Read FEATS AND FORFEITS of Games for the Playground‚ Home‚ School and Gymnasium , free online book, by Jessie H. Bancroft, on ReadCentral.com.

Athletic feats requiring skill, strength, or agility are a very interesting and amusing feature for gymnasiums and many other conditions, and contain possibilities for some excellent and vigorous physical development. As some of these may be used for forfeits (although some kinds of forfeits cannot take the place of athletic feats), these two classes of amusements are included here in one chapter. The searcher for forfeits will do well, however, to look through the section on feats.

I. CONTESTS FOR TWO: WRESTLING MATCHES AND TUGS OF WAR

The following group of wrestling matches and races make a very interesting and vigorous form of game with which to close a lesson in formal gymnastics. For instance, if pupils are in a formation that admits of immediately turning toward partners without change of formation, this may be done and any of these games then used without further rearrangement of a class. When used in this way the wrestling matches are generally determined by the winning of the best two out of three trials.

These wrestling matches and races may of course be used also for forfeits.

BALANCE WRESTLE. ;Two contestants stand each in a forward stride position, the right foot being lengthwise on a line (the same line for both contestants) and the left foot back of it, turned at right angles to the right foot with the heel touching the same line. The toes of the right feet should touch. In this position players grasp right hands. The objects of the game are to make the opponent (1) move one or both feet, or (2) touch the floor with any part of the body. A point is scored for the opponent whenever a player fails in one of these ways. After a trial has been made with the right hand and foot, the wrestle should be repeated with the left hand and foot extended, and so on alternately.

BOUNDARY TUG. ;Two lines are drawn on the floor, five feet apart. Within this space two contestants face each other, the right toes touching and each stepping backward in a strong stride position with the left foot. Both players grasp a cane or wand, and each tries to pull the other across one of the boundary lines.

HARLEQUIN WRESTLE. ;This is a one-sided wrestle between two persons. Each stands on one leg; they then grasp right hands and each tries to make the other lower his upraised foot to the ground, or touch the floor with his free hand. The opponent may not be touched with the free hand.

INDIAN WRESTLE. ;Two players lie on their backs side by side, with adjacent arms locked. The feet should be in opposite directions. At a signal the adjacent legs are brought to an upright position and interlocked at the knees. The wrestle consists in trying to force the opponent to roll over from his position.

INTERFERING. ;This is one of the hopping relays, but the shoulders may not be used in it. Two contestants fold arms, and each, while hopping on one foot, tries to make his opponent put the other foot to the floor. As neither arms nor shoulders may be used, this is done entirely by a side movement of the free leg.

KNEE AND TOE WRESTLE. ;Two players sit on a mat, facing each other. The knees should be drawn up closely and the players should be near enough together to have the toes of each touch those of the opponent. Each player passes a stick under his knees, and then passes his arms under it and clasps his hands in front of his own knees. The wrestling begins at a signal and consists in each player trying to get his toes under those of his opponent and throw him backward.

LUNGE AND HOP FIGHT. ;A circle six feet in diameter is drawn on the ground. One player takes a lunge position forward, so that his forward foot rests two feet within the circle. The second player stands in the circle on one foot with arms folded across the chest. The hopper tries to make the lunger move one of his feet. The lunger in turn tries to make the hopper put down his second foot or unfold arms. Either player is defeated also if he moves out of the circle. The lunger may use his hands and arms.

PUSH AND PULL. ;Two lines are drawn on the floor at an interval of five feet. Within these lines two players take their places with two stout sticks, canes, or wands between them, each player grasping one end of each cane. The object of the feat is to push the opponent across the boundary line behind him, or to pull him over the nearer boundary line.

The relative positions of the opponents may be reversed and the same struggle gone through back to back, still holding the canes.

This differs from Boundary Tug in the way the wands are held
and the fact of there being two wands.

ROOSTER FIGHT. ;This is an old Greek amusement. A ring six feet in diameter is drawn on the ground. Two players are placed in this, who stoop and grasp each his own ankles. In this position they try to displace each other by shouldering. The player loses who is overthrown or who loosens his grasp on his ankles.

