summaryrefslogtreecommitdiff
diff options
context:
space:
mode:
-rw-r--r--.gitattributes3
-rw-r--r--16599-8.txt6067
-rw-r--r--16599-8.zipbin0 -> 87063 bytes
-rw-r--r--16599-h.zipbin0 -> 528121 bytes
-rw-r--r--16599-h/16599-h.htm6767
-rw-r--r--16599-h/images/imagep028.jpgbin0 -> 70188 bytes
-rw-r--r--16599-h/images/imagep033.jpgbin0 -> 69108 bytes
-rw-r--r--16599-h/images/imagep046.jpgbin0 -> 20187 bytes
-rw-r--r--16599-h/images/imagep049.jpgbin0 -> 29523 bytes
-rw-r--r--16599-h/images/imagep050.jpgbin0 -> 56882 bytes
-rw-r--r--16599-h/images/imagep052.jpgbin0 -> 181912 bytes
-rw-r--r--16599-h/images/imagep077.jpgbin0 -> 43735 bytes
-rw-r--r--16599.txt6067
-rw-r--r--16599.zipbin0 -> 87058 bytes
-rw-r--r--LICENSE.txt11
-rw-r--r--README.md2
16 files changed, 18917 insertions, 0 deletions
diff --git a/.gitattributes b/.gitattributes
new file mode 100644
index 0000000..6833f05
--- /dev/null
+++ b/.gitattributes
@@ -0,0 +1,3 @@
+* text=auto
+*.txt text
+*.md text
diff --git a/16599-8.txt b/16599-8.txt
new file mode 100644
index 0000000..557242e
--- /dev/null
+++ b/16599-8.txt
@@ -0,0 +1,6067 @@
+The Project Gutenberg eBook, School, Church, and Home Games, by George O.
+Draper
+
+
+This eBook is for the use of anyone anywhere at no cost and with
+almost no restrictions whatsoever. You may copy it, give it away or
+re-use it under the terms of the Project Gutenberg License included
+with this eBook or online at www.gutenberg.org
+
+
+
+
+
+Title: School, Church, and Home Games
+
+
+Author: George O. Draper
+
+
+
+Release Date: August 26, 2005 [eBook #16599]
+
+Language: English
+
+Character set encoding: ISO-8859-1
+
+
+***START OF THE PROJECT GUTENBERG EBOOK SCHOOL, CHURCH, AND HOME GAMES***
+
+
+E-text prepared by David Garcia, Jeannie Howse, and the Project Gutenberg
+Online Distributed Proofreading Team (https://www.pgdp.net/)
+
+
+
+Note: Project Gutenberg also has an HTML version of this
+ file which includes the original illustrations.
+ See 16599-h.htm or 16599-h.zip:
+ (https://www.gutenberg.org/dirs/1/6/5/9/16599/16599-h/16599-h.htm)
+ or
+ (https://www.gutenberg.org/dirs/1/6/5/9/16599/16599-h.zip)
+
+
+
+
+
+SCHOOL, CHURCH, AND HOME GAMES
+
+Compiled by
+
+GEORGE O. DRAPER
+
+Secretary for Health and Recreation
+County Work Department of the
+International Committee of
+Young Men's Christian Associations
+
+COMMUNITY RECREATION
+Rural Edition
+
+Association Press
+New York: 347 Madison Avenue
+
+1923
+
+
+
+
+
+
+ DEDICATED TO MY FATHER
+
+ HERBERT EDWARD DRAPER
+
+ _whose happy contact with the folks of the country,
+ through his duties as a County official, won for him
+ their esteem; who found recreation in the open
+ country, where the birds, the flowers, and all wild
+ life were his friends and reflected their charm in the
+ life he lived--simple, happy, friendly--true to
+ himself, his family, his neighbors, and his God._
+
+
+
+
+CONTENTS
+
+
+PART I. GAMES FOR SCHOOLS
+
+CHAPTER PAGE
+
+ FOREWORD vii
+
+ I. SCHOOL ROOM GAMES for Primary Pupils 1
+
+ II. SCHOOL ROOM GAMES for Intermediate Pupils 8
+
+III. SCHOOL ROOM GAMES for Advanced and High School Pupils 16
+
+ IV. SCHOOL YARD GAMES for Primary Pupils 24
+
+ V. SCHOOL YARD GAMES for Intermediate Pupils 27
+
+ VI. SCHOOL YARD GAMES for Advanced and High School Pupils 37
+
+
+PART II. SOCIABLE GAMES FOR HOME, CHURCH, CLUBS, ETC.
+
+ I. GAMES FOR THE HOME 44
+
+ II. ICE BREAKERS FOR SOCIABLES 55
+
+III. SOCIABLE GAMES FOR GROWN-UPS 59
+
+ IV. SOCIABLE GAMES FOR YOUNG PEOPLE 67
+
+ V. TRICK GAMES FOR SOCIABLES 73
+
+ VI. STUNT ATHLETIC MEET 83
+
+VII. COMPETITIVE STUNTS 88
+
+
+PART III. OUTDOOR GAMES
+
+ I. OUTDOOR GAMES FOR OLDER BOYS AND YOUNG MEN 94
+
+ II. OUTDOOR GAMES FOR BOYS 103
+
+III. GAMES OF STRENGTH 110
+
+
+PART IV. GAMES FOR SPECIAL OCCASIONS
+
+ I. GAMES AT DINING TABLE 113
+
+ II. A COUNTY FAIR PLAY FESTIVAL 119
+
+III. GAMES FOR A STORY PLAY HOUR 123
+
+ IV. AN INDOOR SPORTS FAIR 127
+
+ V. RACING GAMES FOR PICNICS 132
+
+
+
+
+FOREWORD
+
+
+We should all be prospectors of happiness. There are those who discover
+it in the solitudes of the mountains where freedom is breathed in the
+air that touches the lofty peaks. Others find it in the depths of the
+forest in the songs of the birds, of the brook, of the trees. Most of
+us must find it in the daily walks of life where the seeking is
+oft-times difficult. Nevertheless, there it is in the manufactured
+glory of the city, in the voices of children, and in the hearts and
+faces of men.
+
+Happiness becomes a habit with some; with others it is a lost art. Some
+radiate it; others dispel that which may exist. Happiness can be
+produced by means of exercising certain emotions, by causing
+experiences which allow instinctive expression; the song, the dance,
+the game are examples.
+
+ All enjoyed activity may be classified as play.
+ Play is that which we do when free to do as we like.
+ Play produces happiness.
+
+Work is the highest form of play. The great artist is playing when his
+imagination finds expression on the canvas in color. If he did not love
+to paint he would never have become a great artist. The engineer is
+playing when he produces the great bridge; the financier when he
+masterfully organizes his capital.
+
+The imagination of the child leads him into all kinds of adventure. He
+becomes the engineer on the locomotive; he becomes the leader of the
+circus band; he is a great hunter of terrible beasts; an Indian, a
+cowboy, and a robber. In fact, he tries his hand at all those careers
+which interest him, and we call it play, or may even call it nonsense.
+In fact, some think play is but nonsense.
+
+Play is the expression, the exercising of the imagination. Should the
+child be denied the privilege of play, should its visions never find
+expression, should its mental adventures fail to find adequate physical
+experience, a great musician, a great engineer, a great statesman, or a
+master of some great art may be sacrificed.
+
+Play is not only essential to the child, but, as Joseph Lee says, play
+_is_ the child. The natural environment of the child is a play
+environment; if we are to lead the child or educate the child we have
+first to enter into his environment and into fellowship with him
+therein, and adapt our methods to that environment. The processes of
+education which have taken to themselves those things which are natural
+to children will meet deserved success. The schoolroom, the Sunday
+school room, or home in which a play atmosphere is experienced, small
+though this experience may be, is operating on a sound basis. Play is
+nature's method of education. As a kitten in chasing the leaves in the
+road is playing, it is also learning to catch the bird or the mouse
+essential for the maintenance of life. So the child, by nature, learns
+to live by play.
+
+Activity is life. Directed activity means directed life. The body is
+but the means of activity and is developed only in accord with the
+activity demands of the individual. Character is but the trend of the
+activities of an individual. So the activities are more the individual
+than is the flesh and bone which we see.
+
+If we recognize that in play the child is under the tutorship of
+nature, we should seek to encourage rather than discourage the process.
+By directing the play we are training for life--yes, more, we are
+creating life.
+
+As play creates in the child, it re-creates in the adult. Activity is
+essential to growth. Having attained physical growth, the adult does
+not demand as much physical activity as does the child and as years
+increase the tendency toward physical activity decreases. There is real
+danger in this becoming too meager to maintain efficiency, and we
+recognize more and more the necessity for vacation periods when some of
+the old spirit of play or of joyful activity may be indulged in and a
+re-creation process be set up. This recreation is simply reawakened
+activity, making for greater abundance of life.
+
+The spirit of play and the spirit of youth travel hand in hand. If we
+allow the spirit of play to depart from our life, we lose our grip upon
+life itself. Every man and woman should cultivate and vigorously
+maintain a play spirit. This might be done through some hobbies, games,
+or art into which they can throw themselves with abandon for periods of
+time, frequent, if brief. They should thoroughly enjoy the experience.
+For the wealthy, to whom all things are possible, this may be hard to
+find. To those of limited means and of little free time, opportunity is
+more abundant. To them joy shines forth from even the so-called
+commonplace things of life.
+
+The joy on the faces of those who are playing games, the merry
+laughter, the jest, the shouting, place this type of activity on a
+pinnacle among those producing happiness.
+
+This volume has been prepared, in order that the young and old may find
+greater opportunity for joyful activity, and experience the good
+fellowship, the kindly feeling, the exhilaration and life resulting
+from playing games, and that those fundamental agencies of
+civilization, the Church, the school, and the home, may be better
+equipped to serve mankind and to add to the sum of human happiness.
+
+
+ACKNOWLEDGMENT
+
+This collection of games has been selected from material sent in to the
+author, by Y.M.C.A. Physical Directors, playground directors, and
+school and college athletic directors, to which has been added some
+original material and games that have been seen by the author in his
+travels about the country.
+
+
+
+
+BIBLIOGRAPHY
+
+The author would suggest the following books on games:
+
+ GAMES FOR THE PLAYGROUND, HOME, SCHOOL AND GYMNASIUM, Jessie
+ Bancroft, Macmillan Co., N.Y.
+
+ GAMES FOR EVERYBODY, Hofmann, Dodge Publishing Co., N.Y.
+
+ SOCIAL GAMES AND GROUP DANCES, Elsom and Trilling, J.B. Lippincott
+ & Co., Philadelphia.
+
+ ICEBREAKERS, Edna Geister, The Womans Press, N.Y.
+
+ SOCIAL ACTIVITIES, Chesley, Association Press, N.Y.
+
+ PLAY, Emmett D. Angell, Little, Brown & Co., Boston.
+
+ HANDBOOK FOR PIONEERS, Association Press, N.Y.
+
+ CAMP AND OUTING ACTIVITIES, Cheley and Baker, Association Press,
+ N.Y.
+
+ COMMUNITY RECREATION, Draper, Association Press, N.Y.
+
+
+
+
+Part I
+
+GAMES FOR SCHOOLS
+
+
+CHAPTER I
+
+SCHOOLROOM GAMES
+
+For Primary Pupils
+
+
+Cat and Mouse
+
+One pupil is designated to play the role of cat, another that of mouse.
+The mouse can escape the cat by sitting in the seat with some other
+pupil. Thereupon that pupil becomes mouse. Should the cat tag a mouse
+before it sits in a seat, the mouse becomes cat and the cat becomes
+mouse, and the latter must get into a seat to avoid being tagged.
+
+
+Aviation Meet
+
+Three pupils constitute a team. Two are mechanicians, one the aviator.
+Each team is to have a piece of string about 25 feet long, free from
+knots. A small cornucopia of paper is placed upon each string. The
+mechanicians hold the ends of the string while the aviator, at the
+signal to go, blows the cornucopia along the string. The string must be
+held level by the mechanicians. The aviator first succeeding in doing
+this, wins for his team.
+
+
+Button, Button
+
+The pupils sit or stand in a circle with their hands in front of them,
+palms together. The one who has been selected to be "It" takes a
+position in the center of the circle, with his hands in a similar
+position. A button is held between his hands. He goes around the circle
+and places his hand over those of various individuals, dropping the
+button into the hands of one. He continues about the circle, still
+making the motions of dropping the button in the hands of others, so as
+to deceive those making up the ring. After he has taken his place in
+the center of the circle, those in the ring endeavor to guess into
+whose hands he has dropped the button, the one succeeding in doing this
+takes the button and continues the game.
+
+
+Bee
+
+Some object is determined upon for hiding, such as a coin, a button, a
+thimble, etc. A pupil is sent from the room. During his absence the
+object is hidden. Upon his return the children buzz vigorously when he
+is near to the object sought and very faintly when he is some distance
+away. The object is located by the intensity of the buzzing.
+
+
+Hide in Sight
+
+In this game all of the pupils except one are sent from the room. The
+one left in the room hides a coin, or some similar object, somewhere in
+plain sight. It must be visible without having to move any object. When
+hidden, the rest of the pupils are called back and start the search.
+When a pupil finds the coin, after attempting to mislead the others by
+continuing his search in different quarters, he returns to his seat
+without disclosing its whereabouts. As it is found by others, the group
+of seekers will gradually diminish until there is but one left. When he
+finds it, the coin is again hidden by the one first finding it.
+
+
+Colors
+
+A certain color is determined upon. Each pupil in turn must name some
+object which is of that color. Failing to do this he goes to the foot
+of the line, provided some one beyond him can think of any object of
+that color. If no more objects can be thought of, a new color is
+selected.
+
+
+I See Red
+
+One pupil is given the privilege of thinking of some object in the
+room, of which he discloses the color to the rest of the pupils. For
+example, if he sees a red apple he says, "I see red." Thereupon the
+other pupils endeaver to guess what red object in the room is thought
+of. The one succeeding, next selects the object to be guessed.
+
+
+Hide the Clock
+
+This is a good quiet game for the schoolroom. A loud ticking clock is
+necessary for the game. All of the pupils are sent from the room. One
+of their number is selected to hide the clock. The others, upon coming
+back, try to locate it by its ticking. The one succeeding has the
+privilege of next hiding the clock.
+
+
+Poison Seat
+
+The children all endeavor to shift seats at the clapping of the hands
+of the teacher. Have one less seat than pupils, so that one may be left
+without a seat. This can be arranged by placing a book on one seat and
+calling this "Poison Seat." The child sitting on this seat is
+"poisoned" and out of the game. Add a book to a seat after each change,
+so as to eliminate one player each time. The one left after all have
+been eliminated, wins the game. Should the teacher clap her hands twice
+in succession, that is the signal for all of the pupils to return to
+their own seats.
+
+
+Aisle Hunt
+
+Some object--a coin will do--is selected to be hidden. The children of
+one of the aisles leave the room, the others determine upon a hiding
+place and hide the coin in plain sight. Those out of the room are
+called back and look for the hidden object. As soon as it is found, the
+first one finding it goes to his seat and calls, "First." He is not to
+call until he is actually in his seat. The second one to find it
+returns to his seat and calls, "Second," and so on until it has been
+found by all in the aisle. If there are six aisles in the room, the
+occupants of the first six seats in the aisle seeking the hidden object
+determine which aisle leaves the room next. For illustration,--if the
+pupil in the second seat is the first one to find the object, then the
+second aisle of the room will be the one to leave the room for the next
+hunt. Likewise if the pupil of the third seat is the first to find the
+object, the third aisle will be the one which next has the privilege of
+enjoying the hunt. If there are more pupils in the aisle than there are
+aisles in the room, the pupils in the last seats do not count.
+
+
+New Orleans
+
+The pupils of the room are divided into two groups. One side decides
+upon some action it will represent, such as sawing wood, washing
+clothes, etc., and thereupon represents the action. The other group has
+five chances to guess what the first group is trying to represent.
+Failing to do this, they must forfeit one of their players to the
+second group and the same side again represents an action.
+
+When a group presents an action to the others, the following dialogue
+takes place:
+
+ First Group: Here we come.
+ Second Group: Where from?
+ First Group: New Orleans.
+ Second Group: What's your trade?
+ First Group: Lemonade.
+ Second Group: How is it made?
+
+The first group then represents the action.
+
+
+Birds Fly
+
+This is an attention game. The teacher stands before the class and
+instructs them that if she mentions some bird or object which flies and
+raises her arms sideward, imitating the flapping of the wings of a
+bird, the pupils are to follow her example. But if she mentions some
+animal or some object which does not fly, she may raise her arms
+sideward and upward, imitating the flying position, but the pupils are
+not to follow her example. If they are caught doing so, they must take
+their seats. For example,--the teacher says, "Owls fly". Thereupon she
+and all the children raise their arms sideward and upward. She says,
+"Bats fly" and raises her arms. She next says, "Lions fly" and raises
+her arms, thereupon the pupils are supposed to keep their arms at their
+sides.
+
+
+Music Rush
+
+A march is played on the piano and the children march from their seats
+in single file around the room. As soon as the music stops, all rush to
+get into their seats. The last one in, must remain in his seat during
+the second trial. If there is no piano in the room, drumming on the top
+of a desk will do as well.
+
+
+Change Seat Relay
+
+The teacher claps her hands. This is the signal for all to shift one
+seat back. The one in the rear seat runs forward and sits in the front
+seat. The first aisle to become properly seated wins one point. Again
+the hands are clapped and the pupils shift one seat back, and the one
+then at the rear runs forward and takes the front seat and so the game
+continues until all have run forward from the back seat to the front.
+The aisle scoring the largest number of points wins.
+
+
+Charlie over the Water
+
+This is an old game and is always popular. The children form a ring,
+joining hands. One is selected to be "It" and takes his place in the
+center. Those in the ring then dance around, singing,
+
+ "Charlie, over the water,
+ Charlie, over the sea,
+ Charlie, catch a blackbird,
+ But can't catch me."
+
+Having completed these lines, they all assume a stooping position
+before "Charlie," who is "It," can tag them. If he succeeds in tagging
+one, that one takes his place in the circle and the game continues.
