away, as a dove might be tossed for
flight in the air, and the little dove sails away,
with arms floating like wings. When the dove
has a sufficient start, so that the larger and swifter
hawk may not get her too easily, the owner throws
the hawk in the same way. The hawk runs with outstretched
arms also as though flying, and tries to catch the
dove, but is obliged to run over exactly the same
route as the dove. At her discretion the owner
claps her hands as a signal for the two pet birds to
return to her, the dove trying to get back without
being caught by the hawk. The clapping for the
return of the birds is always done with hollowed palms
to make a deep sound. The owner gives this when
the dove has reached the farthest point to which she
thinks it best for her to go, the judgment for this
being determined sometimes by the gaining of the hawk
on his prey. The dove may not turn to come home
until the signal be heard.
It is well to make an imaginative
atmosphere for little children for this game by telling
them of the way doves and hawks are trained as pets.
This game is played by little girls
in China, and is one reported by Dr. Headland
in his charming book on the Chinese Boy and
Girl. Some additional points are given here,
kindly supplied by Dr. Headland to the author.
LOST CHILD (THE)
10 to 30 or more players.
Schoolroom; parlor; playground; gymnasium.
This is a quiet game designed to test
the memory, and makes an interesting variation when
players are tired of active games. The players
are all seated, with the exception of one, who is sent
from the room. Or if the game be played in an
open playground, this one player may blind his eyes
in a corner of a wall or fence or behind a bush.
When this player is well out of sight and hearing,
the leader or teacher beckons one of the players,
who leaves the group and hides. If in the schoolroom,
this may be done under the teacher’s desk or
in a wardrobe. The rest of the players then change
their seats, and the one who is blinding is called
back and tries to tell which player is hidden.
When successful, this first guesser may be seated and
another chosen to blind. Otherwise the first
guesser blinds again.
MASTER OF THE RING
2 to 30 or more players.
Playground; gymnasium.
A circle is drawn on the ground.
The players stand shoulder to shoulder inside the
circle, with arms folded either on the chest or behind
the back. The play starts on a signal, and consists
in trying to push one’s neighbor with the shoulders
out of the circle. Any player overstepping the
line drawn on the ground drops out of the game.
Any player who unfolds his arms or falls down is also
out of the game.
The Master of the Ring is he who in
the end vanquishes all of the others.
MAZE TAG
(Line Tag; Right Face)
15 to 100 players.
Playground; gymnasium; house party.
All but two of the players stand in
parallel lines or ranks, one behind the other, with
ample space between each two players and each two
ranks; all the players in each rank clasp hands in
a long line. This will leave aisles between the
ranks, and through these a runner and chaser make
their way.
The sport of the game consists in
sudden changes in the direction of the aisles, brought
about by one player who is chosen as leader and stands
aside, giving the commands, “Right face!”
or “Left face!” at his discretion.
When one of these commands is heard, all of the players
standing in the ranks drop hands, face in the direction
indicated, and quickly clasp hands with the players
who are then their neighbors on the right and left.
This brings about a change of direction in the aisles,
and therefore necessitates a change of direction in
the course of the two who are running.
The success of the game depends largely
upon the judgment of the leader in giving the commands,
“Right (or left) face!” They should be
given quickly and repeatedly, the leader often choosing
a moment when the pursuer seems just about to touch
his victim, when the sudden obstruction put in his
way by the change in the position of the ranks makes
necessary a sudden change of direction on his part.
The play continues until the chaser catches his victim,
or until a time limit has expired. In either
case two new players are then chosen from the ranks
to take the places of the first runners.
It is a foul to break through the
ranks or to tag across the clasped hands.
MENAGERIE
10 to 60 or more players.
Indoors.
This game may be one of the funniest
possible for a house party. The players sit around
the room or in a circle. One player who has ready
wit is chosen to be ringmaster, or there may be different
showmen or ringmasters for each group of animals.
The ringmaster takes his place in the center, and
will be more effective if furnished with a whip.
He shows off in turn different troops of animals,
pointing out from two to eight players for each troop,
according to the number who are taking part.
These must come forth into the center of the ring and
go through their paces as indicated by the showman.
He may thus display the growling and clawing bear,
the hopping and croaking frog, the leaping kangaroo,
the roaring and ramping lion, the humped camel, the
stubborn and braying donkey, the screaming and wing-flapping
eagle, the hooking and mooing cow, the neighing and
galloping horse, etc.
For instance, the ringmaster may say:
“Ladies and gentlemen: I will now exhibit
to you a marvelous troup of snorting hippopotami.
Such graceful carriage has never before been seen
in these ponderous animals. They have learned
to gambol in our Northern clime with even greater
grace than they showed in their native jungles.
They show almost human intelligence. Sit up there!”
(cracking his whip) “Snort to the right!
Snort to the left!” etc.
When all of the animals in the menagerie
have been displayed, they may all join in a circus
parade, each retaining his distinctive character.
MIDNIGHT
(Twelve O’clock at Night)
10 to 30 or more players.
Playground; gymnasium; classroom.
One player is the fox and the others
sheep. The fox may catch the sheep only at midnight.
The game starts with the fox standing in a den marked
in one corner of the playground, and the sheep in a
sheepfold marked in the diagonally opposite corner.
The fox leaves his den and wanders about the meadow
(playground), whereupon the sheep also come forth
and scatter around, approaching as close to the fox
as they dare. They keep asking him, “What
time is it?” and he answers with any hour he
chooses. Should he say “Three o’clock,”
or “Eleven o’clock,” etc.,
they are safe; but when he says “Midnight!”
they must run for the sheepfold as fast as possible,
the fox chasing them. Any sheep caught changes
places with the fox, and the game is repeated.
When played in a class room, only a few children should
be selected for sheep.
This game is enjoyed
by children of almost any age.
It affords an excellent opportunity
for daring and for finesse. Timid children
should be encouraged to take risks, approaching near
the fox, and surrounding him on all sides. All
should be taught to make the chase varied and
difficult for the fox, instead of running in
a straight line for the goal. The fox has opportunity
for much stratagem in choosing for the moment when
he says “Midnight!” one in which the
players are standing where he could easily catch
or corner them. He may also gain advantage
by appearing to start in one direction and suddenly
changing to another. These elements add zest
to the game, cultivate prowess, and make the
children brighter and more alert.
MOON AND MORNING STARS
5 to 20 players.
Out of doors.
This game is played when the sun is
shining. One of the players is the moon, and
takes her place in a large area of shadow, such as
would be cast by a large tree or a house. As
the moon belongs to the night, she may not go out
into the sunshine.
The other players are morning stars,
and as they belong to the daylight, their place is
in the sun. The morning stars dance around in
the sunlight, venturing occasionally into the shadow
where the moon is, saying ;
“O the Moon and the
Morning Stars,
O the Moon and the Morning
Stars!
Who dares to tread ;Oh,
Within the shadow?”
The moon tries to catch or tag them
while they are in the shadow. Any star so caught
changes places with the moon.
This game is played
by the little Spanish children.
MOTHER, MAY I GO OUT TO PLAY?
This is one of the old
traditional dramatic games and is found
in many countries.
One player represents a mother, and
the rest are her children, and stand in front of her
in a line. One or all of them ask the mother the
following question, the mother answering as indicated: ;
“Mother, may I go out to play?”
“No, my child; it is such a wet day.”
“Look how the sun shines, mother.”
“Well, make three round courtesies and be off
away.”
The children thereupon make three
“round courtesies” by whirling around
and dipping down suddenly to spread the skirts out.
They then run away and pretend to play. Soon
they return and knock at the door. The mother
asks: ;
“What have you been doing all this time?”
“Brushing Jennie’s hair and combing Jennie’s
hair.”
“What did you get for it?”
“A silver penny.”
“Where’s my share of it?”
“The cat ran away with it.”
“Where’s the cat?”
“In the wood.”
“Where’s the wood?”
“Fire burnt it.”
“Where’s the fire?”
“Moo cow drank it.”
“Where’s the moo cow?”
“Sold it for a silver penny.”
“What did you do with the money?”
“Bought nuts with it.”
“What did you do with them?”
“You can have the nutshells, if you like.”
The last words being rather disrespectful,
the mother at once chases the children, calling, “Where’s
my share of the silver penny?” The players being
chased, reply, “You may have the nutshells!”
The mother thus catches the children, one after another,
and pretends to punish them.
MOTHER, MOTHER, THE POT BOILS OVER!
5 to 11 players.
Indoors; out of doors.
This is a traditional
dramatic game.
One player represents an old witch,
another a mother, another the eldest daughter, another
a pot boiling on the hearth, and the balance are children,
named for the days of the week, Monday, Tuesday, etc.
The old witch hides around the corner
of a house or other convenient place, and peeps out,
while the mother says to her eldest daughter, “I
am going away, and I want you to let nothing happen
to your sisters.” To the others she says,
“Monday, you take care of Tuesday, and Tuesday,
you take care of Wednesday,” etc., until
she comes to the last child, when she says, “And
Saturday, take care of yourself.” Then
to the eldest, “Be sure and not let the old witch
take any of your sisters. You can also get the
dinner, and be sure not to let the pot boil over.”
The mother then goes away and stays
at a distance out of sight. As soon as the mother
has gone, the old witch, stooping, lame, and walking
with a stick, comes and raps with her knuckles on the
supposed door. The eldest daughter says; “Come
in! What do you want?”
Old Witch. Let me light my
pipe at your fire; my fire is out.
Eldest Daughter. Yes, if you
will not dirty the hearth.
Old Witch. No, certainly; I will be careful.
The eldest daughter lets her in and
goes about her work, setting the table or looking
on the shelf, when the old witch suddenly stoops down
and blows the ashes on the hearth; whereupon the pot
makes a hissing sound as though boiling over, and
the old witch catches hold of Monday and runs away
with her.
The eldest daughter cries out, “Mother,
mother, the pot boils over!”
The mother calls back, “Take the spoon and skim
it.”
“Can’t find it.”
“Look on the shelf.”
“Can’t reach it.”
“Take the stool.”
“Leg’s broken.”
“Take the chair.”
“Chair’s gone to be mended.”
Mother, “I suppose I must come myself!”
The mother then returns, looks about, and misses Monday.
“Where is my
Monday?” she demands of the eldest daughter.
The daughter says, “Under the
table.” The mother pretends to look under
the table, and calls “Monday!” then says,
“She isn’t there.” The daughter
suggests various places, up on the shelf, down in the
cellar, etc., with the same result. Finally,
the eldest daughter cries and says: “Oh,
please, mother, please! I couldn’t help
it, but some one came to beg a light for her pipe,
and when I looked for her again she had gone, and
taken Monday with her.”
The mother says, “Why, that
was the old witch!” She pretends to beat the
eldest daughter, and tells her to be more careful in
the future, and on no account to let the pot boil
over. The eldest daughter weeps, promises to
be better, and the mother again goes away. The
old witch comes again, and the same thing is repeated
until each child in turn has been taken away, the
old witch pretending each time to borrow a different
article that is used around the fire, as the poker,
the kettle, etc. Finally, the eldest daughter
is carried off too.
The pot, which has boiled over with
a hissing sound each time the old witch has come to
the hearth, now boils over so long and so loudly that
the mother hears it and comes back to see what is the
matter. Finding the eldest daughter gone too,
the mother goes in search of them to the witch’s
house. On the way she meets the old witch, who
tries to turn her from her path by speaking of various
dangers.
The mother asks of her, “Is
this the way to the witch’s house?” and
the witch replies, “There is a red bull that
way.”
“I will go this way.”
“There is a mad cow that way.”
“I will go this way.”
“There is a mad dog that way.”
Finally, the mother insists on entering
the witch’s house. The witch refuses to
let her in, saying ;
“Your shoes are too dirty.”
“I will take them off.”
“Your stockings are too dirty.”
“I will take them off.”
“Your feet are too dirty.”
The mother grows angry at this, pushes
her way into the house, and calls her children.
The witch is supposed, prior to this, to have cooked
the children, made them into pies, and put them in
a row, naming them apple pie, peach pie, etc.
They stand or sit with their faces or heads covered.
The mother approaches them and says,
“You have some pies?” The old witch says,
“Yes, some very nice apple pie.” The
mother proceeds to taste the apple pie and says, “This
needs more sugar.” The witch pretends to
stir in more sugar, whereupon the mother tastes again
and says, “Why, this tastes exactly like my
child Monday!” Monday thereupon uncovers her
face and says, “It is Monday!” The mother
shakes her and says, “Run away home!” which
she does.
This is gone through with each pie
in turn, the mother finding them in need of more salt
or longer cooking or some other improvement before
she discovers in each case one of her children.
When all have been sent home, the mother, joined by
the children, chases and catches the witch.
This is one of the oldest traditional
games, of which many versions are given by Mrs.
Gomme and Mr. Newell, both from Great Britain
and America. Several incidents here given the
present writer has gathered directly from players
of the game. According to Mrs. Gomme,
the game probably illustrates some of the practices
and customs associated with fire worship, worship
of the hearth, and ancient house ritual.
The magic pot boils over when anything is wrong
and as a warning to the mother that she is needed.
The incident of the witch taking a light from the
hearth is very significant, as, according to an old
superstition, the giving of a brand from a hearth
gave the possessor power over the inmates of
the house. The sullying of the hearth by
the old witch in blowing the ashes has also an ancient
significance, as fairies were said to have power over
inmates of a house where the hearth or threshold
had been sullied.
MY LADY’S TOILET
10 to 30 or more players.
Parlor; schoolroom.
This a French form of a game known
in America as Spin the Platter. Each of the players
is named for some article of My Lady’s toilet,
such as her gown, necklace, evening coat, slippers,
bracelet, etc. All sit in a circle except
one, who stands or crouches in the center and spins
a plate or tray, at the same time saying, “My
Lady wants her necklace;” or names some other
article of the toilet. The player representing
the article thus named must rush to the center and
catch the plate before it stops spinning and falls
to the ground. If successful, the player takes
the place of the spinner. If unsuccessful, she
returns to her place and pays a forfeit, which is
redeemed at the end of the game. The speaker should
name the different articles while carrying on a flow
of narrative, as, for instance: “My Lady,
being invited to a ball at the king’s palace,
decided to wear her blue gown. With this
she called for her silver slippers, her white
gloves, her pearl necklace, and a bouquet
of roses. As the evening was quite cool, she
decided to wear her white opera coat,”
etc. The speaker will make several opportunities
for introducing mention of the ball, and whenever
she says anything about the ball, all the players
must jump up and change places, the spinner trying
to secure one for herself in the general confusion.
One odd player will be left without a place, and she
becomes spinner. When boys are playing, they
may appropriately take the parts of carriage, horses,
footmen, the escort, etc.
NUMBERS CHANGE
(See also Exchange.)
10 to 30 or more players.
Parlor; playground; gymnasium; schoolroom.
The players stand in a large circle
and are numbered consecutively. One player takes
his place in the center. He calls two numbers,
and the players whose numbers are called must change
places while the center player tries to secure one
of their places. The one who is left without
a place changes places with the center player.
FOR THE SCHOOLROOM. ;This
game may be adapted by selecting two players as chasers,
who take their places in the front of the room.
These players are not blindfolded, as in the parlor
form of the game. All of the other players are
seated, having been numbered. The teacher calls
two numbers, when the players bearing those numbers
must rise at once and exchange seats, the two chasers
trying to catch them before they can get to their
seats.
When a game is played under these
circumstances, it is not permissible for the chaser
to take a vacant seat; he must catch the player who
is running for it. No player, having once left
his own seat, may return to it, but must keep up the
chase until he is caught or reaches the seat for which
he is running.
This game gives opportunity for some
very lively chasing, with good running and dodging
up and down the aisles. As in all running
games in the class room, the seated players should
keep their feet out of the aisles.
For young children it may be found
desirable to have only one chaser. It generally
adds to the interest of the game to have a general
exchange of seats at the opening of the game, immediately
after the numbers have been assigned, and before the
chasing is commenced, as then the person who calls
the numbers is at a loss to know how near or
distant those called may be in relation to each
other, and this element adds much to the sport
of the game.