SHOULDER SHOVE. ;For this, the players are divided into groups of five; each group marks on the ground a circle about eight feet in diameter. All five players stand within the circle. Four of them must fold their arms across the chest and hop on one foot. The object of the game is for these four players to push the fifth one, who is It, out of the circle with their shoulders. They may not use their hands. The fifth one may stand on both feet and use his arms. Should one of the hoppers place both feet on the ground or unfold his arms, he must leave the circle. The player who is It may avoid the hoppers by running and dodging. Should he be pushed out of the circle, the four hoppers are considered to have won the game.

WAND AND TOE WRESTLE. ;Two players sit on the floor with knees bent and toes touching those of the opponent. One wand is held between them, which both grasp so that the hands are placed alternately; there should be a short space in the center between the hands. The object of the tug is to pull the opponent up and over the dividing line. This is an excellent form of wand wrestle and will hold the interest of a class for months, especially if a continuous score be kept for the same contestants.

WAND TWIST. ;Two players stand and grasp at or near shoulder height a wand or cane held in a horizontal position. The object of one player is to raise or twist the wand out of the horizontal position, and of the other player to prevent this. The one who is trying to hold the wand in the horizontal position should have his hands next to each other in the center of the wand. The one who tries to twist the wand should place his hands outside of and touching those of the player who is resisting.

WAND WRESTLE. ;One player holds a wand or cane at full arm’s length above his head, the hands being at about shoulder width distant on the wand, which should be held horizontally. The other player tries to pull the wand down to shoulder height. He may pull it forward at the same time, as it may be almost impossible in some cases to lower it without this forward movement.

II. RACES

ESKIMO RACE ON ALL FOURS. ;The performers stand with hands and feet on the floor, the knees stiff, the hands clinched and resting on the knuckles. The elbows should be stiff. In this position a race is run, or rather “hitched,” over a course that will not easily be too short for the performers.

This is a game of the Eskimos, reported by Lieutenant Schwatka.

ESKIMO JUMPING RACE. ;Fold the arms across the breast with the knees rigid and the feet close together. Jump forward in short jumps of an inch or two.

This is the regular form of one of the games of the Eskimos,
reported by Lieutenant Schwatka.

III. MISCELLANEOUS FEATS

ANKLE THROW. ;This feat consists in tossing some object over the head from behind with the feet. A bean bag, book, or basket ball, is held firmly between the ankles. With a sudden jump, the feet are kicked backward so as to jerk the object into an upward throw, which should end in its curving forward over the head. It should be caught as it comes down.

ARM’S LENGTH TAG. ;Two players stand each with an arm extended at full length at shoulder level, and try to touch each other without being touched in return. This will require some rapid twisting, dodging, and bending. A touch on the extended hand does not count.

BACKSLIDING. ;The hands are placed palm to palm behind the back with the fingers pointing downward and thumbs next to the back. Keeping the tips of the fingers close to the back and the palms still together, the hands are turned inward and upward until the tips of the fingers are between the shoulders, pointing upward toward the head, and the thumbs outside.

CATCH PENNY. ;One elbow is raised level with the shoulder, the arm being bent to bring the hand toward the chest. Three or four pennies are placed in a pile on the bent elbow. Suddenly the elbow is dropped and the same hand moved downward quickly in an effort to catch the pennies before they fall to the ground.

CHINESE GET-UP. ;Two persons sit on the floor back to back with arms locked, and retaining such relative positions they try to stand upright.

COIN AND CARD SNAP. ;Balance a visiting card on the tip of the middle or forefinger. On top of the card place a dime or nickle; this should be exactly over the tip of the finger and in the middle of the card. Snap the edge of the card with a finger of the other hand, so that the card will be shot from under the coin and leave the coin balanced on the finger.

DOG COLLAR. ;Two players on hands and knees on a mat, rug, or cushion, face each other with about three feet distance between them. A knotted towel or a strap, or anything that will not chafe or cut the flesh, is thrown over both heads like a collar, being long enough to encircle the two. The head should be held well upward to prevent this from slipping off. At a signal, the players pull against each other, each trying to pull the opponent from the mat or to pull the collar from around his neck.