+
+
+Tap Relay
+
+The pupils of each aisle constitute a team. All bend their heads
+forward, placing their faces in the palms of their hands on the top of
+the desk. At the signal to go, given by the teacher, the one in the
+last seat in each aisle sits up, claps his hands and taps the back of
+the one in front of him, which is the signal for the one in front to
+sit up, clap, and tap the one next in front of him, and so the tap is
+passed until it reaches the one in the front seat of the aisle, who,
+upon being tapped, stands up, clapping his hands above his head. The
+first to stand and clap hands above head wins the race.
+
+
+Rat-a-tat Race
+
+Similar to the preceding race with the exception that upon the signal
+to go the one in the back seat knocks with the knuckles of his right
+hand on the top of the desk a "rat-tat, rat-tat-tat," as in a drum
+beat, and then taps with the knuckles the back of the one next in front
+of him, who repeats the performance, tapping off the one in front, and
+so on. The race ends when the individual in the front seat of an aisle
+taps the "rat-tat, rat-tat-tat" and stands up.
+
+
+Bowing Race
+
+A book is handed to the pupil in the last seat of each aisle. At the
+signal to go the pupils holding the book step into the aisle at the
+right hand side of their desks, holding the books on the tops of their
+heads with both hands, and make a bow. Then returning to their seats,
+hit the book on the top of the desk and pass it on to the next one in
+front, who repeats the performance, as does every one else in the
+aisle. The one in the front seat of the aisle finishes the race by
+bowing with the book upon his head, then running forward, and placing
+the book upon the teacher's desk.
+
+
+Spin Around Race
+
+A boy is selected from each aisle to take his place at least six feet
+in front of the aisle. Upon the signal to go, the last boy in each
+aisle runs forward to the right of his desk and links his left arm in
+the right arm of the boy standing in front of his aisle, and in this
+position spins around twice, returning to his seat, and tagging off the
+boy next in front of him, who repeats the performance. The last boy in
+the aisle to spin around ends the race when he has returned to a
+sitting position in his seat.
+
+
+
+
+CHAPTER II
+
+SCHOOLROOM GAMES
+
+For Intermediate Pupils
+
+
+Initial Tag
+
+A pupil who is "It" is sent to the board. He writes thereupon the
+initial of some other pupil in the room. That pupil is to try to tag
+"It" before he can return to his seat. If successful, he becomes "It"
+and continues the game by writing some one else's initial on the board.
+
+
+Magic Music
+
+One pupil is sent from the room. Thereupon the remaining pupils hide
+some object agreed upon. The pupil sent from the room is recalled. The
+teacher or one of the pupils plays the piano loudly when the seeker
+approaches the hidden article and softly when some distance from it.
+The seeker determines the location by the volume of the music.
+
+
+Hunt the Rattler
+
+All of the players in the room are blindfolded, except one, who is
+given a tin can in which is placed a loose pebble. He is known as the
+"rattler." The blindfolded players attempt to locate and tag the
+rattler by the rattle. The one successful takes the place of the
+rattler.
+
+
+Sticker
+
+The pupils stand in a circle in the center of which is "It"
+blindfolded, holding in his hand a blunt stick about 12 or 15 inches
+long. Those in the circle dance around two or three times, so that the
+blindfolded player may not know their position. At the command "Stand,"
+given by the one blindfolded, all must stand still. Thereupon, by
+feeling with his stick, "It" tries to discern an individual in the
+ring. "It" is forbidden to use his hands, in trying to discover who the
+individual is. If he succeeds in guessing, the individual guessed must
+take his place. Otherwise he proceeds to some other individual in the
+circle whom he tries to identify.
+
+
+Name Race
+
+The pupils of each aisle constitute a team. A slip is handed to the one
+in the first seat in each row. At the signal to go, he writes his full
+name thereupon and passes it immediately to the one next behind him,
+who writes his name and passes it on. When the one in the last seat in
+the row has added his name to the slip, he rushes forward and places
+the slip upon the teacher's desk. The aisle first succeeding in
+accomplishing this task, wins.
+
+
+Frogs in Sea
+
+One pupil sits in tailor fashion in the center of the playing space.
+The others try to tease him by approaching as closely as they dare,
+calling him "Frog in the sea, Can't catch me." If the frog succeeds in
+tagging any of the other players, that player must take his place. The
+frog is not allowed to change from his sitting position in his effort
+to tag the other players.
+
+
+Corner Spry
+
+The pupils in the room are divided into four equal teams. Each team is
+assigned to a different corner. A leader stands in front of each team
+with a bean bag, cap, or ball. At the signal to start the leader tosses
+to and receives from each member of his team in turn the bean bag.
+Having received the bag from the last one in his line, he takes his
+place at the foot of the line, and the one at the head of the line
+becomes leader and proceeds to toss the ball to each member as did the
+preceding leader. The group, in which all have served as leaders and
+which successfully completes the game first, wins.
+
+
+Flag Race
+
+The pupils of each aisle constitute a team. Flags are given to the
+pupils in each front seat. On the signal to go, each pupil holding a
+flag steps out on the right hand side of the seat, runs around the
+front of his own aisle, back on the left hand side, around the rear
+seat, returning to his own seat up the right hand aisle, and hands the
+flag on to the one next behind him, who continues the race. When all
+the pupils in the aisle have circled their row of seats with the flag,
+the last one, instead of returning to his seat, runs forward and holds
+the flag above his head in front of his aisle. The one first succeeding
+in reaching the front, wins the race.
+
+In this race it is often better to run two aisles at a time and thus
+avoid the possibility of pupils bumping into each other in their
+attempt to race through the aisles. In this way the various winners can
+race against each other, making an interesting contest.
+
+
+Seat Vaulting Tag
+
+A pupil is selected to be "It." He attempts to tag any other pupil in
+the same aisle in which he stands. The pupils avoid being tagged by
+vaulting over the seats. No one is allowed to run around either end.
+"It" cannot reach across the desk in his effort to tag another. He must
+be in the same aisle or tag as one is vaulting a seat. A pupil becomes
+"It" as soon as tagged.
+
+
+Jerusalem, Jericho, Jemima
+
+This is a simple game of attention. The three words in the title are
+near enough alike to require close attention on the part of the pupil
+to distinguish between them and to act accordingly. Have the pupils
+turn in their seats facing the aisle. If the teacher says "Jerusalem",
+the pupils stand. If she says, "Jericho", they raise their arms
+momentarily forward and upward. If she says, "Jemima", they sit down.
+Any child making a mistake sits in her seat and faces to the front.
+
+
+Compass
+
+An attention game. The pupils stand in the aisle beside their seats. In
+starting the game, the teacher asks them to face to the north, then to
+the south, then to the east, and to the west, so that they have the
+directions fixed in their minds. She then proceeds to tell a story or
+to make statements such as the following, "I came from the north." At
+the mention of the word "north" all the pupils must turn and face
+towards the north. "But since I have arrived in the south,"--at the
+mention of the word "south" they all turn and face the south, etc. If
+the teacher should say "wind," the pupils imitate the whistling of the
+wind; if "whirlwind" is mentioned, all must spin about on their heels a
+complete turn. Failing to do any of the required turns, the pupil takes
+his seat.
+
+
+Geography
+
+The pupils of each aisle constitute a team. Those in the front seats
+are Number 1, those next behind them, Number 2, and so on back. The
+teacher calls some number. The pupils having that number race to the
+board and write thereupon the name of some river, returning to their
+seats. The first one back wins one point for his team. The game
+continues until all the numbers have been called, the team having the
+most points wins.
+
+
+Spelling Words
+
+Have the pupils in aisle 1 face those in aisle 2, those in aisle 3 face
+4, those in aisle 5 face 6. Appoint a captain for each aisle. The
+captain of one team starts spelling a word containing more than three
+letters. The captain of the team facing his, adds the second letter,
+not knowing what word the captain of the other team had in mind. The
+second man of the first team adds a third letter; the second man of the
+second team adds a fourth, each team trying to avoid completing the
+word. The team completing the word loses one point to the other team.
+For example, the first man of team A says "g," the first man of team B
+says "o," thinking of "gold." The second man on team A says "o,"
+thinking of "goose." The second man on team B can only think of "good"
+and contributes "d," ending the word. Team A thereupon scores a point.
+The third man of team A continues the game by starting another word.
+When the ends of the aisles are reached the word, if uncompleted, is
+passed to the head of the line and continued.
+
+If there are four aisles in the room, there will be two groups playing
+at the same time; six aisles, three groups; eight aisles, four groups.
+The captains of opposing teams keep a record of the score.
+
+
+Rhymes
+
+This game stimulates quick thinking. Some one is selected by the
+teacher to start the game, and thereupon gives some word to which the
+first pupil in the aisle must give a rhyming word before the former can
+count ten. Failing to do this, the leader continues and gives a word to
+the second one in the aisle. The rhyming words are to be given before
+the leader has completed his count of ten. Then the one succeeding in
+giving the word replaces the leader.
+
+
+Clapping Song
+
+A pupil is selected by the teacher to clap the rhythm of some familiar
+air. The rest of the children in the room endeavor to guess the song
+clapped. The pupil succeeding in doing this is given an opportunity to
+clap another song.
+
+
+Indian Trail
+
+A pupil is blindfolded and placed in the front of the room. Other
+pupils, one or two at a time, are given the opportunity to stealthily
+approach the one blindfolded, in an endeavor to take some object, from
+before his feet, such as a flower pot and saucer, or a tin can with a
+loose pebble in it, without being detected by the one blindfolded. If a
+pupil succeeds in taking back the object to his seat without having
+been heard, he wins a point for his aisle. Where two pupils are sent
+forward at the same time, two similar objects must be placed at the
+foot of the one blindfolded. The aisle scoring the largest number of
+points in this way wins the game.
+
+
+Number Relay
+
+The pupils of each aisle constitute a team. They are numbered,
+beginning with the one in the first seat. The teacher describes some
+mathematical problem she desires done and calls certain numbers. All
+the pupils having those numbers rush to the board and compute the
+problem. The first back to his seat wins a point for his team, the
+aisle gaining the largest number of points wins the game.
+
+
+Multiplication Race
+
+The pupils of each aisle constitute a team. The teacher decides on a
+multiplication table which is to be placed upon the board. A piece of
+chalk is handed to the first pupil in each aisle. At the signal to go
+Number 1 goes to the board and writes the first example in the
+multiplication table thereupon. Returning to his seat, he hands the
+chalk to the one next behind him, who puts the next step in the
+multiplication table on the board, and so the race continues until the
+one in the last seat has returned to his seat, after adding his part to
+the table. The one first back to his seat wins for his aisle.
+
+
+History Race
+
+Similar to the preceding, with the exception that the pupils are
+requested to write upon the board the name of some historical
+personage or some historical event, date, etc.
+
+
+Poem Race
+
+The pupils having learned some poem may use it in a game in the
+following way:
+
+The pupils of each aisle constitute a team. At the signal to go the
+last pupil in each aisle stands up and recites the first line of the
+poem, returns to his seat and taps the one next in front of him, who
+stands up and repeats the second line of the poem, sits down and taps
+off the third pupil, who repeats the third line, and so the game
+continues. If the poem has not been completed after the one in the
+front seat has said his line, he taps the one next behind him, and that
+one is supposed to give the next line and so on back. The aisle first
+completing a poem wins the race.
+
+If the poem be a very small one, words of the poem instead of lines may
+be used. If it be a long one, verses instead of lines may be used.
+
+
+Last Man
+
+This is a good active game thoroughly enjoyed by the children. The
+teacher selects one pupil to be "It," and another to be chased. The one
+chased can stand at the rear of any aisle and say, "Last man."
+Thereupon the front pupil in that aisle is subject to being tagged by
+"It" and leaves his seat. All the other pupils in that aisle advance
+one seat and the first man chased sits down in the last seat in the
+aisle. "It" tries to tag the man who left the front seat before he can
+go to the rear of any of the aisles. Should he succeed in doing so, he
+can immediately be tagged back if he does not hurry to the rear of some
+aisle and say "Last man."
+
+(Caution: Should any child appear fatigued when "It," substitute
+another child in his place).
+
+
+Change Seats
+
+This is a good relaxation game. The teacher says, "Change seats left."
+Thereupon all the pupils shift to the seats to their left. The children
+who are in the last aisle on the left must run around the room and
+occupy the vacant seats on the right hand side. Should the teacher say,
+"Change seats right," the reverse of the proceeding is necessary. The
+teacher can also say, "Change seats front," or "Change seats rear," and
+the pupils are expected to obey the commands. Those left without seats
+must run to the other end of the room and take any seat found vacant
+there.
+
+
+Relay Run Around
+
+The pupils of each aisle constitute a team. The pupil in the last seat
+in each row, upon the signal to go, steps out in the right hand aisle,
+runs forward around the front of his row of seats, back on the left
+hand side, circling the rear seat, and sits down, touching off the next
+pupil in front of him, who repeats the performance. The aisle first
+accomplishing the run, wins.
+
+
+
+
+CHAPTER III
+
+SCHOOLROOM GAMES
+
+For Advanced and High School Pupils
+
+
+Geography
+
+The group is divided into two equal teams. A leader is chosen for each.
+The leader of Team A begins the game by giving the name of a country
+beginning with the letter "A" (Austria). The leader of Team B gives
+another country beginning with "A". The second member of Team A,
+another; the second member of Team B, another; until one of the teams
+cannot think of any more countries beginning with "A". That team last
+thinking of a country wins one point. The other members of the team can
+help their team mate, whose turn it is, by suggesting other countries.
+The member of the team failing to name a country beginning with "A",
+starts with the letter "B" and the game continues, until one team has
+won ten points. The names of rivers, mountains, states, cities, etc.,
+can be substituted for the names of countries.
+
+
+Seeing and Remembering
+
+Fifteen or twenty articles are placed upon a table under a sheet, in
+front of the pupils. The sheet is removed for a space of 10 seconds and
+the pupils are given a good chance to study the articles on the table.
+After the sheet has again covered the articles, each pupil is requested
+to write as many of the articles as can be remembered, on a sheet of
+paper. The one remembering the largest number wins.
+
+
+Definitions
+
+The teacher selects some word from the dictionary, which is written
+upon the blackboard. Each pupil then writes the definition of that word
+on a slip of paper. After this is done, the teacher compares the
+definition with that in the dictionary. The one giving the definition
+nearest like that in the dictionary wins, and gives the next word to be
+defined.
+
+
+Jumbled Words
+
+The pupils of each aisle constitute a team. Each pupil in the aisle is
+given a number. The one in each front seat is Number 1, the one behind
+him Number 2, and so on back. The teacher has prepared a different
+sentence for each aisle with just as many words in it as there are
+pupils in the aisle. One of these slips is handed to Number 1 of each
+team. Number 1 takes the first word of the sentence as his word, Number
+2 the second, Number 3 the third, and so on. When the last one in the
+aisle has learned the last word in the sentence, the slips are returned
+to the teacher. Competition can be added to this phase of the game by
+seeing which aisle can return the slip to the teacher first.
+
+When the slips have all been turned in, the teacher calls any number.
+Thereupon the pupils in each aisle having that number, go to the
+blackboard and write distinctly their word from the sentence. For
+example, the teacher calls Number 3. Number 3 of aisle 1 had the word
+"money"; Number 3 of aisle 2 "can," etc.
+
+Next the teacher calls Number 5. All the Number 5's go to the
+blackboard and write their words directly after those written by their
+previous team mate. When all the numbers have been called there is a
+jumbled sentence on the board for each aisle. The pupils of the various
+aisles then try to guess what the sentences of the other aisles are.
+Each one guessed, counts 5 points.
+
+
+Descriptive Adjectives
+
+An historical personage is selected, such as Columbus, George
+Washington, etc. The first pupil called upon must describe the subject
+with a descriptive adjective beginning with "A". The second, third, and
+fourth, etc., adding to this description by using adjectives beginning
+with the letter "A". This continues until the adjectives beginning with
+the letter "A" have been exhausted. Then the letter "B" is used and the
+game continues. It is well to change the subject after every fourth or
+fifth letter. This is a good game for adding to the vocabulary of the
+pupil. A little fun can be had by using, instead of an historical
+subject, one of the pupils of the room for description.
+
+
+Store
+
+The pupils of each aisle constitute a team. The one in the front seat
+in each aisle is Number 1, the one behind him, Number 2, etc.
+
+The teacher has a number of cards upon each of which appears a letter
+of the alphabet. The teacher holds up one of these letters so that it
+can be distinctly seen by the pupils. Number 1 of each aisle must name
+some article sold in a grocery store, beginning with the letter held up
+by the teacher. (For example,--the teacher holds up the letter "F";
+Number 1 of the second aisle calls, "Flour"). The pupil first naming an
+article of that letter is given the card containing the letter. The
+next card held up, the number 2's of each team are to name the article,
+and likewise the winner to be awarded the card. The aisle having the
+most cards at the end of the game wins.
+
+The letters can be written on the blackboard if the cards are not
+available for the game and points awarded to each winner. The game can
+also be used with birds, animals, and other subjects in place of
+articles sold in a store. This is a good game to stimulate quick
+thinking.
+
+
+Distinguishing Sounds
+
+This game is good training for the ear. Various noises, such as the
+shaking of a pebble in a tin can, in a wooden box, in a pasteboard box,
+in a large envelope; knocking on wood, on tin, on coin (as silver
+dollar), on stone, on brass, on lead,--are made. The pupils are allowed
+to guess just what the noise is caused by.
+
+
+Laugh
+
+This is a good relaxing game and one in which the practice of self
+control is a factor. An open handkerchief is tossed into the air. While
+it is in the air the pupils are to laugh as heartily as they can, but
+the instant the handkerchief touches the floor, all laughing is to
+stop.
+
+
+Guessing Dimensions
+
+The ability to measure with the eye is well worth cultivating. Each
+pupil is to guess the distance between various points indicated on the
+blackboard, the height of a door, the width and the height of a school
+desk, the height of the schoolroom, the thickness of a book, etc. Each
+of the guesses is written on a slip of paper. The pupil with the best
+guesses wins.