OBSERVATION
5 to 60 players.
Parlor; schoolroom.
This game is a test of visual memory.
When played in a parlor, all the players are seated
except one, who passes around a tray or a plate, on
which are from six to twenty objects, all different.
These may include such things as a key, spool of thread,
pencil, cracker, piece of cake, ink bottle, napkin
ring, small vase, etc. The more uniform
the size and color of the objects the more difficult
will be the test. The player who carries the
tray will pass at the pace of an ordinary walk around
the circle, giving each player an opportunity to look
at the objects only so long as they are passing before
him. It is not allowable to look longer than
this. The observer must then at once write down
on a slip of paper the names of as many of the objects
as he can remember. The player wins who writes
correctly the longest list.
It is sometimes more convenient to
have the articles on a table and the players all pass
in a line before them.
IN THE SCHOOLROOM. ;The
objects should be placed on the teacher’s desk,
so shielded that pupils cannot see them except as they
march past the desk. This they should do, returning
at once to their seats and writing the list.
Used in this way, the game may be made to correlate
with nature study, the objects to be observed being
grasses, shells, leaves, stones, woods, etc.
ODD MAN’S CAP
10 to 30 or more players.
Playground; gymnasium.
Twelve players make the best-sized
group for this game; where there are more players,
they should be divided into small groups. All
but one of the players stand in a circle with considerable
space between each two. The odd man stands in
the center. Each player is provided with a stick
about two feet in length; canes or wands may be used
as a substitute, but the shorter sticks are better;
they may be whittled from branches or bits of wood,
and should not be pointed at the ends. The odd
man tosses his cap or a cloth bag toward the circle.
The players endeavor to catch it on their sticks,
and keep it moving from one to another, so as to evade
the odd man, who tries to recover his property.
Should he succeed, he changes places with the one from
whom he recovered it. The sticks must be kept
upright in the air. A dropped cap may be picked
up only by hand, not on a stick. The sticks must
always be held upright. An old stiff hat, or a
cap or bag wired around the edge to keep it spread
open, makes the best game.
This game holds the interest of the
players intently and is full of sport.
OLD BUZZARD
5 to 30 or more players.
Playground.
This is one of the old
dramatic games, probably better known in
America than any other
of this type.
One player is chosen to represent
the “Old Buzzard”; another player represents
a hen, and the remainder are chickens. All the
players circle around the buzzard, saying in chorus: ;
“Chickany, chickany,
crany crow;
I went to the well to
wash my toe;
And when I came back
a chicken was gone.”
The hen finishes by asking alone,
“What o’clock is it, old buzzard?”
The buzzard crouches on the ground during the repetition
of the verse, going through the pantomime of building
a fire with sticks, and in answer to the question
may name any hour, as eight o’clock, nine o’clock,
ten o’clock. So long as the buzzard does
not say twelve o’clock, the players continue
to circle around, repeating the verse, the final question
being asked each time by a different player, until
the buzzard finally says, “Twelve o’clock!”
When this occurs, the ring stands still, and the following
dialogue takes place between the buzzard and the hen: ;
Hen. Old buzzard, old buzzard, what are you
doing?
Buz. Picking up sticks.
Hen. What do you want the sticks for?
Buz. To build a fire.
Hen. What are you building a fire for?
Buz. To broil a chicken.
Hen. Where are you going to get the chicken?
Buz. Out of your flock!
The buzzard, who keeps a crouching
attitude with face downcast during this dialogue,
suddenly rises on the last words and chases the players,
who scatter precipitately. When a player is captured,
the buzzard brings him back, lays him down, and dresses
him for dinner, while the rest of the players group
around. The buzzard asks of the captured chicken,
“Will you be picked or scraped?” and goes
through the motions of picking feathers or scaling
fish, as the chicken decides. The buzzard then
asks, “Will you be pickled or salted?”
“Will you be roasted or stewed?” each
time administering to the recumbent chicken the appropriate
manipulations. At the end he drags the victim
to a corner, and the game goes on with the remainder
of the players.
OLD MAN TAG
10 to 60 players.
Schoolroom.
The players are in groups of two rows
each, which play together. These two rows face
away from each other. Thus the first and second
row will turn respectively to the right and left,
with their feet in the aisles, toward which they then
face. This will leave a free aisle between them,
in which the “old man” may run about.
The third and fourth rows play together, facing away
from each other, and leaving a free aisle for their
old man or tagger. This will bring the second
and third rows with their feet in the same aisle.
For each group one player is selected
to be old man or tagger. The teacher gives a
signal, whereupon all of the players stand. The
object of the game is for the old man to tag any player
who is standing. The players may avoid this by
sitting whenever the old man approaches them.
Should he succeed in tagging any player, that player
must remain seated until the end of the game, but
any player who sits to escape tagging must rise again
as soon as the old man has moved away from his vicinity.
The player is considered to have won who longest avoids
the old man.
Children are very fond of this game
in many grades, and it may be made very lively,
the old man dodging rapidly up and down his aisle,
and the other players bobbing quickly up and down
from their seats.
OLD WOMAN FROM THE WOOD
(For boys, see Trades.)
10 to 60 or more players.
Parlor; playground; schoolroom.
The players are divided into two even
parties, which face each other from a short distance.
One party advances toward the other, remarking, “Here
comes an old woman from the wood.” The second
party answers, “What canst thee do?” whereupon
the old woman replies, “Do anything!”
The second party then says, “Work away!”
whereupon all the players in the first party proceed
to imitate some occupation in which an old woman might
engage, and which they have previously agreed on among
themselves, such as sewing, sweeping, knitting, digging
a garden, chopping wood, kneading bread, stirring
cake, washing, ironing, etc. The opposite
party tries to guess from this pantomime the occupation
indicated. Should they guess correctly, they have
a turn to perform in the same way. Should they
be unable to guess correctly, the first party retires,
decides on another action, and returns. This form
of the game is generally played by girls. Boys
play the same game with different dialogue under the
name of “Trades.”
When played in a playground or gymnasium,
where there is free space for running, a successful
guess should be followed by a chase of the actors
by the guessing party, any players caught before a
designated goal line is reached having to join the
party of their captors. The party wins which
secures all of the players.
OYSTER SHELL
10 to 100 players.
Playground; gymnasium.
Two parallel lines are drawn across
the center of the playground, with a space of ten
feet between them, which is neutral territory.
At a considerable distance beyond each line, and parallel
to it, a second line is drawn, the space beyond being
a refuge for any players of the party belonging to
that side. This second line should preferably
be at a considerable distance from the starting line,
so as to give plenty of opportunity for a good chase
during the game.
The players are divided into two equal
parties, which take place one on either side of the
neutral territory. Each party chooses a color,
light or dark, corresponding to the light or dark side
of an oyster shell or some other small object which
is used in the game.
A neutral odd player who acts as leader
takes his place in the center of the neutral territory
and tosses the oyster shell into the air. If
there be no such leader available, the parties may
choose captains to toss the shell alternately.
The shell is allowed to fall on the ground. If
the light side falls upward, the light party must turn
and run for the goal at the opposite end of the ground,
the other party chasing them. Any one captured
(tagged) must carry his captor back to his home goal
on his back. A party scores one point for each
prisoner caught. These may be easily counted,
as the prisoners carry their victors home pick-a-back.
The party first scoring fifty or one hundred points
(according to the number of players) wins the game;
or the winners may be determined by the largest score
when the game ends.
Because of the carrying home of the
victors by the players who are caught, it is
advisable that some means be adopted to have opponents
of nearly equal size. This is easily done by having
the players line up according to size at the opening
of the game and assigned alternately to the different
sides. In any event, the tall players should
be placed opposite each other, and the smaller
players vis-a-vis.
This game is from the ancient Greeks,
and is said to have arisen from a custom of exiling
wrangling political opponents by writing their
names on an oyster shell and sending from the city
the one whose name fell uppermost when the shell was
tossed. Some modern adaptations are here
given.
PAR
10 to 30 or more players.
Playground; gymnasium.
This is a leapfrog game in which the
distance of the back from the jumping line is advanced
after each round a “foot and a half,”
measured in a certain way called a “par.”
The game starts with the back at a given distance
from the line. After each player has “overed,”
the back places one foot with the outer edge on the
line on which he has been standing, puts the heel
of the other foot against the instep so that the second
foot will be at right angles to the first, and marks
a new line at the point where the toes come. The
new line is thus the length of one foot in advance
of the first line, plus the width of the other foot
at the instep. The players then leap again from
the starting line, and as the back moves farther away,
they add to their leaps each time, as becomes necessary
for the greater distance, as follows: (1) leap;
(2) hop and leap; (3) hop twice and leap; (4) hop
three times and leap; (5) hop, skip, jump, and leap.
Any player failing to “over”
changes places with the back.
PARTNER TAG
4 to 100 players.
Indoors; out of doors; schoolroom.
All of the players but two hook arms
in couples. Of the two who are free, one is It
or chaser, and the other the runner. The runner
may save himself by locking arms with either member
of any couple he chooses. Whenever he does so,
the third party of that group becomes runner and must
save himself in like manner. If the runner be
tagged at any time, he becomes It or chaser; and the
chaser becomes runner.
To get the proper sport into this
game, the couples should run and twist and resort
to any reasonable maneuver to elude the runner, who
is liable at any time to lock arms with one of them
and so make the other a runner.
For large numbers there should be
more than one runner and chaser.
PEBBLE CHASE
5 to 30 or more players.
Gymnasium; playground; out of doors.
One player, who is the leader, holds
a small pebble between the palms of his hands, while
the others stand grouped around him, each with his
hands extended, palm to palm. The leader puts
his hands between the palms of each player, ostensibly
to drop therein the pebble which he holds, as in the
game called “Button, button.” The
player who receives the pebble is chased by the others,
and may only be saved by returning to the leader and
giving the pebble to him. This chase may begin
as soon as the players suspect who has the pebble.
Each player should therefore watch intently the hands
and faces of the others to detect who gets it, and
immediately that he suspects one, start to chase him.
It is therefore to the interest of the player who gets
the pebble to conceal that fact until the attention
of the group is distracted from him, when he may slip
away and get a good start before he is detected.
He may do this whenever he sees fit, but may not delay
after the leader has passed the last pair of hands.
The leader will help to conceal the fact of who has
the pebble by passing his hands between those of the
entire group, even though he should have dropped the
pebble into the hands of one of the first players.
If the pebble holder gets back to
the leader and gives him the pebble before being tagged,
he continues with the group. If the pebble holder
is caught before he can get back to the leader, he
must pay a forfeit or change places with the leader,
whichever method is decided on before the game opens.
In a crowded playground it is well
to require that the chasers follow over exactly the
same route as the pebble man. Under such conditions,
the game is more successful if limited to ten players
to a group.
This game is from the
modern Greeks. It is found to bear
transplanting excellently,
being full of interest and sport.
PINCH-O
5 to 30 or more players.
Gymnasium; playground.
This is a game of chase, an advancing
line (rank) of players turning and fleeing from an
odd player in front of them when a signal is given.
The players in the advancing line pass a “Pinch”
(hand pressure) from one to another along the line,
the end players calling out “Pinch!” and
“O!” respectively at the start and finish
of this performance. The “O” is the
signal for the chaser to start. The chaser therefore
watches the hands carefully to detect the pressure
and know when it is approaching the end; the other
players naturally try to conceal this passing of hand
pressure, delaying or hastening it to take the chaser
unaware.
The player who is It walks backward,
being about ten feet in front of the others, who advance
slowly forward in a line, holding hands. The
player on one end of the line calls “Pinch!”
and at once squeezes or pinches the hand of the player
standing next. This player slightly presses the
hand of the one on his other side, and so on across
the line until the pressure is felt by the last player
on the opposite end, who at once calls out “O!”
Immediately that the “O” is heard, the
entire line is liable to be tagged by the one who is
walking backward in front of them, and they therefore
instantly turn and run for “home,” a place
determined beyond certain boundaries at one end of
the ground. The one who is It gives chase, and
any one tagged by him must join him in tagging the
players when the game is repeated. The game ends
when all are caught, the last player to be caught being
the winner, and taking the part of the odd player
for the next round.
PITCH PEBBLE
4 to 10 players.
Out of doors; seashore.
This game may be played with pebbles,
shells, or nuts, each player having two or four of
such articles. The object of the game is to throw
these pebbles into a hole about four inches in diameter,
which should be made in the ground. The first
part of the game is concerned with determining the
order in which the players shall take turns. Ten
feet from the hole a place is marked, from which the
players throw in turn until each has had enough turns
to have thrown all of his pebbles. The one who
has succeeded in landing a pebble nearest the hole
becomes the first player, and takes his stand on a
second mark drawn one fourth nearer the hole, all
the players meanwhile having gathered up their pebbles
again. These are all given to the successful
player, and he pitches them in a mass toward the hole,
becoming the owner of as many as fall into the hole.
Any pebbles that do not go in the hole are gathered
up by the player who in the original throwing came
out second in trying to get near the hole, and he,
in turn, throws these in mass, standing also at the
nearer throwing point from which his predecessor threw.
All of the players take turns in this way until all
of the pebbles have been appropriated. The player
wins who gets the most pebbles. Pebbles won are
not thrown again, but kept for score.
For good players the distances from the hole may be
increased.
POISON
10 to 30 or more players.
Gymnasium; playground; seashore.
A circle is marked on the floor or
ground considerably smaller than an outer circle formed
by the players, clasping hands. Each player tries,
by pulling or pushing, to induce the others to step
within the smaller circle, but endeavors to keep out
of it himself. Any one who touches the ground
within the inner circle, if only with one foot, is
said to be poisoned. As soon as this happens,
the player or players so poisoned become catchers;
the other players shout “Poisoned!” and
at once break the circle and run for safety, which
consists in standing on wood. The merest chip
will answer, and growing things are not counted wood.
If played in a gymnasium, iron may give immunity instead
of wood. Any one caught before reaching safety,
or in changing places afterward, joins the catchers,
and when all have been caught, the ring is once more
surrounded.
POISON SNAKE
10 to 30 or more players.
Gymnasium; playground.
The players join hands to form a circle.
About fifteen Indian clubs or tenpins are placed in
the center of the circle, with spaces between them
in which a player might step. The players then
try, by pushing or pulling their comrades by means
of the clasped hands, to make them knock over the
clubs. Any player who overturns a club or who
unclasps hands must at once leave the circle, the
club being replaced. The first players so leaving
start a “scrub” circle; players disqualified
in the scrub circle start another in their turn, etc.
The player wins who is left in the original circle.
Where several circles have been formed, the several
winners may form a circle at the close and play to
determine the final winner.
This game has possibilities for much
sport and skill. The agility with which
players leap over or pass between the clubs is
as important a part of the game as the pulling and
pushing. The clubs should be sufficiently
scattered to make it possible for a player to
save himself in this way. Children may need to
have this feature of the game pointed out to them.
The game is equally interesting to children or
adults, but obviously requires gymnasium suits
for girls or women.
POM POM PULLAWAY
5 to 30 or more players.
Out of doors.
This game is often played between
the curbings of a city street, but is suitable for
any open play space which admits of two lines drawn
across it with a space of from thirty to fifty feet
between them. All players stand on one side behind
one of the dividing lines, except one player who is
It and who stands in the center of the open ground.
He calls any player by name and adds a formula, as
below: ;
“John Smith, Pom Pom
Pullaway!
Come away, or I’ll
fetch you away!”
Whereupon the player named must run
across the open space to the safety line on the opposite
side, the one who is It trying meanwhile to catch
him before he reaches that line. If he gets over
safely, he remains there until all of his comrades
have joined him or have been caught. Any one
caught by the one who is It joins the latter in helping
to catch other players as they dash across the open
space, but the one originally It remains the caller
throughout the game. After all of the uncaught
players have crossed to one side, they try in the
same way to return to their first goal. The first
one to be caught is It for the next game.
Players should give the chaser as much
difficulty as possible in catching them by making
feints in one direction and suddenly running
in another, or by running diagonally instead of straight
across, etc.
POOR PUSSY
5 to 20 players.
Parlor.