DOG JUMP. ;The performer holds a stick horizontally between the forefingers of his hands, pressing with the fingers to keep it from falling. Keeping the stick in this position, he should jump over it forward and then backward. The same feat may be performed by pressing together the middle fingers of the two hands without a stick and jumping over them forward and backward, as a dog jumps through curved arms.

DOT AND CARRY TWO. ;This is a spectacular feat of strength for three performers, A, B, and C. They stand in line, side by side, A standing in the center with B on his right and C on his left. He stoops down and passes his right hand behind the left thigh of B, and clasps B’s right hand. He then passes his left hand behind C’s right thigh, and takes hold of C’s left hand. B and C pass each one arm around A’s neck, and A, by raising himself gradually to a standing position, will find that he is able to lift the other two from the ground.

HAND STAND SALUTE. ;A player is required to stand on his hands with legs stretched at full length in the air, and then wriggle the feet at the ankles.

HEEL AND TOE SPRING. ;A line is drawn on the floor. The performer places his heels against this line, bends down, grasps the toes with the fingers underneath the feet and pointing backward toward the heels. He then leans forward slightly to get an impetus, and jumps backward over the line.

This same feat may be reversed. Standing in the same position, the performer toes a line and jumps over it forward.

JUG HANDLE. ;The performer places his hands across the chest, with the tips of the middle fingers touching and the elbows extending on each side like a jug handle. Another player tries to pull the arms apart, either by working at them separately or together. Jerking is not permissible; the pull must be steady.

Until one has tried this, it is surprising to find that even a strong person cannot overcome a weaker one in this position.

LAST AND FIRST. ;Place one foot immediately behind the other. On the rear foot place a small object, such as a light book, a slipper, or a small stick. With a sudden movement lift the forward foot, at the same instant hopping on the rear foot with a kicking movement forward, so as to throw the object forward beyond a given mark.

LATH AND PLASTER. ;Rub the top of the head with one hand, and simultaneously pat the chest with the other hand. Reverse the movement, patting the head and rubbing the chest. Do each of these things with the hands changed, the hand that was on the chest being placed on the head, and vice versa.

PICK ME UP. ;The performer is required to stand against the wall, drop a handkerchief at his feet, and without bending the knees stoop and pick up the handkerchief.

PICK UP AND PUSH UP. ;A line is drawn about two feet from a wall, which is toed by the performer, facing the wall. Between the line and the wall is placed a stool directly in front of the performer. The player leans forward, puts the top of his head against the wall, picks up the stool with his hands, and pushes himself backward to an upright position, getting an impetus from the head only, and lifting the stool as he does so.

PINCUSHION. ;On a chair having a cane or rush or wooden bottom a pin is stuck on the edge of the seat, or just under the edge, well around on one side toward the back. The performer starts sitting in the chair, and without leaving it, or touching his hands or feet to the floor, must reach around so as to remove the pin with his teeth.

PRAY DO. ;A line is marked on the floor. The performer stands with his toes on the line, and without using his hands or moving his feet, kneels down and gets up again.

RABBIT HOP. ;This should be done on a soft mat or cushion. The performer kneels; then sits back on the heels and grasps the insteps with his hands. From this position he leans suddenly forward, and while doing so pulls the feet up from the floor. In the instant that his weight is released, he hitches forward on the knees, the two knees moving forward alternately.

ROTARY. ;Raise both arms above the head. Move both with a rotary motion in opposite directions, describing a circle in the air, with the right hand moving forward and with the left moving backward simultaneously.

Extend both arms in slanting position downward from the shoulders, elbows straight. Describe circles in the air with both arms, the hands at about the level of the hips, the right turning forward and the left backward.

“RUBBER NECK.” ;In this feat a kneeling performer is required to pick a card up from the floor with his teeth, both hands being behind his back. The card is placed in front of him at the length of his forearm and hand from one knee. This distance is measured by placing the elbow against the knee and stretching the forearm and the hand at full length on the floor; the point which the middle finger reaches is the point at which the card must be placed. The card has the ends folded down so as to rest like a small table on the floor. The nearer edge of it must rest on the line determined as above specified.