+
+
+Mysterious Articles
+
+An article is concealed under a cloth on the table. Each pupil is given
+an opportunity to feel the article through the cloth and guess what it
+is, educating the sense of touch.
+
+
+Distinguishing by Smell
+
+Various articles invisible to the eye, with distinctive odors, such as
+vinegar, rose, mustard, vanilla, ginger, clove, tea, coffee, chocolate,
+soap, etc., are placed before the pupil. The one able to distinguish
+the largest number of articles by the smell, wins the game.
+
+
+Art Gallery
+
+Pictures of a number of famous paintings by the masters are placed on
+exhibition. The pupil guessing the largest number of masters and
+titles, of the various pictures, wins.
+
+
+Drawing Animals
+
+The teacher whispers in the ear of each pupil the name of some animal,
+whereupon the pupil proceeds to draw that animal, each pupil being
+given the name of a different animal. Drawings are made and put on
+exhibition. All try to guess as many as possible of the animals
+represented in the drawings. The drawing securing the largest number of
+correct guesses wins for the artist.
+
+
+Historical Pictures
+
+A long sheet of paper is given to each pupil, with instructions to draw
+thereupon a picture representing some historical event. After
+completing the drawing, each paper is passed about the room. Each pupil
+writes underneath the picture what he thinks the picture represents.
+His subject is folded under, so that the next pupil to receive the
+picture cannot see what his guess has been. At the end of the game, the
+picture having the largest number of correct guesses wins.
+
+
+Train of Thoughts
+
+A word is suggested by the teacher. This is written at the top of a
+sheet of paper by each pupil. The pupil then writes beneath that word
+various thoughts that are suggested to him by the word. For instance,
+the word suggested by the teacher is "aeroplane". Pupil A has suggested
+to him by the word "aeroplane", humming. He writes that on his list.
+Humming suggests bees. Bees suggest honey; honey, clover, clover
+summer, summer swimming hole, etc. When all of the pupils have written
+fifteen or twenty thoughts which have suggested themselves to them,
+each is called upon to read his train of thoughts to the rest of the
+class.
+
+
+Bowknot Relay
+
+The pupils of each aisle constitute a team. A piece of string is given
+to each pupil in the front seat. At a signal to start each pupil with
+the string runs forward and ties it in a bowknot on some article placed
+in front of each aisle. After tying the bow, he returns to his seat and
+touches the one in the seat next behind him. Thereupon the second
+member of the team runs, unties the bowknot, returns with the string;
+and hands it to the third, who runs forward, and ties it in a bowknot,
+as did the first, and returning touches off the fourth, etc. The aisle
+in which each pupil has accomplished the required task first, wins the
+race.
+
+
+Cooking Race
+
+This is a good game for the class in domestic science. The pupils of
+each aisle constitute a team. A piece of chalk is handed to the one in
+each front seat. At the signal to go, the chalk is passed back until it
+reaches the one in the last seat in the row. Every one in the aisle
+must have handled the chalk in passing it back. Upon receiving it, the
+last one in the row runs forward to the board and writes thereupon an
+ingredient necessary in the making of cake. Returning, the chalk is
+handed to the one in the front seat and again passed back until it gets
+to the one in the next to the last seat, who rushes to the board and
+writes another ingredient necessary in cake making. And so the race
+continues. When the last pupil at the board, namely the one from the
+front seat, has written upon the board and returned to her seat, the
+race is ended. The race is won by the aisle first completing this task.
+
+
+Spelling Game
+
+The group, if numbering 40 or more pupils, is divided into two teams.
+The contestants of each team are given a different letter of the
+alphabet. The teacher gives a word. Thereupon the pupils in both teams
+whose letter occurs in the word named, run one to the front and one to
+the rear of the room, as assigned by the teacher, and take their places
+in the order in which their letter occurs in the word. When the pupils
+have taken their proper position, they call out the letters they
+represent, spelling the word. The group first accomplishing this, wins
+one point for their team. If the letter occurs twice in the same word,
+that pupil representing that letter takes his place where the letter
+first occurs in the word and shifts to the second position, so as to
+help complete the word.
+
+If the group be too small for two alphabets the game can be played by
+having but one and seeing which of the various words given is formed in
+the quickest time by the single group.
+
+
+Grammar Race
+
+The pupils of each aisle constitute a team. A piece of chalk is given
+to the one in each front seat. At the signal to go, the one with the
+chalk rushes to the board and writes the first word of a sentence on
+the board and returns to his seat, passing the chalk on to the second
+one, who writes the second word for a sentence. The third writes the
+third, and so on until a complete sentence has been written upon the
+board. The one in the last seat must complete the sentence and return
+to his seat, ending the race.
+
+Twenty-five points is awarded the team finishing first; twenty-five
+points to each team with correct spelling; twenty-five points for the
+team with the best writing; twenty-five points for the best composition
+of the sentence.
+
+
+Schoolroom Tag
+
+A three foot circle is made with a piece of chalk in the front of the
+room. Each pupil in the room is given a different number. The teacher
+selects one to be "It," who must stand at least ten feet from the
+circle and be touching a side wall. "It" calls a number. The pupil
+whose number is called tries to run through the circle in the front of
+the room and get back to his seat without being tagged by "It". The one
+who is "It" must run through the circle before he can tag the one whose
+number he called. If the pupil is tagged he becomes "It".
+
+
+Directions
+
+An attention game. Taking for granted that the pupils have a general
+knowledge of the directions of various towns or cities in their state
+or the surrounding states, the following game can be played.
+
+All are requested to stand in the aisle beside their seats. The teacher
+then proceeds to make statements or tell some story, mentioning the
+names of various cities and towns. At the mention of these the pupils
+face in the direction in which said cities or towns are located.
+Failing to turn correctly when a city is mentioned the pupil is
+required to take his seat.
+
+
+
+
+CHAPTER IV
+
+SCHOOLYARD GAMES
+
+For Primary Pupils
+
+
+Chase the Rabbit
+
+The group kneels in a circle with their hands on each other's
+shoulders. The one selected to be rabbit runs around the circle and
+tags some individual. Thereupon that individual must get upon his feet
+and run to the left around the circle. The rabbit runs to the right
+around the circle. The rabbit must tag the one who is running around in
+the opposite direction, and then both endeavor to get back to the hole
+left in the circle. The one failing to do this becomes the rabbit for
+the next play.
+
+
+Steps
+
+One of the group is selected to be "It". He stands with his back to the
+group and counts five, at the end of which he turns rapidly around. If
+he sees any of the group moving, that one seen must go back to the
+starting line. While the one "It" is counting, it is the object of the
+group to progress toward him as rapidly as possible.
+
+
+Statues
+
+This game is similar to the game "Steps," above described, excepting
+that the players standing behind "It" assume the poses of statues. "It"
+upon turning around endeavors to detect some movement on the part of
+the statues, in which case that player takes the place of "It".
+
+
+Progression
+
+The players stand behind a line. Each in turn must cover the space
+between said line and another line twenty yards distant by a manner of
+progress different from that used by any of the previous players. For
+example, the first one called upon to cover the intervening space
+between the lines walks, the second one runs, the third hops, the
+fourth crawls, the fifth walks backward, etc., and so on until all of
+the players have reached the far line. This game taxes the ingenuity of
+the last players to be called upon, as they have to initiate new
+methods of progress.
+
+
+Squirrel in Trees
+
+Players stand in groups of three--two facing one another with hands
+joined to form hollow trees, and the third within the tree hollow to
+represent the squirrel. There is also one odd squirrel outside the
+tree. The teacher or leader claps her hands, when all squirrels must
+run for other trees, and the odd squirrel tries to secure a tree, the
+one left out being the odd squirrel the next time. Players' positions
+may be reversed frequently to give all an equal chance to be squirrels.
+
+
+Shadow Tag
+
+This game is similar to ordinary tag, with the exception that "It"
+endeavors to touch or step on the shadow of one of the players.
+Succeeding in doing this, that player becomes "It".
+
+
+Handkerchief Tag
+
+A player is selected to be "It". A knotted handkerchief is given to the
+rest of the players. "It" can only tag the player holding the
+handkerchief in his hands. The players endeavor to get rid of the
+handkerchief by throwing it from one to another. Should the
+handkerchief fall upon the ground, there is no one for "It" to tag
+until it has been picked up by one of the players.
+
+
+Puss in Corner
+
+The players are distributed about the playing area, and given goals,
+such as trees, fence and building corners, etc. One player is selected
+to be "It". The other players endeavor to change places. "It" can
+either tag one of the players who is off his corner, on goal, or step
+into the goal vacated by one of the players. In the first case, the
+player tagged becomes "It"; in the second, the player left without a
+goal becomes "It".
+
+
+Back to Back
+
+This is a tag game in which "It" may tag anyone who is not back to back
+with one other player.
+
+
+Peggy in Ring
+
+A blindfolded player takes his place in the center of the group which
+has joined hands, forming a ring. The ring begins to dance around in a
+circle until "Peggy", who is blindfolded in the centre, pounds three
+times with a stick upon the ground or floor. This is the signal for
+everyone to stand still. "Peggy" then holds out the stick to some one
+in the circle. The one nearest to it must grasp the end. "Peggy" then
+asks the one at the other end three questions. The questions may be
+answered by grunts or groans and "Peggy" endeavors to guess who is thus
+answering the questions. Succeeding, the one questioned takes "Peggy's"
+place in the center of the circle and the game proceeds.
+
+
+
+
+CHAPTER V
+
+SCHOOLYARD GAMES
+
+For Intermediate Pupils
+
+
+Link Race
+
+The group is divided into two teams, and a leader appointed for each. A
+large square is marked upon the ground and the opposing teams line up
+upon opposite sides of the square behind their leader, each locking his
+arms about the waist of the man in front of him. At a signal to go both
+groups endeavor to tag the rear end of the group in front of them by
+running about the square, keeping on the lines. Should a group succeed
+in tagging the rear of the line in front, but it is found that their
+own line is broken through the effort, it does not count. But the
+broken line can be tagged by the rear of the line and it will count. So
+it is up to that part of the line which has broken loose at the rear to
+catch up with the rest of its team.
+
+
+Maze Tag
+
+All but two of the players stand in parallel lines or ranks, one behind
+the other, with ample space between each player 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. He
+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.
+
+[Illustration: _Maze Tag_]
+
+The success of the game depends largely upon the judgment of the leader
+in giving the commands, "Right (or left) face!" These 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 the 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.
+
+
+Turtle Tag
+
+One player is selected to be "It" and chases the rest. In order to
+avoid being tagged, a player may lie upon his back with both feet and
+hands off the ground.
+
+
+Roly Poly
+
+This game must be played in groups, not larger than 12. Holes are dug
+in the ground with the heels of the shoe. These holes are placed about
+6 inches apart in a line. They should be about 3 inches in diameter and
+at least one inch deep. A line is drawn 6 feet from the first hole. The
+one who is "It" must stand behind this line and roll a soft ball so
+that it will drop into one of the holes. If he misses, he continues to
+roll until he succeeds. If he succeeds, the one, into whose hole the
+ball rolls, runs forward, picks it up and endeavors to hit any other
+player from the position in which he picked up the ball. The rest may
+run in their effort to get away. Should he miss, a goose egg--(a small
+stone)--is placed in his hole. Should he succeed in hitting a player, a
+goose egg is placed in the hole of that player. The one to whom is
+awarded the goose egg is the next to roll the ball from the dead line
+in the endeavor to get it into a hole. Any player getting three goose
+eggs has to run the gauntlet, which is the name given to running
+between two lines of players while they slap at his back. The faster he
+runs the lighter the slaps. No player is allowed to hit from the front.
+
+
+Antony Over
+
+A group is divided into two teams, A and B. The game is played around a
+small building, such as a small school house or wood shed, around
+which there is free running space. To team A is given a soft ball, such
+as a tennis or yarn ball. The ball is thrown over the building to team
+B. If it is caught by one of the players of team B, the whole team
+slips around the building, all going in the same direction, and trying
+to hit with the ball some one on team A before they can get around to
+the opposite side of the building. Team A tries to escape being hit by
+dodging and running around the building to the opposite side. If a
+player is hit, he goes to B side. The teams keep their new places and B
+throws the ball over to A. If the ball is not caught, it is thrown back
+and forth over the building until caught. The team which first hits all
+of its opponents wins, or a time limit may be agreed upon and the team
+having the greatest number of players at the end of that time, wins.
+
+
+Snake and Bird
+
+Two lines are drawn in the schoolyard about fifty feet apart. The group
+is divided into two teams. The one team links hands and takes a
+position between the two lines, and the leader calls, "Birds run". The
+other team, which is lined up behind one of the lines, endeavors to run
+across the space between the two lines without being caught by the
+snake, which endeavors to circle around as many of the second team as
+it can. A record is kept of the number of boys caught. Then the other
+team becomes snake and endeavors to coil around as many of the
+opponents, when they attempt to cross the space between the lines, as
+possible.
+
+
+In and Out
+
+The group grasp hands, forming a circle. Two individuals are selected,
+one to be "It", and the other to be chased. These two are placed on
+opposite sides of the circle. Then "It" endeavors to tag the other. The
+one chased may go in and out under the hands of those forming the
+circle, cut through or run around the circle and "It" has to follow
+the same course in the pursuit. When "It" succeeds in tagging his
+partner, two other players take their places.
+
+
+Fox and Rabbit
+
+The group link hands and form a circle. Two players are selected, one
+to be "It" and the other to be chased, as in the preceding game. In
+this game, however, it is not necessary that the fox follow the same
+course the rabbit pursues, in his endeavor to tag him, but both can go
+in and out of the circle at will. The players in the circle endeavor to
+assist the rabbit and impede the fox in his chase, as much as possible.
+When the fox has caught the rabbit, two other players are selected to
+take their places.
+
+
+Chicken Market
+
+One player is selected to be a buyer, another to be the market man. The
+rest of the players are to be chickens. They stoop down in a row,
+clasping their hands under their knees. The buyer inquires of the
+market man, "Have you chickens for sale?" The market man says, "Yes,
+plenty of them". Thereupon the buyer goes along the line and examines
+the chickens. He finds one too tough, one too fat, etc., until at last
+he comes to one which suits his fancy, and he so informs the market
+man. He takes one arm and the market man takes the other and between
+them they swing the chicken back and forth. If the chicken maintains
+the grasp of its hands beneath its knees, it is accepted by the buyer
+and is led off to the home of the buyer, marked upon the ground. The
+game continues until all the chickens are sold.
+
+
+Chickidy Hand
+
+The player who is selected to be "It" interlocks the fingers of his
+hands and holds them against a post, which is known as the goal. The
+other players fold their hands in the same way and place them against
+the post. To start the game, "It" counts ten, whereupon the players
+leave the goal and "It" endeavors to tag one of them. The hands must be
+kept folded until tagged. The one tagged joins hands with "It" and
+continues with him in an effort to tag others. The players endeavor to
+keep from being tagged by the line and try to break through the line.
+Succeeding in this, the individual towards the head of the line, next
+to the break, drops out of the game. Those in the line cannot tag a
+player who has rushed in and succeeded in breaking the line until the
+line reforms.
+
+
+Pass Ball
+
+The group form a circle and are counted off in 2's. The Number 1's are
+given a ball or some other object easily tossed, at one side of the
+circle and the Number 2's a like object on the other side of the
+circle. Then 1 competes against 2 in an endeavor, by passing the object
+around the circle, to have it overtake that passed by the other team.
+When the object passed by one team has overtaken and passed that of the
+other, it counts one point and the game starts over, with the objects
+on opposite sides of the circle.
+
+
+Poison
+
+The group forms a circle, linking hands. In the center of the circle is
+placed on end a short log about a foot long. (A tall bottle may be used
+in place of the log). By it is lying a soft playground baseball or a
+yarn ball. The circle begins to rotate around the log, the object being
+to keep from knocking the club over, on the one hand, but to force some
+one else in the circle to knock it over. The instant it falls, the
+circle dissolves and all the players except the one who knocks over the
+club run, while he picks up the ball and throws it at the running
+players. If he succeeds in hitting some one, the one hit is out of the
+game. If he fails, he is out. So the game continues until but two
+players are left.
+
+
+Fox Trail
+
+[Illustration]
+
+A large circle is drawn upon the ground. This should measure from 30 to
+40 feet in radius. Another circle is drawn within this first circle and
+should have a radius 10 feet less than the first. Eight or 10 spokes
+are drawn from the center to the circumference. Where these spokes
+intercept the outer circle a small circle is drawn. These small circles
+are known as "dens". A player is placed in each one of these dens.
+Another player is known as the hunter and stands at the hub of the
+wheel. The players in the dens are known as foxes. There is to be one
+more fox than den. This odd fox can stand anywhere else on the rim,
+where he tries to get a den whenever he can. The object of the game is
+that the foxes 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 on the outer
+rim, as there is practically no risk in this. Foxes may run in any
+direction on the trail, on the spokes or on either of the rims. They
+may not turn back, however, when they have started on a given trail,
+until they have run across to the intersection of another line. If the
+hunter succeeds in tagging a fox, the two exchange places, the fox
+becoming the hunter. This is a good game to play in the snow marking
+the trails in the snow.
+
+
+Weavers Race
+
+A group forms a circle which is counted off by 2's. The Number 1's in
+the circle constitute team A, and the Number 2's team B. Two captains
+stand side by side in the circle. Each holds a small stick. At a signal
+to go both start racing in opposite directions around the circle, going
+to the rear of the first player, to the front of the second, to the
+rear of the third, etc., weaving their way in and out. When they meet
+at the further side of the circle they must join hands and spin around
+once in the circle before continuing to weave their way back and forth
+from the point in the circle from which they left. Thereupon number 1
+of A team tags the next player on his team in the direction in which he
+ran. Number 1 of B team tags the next one on his team who starts in the
+direction in which the first ran. The race continues until everyone in
+the team has completed his run around the circle in the required way.