The players sit in a circle, except
one who is chosen for Poor Pussy. Pussy kneels
in front of any player and miaous. This person
must stroke or pat Pussy’s head and say, “Poor
Pussy! Poor Pussy! Poor Pussy!” repeating
the words three times, all without smiling. If
the player who is petting Puss smiles, he must change
places with Puss. The Puss may resort to any
variations in the music of the miaou, or in attitude
or expression, to induce the one who is petting to
smile.
This may be made one of the most amusing
games for adults at a house party. The writer
has seen some of the most dignified professional
people laughing until the tears came while playing
this simple little game.
POTATO RACES
Four forms of Potato
Race are here given as follows: ;
POTATO RACE I. Individual
competition; rules of Amateur
Athletic Union of the
United States. Placing potatoes on marked
spots; gathering them
up not a part of the game.
POTATO RACE II.
Team competition. One player places the
potatoes on spots; the
next gathers them up, etc.
POTATO SHUTTLE RELAY.
Rules of Girls’ Branch, Public Schools
Athletic League, New
York City. Alternate placing and gathering
up.
POTATO SPOON RACE.
Only gathering up of potatoes.
POTATO RACE ;I
(For individual competitors)
2 to 60 or more players.
Playground; gymnasium.
The simpler and usual Potato Race is
played in two forms: (I), the players competing
as individuals; and (II), competing as teams.
The following description is for individual competition;
the team game is described as Potato Race II.
There are other forms of playing the individual
game; the one given here is according to the
rules of the Amateur Athletic Union.
The competitors should each wear a
large number pinned across the shoulders on the back,
where it may be read plainly by the judges. The
competition is carried on in heats, as many players
as the playing space will allow playing in each heat.
Potatoes should be used, or blocks of wood are officially
permissible. These wooden blocks may be secured
of potato shape, and are better than those of cubical
form, as the latter are apt to land on the corners
and bound.
A starting line is drawn across the
ground. At right angles to it a row of potatoes
is placed for each player in the heat. The potatoes
should be two yards apart and eight in number. (This
is the official number and distance for the Amateur
Athletic Union; the number varies in unofficial games,
but should be equal for the different rows.) The first
potato should be two yards from the receptacle, which
is usually placed on the starting line, one beside
each competitor. This receptacle should be a
pail, basket, box, or can. The official dimensions
of the A. A. U. call for its being not over two feet
in height, with an opening not over thirty-six inches
in circumference. In handicap events the starting
mark is paid from the rear of the can. The potatoes
are replaced on the marks before the beginning of each
heat, the game in this form consisting solely of gathering
them up, not in placing them. There is no rule
against tossing a potato into the receptacle, but
it is poor policy to do so, as it increases the risks
of failure.
The contestants start, as for a race,
in response to the starter’s signals, “On
your marks!” “Get set!” “Go!”
The game consists in picking up the potatoes one at
a time and placing them in the receptacle. The
potatoes may be picked up in any order desired.
A potato dropped, however, must be picked up before
another potato be touched, or the player is disqualified.
Similarly, a potato missing the receptacle or bounding
out of it must be placed in it before the next potato
be touched, or the player is disqualified. When
all the potatoes have been placed in the receptacle,
the player finishes by dashing across a finish line,
a tape, or strand of worsted, stretched five feet
back of the receptacle. As in all races in athletic
form, a player is disqualified for interfering with
any other competitor, or for touching the finish tape
with the hands or arms: the tape should be breasted.
The winners in each heat play a final race; or, with
large numbers competing, semi-finals before the finals.
Where small numbers are competing, those finishing
first, second, and even third, may be entered for
the final trials. In case of a tie, both competitors
are entered for the next (final, or semi-final) heat,
or, if tied in the final heat, the tied competitors
play again.
POTATO RACE ;II
(Team competition)
10 to 100 players.
Playground; gymnasium; seashore.
The first description here given is
for an informal game. This is followed by the
rules for strict athletic procedure.
The ground is marked off with a starting
line. At right angles to it are marked two or
more rows of spots according to the number of teams
competing, the spots being from three to six feet apart,
each row containing from six to ten. On each
spot is placed a potato; or a stone, block of wood,
or any other object may be substituted; on the seashore
bathing slippers may be used. Potato-shaped blocks
of wood may be had as substitutes for potatoes, and
are better than cubical blocks, which are apt to land
on the corners and bound.
The players are divided evenly into
competing groups which line up in single file behind
the starting line, each file being in line with one
of the rows of potatoes. Beside the leader of
each file is a box or basket; or a circle may be drawn
on the ground instead. At a signal each leader
runs forward, picks up a potato, brings it back and
puts it in the box, goes for another, etc., until
all the potatoes in his row have been gathered in.
He may pick them up in any order that he chooses.
Immediately that the last potato is placed, this player
touches the outstretched hand of the next player in
his file, and at once leaves the playing space; he
should not line up again with his team. The next
player in the file starts out immediately on receiving
the “touch off,” replaces the potatoes
one at a time, and touches off the next player, who
gathers them in, and so on, alternately, until each
player has had his turn. The team wins whose last
player is the first to dash back over the starting
line.
For an athletic contest for adults,
the following rules are typical: ;There
should be eight potatoes for each team, placed two
yards apart, the first potato two yards from the receptacle.
The receptacle should be either a pail, basket, box,
or can, not over two feet in height, having an opening
not over thirty-six inches in circumference.
The finish line is a “tape” (strand
of worsted) stretched parallel with the starting line
and five yards back of the receptacle. There should
be a judge of fouls for each team and two judges
at finish. Fouls are: ;
1. Not placing
a potato accurately on the spot.
2. Leaving a potato
outside the receptacle instead of in it,
whether it be dropped
there or bound out.
3. Starting over
the line without or before the “touch off.”
A foul corrected before the next step
in the game be taken does not score as a foul.
The teams win first, second, third, and fourth
places in the order of finishing, if there be no fouls.
Where fouls have been scored, the team finishing
first, with the fewest number of fouls, has first
place, etc. In case of a tie, the tied
teams must play again to determine the winner.
Teams Order of Finishing
Fouls Order of Winning
A 2 0 First place
B 1 4 Third place
C 4 6 Fourth place
D 3 3 Second place
POTATO SHUTTLE RELAY
20 to 100 players.
Playground; gymnasium; seashore.
This first description is for an informal
game. This is followed by rules for an athletic
contest.
This is a form of potato race suitable
for large numbers. The ground is marked off with
two starting lines, one at either end of the ground.
At even intervals between these two lines a row of
from four to ten spots should be clearly marked on
the ground, each row forming a line at right angles
to the starting lines. There should be as many
rows of this kind as there are teams.
On the first spot of each row should
be placed a box, basket, or pail, and in it three
or more potatoes, according to the number of spots.
Stones may be used, blocks of wood, or any other uniform
objects as a substitute for potatoes, but the latter
are best.
The players are divided into two or
more equal groups, and each group is subdivided as
for a shuttle relay into two divisions. One division
of each group stands in single file behind the starting
line at one end of the ground, the other division
facing it in single file behind the opposite starting
line. Between the two divisions should stretch
the row of spots. The receptacle should be on
the spot near the first runner.
At a signal, the first runner of each
team starts over the line, takes a potato from the
box, places it on the first spot, returns, gets another
potato, places it on another spot, and so on until
all are placed; he need not observe strictly the consecutive
order of the spots. He then runs forward and
touches the outstretched hand of the first runner
in the opposite file of his team. This runner
must pick up the potatoes and replace them in the
box one at a time, and then “touch off”
the player facing him in the opposite file. Each
player, as he finishes his part ("touches off”
the next runner), should leave the running space entirely
and not line up with his team. The line nearest
the box serves as a finish line, and the team wins
whose last runner, having replaced the last potato,
is first to get over this line.
If a potato be dropped, the runner
must pick it up and replace it in the box or on the
spot, then make his play over again.
The above description is for a comparatively
informal game. For a strict athletic contest
for junior players the following rules, used
by the Girls’ Branch of the Public Schools Athletic
League, New York City, are given: ;
The laying out of the grounds should
be for four spots in each row, two yards between
each, with the starting lines two yards back
of the first and fourth spots. The receptacle
is placed on the spot nearest the first runners,
and should be a pail, basket, box, or can, not
over twenty-four inches in circumference at the
opening. Three potatoes are used.
The first runners start
on signals, “On your marks!” “Get
set!”
(or “Get ready!”)
“Go!” There should be a judge to score
fouls
for each division of
each team, and two judges at the finish.
In case of a tie, the
tied teams play again.
Fouls consist in: 1. Placing
a potato otherwise than on the mar.
Leaving a potato outside the receptacle instead of
in it, whether it be dropped outside or bound
ou. Starting over the line without the
“touch off.” Any foul corrected before
going on with the next step in the game does not score
as a foul. Teams win in the order of finishing,
plus consideration of the record on fouls.
Thus, a team finishing fourth, with no fouls,
would get first place, if the teams finishing
first, second, and third all had fouls.
Teams Order of Finishing
Number of Fouls Order of Winning
A 1 8 Fourth place
B 3 3 Third place
C 4 0 First place
D 2 3 Second place
POTATO SPOON RACE
6 to 60 players.
Parlor; playground; gymnasium.
This is a form of potato race that
may afford much amusement, especially for indoor companies.
The players are divided into two or more groups which
compete against each other. Each group lines up
in single file, so that the leaders all toe a starting
line. Placed on the floor in front of each group,
and stretching ahead in the same direction, should
be a row of potatoes at intervals of two or three
feet apart, one for each player in the file. The
larger and the more irregular in shape the potatoes
the better. There should be from six to ten potatoes
for each row. Each leader should be furnished
with a teaspoon, and beside the leader of each file
should be a pan, box, or basket, in which the potatoes
are to be placed. At a signal each leader starts
forward, takes up a potato on the spoon, carries it
to the box or basket beside his first standing position,
and places the potato in it; he then hands the spoon
to the next player, and passes off the playing field,
not lining up again with his team. The second
player picks up the next potato, puts it in the box,
and so on, until all have played, the last one standing
beside the box with the spoon held aloft as a signal
that he has finished.
It is not allowable to touch the potato
with anything but the spoon. Should a potato
be touched otherwise, the player must replace it and
pick it up again on the spoon. Should a potato
drop from the spoon, it must be picked up on the spoon
where it dropped, and the play continued from that
point.
PRISONER’S BASE
Prisoner’s Base is one of the
most popular games for both boys and girls who
are beginning to care for team organization, and is
capital for adults. It gives opportunity for vigorous
exercise for all of the players, for the use of
much judgment, prowess, and daring, and for simple
team or cooeperative work.
The game is found under many different
forms. Several, which offer marked or typical
differences, each possessing distinct playing
values, are given here. These differences are
in (1) the arrangement of the ground, and (2)
the rules governing the players and game.
The differences in the
grounds may be classed as follows: ;
I. The entire playground
divided in two divisions, one
belonging to each party,
each division having a small pen for
prisoners at the rear.
(Diagram I.)
II. The main part
of playground neutral territory, with home
goals for the opposing
parties at opposite ends, with prisons
in, near, or attached
to them. (Diagrams II, V.)
III. The main part of playground
neutral territory, with home goals for both parties
at the same end, attached or separate, and prisons
at the opposite end, either (1) on the same side of
the ground as the home goal, or (2) on the enemy’s
side of the ground. (Diagrams III-IV.)
The rules for play for the second and
third types of ground are fundamentally the same,
though differing in details, and they differ
from those for Diagram I. The playing qualities of
the games for the last three diagrams, however,
are very distinct because of the different methods
of the enemies’ approach to each other
(which make differences in the risk of “dares"),
and because of the differing risks in rescuing
prisoners and taking the enemy’s goal by
entry.
It has seemed best to make a selection
of the typical forms, and leave the leader of
games free to choose his own. The first form
is the simplest for beginners and younger players,
and makes a good introduction to the game for
such players.
Stealing Sticks is still
another form of Prisoner’s Base. The
main difference lies
in the carrying away of the enemy’s
property.
Prisoner’s Base and related games
are supposed to have descended from the days
of border warfare. They are very old, and
Strutt mentions a “Proclamation at the head of
the Parliamentary proceedings early in the reign
of Edward the Third, ... where it [Prisoner’s
Base] is prohibited in the avenues of the palace
at Westminster during the sessions of Parliament,
because of the interruption it occasioned to the members
and others in passing to and fro.” The game
at that time was played by adults.
PRISONER’S BASE ;I
10 to 30 or more players.
Playground; gymnasium.
The ground is divided into two equal
parts, with a small base or prison marked off at the
farther end of each division. From five to fifteen
players guard each side. They venture into the
enemy’s ground, and, if caught, are put into
the prison, where they must remain until tagged by
one of their own side who is free. Both prisoner
and rescuer may be tagged and brought back to prison
before reaching their own ground. The game is
won when one side makes prisoners of all of its opponents,
or when a free man enters the opponents’ prison,
but this last may be done only when there are no prisoners
there.
This form of Prisoner’s Base
differs from others in greater simplicity, both
as to the arrangement of the ground and the rules
of play. It is therefore better for younger players
or beginners in the game.
The differences in detail
consist in: ;
1. The ground being divided by
a line through the center into two opposing territories.
In other forms, the main playground is neutral
territory, each party having a small home goal marked
within it.
2. In this game (No. I) a
player cannot “give a dare” without venturing
into the opponents’ territory, and any opponent
may tag him. In other forms, the tagging,
being on neutral territory, is controlled by
limitations as to which player was last to leave
his home goal, and makes a more complex game.
The rules about (1) a prisoner and
his rescuer both being liable to capture on the
way home, and (2) to winning by entering the
enemy’s prison, with the restriction that no
prisoners must be there, are also distinctive
features.
PRISONER’S BASE ;II
10 to 30 or more players.
Playground; gymnasium.
Two captains are chosen who select
players alternately until all are disposed in two
parties of equal numbers. A large goal is marked
off at each end of the ground, with a small base or
prison in one rear corner of it. The wide, open
space between the goals is neutral territory.
The objects of the game are to enter the opponent’s
goal or to make prisoners of all of his men.
The entrance of one player within the enemy’s
home goal means victory for his side. As one player
advances for this purpose, or “gives a dare,”
the opponents send out a player to tag him, when the
first side immediately sends out a second player to
“cover” or protect the darer by trying
to tag his opponent. The first side then sends
out a second player to “cover” their first
man. He is at liberty to tag either of the other
two players. In this way any or all of the players
may be out at one time, though it is unwise to leave
the goal unguarded. Any player may tag any man
from the opposite side who left his goal before he
did, but none who came out after he did. Whenever
a player returns to his home goal, which he may do
at any time, the man who went out to cover him must
return also, and of course the man who went out to
cover this second one, etc. The issuing
forth of players, or their return to the home goal,
is subject at all times to the direction of the captain,
though much independence of judgment should be exercised
by the various players. The captain may also
designate one player to guard the home goal and one
to guard the prisoners whenever he chooses.
Any player caught (tagged) is placed
in the opponents’ prison ("prisoner’s
base"), where he must remain until rescued by one of
his own side. The prisoner may reach as far out
of the prison as possible, so long as one foot is
within it. When there are several prisoners,
they may take hold of hands or otherwise touch each
other, as by the feet (this is optional with the prisoners),
and reach forward as far as possible, to be tagged
by a rescuer, so long as one of them (the last caught)
keeps one foot within the prison goal. In such
a line the first one caught should be farthest from
the prison, the next one caught holding his hand,
and so on in the order of capture. A guard should
always be at hand to intercept any attempts at rescue.
A prisoner and his rescuer may not be tagged while
returning home, but the rescuer may be tagged before
he touches the prisoner. One rescuer may free
only one prisoner at a time. Whenever a player
is caught, all of the others return to their home
goals (except prisoners), and a fresh start is made
in the game.
Much finessing is possible by engaging
the enemy on one side of the ground, while a good
runner is held in reserve to dash into the enemy’s
goal on the other side. Or one player may, by
a wide detour, creep around unnoticed to the rear
of the enemy’s goal and enter it from that side.
Each side should have a captain to
maintain discipline, to take general direction of
the game, and to decide with the opposing captain
any disputed points.