SCALES. ;Hold a weight out at arm’s length for a given time.

SIAMESE TWINS. ;Two players (two boys or two girls), of about the same height and weight, stand back to back and lock arms. The object is to walk in one direction, using first the legs of one player and then those of the other. This may be done by one player moving his feet forward slightly. This is accomplished by both bending the knees, and the player on the side toward which progress is to be made sliding his feet forward. Bracing his feet in the new position, he straightens his entire body upright, drawing the rear player after him until both are in the same relative position as at the start. This constitutes one step, and is repeated over as long a distance as may be specified or desired.

SKIN THE SNAKE. ;This is a feat for several performers ;from five to fifty or more, and is suitable for the gymnasium. The players stand in a line, one behind another, with a short distance between. Each player bends forward and stretches one hand backward between his legs, while with the other hand he grasps that of the player in front, who has assumed the same position. When all are in position, the line begins backing, the player at the rear end of the line lying down on his back, and the next player walking backward astride over him until he can go no farther, when he also lies down with the first player’s head between his legs. This backing and lying-down movement continues until all the players are lying in a straight line on the floor. Then the last one to lie down gets up and walks astride the line toward the front, raising the man next behind him to his feet, and so on until all again are standing in the original position. The grasp of hands is retained throughout.

It hardly need be said that this game is of Chinese origin. It
makes a very funny spectacle, especially if done rapidly.

STOOPING PUSH. ;Draw a line on the floor. Toe it with the feet spread wide apart. Reach around outside of the legs and grasp a light dumb-bell or other object of similar weight with both hands; throw or slide it forward on the floor from between the feet, the hands being kept together throughout. The object is to see how far the dumb-bell may be thrown without the player losing his balance.

TANTALUS. ;The left foot and leg and left cheek are placed close against the wall. The right foot is then slightly lifted in an effort to touch the left knee. Having reached it, the position should be steadily maintained for a few moments.

THUMB SPRING. ;This is similar to the Wall Spring, but differs both in method of execution and in general difficulty. The performer places the inner side of the thumbs against a wall, or the edge of a table or window sill may be used. No other part of the hands should touch this surface. The feet should then be moved as far backward as possible. The body will then be leaning forward; and from this position, without any movement of the feet, a sudden push should be made from the thumbs, the object being to recover the upright position. It is well to begin with a slight distance and work up to a greater one.

WALL PIVOT. ;One foot is placed against a wall at about the height of the knee. The other foot is thrown over it, the body making a complete turn in the air, so that the free foot may touch the ground in time to sustain the weight before a tumble. Thus, if the right foot be placed against the wall, the left leg will be thrown over it and the body turned over toward the right, the left foot being replaced on the floor to receive the weight. This is usually easier if done with a short run, and is best practiced on a thick gymnasium mattress.

WALL SPRING. ;The performer should stand facing a wall and a short distance from it. Keeping his feet in one spot, he should lean forward and place the palms of his hands flat against the wall; from this position he should then make a sudden push and spring backward to an upright position. With some practice, this may be done with a very considerable distance between the feet and the wall.

WOODEN SOLDIER. ;The arms are folded across the chest. In this position the performer is required to lie down on the back and rise again to an upright standing position, without assistance from either hands or elbows.

WRIGGLE WALK. ;The performer stands with heels together and toes pointed outward. Simultaneously he raises the right toes and the left heel, and turns them toward the same direction, the right toes inward and the left heel outward, pivoting on the opposite toe and heel. This is then reversed, so as to continue progress in the same direction. Resting on the toes and heel just moved, he lifts the opposite ones; that is, the left toes moving outward, the right heel moving inward, and so progresses for a specified distance.

IV. FORFEITS

Many of the things described in the previous section of this
chapter may be used as forfeits.

Forfeits are used in many games as a penalty for failure, and may be an occasion for much merriment. The usual method of collecting and disposing of the forfeits is for each player when he fails, to deposit with some one person designated for the purpose some article which shall serve to identify him when the penalties are assigned. This may be a ring, some small article from the pocket, a bonbon, a pebble, or flower, a bit of ribbon, or other ornament of dress.