+
+
+Circle Chase
+
+The group forms a circle and counts off by 4's. The leader takes his
+place in the center of the circle. He calls any number from 1 to 4, and
+all of the men holding that number step back and run around the outside
+of the circle to the right, endeavoring to tag the man who is running
+just ahead of him. The leader blows a whistle, which is the signal for
+the men to return to their original places in the circle, with the
+exception of those who have been tagged out. The latter are supposed to
+take a position within the circle. The leader next calls another number
+and they proceed as did the first. As the game continues, the circle
+grows smaller. The individual wins who succeeds in tagging out all
+those of his number.
+
+
+Reuben and Rachel
+
+The group forms a circle, joining hands. One of the players is
+blindfolded and placed in the center of the circle. All the rest in the
+ring dance around him until he points at some one. That one enters the
+circle and the blind man calls out, "Rachel". The other must answer,
+"Here, Reuben", and move about in the circle so as to escape being
+tagged by Reuben. Every time Reuben calls out, "Rachel", she must
+reply, "Here, Reuben", and so it goes on until she is caught. Reuben
+must guess who she is and if he guesses correctly Rachel is blindfolded
+and the game goes on as before. If not, the same individual continues
+as Reuben and he points out a new Rachel to come into the circle.
+
+
+Channel Tag
+
+The group forms a circle, faces to the right and assumes a stride
+position. The one selected to be "It" takes his place in the center of
+the circle. The others pass a ball or bean bag either backward or
+forward between their legs. The one in the center tries to capture the
+ball or bag. If he succeeds, the one last touching it must take his
+place in the center of the circle. Every one must touch the ball or bag
+when it passes by them, either forward or backward.
+
+
+Soak 'em
+
+A sock stuffed with straw is used in this game. A circle is drawn upon
+the ground. The group is divided into two teams. One team takes its
+place in the center of the circle, the other lines up around the
+circumference. Those on the outside of the ring endeavor, without
+stepping over the line, to throw and hit those within. Succeeding, the
+one hit must lie upon the ground within the ring. The others endeavor
+to avoid being hit by dodging here and there. When all of the first
+team in the ring have been hit, they take their position outside of the
+ring and throw at their opponents. The team succeeding in hitting all
+of the opponents in the _quickest_ time, wins.
+
+
+The Dummy
+
+One of the group, known as the "dummy", must take a position 30 feet in
+front of a line and stands with his back to the rest of the group. A
+soft ball is thrown at him and he endeavors to guess who hit him. If he
+succeeds, that one must take his place.
+
+
+Oriental Tag
+
+Similar to ordinary tag, except that the one "It" cannot tag any one
+who has his forehead to the ground.
+
+
+Ball Tag
+
+The one who is "It" is armed with a soft ball. He attempts to tag
+another by means of hitting him with the ball. The one who is hit
+becomes "It".
+
+
+Couple Tag
+
+Similar to ordinary tag, except that the group is arranged in couples.
+Couples must lock arms. The couple which is "It" endeavors to tag some
+other couple. If either of the men making up the "It" couple succeeds
+in tagging either man of another couple, that group is "It".
+
+
+
+
+CHAPTER VI
+
+SCHOOLYARD GAMES
+
+For Advanced and High School Pupils
+
+
+Dresden Tag
+
+The group forms a circle with at least three feet space between each
+individual in the circle. One individual is selected to be "It",
+another to be chased. Those in the circle are to place their hands upon
+their knees and assume a stooping position, as for leap frog. "It"
+endeavors to tag the individual he is to chase before said individual
+can leap over the back of any one forming the circle. Should he leap
+over the back of some one, the one over whose back he jumped is then
+subject to being tagged by "It". Should "It" tag the one chased, then
+"It" must leap over some one's back to escape from being tagged. After
+leaping over a back, the individual who made the leap takes the
+position of the one who left that place in the circle.
+
+
+Fox and Geese
+
+One player is chosen to be fox, another to be gander. The remaining
+players all stand in single file behind the gander, each with his hands
+upon 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
+stretches 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, unless the line be very long, then the last five or ten
+players may be tagged, as decided beforehand. It will be seen that the
+geese all may co-operate 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.
+
+
+Plug the Hole
+
+The players form in a circle with their legs in a stride position,
+their toes touching those of the next player. The one who is "It" takes
+his place in the centre of the circle. A partner to "It" takes his
+place on the outside of the circle. "It" is given a salt bag stuffed
+with saw dust or an old basketball cover stuffed with rags or some
+similar object. "It" endeavors to throw the stuffed bag between the
+legs of any of the players making up the circle. The players in the
+circle must keep their hands upon their knees until they see the bag
+coming towards them. They can then intercept it with their hands but
+are not allowed to move their feet. Should "It" succeed in throwing the
+bag between the legs of any player, his partner on the outside may
+capture it and endeavor to throw it back into the circle by the same
+method by which it came out, while the one between whose legs the bag
+was thrown takes "It's" place. Should "It's" partner on the outside
+succeed in throwing the ball into the circle between the legs of any
+player, that player takes the partner's place on the outside.
+
+
+Partner Swat Tag
+
+Form a circle in pairs, partners linking arms together. Two stuffed
+clubs (made by stuffing stockings with waste or rags), are placed in
+the hands of one of the couples selected to be "It". This couple runs
+about the circle and hands the clubs to another set of partners in the
+circle. Thereupon the others, receiving the clubs, chase the couple at
+their right around the circle, beating them with the clubs until they
+have reached their original place in the circle. The couple holding the
+clubs then go around the circle and hand the clubs to another couple,
+who proceed to chase the others at their right and so the game
+continues.
+
+
+Freight Train Tag
+
+The boys are divided into groups of three's. Each three line up, one
+behind the other, with their arms locked around the waist of the man in
+front. The first man in the group is the engine, and the last man the
+caboose. One man is selected to be "It", another to be chased. In order
+to avoid being tagged by "It", the man chased endeavors to hitch on the
+rear of a freight train by locking his arms around the caboose.
+Thereupon the engine, or the man at the front of the train, is subject
+to being tagged by "It" until he can hitch on to some other train.
+Those individuals making up a train endeavor to keep any one from
+hitching on to their caboose. "It", having tagged another, is subject
+to being tagged back immediately, provided he has not hitched on the
+rear of some train.
+
+
+Roll Ball
+
+The players form in a circle, grasping the hands of their neighbors.
+The one selected to be "It" takes his place in the center and is given
+a basketball or a stuffed sack, which he endeavors to kick outside of
+the ring. The players in the circle endeavor to prevent same by
+interfering with their legs. Should "It" succeed in kicking the ball
+outside the circle, the player between whose legs it went or to whose
+right it went, must take "It's" place.
+
+
+Take Away
+
+The group is divided into two teams. One team is given a ball or some
+other object which can be easily caught. The object of the game is to
+keep the ball away from the opponents as long as possible. Should the
+opponents capture the ball, they in turn endeavor to pass it among
+themselves, keeping it away from the other team.
+
+
+Red, White and Blue
+
+Two lines are marked upon the ground, about fifteen feet apart. The
+group is divided into three equal teams; one team is known as the red,
+the other the blue, and the third the white. The blue team takes its
+position between the two lines, with the red team beyond one line and
+the white beyond the other. A ball or some other soft object easily
+thrown is given to the red team. Any member of that team may try to hit
+a member of the blue team, with the ball, without stepping over the
+line. Should he succeed, it counts one point for the red. Should he
+miss and the ball go across to where the white team is stationed, any
+member of the white team endeavors to hit one of the blue and scores a
+point if successful. Should the ball fail to return to either the red
+or the white team, a member of either of those teams may run into the
+blue territory to recover it, but must return or toss the ball back to
+his team beyond the line before it is again in play. The playing time
+of the game is divided into thirds. The reds change places with the
+blues in the second third, and the whites with the reds in the last
+third. Only the team between the lines is subject to being thrown at.
+The team having the most hits to its record at the end of the game,
+wins.
+
+
+Pin Ball
+
+This game is played with the same rules as basketball, except that in
+place of the baskets a 6 foot circle is drawn in the center of each end
+of the playing space, and in the center of each circle a short flat end
+log about 14 inches long and 3 inches in diameter stands upon its end.
+Seven players constitute a team. A pin guard is placed within each
+circle, with the pin and he is the only one that is allowed to step
+inside the circle. The object of the game is to knock down the
+opponent's pin by hitting it with the ball. It is a foul to carry the
+ball or to hold an opponent. Where basketball rules are known to the
+players, use the same rules for this game. In case of a foul, a 15 foot
+line measured from the pin in the circle is used as a free throw line.
+In a free throw the guard is not allowed to interfere with the ball
+hitting the pin. A stuffed sack can be used in place of a ball in this
+game.
+
+
+Kick Ball
+
+An inflated ball about the size of a basketball is best for this game,
+but a bean bag can be used. The group is divided into two teams. One
+team is at the bat and the other in the field, arranged as in regular
+baseball with the exception that there is a short stop on both sides of
+the pitcher. The home base is marked upon the ground in form of a
+rectangle 4 feet long and 3 feet wide. The ball is tossed with an
+underhand toss, so that it passes over the base not higher than the
+level of the knee of the batter. Three strikes and four balls are
+allowed, as in baseball. Three men out retire a side. The principal
+difference is that the batter kicks the ball and may be put out by
+being hit with the ball when running between bases.
+
+
+Hand Baseball
+
+This game is like regular baseball, with the exception that a tennis
+ball or soft rubber ball is used for a ball and the hand is used for a
+bat. The pitcher throws the ball so that it bounds just in front of the
+batter. If on the bound it passes over the home plate above the knees
+and below the shoulders of the batter, it constitutes a strike. The
+home plate is marked upon the ground and is 2 feet square. The batter
+hits the ball with the open palm of his hand and runs bases, as in
+regular baseball. Four balls and 3 strikes count as in regular games.
+
+
+Last Couple Out
+
+This is an old Swedish game and one which can still be played and
+thoroughly enjoyed. The players are arranged in double file. One player
+is selected to be "It" and takes a position about 10 feet in front of
+the file, with his back to it. He calls, "Last couple out". Thereupon
+the last two in the double file run forward, one on either side of the
+line and endeavor to join hands in front of "It", without being tagged.
+"It" cannot look behind or start to chase until the last couple are on
+a line with him. The couple are allowed to circle as far out from the
+double line as they wish in their endeavor to avoid "It", and may join
+hands in any position, so long as they are in front of "It's" original
+position. Should "It" tag one of them before they have had an
+opportunity of joining hands, the one tagged becomes "It", and the one
+who was "It" unites with the extra player at the head of the double
+column. Otherwise "It" remains "It".
+
+
+Spanish Fly
+
+This is an old leap frog game. One player is chosen to be "down". The
+others follow the leader in taking frog leaps over the back of the one
+downed. At the first leap the leader says, "Spanish fly". All the
+others must repeat those words upon taking their leap. At his second
+leap, the leader says, "Handlings", and squeezes his fingers into the
+back of "Down". The others must do as he did. The leader next says,
+"Knucklings" and doubles his knuckles up on the back of "Down" in
+leaping over. The next command is "Spurrings", and the leader hits
+"Down" with the heel of his right foot in making the leap. The next
+command is "Dump the apple cart", and the leader grasps the clothes of
+the boy in going over and endeavors to pull him forward. The next is
+"Hats on deck", and the leader places his hat on the back of the boy as
+he passes over him. The next boy after the leader places his hat upon
+that of the leader and so on until all of the boys have their hats on
+the back. The next command is "Hats off deck", and the last boy to
+place his hat upon the back is the first to leap over, endeavoring to
+pick his hat off without knocking any of the others off. Should any of
+those following the leader fail in accomplishing the trick they are
+supposed to do, they become "Down" and the boy who was downed becomes
+the leader.
+
+
+Tony Says
+
+This is a good game to follow formal gymnastic exercises, maintaining
+the same formation. The players are lined up in open order upon the
+playing space. The leader asks for a number of exercises for the arms
+and legs. The players execute these upon command provided the words
+"Tony says" precede the command. For example, Tony says "Attention";
+Tony says "Raise arms to side horizontal"; Tony says "Arms down." If
+the leader fails to say "Tony says" before the command, the players are
+not to execute the command. Should a player execute the command at the
+time when he is not supposed to, he is required to run to a given point
+behind the leader and return to his original place. This is required of
+every player making a mistake.
+
+
+
+
+Part II
+
+SOCIABLE GAMES FOR THE HOME, CHURCH, CLUB, ETC.
+
+
+CHAPTER I
+
+GAMES FOR THE HOME
+
+
+These games have been selected for the use of small family groups. In
+many of them parents and children will find an opportunity for
+entertainment during the long winter evenings in the home.
+
+
+Twenty Questions
+
+This is a quiet, entertaining and instructive game. One member of the
+family is given the privilege of thinking of some specific object
+anywhere in the universe. The others endeavor to guess what that object
+is and are only allowed to ask twenty questions in doing so. The one
+who thinks of the object to be guessed, only answers the questions
+asked by yes or no. It is exceptional when the object is not guessed,
+no matter how difficult it may be, before the twenty questions have
+been asked. Example,--the King of Belgium is selected by the player.
+The first question asked by another player is, "Is it in the animal
+kingdom?" This question is answered by "Yes".
+
+ Second question: "Is it in a menagerie?"
+ Answer: "No."
+ Third question: "Is it a man?"
+ Answer: "Yes."
+ Fourth question: "Is it an historical character?"
+ Answer: "Yes."
+ Fifth question: "Is he an American?"
+ Answer: "No."
+
+And so the questions and answers continue. Any one has the privilege of
+asking a question at any time. The one who is thinking of the subject
+keeps a record of the number of questions asked. If any one has guessed
+within twenty questions, he has the opportunity of thinking of the new
+object to be guessed.
+
+
+You Know Me
+
+One of the group is given the privilege of starting the game by
+assuming he is some well known character, and makes the statement, "I
+am the man who invented the lightning rod". The others of the group
+endeavor to guess who he is. The one first guessing Benjamin Franklin
+is given the opportunity of continuing the game by assuming he is some
+other prominent character.
+
+
+Come-She-Come
+
+One member of the group is given the opportunity to select some object
+in plain sight in the room, to be guessed by the others. That
+individual says, "Come she come". Another individual says, "What does
+she come by?" The first individual answers, "By the letter----", and
+gives the first letter of the name of the object he has selected to be
+guessed. The others thereupon endeavor to guess what that object is.
+The one succeeding determines the next object to be guessed.
+
+
+Hide the Thimble
+
+All of the group leave the room, except one, who hides somewhere about
+the room a thimble. The others are then called back and endeavor to
+find it. If the thimble is hidden in a very difficult place, the one
+who hid it can inform the searchers if they are "warm" or "cold";
+"warm" indicating that they are near, "cold" that they are not seeking
+in the right place.
+
+
+Tit Tat Too
+
+A diagram similar to the illustration (Fig. 1) is drawn on a sheet of
+paper. Two players only can participate. The first player marks a cross
+in any of the spaces between the lines; the next player makes a circle
+in any other space. The object of the game is to have one of the
+players succeed in placing three of his marks in a straight line,
+vertically, horizontally, or diagonally, upon the diagram. If neither
+succeeds, a new diagram is drawn and the game continues. The player
+making the crosses has won the game in (Fig. 2) as he has three crosses
+in a line.
+
+[Illustration:
+
+ | | X | O |
+ ---+---+--- ---+---+---
+ | | | X | O
+ ---+---+--- ---+---+---
+ | | | | X
+ FIG. 1. FIG. 2.
+]
+
+
+Last Match
+
+Three piles of matches are placed upon the table. Each pile can contain
+anywhere from ten to twenty matches. The object of the game is to make
+your opponent pick up the last match, two players playing. Playing
+proceeds by each player taking up from any one pile as many matches as
+he wishes. He may take all in the pile if he so desires. Each takes
+matches in turn, endeavoring to make it so that the opponent has to
+take the last match left on the board.
+
+
+Your House, My House
+
+A piece of string about three feet long is tied to the end of a slender
+stick of about the same length. A slip knot is tied in the end of the
+string. A loop about two inches in diameter is made with the slip knot
+on the top of the table. All of the players excepting the one holding
+the stick then place the point of their index fingers on the table
+within the loop. The one holding the stick, as a fish pole says, "Your
+house" or "My house". If he says "My house", he jerks the stick
+endeavoring to capture the forefinger of any of the players. He does
+not jerk the stick when he says "Your house". He endeavors to fool the
+others by saying abruptly, "Your house", several times before saying
+"My house" and pulling the string. The player avoiding being caught
+next takes the stick.
+
+
+Catechism of States
+
+ Q.--Which is the best State for fresh pork?
+ A.--New ham, sure.
+
+ Q.--Which is the best for an early summer hotel?
+ A.--May inn.
+
+ Q.--In which should surgeons dwell?
+ A.--Connect-a-cut.
+
+ Q.--In which should laundrymen prosper?
+ A.--Washing done.
+
+ Q.--In which do impudent people dwell?
+ A.--Can sass.
+
+ Q.--Which is the best for deer-hunting?
+ A.--Collar a doe.
+
+ Q.--Which is the best for locksmiths?
+ A.--New brass key.
+
+ Q.--In which would you look for a morning attire?
+ A.--Day coat, eh!
+
+ Q.--In which is one likely to fail in getting a drink?
+ A.--Miss-a-sip.
+
+ Q.--In which can you find a red letter?
+ A.--Florid A.
+
+ Q.--In which does the hustle make one sick?
+ A.--Ill o' noise.
+
+ Q.--In which is one likely to use his farming implements?
+ A.--I'd a hoe.
+
+ Q.--In which can one acquire an estate by marriage?
+ A.--Mary land.
+
+ Q.--In which is one letter of the alphabet taller than the others?
+ A.--O higher.
+
+ Q.--In which are bodies of land surrounded by water given a ride?
+ A.--Rhode Island.
+
+ Q.--Which is called to your mind by holding two $5 bills?
+ A.--Tenn I see.
+
+ Q.--Which would a woman rather have if she can't get a new sealskin
+ sack?
+ A.--New Jersey.
+
+ Q.--Which does the farmer's wife mention when she asks you to partake
+ of apple sauce?