This game is more complicated than
the one of the same name previously described.
It is well for beginners to start with the first
game. The author can testify from vivid recollections
the hold which this form of the game may have
for successive seasons on its devotees.
Sometimes a “dare line” is drawn a few
feet in front of each home goal, which challenges
the opponents to a special thrill of venturesomeness.
The game in this form, as a small boy said to
the author, is “the national game of Minneapolis.”
PRISONER’S BASE ;III
6 to 30 or more players.
Playground; gymnasium.
The ground is divided according to
the accompanying diagram; the players, who are divided
into two equal parties, with a captain for each party,
being stationed respectively in the goals marked A
and B, which are at the same end of the ground
instead of at opposite ends, as in Prisoners’
Base II. In the present form of the game, the
prison belonging to each side is located directly opposite
its own home goal at the farther end of the ground,
instead of near its own goal, as in II. Rescue
of a prisoner is by entry of the opponent’s
prison, not by tagging the prisoners; so there is no
object in the prisoner’s reaching out of the
prison, as in the previous forms of the game.
The two parties decide by counting
out, holders, drawing lots, or some other form of
choice, which shall commence. One member of this
side then runs out to the middle of the ground and
gives a “nominy,” or “dare,”
calling, “Chevy, chevy, chase! One, two,
three!” As soon as he has called this (but not
before), he is liable to be tagged by the opponents,
who try to catch him before he can run home again.
Should he reach home in safety, the opponents take
their turn in sending a man to the middle to give
a “dare” in the same way. A player
need not run home, however, but may remain at large,
another player from his side running out to cover
or protect him by trying to tag the opponent.
Several players from each team may be out in this way
at one time. A player may be caught by any man
who left his home goal after he did, but by none who
left before him. Each player must therefore keep
a sharp watch on his opponents to know which of them
may tag him and which he may tag. This is continued
until a prisoner is caught, when he is taken by his
captor to the prison belonging to the side capturing
him. A captor may not be tagged while taking a
prisoner to prison, and is allowed to go back to his
goal afterward without tagging. If a player can
reach the opponents’ prison without being tagged
by an opponent, he releases the first prisoner taken
there. Both may return home without being tagged.
The object of the game is to place all of the players
of the opponents’ side in prison, and when that
is accomplished, to take possession of the opponent’s
home goal. When this is done, the two parties
change sides and begin again, the losing side being
first to send a man into the field.
PRISONER’S BASE ;IV
This differs from the preceding game
only in the laying out of the ground, the prison for
each party being on the opponent’s side of the
ground instead of on the side of the home goal.
This arrangement decreases the risk in rescuing prisoners.
All of the rules for the game are the same as in III.
PRISONER’S BASE ;V
10 to 30 or more players.
Playground; gymnasium.
In this form of prisoner’s base
the ground is marked out in a square or oblong, the
dimensions varying with the number of players and their
age or ability as runners. For average players
a ground measuring 60 x 60 feet is recommended.
The two end boundaries serve as base lines, the territory
beyond each belonging to the party on that side.
In this respect the game differs from those previously
described, in which a limited home goal is marked
for each team. About ten feet from the base line,
near the left-hand corner of the square or oblong,
a small prison is marked for each team.
The first object of the game is to
make prisoners of all the opponents. The second
object of the game is to make runs into the enemy’s
territory and back again without being caught (tagged).
Three such runs entitle the player making them to
select a player from the opposing team as a prisoner,
or to free one prisoner from his own team. Should
a player be made a prisoner, any runs he may have made
into the enemy’s territory up to that time are
lost in his account, and when freed, he must begin
his score of runs over again to count three.
A player returning home after a run into the enemy’s
territory may not capture a prisoner, or free one
of his own men from prison on the way. A player
may not be tagged after crossing the opponents’
base line until he starts back. In returning
home after such a run, a player may be tagged by any
opponent who left his own goal after the runner left
his own goal (not the enemy’s goal), but not
by any who started out before the runner started.
This rule applies to the capture of opponents at any
time, any player, for instance, on team A, being liable
to capture by any opponent on team B who left his base
line after the A man, but not any who left it
before he left his own. Similarly, he
may capture any player on team B who ventured forth
before he did, but must be on his guard against any
who came out after he did. Stepping over the
side lines while being chased is equivalent to being
caught; but this does not apply when escorting a prisoner
or at any other time.
Prisoners may stretch out of the prison
as far as possible so long as one foot is within it.
As the number of prisoners increases, they may stretch
out in one long file from the prison, provided each
touches a hand or foot, or some other part of the
next player. In such a file, the first prisoner
captured should be the farthest away from the prison,
the last one captured with at least one foot in the
goal, and the others in relative order. After
the first prisoner is caught, the game centers more
on freeing or preventing the freeing of prisoners
than on runs into the enemy’s goal.
This is the form of
Prisoner’s Base preferred by Mr. Joseph Lee
of Boston, and described
by him in Playground (N. Mr.
Lee says: ;
“The interest of the game depends
very much on locating the prison in such a way
as to give the right balance between the forces
of offense and defense. If it is placed close
to the base line of the side by which the capture
has been made, it is almost impossible to free
the prisoner if there is any defense at all.
The game is often spoiled by this mistake. On
the other hand, it must not be placed too far
out, for if it is, it becomes impossible to win
the game, because the line of prisoners, when
the side is nearly all caught, then extends to a
point so much nearer their own base line than to that
of their opponents that even the slowest runner
on the losing side can get down and free a prisoner
before the fastest runner on the opposite side
can get out to stop him. The art of laying out
the ground is to have the prison placed far enough
out to make the freeing of the first prisoner
reasonably easy, without being so far out as
to make the catching of the last one impossible.
In general, the game can be made lively and comparatively
unscientific by making the distance between the base
lines (the lines on which the two sides are lined up)
short, the field wide, and the prisons far out;
and can be made more difficult and less eventful
by making it long and narrow, with the prisons
close in. If this latter tendency is carried
too far, however, freeing prisoners and making
runs become at last impossible, and the game
is entirely stopped.... The game, of course,
is at its best when there is most going on and of
the most thrilling sort, ;a lot of players
making runs and freeing and defending prisoners, ;with
flight and rally, charge and rout, and triumph
and despair.”
PUSS IN A CORNER
5 to 30 or more players.
Schoolroom; playground; gymnasium.
All of the players but one are disposed
in the corners or at convenient goals that will answer
the same purpose. The odd player goes from one
to another, saying, “Pussy wants a corner!”
The player to whom this is addressed replies, “Go
to my next-door neighbor.” Any two of the
other players meanwhile watch their opportunity to
beckon to one another for exchanging places.
They try to make this exchange of signals and to dash
across from place to place when the attention of Puss
is attracted in some other direction, as Pussy must
try to secure a corner by rushing to any place that
is vacant when the players thus exchange.
The sport of the game consists very
largely in tantalizing Puss by making many exchanges,
or, on the other hand, in Puss suddenly dashing for
some vacant place without giving previous evidence
of knowing of it. Whenever Puss secures a corner,
the odd player left out becomes Puss.
Puss, when not succeeding in getting
a corner as soon as desirable, may call “All
change!” when all of the players must exchange
places, and in the general flurry Puss should secure
a place.
Out of doors. ;This game
may be very delightfully adapted to outdoor play
by each player taking a tree as a “corner,”
when the dodging and running may be much more
varied and interesting than in the open space
of a parlor or gymnasium.
PUSS IN THE CIRCLE
10 to 30 or more players.
Playground; gymnasium.
A large circle is marked on the ground
or floor. One player, who is Puss, stands in
the center of this circle; the other players stand
outside of the circle surrounding it. These players
may be tagged by Puss whenever they have a foot inside
of the circle. They will make opportunity for
this by stepping in and out of the circle, teasing
Puss in every possible way to tag them. Any one
whom Puss touches becomes a prisoner and is another
Puss, joining the first Puss in the circle to help
tag the others. The last one tagged is the winner
of the game.
This is one of the games particularly
suited to make a timid child courageous, and
a teacher or leader using the game with little
children should urge such timid children to take an
active part in the game.
RAILROAD TRAIN
10 to 100 players.
Parlor; schoolroom; out of doors.
Each player is named for some object
on a train, such as engine, baggage car, dining car,
smokestack, boiler, cylinders, wheels, oil, coal,
engineer, porter, conductor, etc. One person
is chosen to be the train master. He says in
narrative form: “We must hurry and make
up a train to go to Boston. I will take Number
One engine and some coal; have the bell
rope in order; be sure that the cushions
are brushed in the sleeping car,” etc.
As he names these objects, the player bearing each
name runs to the starter and lines up behind him,
each putting his hands on the shoulders of the one
in front, the first one placing his on the shoulders
of the starter. When all are on the train, the
starter gives the signal for going, and the whole train
moves out on its journey, which at the discretion of
the starter will be up hill over obstacles, down hill
from others, around loops and curves, etc.; and
he may, under suitable circumstances, find a convenient
place for a grand “smash-up” at the end.
For large numbers there should be
several starters, starting several trains at once,
and these may race for a given point at the end.
RED LION
5 to 30 or more players.
Playground; gymnasium.
A place is marked out at one side
or end of the ground called the den. In this
stands one player who is called Red Lion. The
other players choose one of their number as a chief,
who does not run, but stands at one side and directs
the movements of the others. The chief calls
“Loose!” to the Red Lion. After hearing
this signal, the lion is free to run out whenever
he chooses. The players venture near to the den,
taunting the lion with the lines: ;
“Red Lion, Red Lion,
come out of your den!
Whoever you catch will
be one of your men.”
When the Red Lion thinks the players
are sufficiently near to give him a good opportunity
to catch one, he makes a sudden sortie and catches
any player that he can. The player is not his
prisoner until the Lion has held him and repeated
three times “Red Lion!” Both the Lion and
his prisoner must hurry back to the den, as all of
the other players may turn upon them at once to drive
them back with blows. This is generally restricted
to hitting with caps. Thereafter, when the Red
Lion issues forth, he must take the prisoner with him,
hand in hand, both of them endeavoring together to
catch one of the other players by putting their arms
over his head.
The Red Lion and his man may not issue,
however, from their den until the chief calls “Cow
catcher!” or some other signal, as explained
below. As in the previous case, when a prisoner
is caught, he and his captors hurry to the den to
avoid the buffeting of the other players. Each
time that the Red Lion goes forth, all of his prisoners
must go with him. The method in which they go,
however, and in which they capture their prey, will
be determined by the signals of the chief. When
he calls “Cow catcher!” they must all run
out in a long string, hand in hand, and capture their
prisoner by any two in the line slipping their clasped
hands over his head. If the chief calls “Tight!”
the Red Lion and his men go forth in the same way,
holding hands, and try to capture a player by surrounding
him and so take him to the den. Should the chief
call “Doubles!” then the Red Lion and his
men come forth two by two, and try to capture their
prisoners. The order in which these varied commands
are given is entirely at the discretion of the chief.
At any time when the Red Lion and
his men are out on the hunt, any of the other players
may try to break apart the clasped hands of the hunters.
Whenever this is done, the lions must rush back to
their den, being driven back and buffeted by the outside
players. The game ends when all of the men have
been captured by the Red Lion’s party. The
last man to be caught is the winner, and becomes Red
Lion for the next game.
RING-A-LIEVIO
(Ring-a-lee-ve-o)
10 to 30 or more players.
Out of doors.
This is a form of Hide and Seek in
opposing parties. Players who are caught
are prisoners and may be freed as described. The
method of capture also differs from that in some
other forms of Hide and Seek.
A small goal or den about five feet
square is drawn at some central point.
Two leaders are chosen who alternate
in choosing players, until all are disposed in two
groups. Lots are drawn or counting out resorted
to between the captains to determine which side shall
start out first. The remaining group takes its
place in the den while the opponents go to some distant
point, from which they call “Ready!” and
immediately scatter and hide.
The group in the den, as soon as they
hear the call “Ready!” start out for the
chase, leaving one of their number to guard the den.
Whenever a player is caught (tagging is not enough;
the player must be firmly secured), the catcher calls
“Caught! Caught! Caught!” and
leads his prisoner to the den. The object of
the game is to make prisoners of all of the hiding
team. A prisoner may be freed from the den by
one of the players from his group running out from
his hiding place and tagging him. This may only
be done, however, by the rescuer getting both feet
in the den. Should this be accomplished, the rescuer
calls “Ring-a-lievio!” as he dashes through
the den, and both run for safety. The den keeper
tries to catch them as they run away, but may not
chase them beyond certain boundaries, which must be
determined beforehand. Only one prisoner may
be freed at a time. Prisoners are most easily
freed when there are several in the den at once and
the den keeper’s attention is distracted to
one side of the den while the prisoners are freed
from the other.
This game, like all hiding games, is
especially adapted to open spaces, offering many
hiding places, such as the edge of a wood, a
garden, park, or playground having considerable shrubbery,
or to a village street.
RINGMASTER
10 to 60 players.
Playground; gymnasium; parlor.
This may be made a very amusing game
for young children. One is chosen for ringmaster
and stands in the center. If he can flourish a
whip like a true ringmaster in the circus, the interest
of the game will be enhanced. The other players
form a circle around him without clasping hands.
The ringmaster turns and moves around
in a circle, snapping his whip at each flourish, and
calling the name of some animal. The players in
the circle immediately imitate the animal, both as
to its movements and cries. For instance, for
a bear they claw or run on “all fours,”
or climb and at the same time growl; for a frog they
may hop or swim and croak. The list may include
the hopping kangaroo, the snarling and springing tiger,
the humped and swaying camel, the balking and braying
donkey, the flopping and barking seal, the scratching
and cackling hen, the ponderous and mooing cow, the
neighing and galloping horse, etc.
The ringmaster at his discretion may
announce, “We will all join the circus parade!”
whereupon all of the animals should gallop around the
circle in characteristic movements, each choosing an
animal that he likes to represent.
ROBBERS AND SOLDIERS
10 to 100 players.
Out of doors.
This game is best played
in the country, where there are woods
in which the robbers
may hide.
The players are divided between robbers
and soldiers, there being about ten robbers to fifty
soldiers (the proportion of one to five). The
larger and stronger players are usually selected for
the robbers. The soldiers have one General who
directs their movements, and the robbers a Captain.
The robbers are given five or ten minutes’ start
from the prison. The soldiers stand at this place,
marked as their fort or prison, until the General
gives the command for the search to begin. The
object of the robbers is to hide so that the soldiers
may not find them, and when found, to resist capture
if possible. They may hide by climbing trees
or dodging behind them, conceal themselves in underbrush,
under dead leaves, etc. If played aright,
the game should be a very strenuous one, the resistance
offered by the robbers requiring several soldiers
to overcome. A robber may resist all of the way
to prison. A guard is appointed by the General
for the prison, and prisoners may run away at any
time if not prevented by the guard.
The soldiers, in attempting to locate
the robbers, will use many devices besides a simple
hunt. For instance, they will form a large circle
and gradually work in toward the center, thus surrounding
any robbers who may be hidden within the territory
so covered. The game is won when all of the robbers
have been made prisoners. Old clothes are quite
in order for this game.
The soldiers will find whistles of
advantage for signaling each other for help.
This game has been a
favorite one for many generations with the
boys at a large school
near Copenhagen.
ROLLING TARGET
2 to 30 players.
Gymnasium; playground.
This game consists in shooting or
hurling through a rolling hoop a stick or gymnasium
wand. The hoop may be from six inches to two feet
in diameter. The smaller hoop is adapted only
to expert players; it is well to begin with a hoop
the size of a barrel hoop.
Where there are numerous players,
they are divided into opposing teams, which alternate
in throwing at the target (hoop). These players
take places at intervals of about five feet along one
side of the playground, each holding a spear (stick)
to hurl at the hoop as it passes him. Another
player stands at one end of the ground and sends the
hoop rolling the full length of the space covered by
the playing team; its course should be from ten to
twenty feet distant from the line-up of the team and
parallel to the latter.
As the hoop passes him, each player
in turn hurls his spear at it. This is best done
with the spear held horizontally at a height of about
the middle of the hoop. Each spear that successfully
goes through the hoop scores one point for its team.