When the game is over, the forfeits are redeemed. For this purpose one player is chosen as the judge, who is seated. Behind him stands a player who takes one article at a time from the pile of collected forfeits, holds it over the head of the judge so that he may not see it, and says, “Heavy, heavy hangs over thy head.”

The judge then asks, “Fine or superfine?” (meaning, boy or
girl?)

The holder answers, “Fine,” if a boy, and “Superfine,” if a
girl, and adds, “What must the owner do to redeem it?”

The judge then pronounces sentence. Part of the sport of this
imposing of penalties for forfeits is the ignorance of the
judge as to who is the owner of the forfeit.

The following penalties are appropriate for the paying of
forfeits, and many of the feats previously described are also
suitable.

The practice of forfeits is prehistoric, and is thought to have originated in the custom of paying ransom for immunity from punishment for crimes. As used in games of later years, the main object has been to make the offender ridiculous.

AFFIRMATIVE, THE. ;A player is required to ask a question that cannot be answered in the negative. The question is, “What does y-e-s spell?”

BLARNEY STONE. ;The player is required to pay a compliment to each person in the room in turn.

BLIND WALTZ. ;Two players are blindfolded and told to waltz together.

CHEW THE STRING. ;Two bonbons are wrapped in paper and tied each to a piece of string six yards in length. These are placed on the floor at a distance from each other, the free end of each string being given to one of the two players who are assigned to this penalty. At a signal, each player puts his piece of string in his mouth, and with hands behind back chews rapidly at the string, trying to get it all into the mouth. The one who first gets to his piece of candy is rewarded by having both pieces.

CONSTANTINOPLE. ;The player is required to “Spell Constantinople, one syllable at a time.” As soon as he gets to the letter “i,” all of the other players shout the following syllable, “No!” The speller naturally thinks that he has made a mistake, and commences again. Each time that he gets to the letter “i,” the same cry of “No” is made, and the poor victim may become very much confused, and doubt his own memory as to spelling before he discovers the trick.

CORDIAL GREETING, A. ;This penalty is imposed upon two players at once. They are blindfolded and led to opposite corners of the room. They are then told to go toward each other and shake hands.

CRAWL, THE. ;The player is required to leave the room with two legs and come back with six. He does this by bringing a chair with him when he returns.

DANGEROUS POSITION, A. ;The player is required to sit upon the fire. This is done by writing the words “the fire” on a slip of paper, and then sitting on it.

ENNUI. ;The player is required to yawn until he makes some one else yawn.

FOOTBALL. ;A ball the size of an orange is made of crumpled paper. It is placed on the floor, and the player is required to stand at a point three times the length of his foot from the ball. From this point he is required without bending the knees to kick the ball out of the way.

FORUM, THE. ;The player is required to make a speech on any subject assigned by the judge.

FOUR FEET. ;The player is required to put four feet against the wall. He does this by placing the feet of a chair against the wall.

GRASSHOPPER. ;The player is required to hold one foot in his hand and hop on the other around the room.

HAND-TO-HAND. ;A player is given some small article to hold in each hand, such as a flower or lead pencil, and required to stretch both arms at full length sideways, the right arm to the right and the left arm to the left. He is then required to bring both articles into one hand without bending shoulders or elbows; or, to state it differently, without bringing the hands any nearer together. This may be done by placing one of the objects on a table with one hand, turning around, and picking it up with the other hand.

HAYSTACK. ;A player is required to make a pile of chairs as high as his head, and then take off his shoes and jump over them. (Jump over the shoes.)

HOTTENTOT TACKLE. ;The player is required to cross the arms and grasp the left ear with the right hand and the nose with the left hand. He is then suddenly to release the grasp and reverse the position of the hands, grasping the right ear with the left hand and the nose with the right hand. This should be repeated several times in quick succession.

INSIDE AND OUT. ;The player is required to kiss a book inside and outside without opening it. He accomplishes this seemingly impossible task by taking the book out of the room, kissing it there, coming back, and kissing it again inside the room.