+ A.--Take sass.--_Capper's Weekly (Topeka)._
+
+
+Step by Step
+
+A bean bag or soft ball is needed for this game. All of the group
+excepting one who is selected to be leader sit on the bottom step of
+the stairs. The leader tosses the ball to the one at the right end of
+the line and receives it back. He tosses it to the second and third.
+Should any of the players miss catching the ball, all the other players
+move up one step, except the one missing; he remains on the first step.
+The leader then continues passing until all have been served; he then
+starts again at right of line. He passes the ball last to the one on
+the lower steps. Should any of the players on any step miss the ball,
+all the other players advance one step. The ones who advance from the
+lower step take a position at the right of the one who missed the ball
+on the step above. Should the leader miss the ball at any time, the one
+at the right on the highest step takes his place. The game continues
+until the top of the stairs is reached by one or more players. If more
+than one player reaches the top step then the progress continues down
+the stairs, a step for each miss by any of the players. When one player
+holds the most advanced step alone, the game starts over with that
+player as leader.
+
+
+Spin the Platter
+
+All of the players in the room are given a number. A tin plate is spun
+in the centre of the room by one of the players who calls some number.
+The one whose number is called endeavors to catch the plate before it
+has stopped spinning. If successful, he calls another number after
+again spinning the platter. Should the player fail to catch the platter
+before it has stopped spinning, a forfeit is demanded. All the players
+having forfeits are demanded to pay their forfeits by performing some
+stunt suggested by one of the group selected to determine the penalty.
+
+
+Board and Nail Puzzle
+
+[Illustration:
+
+ . . .
+ . . .
+ . . . . . . . . .
+ . . . . o . . . .
+ . . . . . . . . .
+ . . .
+ . . .
+]
+
+
+A rectangular board 2 inches broad and 3 inches long has holes bored
+into it in the design herewith illustrated. Nails are stuck loosely in
+all of these holes, excepting the centre one. The puzzle is to jump all
+of the nails off the board so that only one nail is left, and that in
+the centre-hole on the board. The nails are jumped off in the same
+manner that men are jumped in the game of checkers. Jumping is allowed
+either forward, backward, or sideward, but not diagonally.
+
+
+Spinning for 20
+
+A wooden top is made by sawing off the end of a large spool and
+sticking a match or small stick through the hole in the centre. Four
+concentric circles are drawn upon a sheet of paper which should be
+about twelve inches square. Inside of the smallest circle, which should
+have a diameter of 2 inches, the number 20 is placed. The next circle
+outside of this one, having a diameter 2 inches greater, should be
+numbered 15, the next circle numbered 10, and the next 5.
+
+The players spin the top in turn. Should it cease spinning so that the
+point of the pin lies within the centre circle, a score of 20 is made.
+Should it fall outside of the last circle, no score is made. The player
+first gaining 100 points wins the game.
+
+
+Red Triangle Ring Toss
+
+[Illustration]
+
+A triangle is drawn upon a board and nails are driven in, as indicated
+in the accompanying diagram. Six rubber Mason jar rings are used. The
+triangle is hung on the wall at a height equal to the height of the
+shoulders of the intended players. The players stand from ten to
+fifteen feet distant from the triangle and attempt to toss the rings
+over the projecting nails. Each nail is numbered according to the
+diagram. Each player tosses six rings at a turn. Any number of players
+can play. The player first securing a total of 25 points wins the game.
+
+
+Floor Baseball
+
+(_Game invented by T.A. Coates_)
+
+A diagram is marked with chalk on the floor, as per accompanying
+diagram. Round wooden disks six inches in diameter, one inch thick at
+the centre tapering to a quarter of an inch at the circumference, in
+the form of a discus, are used. Rubber quoits may be used instead of
+disks, if available.
+
+A player "up to bat" slides disks from a line thirty feet away from the
+baseball diamond until he has four balls, three strikes, or has earned
+one or more bases. If the disk, upon being slid forward, lies so that
+any part of it lies over any line, it constitutes one ball for the
+batter. If it should lie in the space marked "Strike", it constitutes a
+strike and the batter has one ball and one strike. The next slide, the
+disk lies in the space marked "1". This means that he places his disk
+on first base and the next player on his side comes to bat. The second
+player continues sliding the disks until he has made a base or is put
+out. Should he make a base, the player of the first disk is advanced
+one base. Should he make more than one base hit, the player on the base
+advances as many bases as the batter has made. The side continues at
+bat until three men are out. Thereupon, the other team comes to bat.
+
+Should the disk land in "Sacrifice", base hit, home run, or should the
+one at bat gain first by four balls, the man or men on base or bases
+advance. Any man or men reaching home constitutes a run for that team.
+Should the disk land three times within the space marked "Strike"
+during the time at bat, the batsman is declared "out".
+
+[Illustration: Floor Baseball]
+
+Two players can play this game as well as nine, each taking as many
+slides of the disk as is necessary to reach a base or get out. Then the
+other player does the same until the team has three out.
+
+Blocks or stones can indicate the position of players on bases if only
+one disk is used in the game.
+
+
+Chic-a-dee
+
+This is a good game to be played in the loft of a barn. One player is
+blindfolded and sits on the floor with legs folded under him, Chinese
+fashion. The other players creep up and say "Chic-a-dee" as near his
+ear as possible. He tries to hit said player before he can get beyond
+his reach, using a salt bag stuffed with leaves, or some type of padded
+stick. Should he succeed, the one he hits is blindfolded and the game
+continues.
+
+
+Captain Kidd's Gold
+
+This is a good game in which all the members of a family may find
+pleasure. It develops one's power of observation and memory. A small
+coin is hidden somewhere about the yard or in the woods, wherever the
+game may be played, by one of the players. All of the other players
+must be either blindfolded or placed in a position where they cannot
+see the player who is hiding the coin.
+
+The player having hidden the coin returns to the group and describes
+just how they are to find same. For illustration:--he gives the
+following description of the course to follow. "Walk twenty paces in a
+direct line towards the apple tree at the far end of the garden. There
+you will find a small stone upon a larger one. Under the small stone
+you will find an arrow scratched upon the larger one. Follow the
+directions of this arrow fifteen paces. Then turn sharply to the left,
+go ten paces, and underneath a stone will be found Captain Kidd's
+Gold." The players may ask him to repeat the directions once. After
+repeating, however, they must follow the direction without further
+questioning. The one successful in finding the coin next hides the
+same.
+
+This game can be made simple enough for small children to enjoy or
+difficult enough to prove a problem for adults.
+
+
+
+
+CHAPTER II
+
+ICE BREAKERS FOR SOCIABLES
+
+
+Bird Hunt
+
+Names of different birds are written on small slips of paper and pinned
+upon the backs of all the guests. A small card and a pencil are given
+to each guest and they are instructed to go on a bird hunt. They
+proceed to try to read the names on the backs of twenty other players.
+The one first succeeding in getting the names of twenty birds wins the
+game. Each player endeavors to avoid having the slip on his own back
+read as he endeavors to read those on the backs of the others.
+
+
+My Month
+
+Twelve placards with the name of a month of the year on each are posted
+about the room, and the players are instructed to gather around that
+placard bearing the name of the month in which they were born. Then
+each group in turn is called upon to select some activity typical for
+that month and to act it out. The others endeavor to guess the month by
+the activity represented.
+
+
+Poison Circle
+
+The group marches in couples around the room while a march is being
+played intermittedly on some instrument. Small rugs are placed in the
+path of the marchers or circles are drawn on the floor, through which
+the marchers must pass. If any couple is left on a rug or within a
+circle when the music stops playing, that couple drops out of the
+march. All march forward again when the music starts and try to avoid
+being caught on a rug or in a circle. The last couple in wins.
+
+
+Shoe Hunt
+
+Advertisements of shoes are cut out and the illustrations of pairs of
+shoes are halved. These are hidden around the room. The individual
+finding the largest number of pairs of shoes wins. Players are allowed
+to trade with each other in order to complete their pairs.
+
+
+Matching Advertisements
+
+Advertisements are cut from magazines and each advertisement is divided
+by irregular cuts into two halves. One half is placed in the pile to be
+distributed among the men; the other half to be distributed among the
+ladies. These halved advertisements are distributed among the guests
+and the men seek their partners by finding the other half of the
+magazine advertisement matching their own.
+
+
+Matching Proverbs
+
+Familiar proverbs are divided into groups of three or four words. These
+are distributed among the guests. There should be at least two words,
+and preferably more, on each slip. Each individual then seeks to find
+those others holding the words which complete his proverb.
+
+Example--The proverb, "A stitch in time saves nine", is chosen. On one
+sheet of paper is put "A stitch"; on another "in time"; and on another
+"saves nine".
+
+When the individuals necessary to make the complete proverb have
+gathered together, they represent their proverb by pantomime to the
+others.
+
+
+Mixing March
+
+The group, arranged in couples, forms a circle with the ladies on the
+inside facing their partners. When the music starts playing, the
+partners separate, both going to the right about the circle. This means
+that the ladies go in one direction and the men in the other. When the
+music again stops, the men will be opposite new partners and these
+partners must face each other and converse on some subject suggested by
+the leader. When the music again starts the conversation ends and both
+groups again continue their march in opposite directions and so the
+game continues. It is suggested, if the group be large and not well
+acquainted, that each time a new partner is faced for conversation,
+hands are shaken and names and places of residence given.
+
+
+Musical Medley
+
+This game is similar to the game entitled "Matching Proverbs", except
+that different lines of songs are distributed among the guests present
+and each seeks to find the individuals holding the lines necessary to
+complete his song. When all are located they get together and practice
+their song in preparation to sing it to the rest of the group or act it
+in pantomime.
+
+
+Puzzled Words
+
+Words are written out on slips of paper and then cut into single
+letters. Each letter going to make up a word is given the same number.
+
+For example, in the word "battle", number each letter of "Battle" No.
+1. All of the number 1's are told to get together, discover what their
+word is and when their number is called, act it out for the group to
+guess.
+
+
+Trip Around the World
+
+Various articles are distributed around the room, each representative
+of some country. For illustration, a package of tea, representing
+China; a shamrock, representing Ireland; a maple leaf, representing
+Canada.
+
+A slip of paper and a pencil are given to each member of the group, who
+endeavors to guess what country each article suggests.
+
+
+Bean Penalty
+
+Each guest, upon entering the room, is given ten beans and instructed
+to ask questions of each other. Should a question be answered by either
+yes or no, the individual so answering must surrender a bean to the one
+asking the question. At the end of the playing period, the individual
+having the largest number of beans is the winner.
+
+
+
+
+CHAPTER III
+
+SOCIABLE GAMES FOR GROWN-UPS
+
+
+Biographic Cartoons
+
+Each individual is given a cardboard 12×15 inches, an old magazine,
+containing numerous ads, a pair of scissors, and is instructed to write
+the biography of his right hand neighbor, using the advertisements cut
+from the papers to illustrate the same. In writing the biography as few
+words should be used as possible. The biographical sketch should be
+placed upon the cardboard. Mucilage should be available for the purpose
+of sticking on the illustrations, and pens and pencils for the
+necessary writing. Some award can be given to the one making the best
+biography.
+
+
+Illustrated Songs
+
+Each member of the group is given a sheet of paper and a pencil and is
+instructed to draw thereupon a picture or pictures illustrating the
+title of some song. (Illustration: One individual decides to illustrate
+the title of "Home, Sweet Home". He proceeds to draw the picture of a
+house, a sugar bowl, and another picture of a house.)
+
+When sufficient time has been allowed for all to complete their
+illustrations, they are numbered and placed on exhibition. Each member
+of the group endeavors to guess as many of the illustrations as he can,
+placing his guess after the number of the illustration. The
+illustration which is guessed correctly by the largest number, wins for
+its artist.
+
+
+Smiles
+
+The group forms in couples and marches around the room. They are then
+subdivided into from four to eight smaller groups. These are stationed
+in various parts of the room and the ladies are lined up facing the
+men. They try in every conceivable way to make the men smile or laugh.
+Any one who does so must take a place in the ladies' line. After a few
+minutes of this, every man in the ladies' line must pay a forfeit, and
+the men must endeavor to cause the ladies to laugh.
+
+
+Tea Pot
+
+One member of the group is selected to be "It" and leaves the room. The
+others decide upon some object or word which "It" is to guess. "It" is
+called back into the room and each member of the group is to make a
+sentence including the name of the object to be guessed, using in the
+sentence the word "Tea Pot" as a substitute for the name of the object.
+
+Illustration--The object determined upon by the group is the piano
+stool. The first member of the group says, "By turning the 'tea pot' it
+grows higher".
+
+As soon as "It" guesses the correct object the one whose sentence
+disclosed what the object was, becomes "It".
+
+
+Muddled Words
+
+The group is divided into two teams. Each individual is given a slip of
+paper and takes the name of some animal, bird, or fish, and muddles up
+the letters so as to make it difficult to recognize the name.
+
+Illustration--g fold chin, for goldfinch.
+
+Any member of the opposing team has the opportunity to guess what the
+name is. The time it takes for the opposing team to guess is recorded.
+Any member of the opposing team who has correctly guessed the muddled
+word can give a muddled word for the first team to guess. The team
+which succeeds in guessing the muddled word in the shortest time wins
+one point. The team having the most points at the end wins the game.
+
+
+Who Are They?
+
+Photographs of prominent individuals are numbered and placed on
+exhibition about the room, with the wrong title beneath them. Each
+member of the group is given a card and pencil. He goes around the room
+and writes upon his card the proper name of each individual with the
+number which is on that individual's photograph. The individual making
+the largest number of correct guesses wins. Photos of men like Lincoln,
+Lloyd George, Robert E. Lee, Obregon, etc., should be used for this
+game.
+
+
+Who Is It?
+
+A sheet is hung up in a doorway. The group is divided into two teams.
+One group goes behind the sheet. A small hole is cut in the sheet. The
+members of the group behind the sheet take turns in sticking their
+noses through the hole in the sheet. The group on the inside attempts
+to guess whose nose protrudes through the sheet in the order in which
+they are exhibited. One member of the group behind the sheet keeps a
+record of the order in which individuals of that group display their
+noses, so that this can be checked up with the guesses of the other
+team. After all the noses have been displayed the group returns to its
+place in the room and listens to the guesses.
+
+Then the other group goes out and they display their noses. The group
+making the largest number of correct guesses wins.
+
+A modification of this game is made by showing the eye through the hole
+in the sheet instead of the nose, and the group in front of the sheet
+endeavors to guess whose eye it is.
+
+
+Trades
+
+The men are lined up on one side of the room. To each is given three or
+four buttons, a needle and thread, and a piece of cloth. They race to
+see which can sew the buttons in a straight line on the piece of
+cloth, securely, in the quickest time.
+
+The women are lined up on the opposite side of the room before a plank.
+To each is given a hammer and six or eight nails. They race to see who
+first can drive the nails into the plank without bending them over.
+
+
+Rooster
+
+Ten or twenty are as many as can well play this game. The group is
+arranged in seats around the room. The leader starts the game by
+saying, "My father had a rooster". His left hand neighbor says, "A
+what?" The leader answers, "A rooster". The left hand neighbor then
+turns to his left hand neighbor and says, "My father had a rooster",
+and that neighbor says, "A what?", and his answer is "A rooster". This
+question is asked of each left hand neighbor until it has travelled
+around the room. When it becomes the leader's turn, he again says, "My
+father had a rooster", and his left hand neighbor says, "A what?". He
+answers, "A rooster". The left hand neighbor says, "Could he crow?" And
+the leader answers, "Crow he could". This dialogue is passed on around
+the room, each repeating the exact words of the leader to his left hand
+neighbor.
+
+When it again becomes the leader's turn, he repeats the dialogue
+previously used and his left hand neighbor inquires, "How could he
+crow?" And the leader replies, "Cock-a-doodle-do", imitating a rooster.
+This is passed around the room. No one is supposed to laugh during the
+whole game. Whoever does may either pay a forfeit or is out of the
+game. It is well to have a player who knows the game sit next to the
+leader, so that it may start correctly.
+
+
+Poor Pussy
+
+The group is arranged in a circle around the room. One player is
+selected to be "Pussy" and takes his place in the centre of the group.
+He takes a position on all fours before each member of the group, in
+turn saying "Meow". Thereupon the one before whom he is kneeling must
+stroke the back of his head and say, "Poor pussy". Pussy meows three
+times and in return for each meow has the back of his head stroked and
+is addressed, "Poor pussy". Should the one patting pussy laugh during
+the performance, he must take pussy's place.
+
+
+Gossiping
+
+The group is arranged in a circle around the room. The leader whispers
+some information to his left hand neighbor, remembering the exact
+sentence or sentences. His left hand neighbor is expected to whisper
+the same information to the next left hand neighbor and so it is passed
+around the circle until it is returned to the leader. The leader then
+tells what the original sentence was, and tells what it is after
+passing from ear to ear about the group.
+
+
+Analogues
+
+A member of the group thinks of some object, and without disclosing to
+the other members of the group what he is thinking about, he addresses
+in turn all of the others, asking, "What is my thought like?" The first
+one addressed, without having any idea as to what the leader has in
+mind, says, "Like a star". The second in answer to his question, says,
+"Like a book", and so every one is given an opportunity to state what
+they think his thought is like. Then the leader tells the group the
+thing he had in mind, which, we will say for illustration, was a
+fountain pen. He then asks the one who suggested that it was like a
+star why his fountain pen was like a star. Thereupon that one must give
+some reason why he thought it was like a star and replies, "Your
+fountain pen is like a star because it can enlighten the world". The
+next one says, "The fountain pen is like a book because it has the
+possibility of conveying thoughts", and so every one in the group must
+give the why of his previous answer. This demands quick thinking and
+initiative on the part of the players.
+
+
+Ghost
+
+The group sits in a circle about the room. The leader starts the game
+by giving a letter of the alphabet. The one at his left adds a letter
+to the first with the view of making a word. The third adds another
+letter and so the game continues.
+
+Illustration--The leader gives the letter "a". The one at his left,
+thinking of the word "adds" adds "d". The third one, thinking of the
+word "advertisement", adds "v". The fourth, thinking of the word
+"adversity" adds "e", and so the word continues to grow.