Each team has three rounds, and then gives place to
the opponents. The team first scoring one hundred
points wins the game.
When there are not enough players
to put into teams, each player scores independently,
the first to make twenty points winning.
For obvious reasons of safety, no
player should be allowed on the side toward which
the spears are hurled. This game may be played
capitally with bean bags instead of sticks.
This is an adaptation of one of the
hoop and pole games played by the North American
Indians, and is almost the only game of theirs
that has not been previously adopted by the whites.
The instant success of the game with boys, who
ask to stay after school to play it, would indicate
a valuable acquisition. Different tribes
of Indians play with different sized hoops, the
illustration showing a very small one. The author
is indebted for this to the remarkable collection,
Games of the North American Indians, by
Mr. Stewart Culin.
ROUND AND ROUND WENT THE GALLANT SHIP
4 to 30 or more players.
Indoors; out of doors.
This is a simple little game for very
little children, consisting simply in dancing around
in a circle with clasped hands as the following verse
is recited, and “bobbing” down quickly
as the ship goes to the bottom of the sea: ;
“Three times round went
our gallant ship,
And three
times round went she;
Three times round went
our gallant ship,
Then she
sank to the bottom of the sea.”
A tumble as the ship goes down adds
much to the spirit of the play.
RUN, SHEEP, RUN!
10 to 30 or more players.
Out of doors.
This is a form of hide-and-seek, but
the hiding and the seeking are done by parties
instead of individually, each party acting under
the direction of a captain. Any number of players
may take part, but from four to six on a side
are perhaps best.
Two captains are chosen, who in turn
alternately choose players until all the players are
divided into two parties. One party becomes a
searching party (chosen by lot, “holders,”
or counting out between the captains) and remains
at the goal, while the other party goes out with its
captain, who directs the various individuals where
to hide, after agreeing with his party on a series
of signals to be used, as described below. When
all are hidden, this captain goes back to the searchers,
who at once start out on the hunt under the direction
of their captain, who may divide or dispose of his
party as he sees fit. The captain of the hiding
party remains with the searchers, calling out signals
to his hidden men which shall enable them to approach
nearer to the goal by dodging from one hiding place
to another, always trying to keep out of sight of
the searchers. Neither party, however, may run
for the goal until its own captain shouts “Run,
sheep, run!” The captain of the hiding party
is generally the first one to give this signal, and
he does so whenever he thinks his men are well placed
to make the goal. The captain of the searchers
naturally gives the signal to his players as soon
as he hears his competitor calling it, as the game
is won by the party of which one player first reaches
the goal.
Should any member of the searching
party catch sight of an opposing player before all
run for the goal, he tells his captain, who at once
shouts, “Run, sheep, run!”
Any signals may be agreed on between
the captain of the hiding party and his men; the following
are examples: ;
“Red!” meaning “Danger.”
“Green!” meaning “Go around the
house to the left.”
“Blue!” meaning “Go around the house
to the right.”
“Purple!” meaning “Stand still.”
“Yellow!” meaning “Keep
on going in the same direction and get nearer to the
goal.”
SADDLE THE NAG
6 to 30 or more players.
Playground; gymnasium.
This is a game of leapfrog. The
players are divided into equal parties, with a chief
for each. One of the chiefs stands with his back
to a wall or fence, and all of his party bend their
backs as for leapfrog, the first with his head against
the chief, and the others, one behind the other, in
a line stretching out in front of him. Each player
in the line braces his shoulder against the stooping
player next in front, or each may grasp the forward
player around the waist. The heads should all
be turned to the same side. One of the opposite
side then leaps on the back of the player farthest
from the wall, and tries to make his way over the
backs of the entire line to the chief to “crown”
him; that is, to place his hand on his head. The
players who are making “backs” try in
every way, without rising to a standing position,
to throw this player off and so prevent his crowning
their chief. Each player of the “out”
side tries in turn to crown the chief. Should
they be unsuccessful the sides change. If one
or more players succeed in crowning the chief, each
successful player has a second chance before the sides
change. The side that succeeds in oftenest crowning
its opponent’s chief wins the game. The
limit of the game is usually placed at six trials
for each side.
SARDINES
10 to 30 or more players.
Playground; house party.
This is a game of hide and seek that
reverses some of the usual methods of playing the
game. The player chosen to be It, instead of
blinding goes out himself to hide, while all of the
other players stay at the goal. While one of
their number counts one hundred, they must all either
blind their eyes or be shut in one room to give the
hider a fair chance. After counting, they shout
“One hundred!” and all start out to hunt
for the hider. Any player discovering him must,
after making sure that none of the others observe
him, hide in the same place with the hider. If
necessary, he must linger near until there is opportunity
to do this without being discovered. If there
should not be room to hide in the same place, the
finder must take a seat in plain sight near the hiding
place. Sometimes a large number of players will
be seated in a room or in a group out of doors, while
the last unfortunate hunters try to locate some clever
hiding place which is obviously near but hard to detect.
Of course it is better for the players to actually
hide with the first hider, if practicable, which probably
suggested, on occasion, being “packed in like
sardines.”
This is one of the most interesting
house party games for young people for either out
of doors or within.
SCHOOLROOM TAG
10 to 60 players.
Schoolroom.
A circle about three feet in diameter
is drawn on the floor in the front of the room and
serves as a goal. One player is chosen to be It,
and stands ten feet from the goal. The other players
sit at their desks. The one who is It calls the
name of some player, who must at once rise and try
to run through the goal and return to his seat without
being tagged. In order to do this, he may have
to make quite a detour before passing through the
goal, or he may be able to run through it at the opening
of the chase. The chaser must also run through
the goal before he may tag the runner. If the
chaser succeeds in tagging the runner, he continues
to be chaser, and calls the name of another player
to run. If the runner gets to his seat without
being tagged, he changes places with the other and
becomes It.
This game is printed
with the kind permission of the Alumni
Association of the Boston
Normal School of Gymnastics, from the
book entitled One
Hundred and Fifty Gymnastic Games.
SHADOW TAG
4 to 60 players.
Out of doors.
This is a very pretty
form of tag, suitable for little
children, and they delight
in playing it. It hardly need be
said that it requires
a sunny day.
The player who is It tries to step
or jump on to the shadow of some other player, and
if successful, announces the fact by calling the name
of the player. That player then becomes It.
The teacher or leader will need to
encourage the children to venture boldly into the
open spaces, where the shadows become apparent, rather
than to huddle on one side of the ground, where the
chaser cannot reach the shadows.
SHUTTLE RELAY
(Double Relay)
20 to 100 players.
Playground; gymnasium.
This form of relay race
is especially adapted to large numbers
in limited space.
The action is more rapid than in the single
relay, although each
runner runs only half as far.
The players are divided into two or
more groups of equal numbers. Each group in turn
is divided into two divisions, which stand facing each
other in single file, with the leader of each division
toeing a starting line. There should be from
fifty to one hundred and fifty feet between the starting
lines. At a signal, the leaders on one side of
the ground run forward, but instead of touching a goal
or terminal line at the opposite end of the ground,
the runner “touches off” (touches the
outstretched hand of) the leader of the line facing
him, and passes at once away from the playing space.
He should not line up again with his team.
The player thus touched dashes forward
in his turn and touches the first player in the file
facing him, from which Number One came, and passes
off the game limits. Each player thus runs only
in one direction, instead of in two, as in a single
relay race. The team wins whose last player first
dashes across the starting line opposite him.
As in the single relay race, this may
be played by handing a flag from one runner to
the next, instead of “touching off.”
If a flag be used, it should not be on a stick
because of danger to the eyes.
This game may also be played with strict
observance of athletic rules. The first
runners should then be started with the signals,
“On your mark!” “Get set!”
(or “Get ready!”) and “Go!”
There should be a judge to watch fouls for each
division of each team, and two judges at the
finish. Fouls consist in starting over the
line, even with part of the foot, before being
touched off, or in a failure to actually touch.
The teams win in the order of finishing, plus
consideration of the number of fouls, as described
for the Potato Shuttle Relay.
SIEGE
10 to 30 players.
Out of doors; barn.
This game is suitable for a barn;
the greater the number of open doors and windows available
in the barn the better.
The players are divided into two equal
parties, one of which personate defenders, and take
their places in the barn, with the doors and windows
open. The other party are the besiegers, and are
stationed outside the barn. The fighting is done
by means of weeds specially prepared for the purpose.
The weeds commonly called redroot or iron-weed are
very good for this. The stems, measuring about
a foot and a half in length, are stripped except for
a small leaf or tuft of leaves at one end. On
the opposite end the root is cut away so as to leave
only a small knob which will serve to weight the missile.
The game opens with each party provided
with a pile of this ammunition, which is thrown at
the opponents through the doors and windows of the
barn. A player hit once with a dart is considered
“wounded,” but may keep on playing.
A player hit twice is “killed,” and is
out of the game. Each party must keep within its
own bounds.
The party wins which has the fewest
killed at the end of the game.
This was a favorite
game with a group of Long Island boys, from
one of whom the author
obtained it.
SINGLE RELAY RACE
10 to 100 players.
Playground; gymnasium.
This game differs from the track event
known as a Relay Race. The form here given
is one of the best for engaging in strenuous
exercise all of a large number of players in a limited
playing space.
A wall or fence is chosen for a goal,
or a line may be drawn across the ground for this
purpose, or a goal object may be placed for each team,
around which each player on the team must run.
From fifty to a hundred feet back of this goal, or
objective point, and parallel to it, a line is drawn
to serve as a starting line.
The players are divided into two or
more groups of equal numbers. Each group lines
up in single file behind the starting line. If
possible, there should be at least five feet distance
sideways between the files. The first player
of each file stands toeing the starting line, and
at a signal runs forward to the goal, touches it with
his hand if it be a wall or fence, or with his foot
if it be a line on the ground, or runs around it if
it be an object. He then runs back to his line
and touches the outstretched hand of the next player
(called “touching off"), who should have moved
forward to toe the starting line. As soon as
this touch is received, this player in turn runs forward,
touches the goal, and returns in the same way.
Each player as he returns leaves the playing space
at the rear. The file moves up one place each
time that a runner starts, so that the next player
will toe the starting line.
The file wins whose last runner is
first to dash across the starting line on his return
run. If desired, each runner may hold a flag in
his hand and pass it to the next player, instead of
merely touching the hand. This flag should not
be on a stick, which is dangerous for the runner receiving
it.
Starting over the line before being
touched by a returning runner is a foul. Where
athletic procedure is not observed, this starting over
the line may be penalized by having the transgressor
go back and start over again. In an athletic
event it disqualifies the team, unless the competing
teams have made an equal or greater number of fouls.
Where this game is played in strict
athletic form, the first start is made in response
to the usual signals: (1) “On your mark!”
(2) “Get set!” (or “Get ready!”)
(3) “Go!” In competitive events of
this sort, crossing the starting line before
being touched off is a foul; also touching a goal object
around which the players may have to run.
There should be a judge of fouls for each team
and two judges at the finish. The team wins
which finishes first with the fewest number of fouls,
as explained for the Potato Race. The simple
“touch-off,” and not the handing
of flags, is customary in athletic procedure.
SKIN THE GOAT
6 to 20 or more players.
Playground; gymnasium.
This is a game of leapfrog, differing
from Saddle the Nag in the gradual lengthening
of the line of backs, though there are similar
features in the two games. The players in this
game are not divided into opposing parties.
One player stands with his back against
a wall or fence. Another player stoops, with
his head against the breast or stomach of this first
player. A third player jumps upon the back thus
made and tries to “crown” the player standing
against the wall, that is, to place his hand on his
head. The player, who is making the “back”
tries in every way (except by straightening up) to
throw the player off his back and so prevent his crowning
of the standing player. If the “back”
succeeds in doing this, the one whom he throws off
takes his place behind this stooping player in the
same general position, grasping him around the waist
and bending his head to one side or against the forward
player, thus lengthening the line of backs. Another
player then jumps on the backs, tries to make his
way to the one who is upright and crown him.
Any player who succeeds in crowning the upright player
changes places with him, the one winning who has done
this the most times when the play ends.
SKYTE THE BOB
2 to 10 players.
Playground; seashore.
Note. ;The
word “skyte” means a sharp, glancing blow,
and as
here used indicates
the way in which the stones are thrown at
the “bob.”
This game is played with buttons and
stones. Each player is provided with one or more
buttons called “men.” A small, flat
stone about the size of a quarter may be used as a
man in place of a button. In addition, each player
is provided with a flat stone called a “pitcher.”
A flat stone, small, but somewhat larger than the pitchers,
is placed on the ground as a base on which the men
are piled, and is called the “bob.”
The game consists in hitting the bob with a pitcher
so as to knock over the pile of men, the men becoming
the property of the thrower or not, according to their
position as they fall.
From fifteen to twenty-five feet from
the pile of men a line is drawn from which the players
throw. Each player in turn toes the line and
throws his pitcher so as to strike the bob or base
under the pile of men, his object being to make these
men fall off. Any men that are knocked off, and
lie nearer to the pitcher where it fell than to the
bob, become the property of the player who threw the
pitcher. The second player then takes his turn,
but his play is more difficult than that of the first
player, as any men that he drives nearer to the first
player’s pitcher belong to the latter. Any
man which lies nearer to the second player’s
pitcher, however, than to the bob or to the first
player’s pitcher, belongs to this second player.
This is continued by the different players in succession,
the player winning who has the largest number when
all of the men are disposed of, or when all have thrown.
SLAP CATCH
(Hands Up)
10 to 30 or more players.
Playground; gymnasium; schoolroom.
The players stand in a circle, with
one in the center. Those in the circle bend their
elbows, which should touch the sides, and extend their
hands in front, with palms downward. The object
of the one in the center is to slap the hands of any
player in the circle while thus extended. The
circle players may bend the hands downward or sideways
at the wrist, but may not withdraw the arms, or change
the position of the elbow. Any one slapped in
this way changes places with the one in the center.
The success of this game will depend
upon the alertness of the one who is in the center,
who should dodge quickly and unexpectedly from one
part of the circle to another, with many feints and
false moves that will keep the circle players uncertain
where he is going to slap next. Played in this
way, the game calls for much alertness on the part
of all concerned. The circle should not be too
large, or the action will be too slow to be interesting.
SCHOOLROOM. ;In the schoolroom
this is played in groups with the players seated instead
of in a circle. Two rows face each other to form
a group, with feet drawn well under the seats.
The one who is It walks up and down the aisle.
SLAP JACK
(Herr Slap Jack; Skipaway)
10 to 30 or more players.
Playground; gymnasium; parlor.
The players stand in a circle, clasping
hands. One player runs around the outside of
the circle and tags another as he runs. The player
tagged immediately leaves his place and runs in the
opposite direction. The object of both runners
is to get back first to the vacant place. Whoever
succeeds wins, and remains in that place, the one
left out becoming runner the next time.
This is sometimes varied by having
the players bow and shake hands as they meet.
This adds an element of self-control, but detracts
from the vigor and sport of the game. This game
is one of the standard favorites for little children.
SCHOOLROOM. ;In the schoolroom
this game is played with all of the pupils seated
except one. The odd player walks or runs through
the aisles, touches some player, and runs on around
the room in the direction he is going. The one
touched at once leaves his seat and runs around the
room in the opposite direction. The one wins who
first gets back to the vacant seat. Dodging through
aisles to shorten distance is not allowed; the run
must be around the outer aisles of the room.
SLIPPER SLAP
10 to 30 or more players.
Indoors; out of doors.
This game is played with a slipper,
or a piece of paper folded in several thicknesses
to present a surface of about three by eight inches,
firm but flexible. This may be crumpled at one
end to form a sort of handle, if desired.
One player is chosen to stand in the
center. The others stand in a circle, shoulder
to shoulder, so that the center player cannot see
what goes on behind their backs. The players then
pass the slipper from hand to hand behind their backs,
taking every favorable opportunity to slap the one
in the center with it; but instantly that this is
done the player holding the slipper must put it again
behind his back and pass it to the next player, to
avoid being caught with the slipper in his hand.