JINGLES. ;The player is given two pairs of rhymes and required to write a verse of four lines ending with the prescribed rhymes. This same forfeit may be imposed on several different players at once, an added interest arising from comparison of the finished verses.

KNIGHT OF THE RUEFUL COUNTENANCE. ;This requires two players, one who is assigned to be the knight and the other to be the squire.

The squire takes the knight by the arm and leads him before each lady present. The squire kisses the hand of each lady in turn, and after each kiss carefully wipes the knight’s mouth with a handkerchief. The knight must display his grief at the loss of so many opportunities by preserving throughout an unsmiling countenance.

LITTLE DOG TRAY. ;The player is required to crawl under the table on all fours and bark like a dog.

LITTLE GERMAN BAND, THE. ;Three or four players are told to imitate a little German band, each being required to represent a certain instrument, and all to join in rendering some popular air, which should be assigned.

LITTLE SUNSHINE. ;The player is required to walk around the room and bestow a smile on each person in turn.

LUNCH COUNTER. ;An apple is suspended at head height on the end of a string from a chandelier or portiere pole. The delinquent player is required to walk up to the apple and take a bite from it without help from the hands. For obvious reasons, only one person should be allowed to bite at an apple.

MOODS. ;The player is required to laugh in one corner of the room, to sing in the second corner, to cry in the third, and to whistle or dance in the fourth.

NEGATIVE SIDE, THE. ;The player is required to answer “No” to a question put to him by each member of the company in turn. This may be made very funny if he be required, for instance, thereby to express dislike for his favorite occupations or friends.

PILGRIMAGE TO ROME, A. ;The judge announces that the player who is to redeem this forfeit is about to make a pilgrimage to Rome, and requests that each member of the company give him something to take on his journey. The pilgrim is then required to pass around the room while each person, in turn, presents him with some article, the more inappropriate or difficult or cumbersome to carry the better. These may consist, for instance, of a small chair, a sofa pillow, a house plant, a big basket, a lunch consisting of a nut, etc. These must all be carried at once, and when all have been collected, the pilgrim must make one entire round of the room before laying any of them down.

SAFETY POINT. ;The player is required to put one hand where the other cannot touch it. He does this by placing the right hand on the left elbow, or vice versa.

SO NEAR AND YET SO FAR. ;Two players are required to stand upon an open newspaper in such a manner that they cannot possibly touch one another. They will find the solution of the problem in placing the newspaper over the sill of a door, and then closing the door between them.

SPOON FOOD. ;Two players are blindfolded and seated on the floor, each with a large towel or napkin pinned around the neck like a bib. Each is then given a bowl filled with corn meal or flour, and a spoon. When all is ready, the two players are told to feed each other. This forfeit makes as much sport for the rest of the company as for those engaged in its performance.

THREE QUESTIONS. ;The delinquent player is sent out of the room. While he is gone, the remaining players decide on three questions, to which he must reply “Yes” or “No” before he knows what the questions are. When he returns, he is asked if he will answer the first question with “Yes” or “No.” Having made his choice, the question is then repeated to him, often resulting in much laughter from the incongruity of the answer. The other questions are answered in the same way.

TIDBIT. ;The player is required to bite an inch off the poker. He does this by holding the poker about an inch from his face and making a bite at it.

TOAST OF THE EVENING, THE. ;The player is required to propose his or her own health in a complimentary speech about himself or herself.

UMBRELLA STAND. ;A closed umbrella or a cane is held upright on the floor by pressing on the top of it with the forefinger. The player is then required to release his hold, to pirouette rapidly, and snatch the umbrella before it falls to the ground.

VERSE LENGTHS. ;The player is required to repeat a verse or jingle, stating the number of the word after each word. For example: ;

“Yankee, one, Doodle, two, went, three, to, four, town, five,” etc.

WALKING SPANISH. ;The player is given a cane or closed umbrella. He rests this on the floor, places both hands on top of it, and then rests his forehead on the hands. While in this position, he is required to turn around three times, then suddenly stand with head erect, and walk straight ahead.

ZOO, THE. ;The player is required to imitate a donkey or any other animal.