+
+If one finishes the word or completes a word without realizing it, that
+one is given the title of "Half-ghost". Anyone speaking to the
+Half-ghost, becomes a Half-ghost. Should a half-ghost chance to finish
+another word when it again becomes his turn to add a letter to the
+spelling of a word, then the Half-ghost becomes a Full-ghost and is out
+of the game. Any one speaking to a Full-ghost becomes a Full-ghost.
+Full-ghosts and Half-ghosts naturally endeavor to get as many others
+into their class as possible, so between thinking of letters to
+complete the word in turn and avoiding becoming ghosts, the group is
+kept in a very difficult frame of mind. The game continues until there
+are no players who have failed to qualify as Half-ghosts or
+Full-ghosts.
+
+
+Charades
+
+Five of the group are selected to act out a charade. These five act out
+a word in pantomime. While they are doing this a second group of five
+is selected and prepares to act out another word, immediately following
+the presentation by the first group. The audience is given three
+minutes to guess each charade. Should it succeed in doing this, then
+the members of the group each choose a substitute for themselves, thus
+making a third group of five. While this last group is preparing a
+charade, the second group is putting on its pantomime, and so the game
+continues. If the audience fails to guess the word within the required
+time, then the same group is given an opportunity to act another word.
+Good charade words are as follows:
+
+Aëroplane Air-oh-plane
+Antarctic Aunt-ark-tick
+Buccaneer Buck-can-ear
+Charlatan Char-lay-tan
+Falcon Fall-con
+Handicap Hand-eye-cap
+Handkerchief Hand-cur-chief
+Microscope My-crow-scope
+Automobile Ought-oh-mob-eel
+Pilgrimage Pill-grim-age
+Sausage Saw-sage
+Stiletto Still-let-toe
+Bandage Band-age
+Stationary Station-airy
+Feline Fee-line
+Rainbow Reign-beau
+Bookworm Book-worm
+Handsome Hand-some
+Penitent Pen-eye-tent
+Cribbage Crib-age
+Broomstick Broom-stick
+Infancy In-fan-sea
+Hornpipe Horn-pipe
+Eyelash I-lash
+Forswear Four-swear
+Masquerade Mass-cur-aid
+Melancholy Melon-collie
+Pantry Pan-tree
+Tennessee Ten-I-see
+Antidote Aunt-I-dote
+Definite Deaf-in-ate
+
+
+Knight of the Cracker
+
+The ladies are lined up on one side of the room. Each is provided with
+a cracker. The men are lined up on the opposite side. At the signal to
+go the men rush forward and try to secure a cracker from one of the
+ladies. They then return to their original line and devour the cracker.
+Having succeeded in doing this, they return and whistle a tune which
+must be recognized by the lady.
+
+
+Match Boxing
+
+Competitors are divided into equal teams and the teams are arranged in
+parallel lines. The outside cover of a small safety match box is given
+to the first man on each team. He slips this over the end of his nose
+and holds his hands behind his back with the box on his nose. All other
+players must hold their hands behind their backs.
+
+At the signal to start the players having the box on the end of the
+nose transfer the same to the nose of their neighbor without the use of
+their hands. The box is passed in this way to the far end of the lines
+and back. Should it fall upon the floor it is picked up by the one from
+whose nose it fell, placed on his own nose again, and the game
+continues as before.
+
+
+
+
+CHAPTER IV
+
+SOCIABLE GAMES FOR YOUNG PEOPLE
+
+
+What Animal?
+
+The leader whispers the name of a different animal or object to each
+individual. When called upon each must try to represent the noise or
+action of the animal or object. The rest of the group guess what is
+represented and write the same on a slip of paper. The one guessing the
+most wins.
+
+
+Rhyming Verbs
+
+Half of the group leaves the room while the others decide upon a verb.
+The group which left the room is then called back and tries to guess
+the verb from the clues which are given by those who determined the
+verb. These clues are given in the form of sentences containing words
+rhyming with the verb. Should the group which is to guess think they
+have found the right verb, they retire from the room without stating it
+and returning act out the verb. If they have been successful in
+guessing the verb, then the other group is given an opportunity to
+guess a verb in the same manner.
+
+
+Fruit Basket
+
+The group is seated in a circle and counted off in 4's. The number 1's
+are given the name of oranges, number 2's lemons, number 3's bananas,
+number 4's apples. One of the individuals is selected to be "It". He
+takes his place in the centre of the group and one chair is taken out
+of the circle, leaving one less chair than there are players. "It"
+then calls the name of two fruits, for example, oranges and lemons.
+Thereupon all of the oranges must exchange places with all of the
+lemons and "It" endeavors to capture one of the seats. Succeeding, the
+one left without a seat is "It" and calls two other kinds of fruit.
+These two must change places and "It" endeavors to capture a seat.
+Should "It" say "Fruit basket", instead of naming two fruits, all must
+change seats.
+
+
+Exchange
+
+The group is arranged in seats around the room. "It" takes a place in
+the centre. All of the players are given a different number. "It" is
+blindfolded. The game is started by "It" calling two numbers. Thereupon
+the numbers called must change seats. "It" tries to either tag one of
+the players seeking to change seats or occupy one of the vacant seats,
+in which case the one without a chair becomes "It".
+
+
+Barnyard Chorus
+
+Each player in the group is given some barnyard noise to represent. The
+leader takes his place in the centre of the room. If he holds up his
+left hand, all is quiet; if he holds up his right hand, they all
+imitate their various noises in concert. Should one of the players make
+a noise while the leader is holding up his left hand, that player must
+stand up before his chair and imitate the noise he has been given to
+imitate, until some member of the group can guess what the noise is
+supposed to represent.
+
+
+Donkey Solo
+
+This is a good game to follow immediately after the Barnyard Chorus.
+The leader announces that he is to whisper to each member of the group
+the name of some animal that is to be imitated by that member in chorus
+with the others. He then goes about and whispers in the ear of every
+member of the group that he is to keep perfectly quiet, excepting to
+one individual to whom he suggests that he is to imitate the braying of
+a donkey. He then takes his position in the centre of the group and
+instructs the players to give as much volume to their imitation as
+possible. He gives the signal to start. Naturally, all are quiet except
+the poor donkey who brays his solo, to the amusement of the other
+members of the group.
+
+
+Shifting Seats
+
+The group is seated in a circle. There is one more chair than there are
+players. One individual is selected to be "It" and takes his place in
+the centre of the room. "It" gives the command to shift right.
+Thereupon, the one at the left of the vacant chair moves into the
+vacant chair, leaving his own chair vacant. The one at the left of his
+chair, moves into that, each one trying to get into the vacant chair to
+the right before "It" can succeed in touching him. "It" can give the
+command "Shift left" at any time, which means that they must move into
+the vacant chair to the left. Should "It" succeed in sitting in an
+empty chair, the one who should have occupied that chair becomes "It".
+
+
+Guess the Sound
+
+The group is arranged in a circle. The one selected to be "It" is
+blindfolded and takes a position in the centre of the circle. After the
+blindfolded player has been spun around a few times so that he does not
+know his location, he is given a wand or short stick. He holds this
+stick out in front of one member of the group. That member must grasp
+the end of the stick. Then "It" names some animal which the player on
+the other end of the stick must imitate by some sound. Thereupon, the
+blindfolded player tries to guess who has hold of the other end of the
+stick. Succeeding, the player guessed is blindfolded.
+
+
+Rapid Transit
+
+The players form in a circle. To each is given some article to be
+passed. These articles should vary in size anywhere from a peanut to a
+flat iron. The game starts by the leader commanding them to pass to the
+right. He then passes his article on to his right hand neighbor and
+receives in turn from his left hand neighbor the article coming to him.
+The passing continues until the leader gives the command "Change". Then
+the articles are passed in the opposite direction. Should a player drop
+one of the articles to be passed or should any one of the players have
+in his possession more than two articles at one time, that individual
+drops out of the game, taking one article with him. The game continues
+until but one is left in the circle. The passing can be complicated, if
+so desired, by having one or two of the articles passed in the opposite
+direction.
+
+
+Feather Tag
+
+The group sits in a circle in the centre of the room, holding a large
+sheet stretched tightly between them. A fluffy feather is placed in the
+centre of the sheet. One of the group who is "It" endeavors by running
+about, to catch the feather. Those sitting around the edge of the sheet
+keep the feather from "It" by blowing it beyond "It's" reach. Should
+"It" capture the feather, the one sitting at the edge of the sheet
+nearest to the feather becomes "It".
+
+
+Birds
+
+All the players sit in a circle. Each is given the name of a bird. The
+keeper takes a position in the centre of the room and begins to tell a
+story about birds. When a bird's name is mentioned, that bird must
+stand up and turn around once in front of his chair. Failing to do
+this, he must pay a forfeit. When the keeper utters the word "migrate"
+in his story, all of the birds must change seats and he tries to get
+one of the seats. Succeeding, the one left without a seat, continues
+the bird story. Otherwise the first keeper continues his story.
+
+
+Simple Simon's Silly Smile
+
+The group is arranged in chairs around the room. The one who is
+selected to be "It" goes from one to another asking questions. All
+questions must be answered by "Simple Simon's Silly Smile", without
+laughing. Should the one questioned laugh, he must take the place of
+the one who is "It".
+
+
+Wink
+
+Chairs are arranged around the room in a circle, with the boys standing
+behind each chair. There should be one more chair than there are girls
+in the group. The boy standing behind the empty chair winks at one of
+the girls who endeavors to get to the vacant chair before the boy in
+whose chair she is sitting can tag her. If she succeeds, the boy behind
+the chair last vacated continues the game by winking at another girl.
+
+
+Hush
+
+The group sits in a circle in a room which is semi-dark. The leader
+goes around inside of the circle and slips a button in the hands of one
+of the players. He does this after making an offer to do it to several
+others, so as to disguise where he finally deposits the button. All
+then have a turn to guess in whose hands the button lies. The one who
+guesses right becomes the leader, and the leader becomes a ghost. The
+game then continues as before. The ghost asks questions of any of the
+players, and they are not supposed to answer any question asked them
+except by the leader. Should they do so, they also become ghosts. As
+the ghosts multiply the game becomes more difficult. The game continues
+until but two are left of the circle.
+
+
+Jack's Alive
+
+The group sits in a circle in the room. A lighted splinter is handed to
+one of the group in the circle. It is then passed around the circle,
+still lighted. Should the flame become extinguished, the one in whose
+hand the splinter rests at that time must pay a forfeit. The forfeit
+sometimes demanded is that a mustache be made on the upper lip of that
+individual with the charred end of the splinter.
+
+In passing the splinter the player must say Jack's Alive; failing to do
+this the splinter is returned to him and should it become extinguished
+before he can say this, it counts against him.
+
+
+Going to Jerusalem
+
+The chairs are arranged in a circle in the center of the room, with the
+seats away from the center. There should be one less chair than there
+are participants in the game. The participants form a line around the
+outside of the chairs and march forward around the chairs, while the
+piano, phonograph, or some other musical instrument is being played.
+The instant the music stops each player tries to sit in a chair. The
+one failing to get a chair drops out of the game. A chair is taken from
+the circle and the group starts marching again with the music. When the
+music stops they seek chairs as before, the one failing to secure one
+dropping out. A chair is taken out of the circle after each scramble
+and so the group diminishes until all are eliminated except one, who is
+crowned King of Jerusalem. If the group be large more than one chair
+can be eliminated at a time.
+
+
+
+
+CHAPTER V
+
+TRICK GAMES FOR SOCIABLES
+
+
+Hindoo Blind Reading
+
+Slips of paper are given to all of the guests and they are instructed
+to write thereupon a brief sentence of three or four words and to
+carefully fold the paper. These messages are then collected, and the
+Hindoo Mystic proceeds to amaze his auditors by rubbing the messages,
+still folded, one after another across his forehead and telling what is
+written on the folded paper.
+
+The Trick--The message reader has an accomplice who is instructed to
+acknowledge that he wrote the first note read by the mystic, no matter
+what that note may be. The mystic makes up in his mind a brief sentence
+after rubbing the first slip of paper on his head. This sentence is
+acknowledged by the accomplice. The mystic, after having the note
+acknowledged, opens it apparently to corroborate his reading, but in
+reality he is reading the note written by someone else. Upon rubbing
+the next slip of paper across his forehead, he announces the contents
+of the note last read, which naturally is acknowledged with wonderment
+on the part of the individual who wrote it. He then apparently looks at
+this slip of paper, but in reality he looks at the paper which he next
+intends to read.
+
+
+Mental Telepathy
+
+The group is told that if enough people think hard enough about one
+object they can communicate the thought to a person who knows nothing
+about it. One or two "unwise" persons are asked to leave the room and
+nothing is decided upon. But the group is told that when each "unwise"
+person comes in in turn, the second thing that is named must be
+admitted to be the right object. Great disappointment should be shown
+at his failure to get the right object the first time and he should be
+heartily congratulated on his success the second time. This continues
+until he realizes that he is duped.
+
+
+The Paper Artist
+
+A sheet of newspaper or any other kind of paper can be used for this
+game. The accomplice is sent from the room. The one performing the
+trick then holds the paper in front of the face of one of the
+individuals in the room. Returning to his seat, the accomplice is
+called into the room and handed the sheet of paper. The accomplice then
+studies the paper carefully and announces to the group whose photograph
+he sees thereupon.
+
+The Trick--The one who takes the impression of the individual assumes
+the same sitting position that the individual photographed has assumed,
+thus portraying to the one who left the room whose photograph is on the
+blank paper.
+
+
+Magic Answers
+
+An accomplice is sent from the room. Those remaining in the room
+determine upon some object, this object to be recognized by the
+accomplice. When the object has been selected, the accomplice is called
+back. The one who is to deal with the accomplice asks if several
+objects in the room are the thing which has been suggested. The
+accomplice answers, "No," but answers correctly when the object
+selected is mentioned.
+
+The Trick--The one asking the questions of the accomplice names some
+black object immediately preceding the object which is the correct one,
+thus giving the clue.
+
+
+Clairvoyant
+
+The one who plays this trick must have an accomplice. The accomplice is
+sent from the room. It is announced that the accomplice will name the
+person pointed to. The demonstrator points at an individual and the
+accomplice on the outside of the room gives the name of the individual
+pointed at.
+
+The Trick--The accomplice knows that the one last speaking before he
+left the room will be the one pointed at by the demonstrator. In
+pointing at an individual, the one doing the pointing asks of the
+accomplice, "Does the spirit move?" The one on the outside answers, if
+he knows who is being pointed at, "It does." The first speaker then
+says, "Whom am I pointing at?" The accomplice then gives the
+individual's name.
+
+
+Scissors Crossed
+
+A simple catch game. The group is seated in a circle. It is best to
+have two of the company know how to play the game. One of these hands a
+closed pair of scissors to the other, who takes it and says, "I
+received these scissors uncrossed and give them crossed" (opening the
+scissors as he says, "and give them crossed"). He passes them to the
+player on his left, who should say, "I received these scissors crossed
+and give them crossed"--(if they are left open; if closed,
+"uncrossed"). If the players do not know the game, they will cross and
+uncross the scissors in an attempt to pass them correctly. Each one is
+given a turn and the game continues until some bright player notices
+that the scissors are called "crossed" when they are open and
+"uncrossed" when they are closed, and that the player who started the
+game crossed his feet if the scissors were crossed and, if not, his
+feet were uncrossed. Thus, the object of the game is to change the
+words and the position of the feet in accordance with the position of
+the scissors.
+
+
+Knights of the Sacred Whistle
+
+One or two of the group are informed that they are to be initiated
+into the Order of the Knights of the Sacred Whistle. They are shown a
+whistle and told that to become a member they must find this whistle.
+It is then pretended that the whistle is handed to one of the members
+of the party. An apron is hung around the shoulders of the victim and
+the whistle is attached to the back of the apron on a piece of string.
+The trick is for some of the players to blow the whistle behind the
+person's back, immediately dropping it and when he turns the person on
+the other side will blow. As all are standing in a circle, with the
+person who is being initiated in the centre, he is kept guessing for
+some time before he finds out where the whistle is located.
+
+
+Hay Stack
+
+Chairs are piled to a considerable height in the centre of the room and
+the person to be initiated is instructed to take off his shoes and jump
+over them. The leader insists that this is possible, but the
+uninitiated remonstrates, "It can't be done." The catch is that the
+individual is supposed to jump over his shoes instead of the chairs.
+
+
+Boots Without Shoes
+
+The leader asks one of the players to say as he directs and then asks
+him to say, "Boots without shoes." The player immediately says, "Boots
+without shoes." The leader says, "That is not correct," and goes to the
+next. The next one also says, "Boots without shoes," and so do most of
+the other members of the group, until one bright individual,
+discovering the trick, simply says, "Boots," which is the correct
+answer.
+
+
+Newspaper Touch
+
+Two individuals are instructed to stand upon a sheet of newspaper, so
+as not to be able to touch each other. This seems impossible and the
+individuals taking their places upon the paper endeavor to maneuver in
+impossible positions, but find they still can touch each other. The
+trick is to spread the newspaper over the sill of a door. One
+individual stands on one side of the closed door upon the newspaper,
+while the other takes his position on the other side of the door.
+
+
+Coin and Card Snap
+
+A card is balanced upon the end of the middle finger of the left hand,
+flat side down. A quarter or some small coin is placed upon the card,
+directly over the end of the finger. The trick is to snap the card from
+under the coin so that the coin will remain on the end of the finger.
+
+
+Blind Blow
+
+A lighted candle is placed upon a table. The players are blindfolded in
+turn, spun around, and instructed to blow out the candle. The time of
+each player is recorded and the one succeeding in blowing out the
+candle in the quickest time wins the game.
+
+
+Tricks with Matches
+
+Six matches are given to an individual and he is requested to make with
+them four equilateral triangles.
+
+The Trick--Three matches are laid upon the table, forming an
+equilateral triangle. The other three are held above the three on the
+table in the form of a pyramid, with the triangle on the table as a
+base.
+
+[Illustration]
+
+Twelve matches are placed upon the table as herewith illustrated. Then
+those trying to accomplish the trick are instructed to illustrate what
+matches are made of by moving two matches.