The one in the center should try to catch any player
who thus slaps him before the slipper is passed to
another player.
Very rapid action and much sport may
be had from this game. It is rulable to hit the
center player with nothing but the slipper, but the
players will use any other feints they choose to mislead
him as to who holds the slipper, pretending to pass
it, or making a false move as though to hit him, etc.
The center player must catch one of the circle men
with the slipper actually in his hands to have it count.
Should this be done, he changes places with that player.
This game may be played in the schoolroom,
the class being divided into groups of ten or twelve
players each. It is also an excellent parlor
game, and is full of sport if played by quick, alert
players.
This game is from Denmark.
SMUGGLING THE GEG
10 or 30 to more players.
Out of doors.
This is an old Scotch
game, evidently an outgrowth of
smuggling. The
“geg” is a small treasure or object easily
handled, such as a pocket
knife, key, marble, etc.
The players are divided into two even
parties, one called the “Outs” and the
other the “Ins.” A den about four
feet by six in size is marked on the ground in some
central place. Both parties agree on boundaries
beyond which it is unfair to go, though the space available
for play should be very considerable. It is determined
by lot or by counting out which of the parties shall
be the first Outs, or smugglers, this being the more
desirable position. The Outs have the geg, or
treasure, which they give to one of their number in
a manner that leaves his identity unknown to the Ins.
They may do this by going out of sight around a corner
of a building and choosing one of their number to
take the geg, or by standing in a row within sight
of the Ins, with their backs to a wall or fence, and
pass the geg from hand to hand behind their backs,
making many feints and passes intended to deceive
the onlookers.
When the geg has been deposited with
one of their number, the Outs run and hide, but before
reaching their final hiding place, must give a call
of “Smugglers!” This is the signal for
the Ins to start on the chase. The object of
the Ins is to catch the one player among the Outs
who is custodian of the geg. The identity of this
player may be a sheer matter of surmise on their part,
when they will have to challenge any player whom they
may catch. If the player holding the geg can
return to the den without being caught, his party wins,
and again goes out for the next game. But if
the holder of the geg be caught before he gets to
the den, the Ins win the game, and become the Outs
for the next round.
Whenever one of the Ins catches one
of the Outs, the latter is not a prisoner until he
is “crowned”; that is, the pursuer must
hold him, take off his cap, and place the palm of
his hand on the prisoner’s head, when he must
cease to struggle. The pursuer then demands,
“Deliver up the geg!” which must be done
at once should this particular smuggler be the one
who holds it. This fact is then shouted aloud,
and all of the players return to the den. If the
player caught should not have the geg, he is allowed
to go free.
Of course it is to the interest of
the Outs to engage the attention of the Ins as much
as possible upon players who do not hold the geg, thus
to give the holder of it a chance to make the den and
so win for his party.
SNOW DART
2 to 10 players.
For the snow.
This game is played with a wooden
dart about eight inches long, whittled out of wood
about the size of a broomstick, pointed abruptly at
one end, and sloping gradually to the other. A
narrow track or slide is made down the side of a hill
or inclined place, about sixty feet in length.
At four different points in this track snow barriers
or bumpers are made. The track is iced by throwing
water over it and letting it freeze.
The dart is started at a point at
the top of the track. It is not rulable to shove
it; it must simply be placed on the track and move
of its own weight. The object of the game is
to pass the dart in this way over as many of the barriers
as possible without its leaving the track. Each
player scores one point for each barrier, over which
the dart passes without leaving the track, the one
having the highest score at the end of the playing
time winning. The players take turns in sliding
the dart. Any player who can successfully pass
his dart over all four barriers four times in succession,
wins, irrespective of other scores. If desired,
the players may play in partners.
This game is an adaptation
from one played by the Cree Indians.
For it the author is
indebted to Mr. Stewart Culin’s Games of
the North American Indians.
SNOW SNAKE
2 to 10 or more players.
For the snow.
This game is played by skimming or
skipping sticks over the hard surface of the snow,
as stones are skipped over the water. Each player
is provided with from three to five small sticks.
These may be especially whittled, or they may be pieces
of branches. A perfectly smooth stick is best,
and one that has some weight to it. Each stick
is notched, one notch on the first, two on the second,
three on the third, etc.
The players stand at a given line
and take turns in skimming their sticks over the surface
of the snow, each player throwing but one stick at
a time. When each player has thrown, the stick
that has gone the farthest scores for the thrower
according to the number of notches on it. For
instance, if the stick had but one notch, it scores
one point for the player; a three-notched stick scores
three points, etc. The sticks are then gathered
up and put to one side, and each player in turn throws
the next stick in his bunch, the successful player
of the first round having the first throw in the second
round, and scoring in similar manner. This is
continued until all of the sticks have been thrown.
This may close the game, which is won by the highest
scorer, or it may be repeated indefinitely, either
with a time limit or until a certain score is reached.
This game is an adaptation
of one played by the Wabanaki
Indians. The Northern
Indians have many games belonging to the
Snow Snake class.
SPANISH FLY
5 to 30 or more players.
Playground; gymnasium.
This is a game of leapfrog in which
the leader (first over) sets feats for the others
to perform, as in Follow the Leader, any player who
fails taking the place of the back. The following
feats are popular: ;
The jumper leaps over, touching the
back with one hand only and waving his cap with the
other.
The jumper leaps over without touching the back.
The jumper makes a quarter turn while going over.
HATS ON DECK. ;The leader,
as he vaults, places his cap on the back, and must
clear without touching it. Each player, in turn,
adds his hat to the pile, the last player having to
jump over all. If any one knocks over the pile,
he must become back, and the game begins over again.
If all jump successfully, the last one over then jumps
again, removing his hat as he goes over without disturbing
the others, and so on until all have been removed.
HATS FULL OF WATER. ;The
jumper places his own hat on his head upside down
and balances it there while leaping over the back.
SPANS
2 to 10 players.
Out of doors; indoors.
This is a game played by snapping
buttons against a wall, their landing point determining
a score. Each player has a button. One of
the players lays his button on the ground near a wall
or fence. The others, in turn, snap their buttons
against the wall so as to rebound near to that of
the first player. Should the button snapped drop
within one hand reach or span (i.e. the distance
between stretched thumb and fingers) of the button
first laid down, it scores two points for the player
throwing it. If it comes within two such spans
of the first button, it scores one point. Should
it hit this button and bounce away within but one
span, it counts four points. Should it so bounce
within two spans, it scores three points; and should
it go farther than this, it scores but one point.
The number of points in the game, twenty-five or fifty,
is agreed on at the outset. The players take
regular turns, and the first to score the required
number wins the game.
SPIN THE PLATTER
(See also My Lady’s Toilet)
10 to 30 or more players.
Parlor; schoolroom.
All the players are numbered and seated
in a circle, except one, who stands in the center
and twirls a platter, tray, or some other round object.
As he starts it spinning, he calls any number that
he chooses, and the player bearing that number must
at once spring forward and try to catch the platter
before it ceases to spin and falls to the floor.
If successful, he returns to his place in the circle.
If not successful, he takes the place of the spinner
and pays a forfeit. The forfeits are all redeemed
at the end of the game.
This game may also be played by calling
the players by name instead of numbering them.
SPOONING
10 to 30 players.
Children’s party; adult house party.
All but one of the players stand in
a circle. The odd player is blindfolded and placed
in the center. He is given two silver tablespoons.
The players in the circle clasp hands and move around
until the blindfolded player clicks the spoons together,
at which signal the circle must stand still.
The blindfold player then goes up
to any one in the circle, and by feeling over the
face and head with the bowls of the spoons must identify
the player. He may not feel on the shoulders or
around the neck, only on the face and head. A
player may stoop to disguise his height for this,
but otherwise may not evade the touch of the spoons.
If the blindfold player correctly identifies the one
before him, they exchange places. If incorrect
in his guess, the play is repeated.
This may be a very amusing
game for either children or adults.
The author has seen
it played with great success under both
conditions.
SQUIRREL AND NUT
10 to 60 players.
Schoolroom.
All of the pupils but one sit at their
desks with heads bowed on the arms as though sleeping,
but each with a hand outstretched. The odd player,
who is the squirrel, and carries a nut, runs on tiptoe
up and down through the aisles, and at his or her
discretion drops the nut into one of the waiting hands.
The player who gets the nut at once jumps up from
his seat and chases the squirrel, who is safe only
when he reaches his nest (seat). Should the squirrel
be caught before he reaches his nest, he must be squirrel
the second time. Otherwise the player who received
the nut becomes the next squirrel.
It is scarcely necessary to say that
the other players wake up to watch the chase.
SQUIRREL IN TREES
10 to 100 players.
Schoolroom; playground; gymnasium.
This game is very like Hound and Rabbit,
but is a little less exciting, and under some circumstances
better adapted to very young children.
Most of the players stand in groups
of three, with hands on each other’s shoulders,
forming hollow trees. In each tree is a player
representing a squirrel, and there is also one odd
squirrel without a tree. The teacher or leader
claps her hands, when all of the players must run
for other trees, and the odd squirrel tries to secure
a tree, the one who is left out being the odd squirrel
next time.
STAGE COACH
10 to 60 or more players.
Parlor; schoolroom; gymnasium.
A leader is chosen who has a faculty
for telling a story. This leader gives to each
of the players the name of some part of a stage coach
or of its contents. Thus, one may be the whip,
one the wheels, one the cushions, one the windows,
others the brake, driver, harness, horses, passengers,
including specifically the fat old gentleman, the woman
with the bandbox, etc.
Where there are many players, several
may be given the same name, though it is desirable
that these should not all be seated near together.
The leader then tells a story in which the various
parts of a stage coach are mentioned, and whenever
he names one of these parts or articles, the player
or players bearing that name must get up instantly,
whirl around once, and sit down again. Any player
failing to do this must pay a forfeit. Whenever
the story teller says “Stage Coach!” all
of the players must get up and turn around. At
the end of this story he will manage to have the stage
coach meet with a catastrophe, and as soon as he says
“The stage coach upset!” all of the players
must change seats. The leader takes this opportunity
to secure one for himself, and the player who is left
without a seat becomes leader for the next game, or
must distribute the forfeits. For large numbers
there should be several more players than chairs.
The leader may say, for example:
“It being a beautiful spring day, the old
lady with the bandbox [here the old lady must
get up and turn around] decided to visit her daughter,
and so took a seat in the stage coach
[everybody turns around]; she found the cushions
[cushions turn around] very comfortable until
the fat old gentleman [fat old gentleman turns
around] got in, when the place seemed to her very
crowded, and she was glad to open the windows;
the driver cracked his whip, the
wheels creaked, the horses strained
at the harness, and away they started on
their journey,” etc.
The interest of the game may be enhanced
by connecting the stage coach, its passengers,
and journey with some well-known story, as of
Mr. Pickwick and Sam Weller, or Rebecca of Sunnybrook
Farm.
STAKE GUARD
(See also Duck on a Rock.)
10 to 30 players.
Playground; gymnasium.
This game is one of the forms of Duck
on a Rock, and in this form is well adapted to
use indoors as well as out of doors. The
game differs from the ordinary games of Duck on a Rock
chiefly in the limited territory to which the
guard is confined.
A stake is driven in the ground (or
if in a gymnasium, an Indian club is placed) in the
center of a square plainly marked, and measuring from
eight to twelve feet. A throwing line is drawn
twenty or more feet from the stake. The game
is played with bean bags, and begins with the choice
of a guard. This choice is made by all of the
players standing on the throwing line and throwing
their bags at the stake. The player whose bag
falls farthest away from the stake becomes the first
guard.
The stake guard places his bag on
top of the stake (or club). The other players
line up on the throwing line. Upon a given signal
from a leader or captain, all of the players throw
their bags simultaneously at the stake, trying to
displace the bag on top of it. Knocking over
the club accomplishes the same purpose. Each player
must then try to regain his bag, but in doing this
he may be tagged by the guard. If this be done,
he changes places with the guard. The guard may
only tag a player, however, within the limits of the
square surrounding the stake, beyond which he may
not go; and he may do this only after he has replaced
his own bag on top of the stake.
Any player failing to recover his
bag at once will watch for an opportunity to do so
when the guard is next occupied in replacing his own
bag. Any player thus waiting for his bag may linger
near the boundaries of the center square.
Should the guard succeed in tagging
a player within the square, that player must at once
place his own bag on the stake; and the guard must
try to get his bag and escape from the square before
this new guard can place his bag and tag him.
As soon as a player recovers his bag and escapes from
the center square, he should go at once to the starting
line, and may throw again immediately for the center
bag. The game progresses better, however, if
all of the throwing be done simultaneously, the returning
players waiting for a signal from the leader before
throwing.
As players become proficient, the game
may be made more skillful and interesting by
increasing the distance between the throwing
line and the stake, and also by lessening the size
of the square drawn around the stake, in which
the guard is confined.
STEALING STICKS
(See also Prisoner’s Base.)
10 to 30 or more players.
Playground; gymnasium.
The ground is divided into two equal
parts, with a small goal marked off at the rear of
each part, in which six sticks are placed. Each
player who reaches the enemy’s goal safely may
carry one stick back to his own goal, and may not
be caught while carrying it back. If caught in
the enemy’s territory before reaching the goal,
a player must remain a prisoner in the goal until
touched by one of his own side; neither may be caught
while returning. Any player may catch any opponent,
except under the rules just stated. No stick may
be taken by a side while any of its men are prisoners.
The game is won by the side gaining all of the sticks.
This game is known also by the name
of Scots and English and probably originated
in border warfare. The players sometimes contribute
some article of wearing apparel to the pile of property
that is to be stolen instead of using sticks for the
purpose. Caps and coats are the usual donations.
STEP
5 to 30 or more players.
Playground; gymnasium.
The ground is marked off by two parallel
lines from fifty to two hundred feet apart. One
player, who is chosen to be counter, stands on one
of these lines with his back to the other players,
who line up on the opposite line.
The object of the game is for the
players who are lined up in the rear to advance forward
until they cross the line where the counter is stationed.
They may only advance, however, by short stages, during
which the player in front counts ten.
The game starts by this forward player
counting ten loudly and rapidly, the other players
moving forward while he does this, but immediately
that he says “Ten!” they must stand still,
and he at once turns to look at them. He will
call the name of any player or players whom he sees
moving, and any so called must go back to the starting
line and begin over again. This counting of ten
by the one player and moving forward of the others
continues until all have crossed the line where the
counter stands. The last one over changes places
with him for the next game.
This game is a great favorite, especially
with girls, though the writer has known many
boys to play it persistently. The players
will learn to use much caution in moving forward, often
stopping before the count of ten, to be sure that
they shall not be caught in motion. The
progress thus made may seem slower than that
of those who dash forward to the last moment, but as
with the famous hare and tortoise, this slower
but continuous method often wins.
STILL POND; NO MORE MOVING!
(Still water, still water, stop!)
5 to 30 or more players.
Parlor; gymnasium; playground.
One player is blindfolded; the others
scatter promiscuously. The blindfolded player
is led to the center of the playground, and asked: ;
“How many horses has your father in his stable?”
He replies, “Three.”
“What color are they?”
“Black, white, and gray.”
“Turn around three times and catch whom you
may.”
The blindfolded player is then spun
around so as to confuse his sense of direction.
He then says, “Still pond; no more moving!”
whereupon the other players must stand still, being
allowed only three steps thereafter. The blindfolded
player begins to grope for the others. When he
catches one, he must guess by touching the hair, dress,
etc., whom he has caught. If he guesses
correctly, the player changes places with him.
If incorrectly, he must go on with his search.
The players may resort to any reasonable devices for
escaping the hands of the groping blind man, such
as stooping or dodging, so long as they do not take
more than three steps. When caught, a player may
try to disguise his identity by making himself shorter,
etc.
STONE
10 to 30 or more players.
Playground; gymnasium.
A large circle is drawn on the ground
or floor in the center of the play space. At
either end of the ground a goal is marked off.