+
+The Trick--It is natural that the ones trying to solve the trick
+endeavor to make the word "wood" out of the combination of forms, but
+by taking the top match off the first square, a "v" can be made by
+adding it to the third figure. By taking the right hand side off the
+first square, the letter "e" can be made by adding it to the last
+figure, spelling the word "love."
+
+
+Pigs in Pen
+
+A farmer has six pigs and five pens. He desires to place the pigs in
+the pens so that there will be an odd number of pigs in each pen. How
+can he accomplish this?
+
+The Trick--He places a pen within a pen. Then he places a pig in each
+of the other pens, and two pigs in the one which encloses the pen, and
+another pig in the enclosed pen.
+
+
+Number Trick
+
+How can four be made out of three 3's?
+
+3-3/3
+
+
+Penny Wise
+
+The players are provided with a bright new penny, a piece of paper and
+a pencil. On the paper have been written the following requirements,
+each player being expected to write the answers, the one having the
+largest number of correct answers, winning the game:
+
+ Find on the penny the name of a song.
+ (Ans. America.)
+
+ A privilege.
+ (Ans. Liberty.)
+
+ A part of Indian corn.
+ (Ans. Ear.)
+
+ A part of a hill.
+ (Ans. Brow.)
+
+ Something denoting self.
+ (Ans. I (Eye).)
+
+ Part of a door.
+ (Ans. Lock (of hair).)
+
+ A weapon of war.
+ (Ans. Arrow.)
+
+ An act of protection.
+ (Ans. Shield.)
+
+ A gallant.
+ (Ans. Beau (Bow).)
+
+ A punishment.
+ (Ans. Stripes.)
+
+ Part of a plant.
+ (Ans. Leaf.)
+
+ A piece of jewelry.
+ (Ans. Ring.)
+
+ A nut.
+ (Ans. Acorn.)
+
+ A musical term.
+ (Ans. Bar.)
+
+ An occupation.
+ (Ans. Milling.)
+
+ A foreign fruit.
+ (Ans. Date.)
+
+ Trimming for a hat.
+ (Ans. Feather.)
+
+ What ships sail on.
+ (Ans. Sea.)
+
+ A perfume.
+ (Ans. Scent (cent).)
+
+ A religious edifice.
+ (Ans. Temple.)
+
+ A messenger.
+ (Ans. One sent (One cent).)
+
+ A method of voting.
+ (Ans. Ayes and noes (Eyes and nose).)
+
+ A Chinese beverage.
+ (Ans. Tea (T).)
+
+ A gaudy flower.
+ (Ans. Tulips (Two lips).)
+
+ Comfort.
+ (Ans. Ease (e e).)
+
+ A small animal.
+ (Ans. Hare (Hair).)
+
+ A term of marriage.
+ (Ans. United State.)
+
+ An ancient honor.
+ (Ans. Wreath.)
+
+ One of the first families.
+ (Ans. Indian.)
+
+
+Reading Temples
+
+The group is told that thoughts can be transmitted through the temples.
+The demonstrator of the game has to have an accomplice knowing the
+trick, who leaves the room. The others decide upon a number, not
+greater than ten. The accomplice is called back into the room, and by
+placing his hands upon the temples of the demonstrator after having
+requested every one to concentrate their thoughts upon the number
+selected, he tells what the number is.
+
+The Trick--He is told the number by the demonstrator, who clinches and
+relaxes his jaw, which gives a movement of the temple which can be felt
+by the accomplice.
+
+
+Aeroplane Ride
+
+The player selected to take the ride is sent from the room and
+blindfolded. A strong board is held a few inches from the floor by
+several of the players. The blindfolded player is then called back into
+the room and invited to step into the aeroplane and is aided in
+stepping upon the board. His hands are placed upon the shoulders of two
+other players for support. As soon as the individual has stepped upon
+the board, it is raised a few inches and the two individuals upon whose
+shoulders rest his hands slowly and together bend their knees, so as to
+lower their shoulders, giving the impression to the rider that he has
+been lifted some distance from the floor.
+
+The rider is then told to jump down, but not to fear, as mattresses
+have been placed upon the floor, so that he is in no danger of injury.
+The fear of jumping from so great a height as the blindfolded aviator
+has been caused to feel he has attained, and the surprise of striking
+the floor in so short a distance after the jump, are very amusing.
+
+
+Egg Smash
+
+Several players of the group are blindfolded and take a kneeling
+position upon the floor. Each is given a fake egg and is told to knock
+it upon the floor to summon the good spirit. They do this very
+carefully the first time, thinking they have an egg. The eggs are taken
+away and the group waits to see if a spirit appears. As it does not
+appear, the eggs are again handed to the players. This time they are
+not so careful in hitting the eggs down upon the floor, their first
+experience telling them they are fake. Again the eggs are taken from
+them and the spirit waited for. Failing to appear the second time, the
+eggs are returned to the blindfolded individuals for the third time,
+but this time instead of fake, they are the real article, much to the
+surprise and grief of those who break them vigorously upon the floor.
+
+
+Musical Notes
+
+This trick is easily played where a group is sitting around a bare
+wooden table. The player knowing the trick, pricks the prongs of a fork
+with his finger nails, causing it to vibrate as a tuning fork. He then
+makes his audience think that he pulls music from the nose of another
+player by reaching with his free hand and touching the nose of said
+player, and to the surprise of his auditors, music is heard.
+
+The Trick--The instant the one who plays the trick touches the nose, he
+unobserved allows the end of the fork to come in contact with the hard
+surface of the table. The vibration of the fork is inaudible until its
+end comes in contact with the table.
+
+
+Siam Club
+
+Players are invited to join the Siam Club, for which certain rites and
+ceremonies are necessary. Those to be initiated into the club then
+kneel in a circle in the centre of the room and after bowing forward so
+that their foreheads touch the floor, they repeat after the leader the
+following sacred secret words, which they are instructed not to
+disclose to anyone else, under any conditions: "O whattagoo Siam." They
+repeat this over and over again until they begin to realize that they
+are saying, "Oh, what a goose I am."
+
+
+Divesting
+
+The trick is to remove the vest of one of the players while he is still
+wearing his coat. To accomplish the trick one must stand in front of
+the subject, unbutton the vest, loosening the buckles on the strap
+behind. Next he runs his left hand under the coat, raises the lower end
+of the back of the vest, while with his right hand he grasps the end of
+the vest around the neck of the person, who is instructed to hold his
+arms high above his head. The back of the vest may then be pulled over
+the head of the subject. One of the lower ends of the vest is then
+pushed down the coat sleeve. The operator then runs his hand up the
+coat sleeve and pulls the vest down the sleeve until the arm hole is
+free from the subject's hand. The vest is then drawn back up the sleeve
+and pulled through the sleeve and over the hand of the other arm. It
+can then easily be removed either by pulling down or up the sleeve.
+
+
+
+
+CHAPTER VI
+
+STUNT ATHLETIC MEET
+
+
+Standing Broad Jump
+
+The group is divided into competing teams. Each team lines up behind
+the starting line. Each is instructed to see how many feet he can have
+credited to him in this event. The first player on each team is then
+instructed to heel the starting line with his right foot and to place
+his left foot immediately in front of and in line with his right foot,
+so that the heel touches the toe. The second player on each team then
+places his right foot in front of and in line with and against the
+advance foot of Number 1, and places his left foot in front of his
+right. All of the players take this position. The team having the
+longest feet wins the game by measuring the greatest distance in front
+of the starting line.
+
+
+Standing High Jump
+
+Doughnuts are suspended by means of a string, so that one hangs about
+eight inches above the head of each contestant. The one first
+succeeding in eating his doughnut without the use of his hands, wins
+the event.
+
+
+Bawl Game
+
+Competitors are lined up and directed to bawl. The one doing this the
+best, in the judgment of the judges, wins.
+
+
+Peanut Relay
+
+A bowl full of peanuts is placed before each competitor. An empty bowl
+is placed at some distance opposite each. Each competitor is given a
+table knife. At the signal to go, keeping his left hand behind his
+back, he takes one or more peanuts on the flat of his knife from the
+full bowl and deposits it or them in the empty bowl. He returns for
+more peanuts. He is not allowed to use his free hand in helping the
+peanuts on to the knife, or keeping them thereupon. The player first
+succeeding in transferring the peanuts wins the event.
+
+
+Shot Put
+
+Competitors endeavor to throw a handkerchief unknotted from a given
+line for distance.
+
+
+Lucky
+
+A number of bags are suspended in such a way as to hang four feet above
+the heads of the competitors. One bag contains candy; one contains
+flour; another peanuts; another water, etc. An individual is
+blindfolded, given a short stick and headed in the direction of the
+bags. He then endeavors to strike one of the bags. Succeeding in
+knocking the bag of candy, that shall be his prize; likewise the
+peanuts, flour, or water.
+
+
+Peanut Throw
+
+Each contestant is given an equal number of peanuts. The one succeeding
+in dropping the largest number of peanuts into the mouth of a jug,
+wins. The peanuts must be dropped from a distance equal to the height
+of the shoulders.
+
+
+Head Toss
+
+A salt bag is filled with sand. Competitors heel a given line and place
+the bag of sand upon the back of their necks and without the use of the
+hands, endeavor to throw the bag as far back into the line as possible.
+
+
+Duel Tug of War
+
+Two opponents are given a piece of rope about three feet long. Each
+takes a position on the opposite side of a line drawn upon the floor.
+One tries to pull the other across the line by means of the rope. If
+successful in drawing the opponent so that both feet are on his side of
+the line, that player wins.
+
+
+Discus Throw
+
+Contestants are given some object like a quoit, a block of wood, etc. A
+small circle about eighteen inches in diameter is drawn upon the
+ground. The contestant places the object to be thrown between his feet
+and endeavors to throw it forward from the circle as great a distance
+as possible. Both feet must work together in making the throw and
+neither can touch the ground outside of the circle.
+
+
+Ring the Bell
+
+In the centre of a hoop eighteen inches in diameter--(an ordinary
+barrel hoop)--is hung a bell. The hoop is suspended from the ceiling or
+a door, so that it will be five feet above the floor. The group is
+divided into two teams. One team lines up on one side, one on the
+other. Each is given two bean bags. The first player on each team
+endeavors to throw his two bean bags through the hoop without ringing
+the bell. Succeeding or failing, he takes his place at the rear of the
+line and the next player repeats his performance. The players on the
+opposing team are expected to recover and to use the bags thrown
+through the hoop by the opponents, for their throw. A point is scored
+for the team by each player successfully tossing a bean bag through the
+hoop without ringing the bell.
+
+
+Chair Tilting
+
+Opponents are placed upon chairs and must stand thereon upon one foot.
+Each is armed with a long pole, the end of which is padded with a wad
+of cloth. The object is to dislodge the opponent from the chair.
+Dropping the pole or putting the foot down counts the same as being
+forced from the chair.
+
+As soon as one member of a team has been dislodged, another may take
+his place and the game continues until all of one team have been
+eliminated.
+
+
+Hammer Throw
+
+An inflated paper bag tied on the end of a yard of string is used as
+the hammer for this event. Each contestant by swinging the bag from the
+end of the string tries to throw it as great a distance as possible.
+
+
+Twenty Yard Dash
+
+Contestants carry an egg to the distance line and return with a spoon
+held at full arm's length from the body.
+
+
+Running Broad Grin
+
+Have each competitor grin as broadly as possible. The judges measure
+the grins with a tape measure.
+
+
+Light Weight Race
+
+Contestants carry a lighted candle in one hand and a glass or bowl brim
+full of water in the other. If the water is spilled over or the candle
+blows out, the contestant is out of the race.
+
+
+Javelin Throw
+
+Contestants endeavor to throw a short stick through a rolling hoop.
+
+
+One Mile Run
+
+Contestants are required to add a column of figures, the total of which
+will be 5280.
+
+
+Long Glum
+
+The player who can keep from smiling the longest in spite of the jeers
+and efforts to make him laugh, on the part of the others, wins.
+
+
+Turtle Race
+
+Contestants lie flat upon their backs and throw an object over their
+heads with their two feet, for distance.
+
+
+Elimination Race
+
+An equal number of chalk marks are made upon the floor in front of each
+contestant. A damp rag is then handed to each, and at the signal to go
+they are to run to and rub off the chalk mark on the floor. After
+erasing each mark, they must return to the starting line. When the last
+mark has been erased and the contestant crosses the starting line, the
+race ends.
+
+
+
+
+CHAPTER VII
+
+COMPETITIVE STUNTS
+
+Suitable for Sociables and Entertainers
+
+
+These stunts may be used as a means of amusement at social functions.
+In order to avoid calling for volunteers to come forward to participate
+in the various stunts, cards may be distributed among those who are
+expected to take part in the stunt program. On these cards are numbers
+or letters. The one who has prepared the program has determined
+beforehand how many participants he wants in each stunt. If, in the
+first stunt, he desires six participants, he will have prepared six
+letter A's to be distributed. If, for the second stunt, he desires two
+participants, he will have prepared two letter B's. Then when he is
+ready to put on his program he calls for all the individuals holding
+the letter A, etc. If there are certain individuals whom he is
+particularly anxious to have take part in certain stunts, he can
+instruct the distributor of the letters to this effect.
+
+
+Brick Relay
+
+Have four contestants to a team and as many teams as there is space
+for. Two lines are drawn upon the floor about ten yards apart. Two
+members from each team line up opposite to and facing each other,
+behind each line. Two brick bats are placed upon the starting line in
+front of each team. At the signal to go, the first contestant on each
+team stands on the two brick bats. Bending forward he grasps the front
+end of each brick with his hands. Shifting his weight to one foot, he
+slides the other foot forward, drawing the brick bat with it by means
+of his hands. He then shifts his weight to that foot and draws the
+other foot forward with the brick bat and in this way proceeds to the
+far line, behind which he turns the bricks over to the second member of
+his team who races back in the opposite direction by the same method of
+progress. The third member takes the bricks from the second and covers
+the intervening space between the lines, and when the fourth member,
+following the example of his team, has crossed the starting line, the
+race ends.
+
+
+Chair-i-ot Race
+
+Competitors stand on the starting line. Two chairs are given to each.
+They place the chairs behind the starting line, side by side, with the
+backs of the chairs forward, and stand upon the seats of the chairs. At
+the signal to go they grasp the backs of the chairs with their hands
+and shifting the weight from one foot to the other, slide the chairs
+forward until the distance line has been crossed.
+
+
+Chair Stubbing
+
+Each contestant sits upon a chair with his legs straddling the back and
+his toes on the bottom side round. Keeping his feet off the floor, he
+advances the chair forward by jerking it with his body until it has
+crossed the distance line.
+
+This race can be made a relay by having four men on the team, two men
+placed behind each line.
+
+
+Aviation Meet
+
+Each team is made up of two mechanicians and four aviators. The two
+mechanicians hold stretched between them a piece of string upon which
+have been placed two funnels of paper made in the form of cornucopias,
+point to point. The first aviator on each team, at the signal to go,
+blows the cornucopia across the string from one mechanician to the
+other; the second blows it back across; the third blows it in the same
+direction as the first and the fourth ends the race by blowing it in
+the same direction that the second aviator blew it, until it touches
+the hands of the mechanician.
+
+Equal pieces of string should be used, a loop having been tied in each
+end through which the mechanicians may slip their fingers for the
+purpose of holding the string. Mechanicians must keep the string level
+at all times.
+
+
+Feather Blowing Relay
+
+Four contestants constitute a team. A feather is placed on the starting
+line and is blown by the first member of each team to the distance
+line. Then the second member of the team blows it back to the starting
+line and after the third contestant has completed his blow, the fourth
+blows it back across the finish line.
+
+
+Balloon Race
+
+An inflated rubber balloon and a palm leaf fan must be provided for
+each team. Four players constitute a team. A balloon is placed on the
+starting line before each team and a fan handed to the first
+competitor. At the signal to go the balloon is blown forward by means
+of the fan across the distance line, blown back by the second player,
+forward again by the third and back across the finish line by the
+fourth. The team first succeeding wins the honors.
+
+
+Lobster Race
+
+Each competitor gets down on the starting line on all fours and at the
+signal to go travels backward on all fours to the distance line and
+returns.
+
+
+Prune Tug of War
+
+Prunes are tied in the middle of a piece of string, three yards long.
+Opponents are placed opposite each other, each with an end of the
+string in his mouth. At the signal to go they are to chew the string
+towards the prune. The one first reaching the prune may eat his prize.
+
+
+Whistle Race
+
+Contestants take a deep breath and whistle. The one who can whistle
+longest on one breath, wins.
+
+
+Cracker Relay
+
+Six players to a team. The players on each team sit in a row. Four
+crackers are given to each player. The one on the rear of each team
+starts the race by standing up and eating the crackers. When he has
+eaten all four crackers and is able to whistle, his whistle is the
+signal for the man next in front of him to stand up and eat his
+crackers, while the first man resumes his seat. So each in turn eats
+four crackers. When the last, or front man on each team is able to
+whistle after devouring his crackers, the race ends.
+
+
+Blindfold Obstacles
+
+Obstacles, such as vases of flowers, china ware, chairs, etc., are
+placed in four or more long rows. Each contestant is given a row and is
+requested to try distances before being blindfolded. They then are all
+blindfolded, placed at the starting point, and told to race down
+through the line of obstacles without touching anything. In the
+meantime the objects have been removed.
+
+
+Candle Roll Over
+
+Four players are chosen for each team. Two are lined up in front of the
+starting line and two opposite on the distance line. One of the players
+on the starting line is given a lighted candle. A mat is placed half
+way between the starting and the distance lines. At the signal to start
+the player holding the candle advances to the mat, executes a forward
+roll on the mat, holding the candle in his hand. Should the candle go
+out during the roll, he must go back to the starting line and start
+over after lighting the candle. When he has succeeded in making the
+roll without extinguishing the candle, he proceeds to the distance line
+where he passes on the lighted candle to the second member of his
+team. This one returns to the starting line, rolling on the mat as did
+his predecessor. Should the candle in his hand become extinguished, he
+must go back to the line from which he started, light his candle and
+start over. This continues until all four men have covered the required
+distance, each having rolled over without having extinguished the
+candle.