One player, chosen to be stone, sits on the floor
in the circle. The other players stand around
outside the circle, taunting the stone by stepping
over into his territory. Suddenly, and the more
unexpectedly the better, the stone rises and runs
for the other players, who are only safe from tagging
when behind one of the goals. Any one so tagged
becomes a stone and joins the first stone in sitting
near the center of the circle. They also join
him in chasing the other players whenever he gives
the signal. This continues until all the players
have been tagged.
STOOP TAG
("Squat” Tag)
4 to 60 or more players.
Indoors; out of doors.
One player is It and chases the others,
trying to tag one of them. A player may escape
being tagged by suddenly stooping or “squatting”;
but each player may stoop but three times. After
the third time of stooping, the player may resort
only to running to escape being tagged. Any player
tagged becomes It.
For large numbers of players there should be several
taggers.
SUN DIAL
2 to 10 players.
Gymnasium; playground; seashore.
A circle from twelve to twenty feet
in diameter is drawn on the ground. This is intersected
with straight lines, like the spokes of a wheel, which
divide it into twelve sections, numbered consecutively
from one to twelve.
One player is blindfolded, placed
in the center (on the hub of the wheel), and turned
around several times to confuse his sense of direction.
He then walks around inside the rim while counting
twelve, or repeating the verse: ;
“Dickery, dickery, dock;
The mouse ran up the
clock;
The clock struck ten
He ran down again,
Dickery, dickery, dock.”
He stops on the last word, and the
number of the space in which he stands is scored to
his credit; for instance, if he stops in section eight,
it scores eight points for him; if in section three,
it scores three points, etc. Should he stop
with one foot on a line or outside the circle, he
scores nothing. The players take turns, each having
but one trial at a turn. The game is won by the
player first scoring twenty-five or fifty points,
as may be decided.
TAG
The game of plain, old-fashioned
Tag may be made great sport,
especially if suddenly
and unexpectedly commenced in a group of
players when other interests
seem to lag.
The game has many variations,
a considerable number of which
are here given, each
variation making practically a different
game.
This game is found in all countries
and is prehistoric. It is supposed to have
arisen from the idea of fleeing from an evil spirit,
and in those forms from which immunity is found by
touching wood or iron or taking some particular
position, that especial feature is supposed to
have originated in the idea of breaking the spell
of the pursuing evil.
The following tag games
will be found in their alphabetical order: ;
Cross Tag
Fence Tag
French Tag
Hang Tag
Home Tag
Japanese Tag (Over)
Maze Tag (Line Tag;
Right Face)
Old Man Tag
Partner Tag
Schoolroom Tag
Shadow Tag
Stoop Tag (Squat Tag)
Tag
Whip Tag
TAG
4 to 60 players.
Indoors; out of doors.
Tag in its simplest form may be started
by any one of a group of players suddenly turning
to another, touching (tagging) him and saying “You’re
It!” when all must flee from the one who is It.
The player who is It may chase and
tag any other player whom he chooses, but will aid
his own ends by suddenly turning his attention from
one player to another, or by doubling back on his course,
or resorting to any of the other feints that give
an unexpected turn to a game of chase.
The players who are being chased will
add to the zest of the game by venturing as close
as possible to the one who is It, calling to him and
taunting him with their proximity, and suddenly dodging
away. When a player is hard pressed or breathless,
or does not wish to play, he may become immune from
tagging by crossing any one finger over its neighbor
on either hand, as the forefinger over the middle finger.
It is considered “babyish,” however, to
resort to this unless there is some very good reason.
A player who has had a good fair chase ought to be
willing to be It if caught.
Any player whom the chaser tags immediately
becomes It, but the chaser, in touching him, must
say “You’re It!” At his own discretion
he may add “No fair,” which means that
the one who has just become It may not turn at once
and tag him. A venturesome player, however, will
omit this, especially if he should tag another player
from behind, and trust to his own powers of dodging
for getting safely away. Where there are a large
number of players, two or more may be chosen to be
It.
TAG THE WALL RELAY
10 to 60 players.
Schoolroom.
The players should all be seated,
an even number in each row of seats. At a signal,
the last player in each line runs forward and tags
the front wall. As soon as this player is out
of the aisle, the others all move backward one seat.
This leaves the front seat vacant, and the runner
having touched the wall returns immediately and takes
this vacant front seat. As the player sits he
raises his hand, which is a signal for the player
who is now the last one in the line to run forward,
the line moving backward one place as soon as he is
out of the aisle. He, in turn, having touched
the wall, takes the vacant front seat. The play
is continued in this way until every one in the row
has run.
The line wins whose player, sitting
at the start in the front seat, first returns to his
seat.
As in all schoolroom games where there
is running, the seated players should be very careful
to keep their feet under the desks, so there will
be nothing in the aisles over which the runners may
trip.
This is one of the best
class room games and is very popular.
TEN STEPS
10 to 30 or more players.
Playground; indoors.
This is a game of hide and seek and
like all such games is best played where there is
plenty of space and many hiding places. The distinctive
feature of this game is the peculiar limitation put
on the opportunity to hide, which may even free the
blinder from his task. The one who is It, or
hunter, blinds his eyes and counts ten while the other
players run for hiding places. As soon as the
one who is blinding says “Ten!” the players
must all stand motionless whereever they happen to
be, while he turns at once to look for them.
Any player whom he sees moving must come back to the
goal and start over again. The hunter repeats
this five times, and any player not entirely out of
sight the fifth time the hunter turns must change
places with him, the original hunter becoming a spectator
of the game. Having called “Ten!”
and turned to look for moving players five times,
the hunter (or the one taking his place, as explained
above) counts one hundred, to give the players time
to reach final hiding places, and the game proceeds
as in regular I Spy.
THIMBLE RING
10 to 30 or more players.
Indoors; out of doors.
All of the players but one stand in
a circle, each one clasping with his left hand the
right wrist of his left-hand neighbor. This leaves
all of the right hands free and all of the left hands
occupied. The odd player stands in the center
of the circle, and tries to detect who holds the thimble
that is passed from hand to hand. Each player
in the circle places his right hand first in the hand
of his neighbor on the right and then in the hand
of the neighbor on the left, keeping this movement
going rhythmically, while the entire circle repeats
the lines: ;
“The thimble is going,
I don’t know where;
It is first over here
and then over there.”
When the player in the center thinks
he knows who has the thimble, he goes up to him and
says: “My lady’s lost her thimble.
Have you it?” If correct, these two players
change places. If incorrect, the one who is It
demands of the player addressed to find it. This
player, in turn, has one guess. If correct, he
takes the place of the one who has the thimble, the
one who was It taking the vacant place in the circle,
and the one who held the thimble going to the center.
Should the player be incorrect in his guess, he changes
places with the one in the center.
THIRD MAN
(See also Three Deep and Last Man.)
15 to 100 players.
Playground; gymnasium.
This game is another
form of the game commonly known as Three
Deep, but instead of
being played in the circular formation,
the players are scattered
irregularly over the playground.
All of the players but two take partners
and scatter in any irregular way. The players
forming each couple stand facing each other, with the
distance of a long step between them. To make
a success of the game, the distance should be considerable
between the various couples.
Of the two odd players, one is runner
and the other chaser, the object of the latter being
to tag the runner. The runner may take refuge
between any two players who are standing as a couple.
The moment that he does so, the one toward whom his
back is turned becomes third man, and must in his
turn try to escape being tagged by the chaser.
Should the chaser tag the runner, they exchange places,
the runner immediately becoming chaser and the chaser
being liable instantly to tagging.
THIRD SLAP
5 to 30 or more players.
Playground; gymnasium; schoolroom.
The players should be divided into
groups of from five to ten each. One in each
group is chosen to be It; the others line up in front
of him, all standing at a distance of from thirty
to fifty feet from a goal previously decided on.
The players in the line hold their hands extended
forward the length of the forearm, the elbows being
bent and touching the sides; the palms should be turned
downward.
The one who is It tries to slap the
hands of any of the players, who may evade him by
bending the hands downward, upward, or sideways, at
the wrist, but may not withdraw the arm or change the
position of the elbow. Any player who receives
three slaps, whether on one or both hands, immediately
upon receiving the third slap, chases the one who
is It toward the goal. Should the slapper be caught
before he reaches the goal, he must continue as before,
but if he succeeds in reaching the goal in safety,
he changes places with his pursuer, who becomes It,
or slapper, for the next round.
This game may have much sport in it
if the one who is taking the part of slapper
be very alert and agile in his movements, dodging
quickly from one player to another, and making many
false moves to throw the players off their guard
as to where he is going to strike next.
This game is very popular with children, and
is an amusing diversion for young people for house
parties.
THREE DEEP
(See also Third Man and Last Man.)
15 to 60 players.
Playground; gymnasium.
This game is one of the standard favorites
for both children and adults.
All of the players but two form in
a double ring, facing inward; that is, in two concentric
circles, with one player directly behind another.
There are several methods of getting
players into this formation. One method
is to have the players march in column two abreast,
form in a circle, and all face inward. Another
method is to have the players form in a circle
in single file; one player steps in front of
his neighbor on the right, and each alternate
player in quick succession around the circle does
the same, thus accomplishing the end of bringing all
of the players in couples one behind another.
The two odd players, one of whom is
runner and the other chaser, start outside of the
circle, generally one of them being on one side of
the circle and the other opposite. The object
of the game is for the chaser to tag the runner.
The runner may save himself by stopping in front of
any couple standing in the circle, whereupon, that
file having been made “three deep,” the
outer player or third man becomes at once liable to
tagging, and in his turn becomes runner and tries to
evade the chaser. He may seek refuge in the same
way in front of a couple.
Should the chaser tag the runner,
they exchange places, the runner immediately becoming
chaser, and the chaser being liable instantly to tagging.
It will thus be seen that great alertness
is necessary on the part of any one standing on the
outside of the circle, as at any moment the runner
may take refuge in front of his file or couple, making
him the third man and liable to be tagged. It
is not permissible for any third man to take refuge
in front of the couple standing immediately on his
right or left when he becomes third man.
Both runner and chaser may dash through
the circle, but may not pause for a moment within
the circle, except when the runner claims refuge in
front of some couple. When players are inclined
to confuse the play by hesitating while running through
the circle, this privilege of running through is sometimes
forbidden, all the chasing being confined to the outside
of the circle.
VARIATION. ;This game may
be varied by having the players who form the circle
stand face to face, with a distance of one long step
between each two, instead of all facing toward the
center of the circle. In this form of the game
the runner takes refuge between the two forming the
couple, the one toward whom his back is turned being
the third man. Both runner and chaser may run
between the two circles of players.
This may be made one of the jolliest
games possible, and also one of the best for
making slow and dull players alert and active.
The author has seen many a class of slow-minded children
waken to much quicker mental action as well as greater
physical agility by this game. For adult
players it may be thoroughly delightful.
The writer recalls a class of adult business
men in a Y. M. C. A. gymnasium who resorted even to
leapfrog tactics in the strenuous sport they put
into this game.
TOMMY TIDDLER’S GROUND
5 to 30 or more players.
Playground; gymnasium.
The ground is divided by a line into
two equal parts. One of these belongs to Tommy
Tiddler, who stands on his side of the line and may
not cross it. All of the other players are on
the other side of the line, and venture across the
line into Tommy Tiddler’s ground, taunting him
with the remark, ;
“I’m on Tommy
Tiddler’s ground,
Picking up gold and
silver!”
Tommy may tag any one on his ground,
and any one so tagged changes places with him.
The players will learn to add to the interest of the
game by venturing as near Tommy Tiddler as possible
and being very tantalizing in inducing him to run
after them. Tommy Tiddler, on his part, will
find opportunity for considerable finesse, such as
in appearing to give his attention entirely to one
player, then suddenly turning and dashing for another.
TOSSING WANDS
10 to 60 or more players.
Gymnasium; playground; schoolroom.
This game is played in two forms, line form and circle
form.
LINE FORM. ;The players
stand in two lines or ranks facing each other, all
those in one line being provided with gymnasium wands
about three feet in length. A leader is appointed
who either counts or commands as a signal for tossing
the wands back and forth from one line to the other:
as, “One, two, three ;toss!”
This is even more effective if gymnastic movements
be taken on the three counts, as bending the trunk
forward with the wand downward, stretching the arms
upward with the wand overhead, extending it forward
at shoulder height, and then tossing backward over
the head. The signals for this would be “Bend!
Stretch! Out! Toss!”
The wands should first be held in
the hand with the palms upward, and caught with the
hands in the same position. Later, the hand position
should be reversed, the wand being grasped with the
downward-turned palms.
CIRCLE FORM. ;When players
are proficient in catching in opposite lines or ranks,
they should form a circle, facing around in single
file, each player being provided with a wand which
is tossed backward over the head and caught by the
player behind. This may be done best rhythmically
with the exercises and commands mentioned above, “Bend!
Stretch! Out! Toss!” The wand should
be caught with the palms outward.
Any player failing to catch a wand
drops out of the game. With a little practice,
however, this usually resolves itself into a quick
drill rather than a game; but it is a most interesting,
skillful, and diverting play.
TRADES
10 to 60 or more players.
Indoors; out of doors.
This game is the boys’ form
of the game played by girls as “Old Woman from
the Woods.” The players divide into two
equal parties. One party retires and decides
on some trade or occupation, whereupon they advance
toward the second party, saying: ;
“Here are some men from
Botany Bay.
Got any work to give
us to-day?”
The second party asks, “What
can you do?” The first party answers, “Anything.”
The second party says, “Set to work, then!”
whereupon they go through pantomimic motions descriptive
of the occupation chosen, such as planing, sawing,
or hammering, for the carpenter; the motions of the
bricklayer, tailor, cobbler, motor-man, etc.
The second party guesses what this pantomime indicates.
Should they guess correctly, they have a turn at representing
a trade. Should they fail, the first party has
another trial.
When played in a playground or gymnasium,
where there is a good running space, a successful
guess should be followed by a chase of the actors
by the guessing party, any players caught before a
designated goal line is reached having to join the
party of their captors. The party wins which
secures all of the players.
The following activities and occupations
were shown by one class of city boys: milking
cows, grinding coffee, hanging wall paper, traveling
salesmen (displaying and measuring goods), rooting
a baseball team, Marathon race, picking cherries,
basket-ball game, oiling sewing machine, blowing
up bicycle tires, running a lawn mower, bricklaying.
TREE PARTY
5 to 60 players.
Out of doors.
In these days of nature study this
game is especially appropriate. It may be used
on any ground or strip of woodland where there is a
variety of trees, the game consisting in identifying
the trees.
A tag or card is fastened on one or
more trees of each variety within certain prescribed
limits. These cards may be made as fanciful or
as rustic as desired. Birch bark is very appropriate
for them, and for either birch bark or a conventional
card a pretty element may be added by writing some
appropriate quotation or verse, after the Japanese
custom. The main object of each card, however,
is to bear a number. Each player is provided
with a card or slip of paper containing a list of
numbers corresponding to those on the trees. Thus,
if fifteen trees be numbered, there should be fifteen
numbers on each player’s card.
The players, having been provided
each with a card and pencil, wander at will over the
designated territory. Whenever a number is discovered
on a tree, the player, if he knows the name of the
tree, writes it on his own card opposite the corresponding
number. For most companies, popular rather than
botanical names of the trees are permissible.
At a signal ;a bell, whistle, horn, or call ;the
players all assemble. The host or hostess then
reads a correct list, each player checking the card
that he holds. The player wins who has the largest
number of names correct.
The writer has known this game to be
a most beautiful diversion for a lawn party on
a large estate, and has a feeling appreciation
of how many trees most people will find it hard to
name in even a familiar strip of woodland.
TRIPLE CHANGE
10 to 60 or more players.
Playground; gymnasium; parlor.
The players form a circle, with the
exception of three who stand in the center. Those
forming the circle and those in the center number
off in threes. The players in the center take
turns in calling each his number, as “One!”
“Two!” or “Three!” whereupon
all of the players in the circle who hold that number
quickly change places with each other, the one who
called the number trying to catch one as he runs to
a new place. Any player so caught changes places
with the caller. For instance, the center player
may call “Three!” whereupon all of the
Numbers Three in the circle must change places.
They may do this by changing with a near neighbor,
or tantalize the one who called by running across
the circle.
The center players take turns in calling
numbers. For instance, if the first one fails
to secure a place, then the second of the center group
calls. Should the first succeed in catching one
of the other players, the player so caught will await
his turn in the center until Numbers Two and Three
have each had a turn at calling before he calls a
number.
TUG OF WAR
(See Catch and Pull Tug of War
and Wand Tug of War; also Contests for Two,
under “Feats and Forfeits.”)
UNDER THE CUCKOO’S NEST
5 to 30 players.
House party; out of doors.
One player is chosen as leader, and
stands up, generally with his back against a wall
or post, while a second player, who is the cuckoo,
bends down, as for leapfrog, with his head against
the leader. The other players stand around in
a circle, each placing a finger on the back of the
cuckoo. The leader then “counts off”
the fingers of the players with the following rhyme,
indicating a finger for each accent of the rhyme: ;
“The wind blows east,
the wind blows west,
The wind blows under
the cuckoo’s nest.
Where shall this or
that one go?
Shall he go east or
shall he go west?
Or shall he go under
the cuckoo’s nest?”
The player whose finger is indicated
by the last word of the rhyme must then go to any
place directed by the cuckoo, who, if he has any intimation
of the identity of the player, may use considerable
tact in choosing a difficult or interesting place;
as on some high point to which it is difficult to
climb, or under some low object under which it is
hard to crawl, some distant place, etc. One
player, however, must be directed to hide under the
cuckoo’s nest, and this player takes a position
at the feet of the cuckoo. This is a favored
position. When all of the players have been thus
disposed, the leader calls, “Pom, pom, cooketty
coo!” As soon as this call is heard, the players
run back and pound the cuckoo on the back until the
last one is in. This last one becomes the cuckoo
for the next repetition of the game.
VAULTING SEATS
10 to 60 players.
Schoolroom.
This game is played the same as Changing
Seats, except that the pupils vault over the seats
instead of sitting in them. The game may be played
anywhere above the third year.
The teacher gives the order “Right,
jump!” whereupon all of the pupils jump over
their seats toward the right-hand side of the room.
The row that is displaced, now standing in the right-hand
aisle, runs at once around the room to the left-hand
aisle. The teacher then repeats her command.
The directions for the vaulting should be varied and
unexpected, several being given to the right, then
several to the left, etc.
The method of vaulting is to place
one hand on the edge of the desk at the back
of the seat to be vaulted over, and one hand on
the desk that goes with the seat to be vaulted over.
The hand should preferably be placed halfway
between the two aisles, to assist both the jump
and the landing. While placing the hands,
pupils should crouch in a position ready to spring,
with the heels raised, knees spread outward, and
back straight and erect. They should land
in the same position, as the bend of the ankle,
knee, and hip joints breaks the jar of landing.
WAND RACE
10 to 30 or more players.
Gymnasium; playground; schoolroom.
An objective line, fence, or wall
is chosen, and from ten to twenty feet from it and
parallel with it a starting line is drawn. The
players stand behind this line and toe it. If
there be a large number, they form in competitive
files as for a relay race, the leaders of each division
toeing the line. Each leader balances on the forefinger
a gymnasium wand, the other hand being placed on the
hip, and walks forward to the objective line, all
starting at a given signal. Should the wand be
dropped, it must be picked up and the effort resumed
from the place where this happened.
The first one to reach the objective
line wins; or, if a relay, scores for his division.
The division wins that gets the largest score.
If desired, the winners, i.e. those scoring
for the different lines, may “play off”
against each other, after all of the other players
have had their turn.
WAND TUG OF WAR
10 to 100 players.
Playground; gymnasium.
This game is played with wooden gymnastic
wands, from three to five feet in length, and not
less then one inch in diameter. There should
be half as many wands as there are players. A
line is drawn across the center of the floor or playground.
The players are divided into two divisions, one standing
on each side of the dividing line, so that each player
faces an opponent. These grasp each the end of
a wand, held horizontally between them. At a
signal a tug of war begins, each player trying to
pull his opponent across the line. Any one who
puts a foot on the ground of the opponent’s
territory ceases the struggle and must come across
the line. The division wins which has the greatest
number of players on its side of the line at the end.
The game is best played in two or
three five-minute intervals, with rests between.
WATER SPRITE
10 to 30 or more players.
Playground; gymnasium.
The players stand in two lines facing
each other, with a large open space representing a
river between. One player, representing the water
sprite, stands in the middle of the river and beckons
to one on the bank to cross. This one signals
to a third player on the opposite bank or side of
the river. The two from the banks then run across
to exchange places, the water sprite trying to tag
one of them. If the water sprite be successful,
he changes places with the one tagged.
This is a Chinese game, reported by
Miss Adele M. Fielde, and is based upon the superstition
that a water sprite waits in the middle of a
stream to entice people into it, probably an outgrowth
of spring freshets.
WEATHER COCK
10 to 60 players.
Schoolroom.
This game, besides offering much sport,
may be made to serve a useful purpose in familiarizing
children with the points of the compass.
The class having learned which directions
are north, east, south, and west, one player, who
represents the weather bureau, stands in front of
the others (or the teacher may take this part), and
calls out which way the wind blows. For instance,
when he says, “The wind blows north” the
players turn quickly toward the north; if he says “west,”
the players turn to the west; whenever he says “whirlwind,”
the players all spin around quickly three times on
the right heel.
The interest will depend very largely
on the rapidity and variety with which the leader
calls the various points of the compass. For older
children, halfway points may be named, as northwest,
southeast, etc.
WEE BOLOGNA MAN
2 to 60 or more players.
Parlor; playground; schoolroom.
“I’m the wee Bologna
Man.
Always do the best you
can,
To follow the wee Bologna
Man.”
A leader who can be very brisk in
movement and resourceful in ideas stands in front
of the other players and repeats this verse rapidly,
imitating each time he repeats the verse some one action
characteristic of the members of a band. For instance,
the first time he may go through the pantomime of
playing a fife; the next time, without any pause between,
he may imitate the beating of a drum; the next, playing
a fiddle, trombone, flute, cymbals, triangle, imitate
the drum major, etc. All of the other players
follow his movements.
The sport will depend largely upon
the rapidity of the time and the vivacity that is
put into the movements.
FOR THE SCHOOLROOM. ;The
head players in the different lines of seats should
take turns in being the Bologna Man, and the movements
should be such as will afford effective exercise.
For instance, the first player will stand and repeat
the verse while hopping on one foot, the entire class
joining in the hopping. The moment he is through,
the leader of the next row should jump up, face the
class, and repeat the verse, going through some other
motion, such as hopping on the other foot; he, in
turn, to be succeeded by the next leader, etc.
Many gymnastic movements will suggest themselves,
such as jumping on both feet, jumping forward down
the aisle frog fashion, jumping high in place, running
in place, stretching the arms out sideways and bending
sideways like a walking beam, whirling both arms around
like a windmill, taking a dance step, etc.
This is one of the Scotch
plays, and like most Scotch things of
the sort, should be
done in brisk time.
WHIP TAG
(Light the Candle; Beetle-goes-Round)
10 to 30 or more players.
Playground; gymnasium.
This game may be played with a knotted
towel, though it is perhaps more skillful and interesting
when played with a “beetle,” a small cylindrical
sack about twenty inches long, stuffed with cotton,
and resembling in general proportions a policeman’s
club.
All but one of the players stand in
a circle with hands behind their backs. The odd
player runs around the outside carrying the beetle,
which he drops in the hands of any player in the circle.
That player immediately turns to chase his right-hand
neighbor, beating him as much as he can find opportunity
for while he chases him around the circle and back
to his place. It is obviously to the interest
of this neighbor to outrun the beetle and escape a
buffeting.
The one holding the beetle then takes
the place of the first outside player, that one joining
the ring. The new beetle man, in turn, runs around
on the outside and drops the beetle in any hands which
he chooses.
The sport of this game depends on the
alertness of the players, as not only the one
who receives the beetle but his right-hand neighbor
must know when and where the beetle lands, and
turn quickly for the chase. The player running
around the outside will add to the zest of the
game by trying to deceive the ring players as
to where he is going to place the beetle, quickening
or slowing his pace, or resorting to other devices
to keep them on the alert.
WHO GOES ROUND MY STONE WALL?
10 to 30 or more players.
Indoors; out of doors.
There are two ways of playing this
game. The one first described is better
suited to schools and general playground conditions;
the second is quite distinct, and may have better
sport for parlor use.
The players stand in a circle, numbering
preferably twenty or less, with a little space between
each two players, and not holding hands. They
represent a sheepfold, but later, as each is chosen
from the circle, he takes the part of a sheep.
One player is chosen to be Jacky Lingo, who walks
around outside of the circle. Another, who is
the shepherd or owner of the sheep, stands in the
center of the circle.
The owner says, “Who goes round
my stone wall?” The outside player answers,
“Nobody; only little Jacky Lingo.”
“Pray don’t steal any of my fat sheep.”
Jacky Lingo answers: “Unless
I take one-by-one, two-by-two, three-by-three!
Follow me!”
As Jacky Lingo says his last line,
he taps three different players on the back, one for
“one-by-one,” another for “two-by-two,”
and a third for “three-by-three.”
If a large number be playing, he may tap two for each
count instead of one, making six in all. As the
players are tapped, they step out from the sheepfold
and line up back of Jacky Lingo, each one in the line
placing his hands on the shoulders of the one next
in front. This is continued until all the players
are taken by Jacky Lingo, who then runs off around
the ground with them. The owner goes after them,
faces Jacky Lingo, and says, “Have you seen
anything of my black sheep?”
“Yes; I gave them a lot of bread
and butter and sent them up there” (pointing
to left or right).
“Then what have you got behind you?”
“Only a few poor black sheep.”
“Well, let me see! Here’s my black
sheep!”
The owner then tries to catch the
sheep, and this Jacky Lingo tries to prevent.
Any sheep in the line may be touched by the owner,
and when so touched he steps out of the line and stands
aside until all are caught.
VARIATION. ;When played
indoors or on the turf, the game may be played by
the owner being blindfolded and taking a position on
hands and knees ;“all fours.”
The dialogue is the same as given above, and the gathering
in of the sheep by Jacky Lingo the same, except that
the players do not line up behind him. They simply
stray over the ground when he takes them from the
fold. When all are scattered in this way, they
begin to cry, “Baa-a! baa-a!” and the owner,
still on all fours and blinded, tries to catch them.
The first one caught becomes shepherd the next time.
WINK
9 to 25 players.
House party.
An uneven number of players are required
for this game. Enough chairs are placed in a
circle to allow one chair to each two players and one
for the odd player, that is, half as many chairs as
there are players, with one player over. A player
sits in each chair, all facing inward. Behind
each chair stands a second player, who acts as guard.
There should be one empty chair with a guard behind
it. This odd player winks at some one sitting
in the circle, who at once tries to slip out of his
chair without being tagged by his guard and take his
place in the empty chair. He may not go if he
be tagged by his guard. The object of the guards
should be to avoid being the keeper of an empty chair,
and therefore the one who has to wink. The players
try to evade the vigilance of the guards by the quickness
and unexpectedness of their movements. The guards
may not keep their hands on their prisoners, but must
have them hanging at their sides until they see their
players winked at. They may not dash around the
sides of the chairs which they guard, but must stay
all the time behind them.
Nodding the head may be used instead
of winking, but is more apparent to the guards.
WOLF
5 to 30 or more players.
Out of doors.
This is an admirable hide and seek
game where there are many hiding places, as in a village
or the country.
One player is chosen for the wolf,
who goes off and hides. The rest of the players
are sheep, with one of their number as leader.
A place is chosen for a pen where the sheep must stay
and blind their eyes while the wolf is hiding.
This pen may be a tree or rock or a square or circle
drawn on the ground. The leader counts one hundred,
to give the wolf time to hide. The sheep then
start out, but must all follow their leader “like
sheep,” looking for the wolf in each place where
the leader may search for him. This game differs
from most other hiding games in that the searchers
are the ones who have to flee for safety when the
hider is discovered. As soon as the wolf is spied,
the leader cries: ;
“All my sheep
Gather in a heap;
For I spy the woolly,
woolly wolf!”
The sheep at once stand still until
the wolf has taken a jump toward them, which he must
do before he may chase them; but immediately that
the wolf has made his leap, the sheep all turn and
run for the sheep pen, the wolf following. As
the wolf may not run until he hears the word “wolf”
at the end of the leader’s lines, the latter
often tantalizes the wolf by saying, “I spy
the woolly, woolly ;lamb!” or “the
woolly, woolly ;cat!” or names any
other animal he chooses, with a pause before the name,
to prolong the suspense of the impatient wolf, finally
ending up with “the woolly, woolly ;wolf!”
Any sheep tagged by the wolf becomes
a wolf and joins the wolf the next time, hiding either
in the same den with him or in a separate den.
When there is more than one wolf, the leader halts
his sheep whenever he spies a wolf, whether it be
the original wolf or not, and all of the wolves join
in the chase when the sheep run back to the pen.
The game ends when all of the sheep have been caught.
The wolf has several resources at
his command for catching sheep in addition to a simple
chase. If at any time while in hiding he spies
the sheep before they spy him, and considers their
position in relation to the goal advantageous to himself,
he may call, “Stand your ground, three feet!”
whereupon the sheep must instantly stand still and
then take three steps toward the wolf and stand again
until he jumps toward them, when the chase for the
sheep pen begins. The wolf may also exercise
considerable finesse by running directly for the pen
if he be in a position to reach it quicker or more
directly than by chasing the sheep. Should he
reach the pen first, he may then tag the sheep as
they run in. One sheep may act as a decoy to engage
the attention of the wolf while the others run into
the pen.
WOOD TAG
3 to 30 or more players.
Out of doors; gymnasium.
This is a game of tag. When there
are more than thirty players, it is desirable to have
two or more who are It, or taggers. The players
venture as near as possible to the one who is It, taunting
him by crying, “Ticky, ticky, touch wood!”
Any player may seek immunity from being tagged by
touching a piece of wood. No growing thing, however,
such as a tree or shrub, is to be considered as wood.
No player may stay very long in any place of safety,
and the moment his hand or foot be taken from the
wood he is liable to be tagged. A player who is
not near wood may gain a few minutes’ respite
by calling out “Parley!” but he must stand
perfectly still in the place where he then is, the
tagger being able to tag him if he makes the slightest
move of any part of his body. When such a player
decides to run again, he calls out, “Parley
out!”
This game affords opportunity for
a great deal of sport through the making of false
starts and the daring approach to the one who is It,
who, in turn, may make sudden and unexpected sorties
in different directions.
Like Iron Tag, this game is very ancient,
and has evidently come from an old superstition
that to touch iron or some other particular substance
gave immunity from the spell of evil spirits.
WRESTLING
(See “Contests for Two” under “Feats
and Forfeits.”)
YARDS OFF
3 to 30 or more players.
Out of doors.
This is a form of I Spy or Hide and
Seek, and seems indigenous to New York.
All players properly caught by the spy become prisoners,
but may be freed in a prescribed way. The procedure
which gives time for hiding is also distinctive.
Two players are chosen, one to be
It and one for stick thrower. All the players
stand grouped around a goal, and the stick thrower
throws a stick as far away from the goal as he can.
As soon as the stick touches the ground, all of the
players, including the thrower, but not the one who
is It, scatter and hide. The one who is It must
walk to the stick (never run), take it up, bring it
back, and stand it up, resting against the goal.
He then starts to hunt for the hidden players.
He must run back and touch the goal for any player
whom he discovers, saying, “One, two, three,
for !” naming the player. Any one
caught in this way becomes a prisoner at the goal.
Any player who has not been detected by the spy may
run in to the goal at any time and throw the stick
away, whereby all of the prisoners, i.e. those
who have been spied and previously caught, become free
and hide again. Whenever this freeing of prisoners
happens, the spy must return to the goal, walk to
the stick, pick it up, walk back with it to the goal
again, and go on with the play as before. This
continues until the spy has touched the goal for all
of the players, though they need not all be prisoners
at once. Any player spied who reaches the goal
before the spy, is thereafter free; i.e. out
of the game. The last one caught becomes spy
for the next game.