+
+
+Boat Race
+
+Two players constitute a team in this race. One of the players on each
+team sits upon the floor. His knees are raised so as to allow his feet
+to rest flat upon the floor. The other member of the team then sits
+upon his teammate's feet, facing him, and places his feet and legs in a
+similar position to that of his teammate, so that each may sit upon the
+other's feet. They then place their hands upon each other's shoulders.
+
+To race in this position, Number 1, the player whose back is in the
+direction to be traveled, leans well forward so that his weight is well
+on his own feet. This makes it possible for his teammate, Number 2, to
+slide his feet forward along the floor, carrying Number 1 backward upon
+them. Number 2 then leans forward so that his weight is well on his own
+feet, which allows Number 1 to draw his feet towards him and Number 2
+slides forward with them. By swaying backward and forward in this way,
+the two members of the team, by alternating the sliding of their feet,
+progress across the floor to the distance line. Upon reaching the same,
+they reverse their direction without turning around. The race ends when
+they have crossed the starting line.
+
+
+Necktie Race
+
+Two players constitute a team. Each team may stand opposite each other
+at different ends of the room. At the signal to go Number 1 runs
+forward to Number 2, who must wear a four-in-hand necktie. Number 1
+unties Number 2's necktie, takes it off his neck and reties it in a
+four-in-hand knot. Number 1 then runs back to his former position with
+Number 2 following him. When behind the starting line Number 2 starts
+to untie Number 1's necktie, takes it from his neck, replaces it and
+ties it in a four-in-hand knot. When he has accomplished this, he races
+back to his original position. The first team accomplishing this, wins
+the game.
+
+
+
+
+Part III
+
+OUTDOOR GAMES
+
+
+CHAPTER I
+
+OUTDOOR GAMES FOR OLDER BOYS AND YOUNG MEN
+
+
+Push Cross Line
+
+Three parallel lines are marked upon the ground about six feet apart.
+The group is divided into two teams. Each team lines up behind one of
+the outside lines, facing the opponents. At the signal to start, both
+groups rush forward and endeavor to push their opponents back over
+their own base line. Should they succeed in pushing the opponent so
+that both of his feet are behind the base line, that opponent is out of
+the game and retires to a position behind his own base line. At the end
+of thirty seconds the team having pushed the greatest number of
+opponents back across their own base line, wins.
+
+
+Fortress
+
+This game is similar to the preceding game. Three parallel lines are
+made around a hollow square not less than 25 to 40 feet in dimensions.
+This square is known as the fortress. A small space is marked off in
+the centre of the fortress for a prison. Two captains are selected.
+These two choose the members of their own teams, in turn. One team is
+known as the defenders, the other as the attackers. The defending party
+takes a position within the fortress and the attacking party is
+scattered around the outside of the fort. Both are under the command of
+their captains.
+
+The attacking party may charge the fort as a group or may use any
+tactics the captain may decide upon. He may feign an attack on one side
+to draw the defenders' attention, while his principal attack may be
+directed towards another point of the fortress. The methods of
+engagement are as follows:
+
+Opponents endeavor to push, pull, or carry each other across the guard
+line. The defending players seek to force as many of the attacking
+players in across the inside line as possible. Succeeding in this, such
+players as have been drawn beyond the inside line are prisoners and
+must take their place in the prison. The attacking party seeks to force
+as many of the defenders beyond the outside line as possible.
+Succeeding in this, all those so forced are placed in a small area,
+which constitutes the prison of the attacking army. The captain should
+seek to direct the strong against the strong as much as possible in
+personal combat. The captains may exchange prisoners if they so desire.
+
+The battle is won by either party making prisoners of all the
+opponents, or it may be won by the besiegers, if one of their number
+enters unattacked the prison within the fortress. Should the player
+accomplish this, he shouts, "Hole's won," whereupon the defenders must
+yield the fortress and the two armies change places, the defenders
+becoming the attackers, and vice versa. If an old fence is used for one
+side of the fortress, the other guard line should be drawn five feet
+inside of the fence line.
+
+The attacking captain may withdraw his forces at any time for rest or
+consultation. Either captain may use a flag of truce for similar
+purposes. Under such conditions they arrange for an exchange of
+prisoners, etc.
+
+
+Forcing the City Gates
+
+This is an old Chinese game. Two captains are selected, who in turn
+choose all the other players. The two teams are first formed in two
+lines, facing each other and about ten feet apart, with the players
+grasping hands. Each line represents a city gate. The captain should
+arrange the players so that the weakest may be between two strong
+players.
+
+The play begins when the captain of one of the teams sends forward one
+of his men. This man can make three attempts to break through the
+opponent's city gate. He can do this, either by breaking the grasp of
+two of the players or by dodging underneath their arms or between their
+legs. Should he succeed in doing this, he takes back to reinforce his
+own line the two players who are responsible for his getting through.
+Should he fail, he enlists his efforts with those of his opponents by
+joining their line. The game is won when one team has succeeded in
+taking over all of the opponents.
+
+
+Hare and Hound
+
+This is an old game which is always popular. Two or three players are
+designated as hares. Each is given a large bag filled with paper torn
+into small bits. The hares are allowed a few minutes' start ahead of
+the rest of the players, who are known as hounds. The hounds follow the
+hares by means of the torn bits of paper scattered on the ground, in an
+effort to overtake them.
+
+When the hares have used up all of their paper they hide their three
+bags near the end of the trail and race back from that point to the
+place from which the run started. When the hounds have discovered the
+bags, they also race back to the starting place. The game is won by the
+first player reaching said place.
+
+
+Human Targets
+
+An old flour or salt bag stuffed with straw or cloth may be used for
+this game. One player is selected to be the target. The others endeavor
+to hit the target by throwing the bag. The target may run or dodge in
+any way he desires, but the one who holds the bag cannot advance
+towards him in making his throw. If he is not near enough to hit the
+target, he can throw the bag to some other player who is nearer. When
+the target has been hit, the leader selects some one else to act as
+target.
+
+
+Sling the Sack
+
+Either a good sized sack well stuffed with rags or straw, or a small
+cloth sack filled with sand, may be used for this game. The game can be
+played on a level stretch of road or in a good sized field. The group
+is divided into two equal teams. A starting line is marked near the
+center of the playing space. A player from each team takes a position
+behind this starting line and in turn, with his left foot on the
+starting line and with his shoulders at right angles to it, slings the
+sack with his right arm straight at the elbow, over his head as far as
+possible. A left-handed player may reverse this position. The spot
+where the sack hits the ground is marked. The player from the opposing
+team stands in the same position at the starting line, as did the first
+player, and makes his throw in the same direction, and his throw is
+marked. These two throws are made in order to measure what constitutes
+a good throw of the sack. A line is drawn parallel to the starting line
+at the point where the farther of the two preliminary throws landed.
+The starting line and this other line are now known as goal lines. A
+centre line is drawn parallel to the goal lines and half way between
+them. A coin is flipped up between the two captains for the choice of
+goals.
+
+The captain who wins the toss can choose either the first throw or the
+goal he desires to have. When this is determined, each team scatters
+about on the territory in the vicinity of its own goal line, and the
+captain of the team which has the first throw designates which player
+on his team he desires to sling the sack first. This player (team A)
+must take a position with his advanced foot on the goal line and sling
+the sack with a straight arm over his head towards the opponent's goal
+line. The opponents (team B) endeavor to catch the sack before it
+touches the ground. Succeeding, the one catching the sack advances
+three paces and from that position slings the sack over his head
+towards team A's goal line. Team A players endeavor to catch the sack
+and if successful, that player succeeding advances three paces towards
+team B's goal line and slings the sack as before. Should any member of
+the team fail to catch the sack when it is thrown into their territory,
+the player first touching the sack in an effort to catch it, or the
+player nearest to where the sack lands, must make the sling from the
+point behind where the sack is picked up from the ground. The players
+may move anywhere about in their territory. The captain should endeavor
+to place them in a position so as to cover as much space as possible.
+Side boundaries can be used if desired, in which case the team supposed
+to receive the sack which gets out of bounds may advance three paces
+whether the sack is caught or not, from the point in line with where it
+first hits the ground.
+
+A score is made each time the one member of a team catches the sack
+with both his feet on the opponent's side of the centre line. In making
+the catch, should he step back with one or both feet on or across the
+centre line, or be driven back by the impetus of the sack, it shall not
+constitute a point. After each point is made, goals are changed, the
+losing team puts the ball into play. The team having the largest score
+at the end of thirty minutes wins.
+
+
+Game of Goose
+
+A good sized level field should be used for this game. Two gander
+poles, five feet high, are erected, one at each end of the field, each
+having two forks at the top, opposite each other. Stout tree crotches
+may be used. The goose is made from a stout cloth bag, such as a ham
+cover, stuffed, leaving the ends which can be easily grasped. Midway
+between the gander poles a large circle is marked upon the ground, its
+size being determined by the number playing. Mark a circle six feet in
+diameter around each gander pole to designate the safety limit.
+
+The group is divided into two equal teams. These two teams are arranged
+with their men placed alternately around the circle in the centre of
+the field. The gander man stands in the centre of the circle with the
+goose in his hand. At a given signal he swings around and tosses the
+goose in the air to be received in the arms of some lucky player, who
+immediately dashes off with it towards his goal. The opponent players
+endeavor to intercept him and get the goose away from him. When the man
+carrying the goose is in danger of losing it, he tosses it to some one
+on his own side, if he can, and the player catching it runs towards his
+goal. If the second player cannot succeed in making his goal or gander
+post, he tosses it on to some other member on his team. The player who
+succeeds in getting both feet inside of the safety circle around the
+gander pole must not be molested, unless he lets the goose fall to the
+ground in his attempt to hang it in one of the crotches of the gander
+pole, in which case he or his team mates may recover it or any one of
+the opposing team may seize the bird and dash away with it towards his
+own pole. There must be no scrimmage over the possession of the bird,
+for as soon as an opponent gets hold of the goose, the player holding
+the latter must let go his hold. One must not trip an opponent or
+interfere by body, arm, or leg contact without forfeiting one "honk."
+Three honks count one goose (or goal) for the opposite side.
+
+
+Clock Games
+
+The group forms a large circle. If it be a large group, the circle is
+counted off into 6's or 8's, if small into 4's. If they be counted into
+6's each group of six constitutes a team. Number 1 in each case is to
+act as captain. If it be desired to elect captains, the man elected
+takes Number 1's place in the group. The captain wears a sash or some
+other distinguishing mark. In this formation a number of competitive
+races can be used.
+
+Illustration--The group numbers sixty individuals. It is counted off
+into 6's. That means that we have ten teams of six men each making up
+the circle and ready to compete. The leader takes a position in the
+centre of the circle. The following five games may be played with the
+teams arranged in clock formation:
+
+
+Walking Race
+
+See clock games above.
+
+At the signal to go, the number 6 man steps out of his place in the
+circle and walks to the right around the circle, until he gets back to
+the point in the circle he left, and tags off the Number 5 man on his
+team, and this man walks around the circle. This means that all the
+Number 5 men from all the different teams are walking around the
+outside of the circle in a race, at the same time. Numbers 4, 3, and 2
+follow in turn after 5. Number 2, after completing the circle, tags off
+Number 1, the captain of the team, wearing a sash. The captain walks
+about the circle until he gets to the hole in the circle which he left,
+enters through the hole, bringing his sash to the leader, who stands in
+the centre of the ring. The first sash to reach the leader decides the
+winner of the race.
+
+A running race can be substituted for the walking race and various
+modifications used, such as backward walking, hopping, frog leap, etc.
+
+
+Chariot Race
+
+See clock games above.
+
+Similar to the preceding walking race, except that instead of running
+around the ring singly, the competitors go in pairs, as follows:
+
+At the signal to go Number 6 locks his left arm in the right arm of
+Number 5, and the two of them so linked together proceed around the
+circle. Having completed the circle, Number 6 takes his original
+place, while Number 5 links arms with Number 4 and the two travel
+around the circle. Then 4 links with 3, 3 with 2, and the race ends
+when 2 and 1 have completed the distance around the circle and have
+brought their sash to the leader in the centre.
+
+
+Flathead Race
+
+See clock games above.
+
+Similar to the preceding. A small block of wood or flat stone is given
+to Number 6 on each team. At the signal to go he places the block on
+the head of Number 5 and follows Number 5, who walks around the ring.
+Number 5 must keep his hands upon his hips. Should the block of wood
+fall from the head of Number 5, he must stand still until it has been
+replaced by Number 6. The two continue walking around the circle until
+they reach the point which they left. Then Number 6 takes his place in
+the circle and Number 5 takes the block from his own head and places it
+on the head of Number 4, and follows 4 around the ring to replace the
+block should it fall off. The race ends when Number 1, followed by
+Number 2, has completed the distance around the circle, still balancing
+the block of wood on his head, and presents himself to the leader in
+the centre.
+
+
+Spin Around Race
+
+See clock games above.
+
+Similar to the preceding race, except that each captain takes a
+position about four feet outside of the circle near his own team. At
+the signal to go, Number 6 steps out of his position in the circle and
+runs to his own captain, linking his right arm in the right arm of the
+captain, who spins him around twice. He then runs around the circle and
+returns to his original place in the circle, and tags off 5, who
+repeats the performance of 6. When 2 has completed his round of the
+circle, he tags off his captain. The captain must run, without spinning
+around, clear around the circle on the outside, and enter through the
+point of the circle he originally held, and tag the leader in the
+middle.
+
+
+Leap Frog Race
+
+See clock games above.
+
+Similar to the preceding. In this race, Number 2 will take the place of
+the captain outside of the ring. At the signal to go, Number 6 leaves
+the ring and proceeds around the circle, leaping with frog leaps over
+the backs of the Number 2 men from each team. Returning to his original
+position, he tags off Number 5. Number 1's turn will come after that of
+Number 3, and when Number 1 has completed the circle, leaping over the
+backs of all Number 2 men, he tags off the Number 2 of his own team.
+The latter runs about the circle once, enters the circle at the point
+where he originally stood and tags the leader in the centre.
+
+
+Riding the Snail
+
+A group is divided into two equal teams. These two teams line up in
+parallel lines about six feet apart, back to back. A safety line is
+drawn at each end of the field about twenty-five yards from where the
+teams line up. One team is designated as the "head" team; the other as
+the "tail" team. The leader tosses a coin. If the coin falls with head
+up, he calls "heads." Thereupon tails run across their safety line
+while heads endeavor to tag them before they succeed. Succeeding in
+doing this the man tagged has to carry the tagger upon his back to the
+original place of line-up and the coin is again flipped. Should it fall
+with tail up, tails chase heads to the safety line at the other end of
+the playing space.
+
+
+
+
+CHAPTER II
+
+OUTDOOR GAMES FOR BOYS
+
+
+Treasure Hunt
+
+This game is a very adaptable one and can be run in a great number of
+different ways. It can be as simple or as complex as any leader may
+desire.
+
+A mysterious letter may be read to the group or a letter in code posted
+where the group can see it. The contents of this letter will direct any
+one to a place where he will find detailed information as to the exact
+location of a buried treasure. By following instructions or working out
+the code, a boy will discover a second letter in hiding, or a time
+limit may be allowed to find letter number 3. At the end of that time
+the information contained in the second letter may be given to the
+entire group, so that all may hunt for letter number 3. This method
+keeps everybody in the game. As many letters may be hidden as desired,
+using the treasure as the last. This game can be used to teach
+observation, trailing and tracking. Letters using identification of
+trees, flowers, marks on trees, birds' nests, etc., may be used. Map
+and chart reading make the game more difficult. Letters may be written
+in Morse and Continental codes, or easy codes may be made.
+
+A good book on trees or flowers, a small ax, or any useful article may
+be the hidden treasure.
+
+
+Hide and Seek
+
+One boy is chosen to be "IT." He blinds his eyes while the others hide.
+He counts 100 by 5's, then says, "Ready or not, you must be caught." He
+then endeavors to find the hidden players. Succeeding he must tag the
+goal and call the name of the player observed. Should he, in seeking a
+player, pass the spot where one is hidden, that player can race in to
+the goal and say, "In free." The one who is "It," however, can tag that
+player or the goal. When all the players have been discovered, the one
+first discovered or caught by "It" must blind his eyes for the next
+game. One who succeeds in getting "In free" is not subject to being
+"It" in the next hide.
+
+
+Look Out for the Bear
+
+All of the players hide their eyes, except one, who is the Bear. He
+hides. When sufficient time has been given for him to find a hiding
+place, the others seek him. When a player finds the bear he calls out,
+"Look out for the bear." Thereupon all of the players race back to the
+home base. The bear endeavors to tag as many of the players before they
+can reach the home base, as he can. All of the players tagged become
+bears and hide in the next round of the game, which is the same as the
+first. All of the bears try to tag as many as possible before they
+return to the home base. The game continues until the last seeker is
+caught. He has the privilege of being the bear for the next game.
+
+
+Still-a-Feet
+
+This is a simple tag game. The player selected to be "It" starts the
+game by saying, "One, two, three, Still-a-feet, One, two, three,
+Still-a-feet, One, two, three, Still-a-feet, One, two, three; no more
+moving of the feet, feet, feet." While "It" is saying this, the players
+can endeavor to get as far away from him as they desire, but when he
+has completed the statement, they cannot move their feet. Should he see
+one of the players moving his feet, he may chase that player until
+captured. Thereupon, that player helps him chase any of the others. A
+player cannot be tagged until one of the "Its" has seen a movement of
+his feet. The first player caught is "It" for the next game. "It" does
+not need to chase the first player whose feet he sees moving unless he
+so desires. He may chase any one of the players whose feet he has seen
+move.
+
+
+Hang Tag
+
+This is a good game to play around a barn or in a grove where there are
+low limbs. A player is selected to be "It." He may tag any player who
+is not hanging with feet clear of the ground. The player tagged
+immediately becomes "It" and may tag back the one who tagged him after
+that individual has taken five steps.
+
+
+Fox in Hole
+
+Any number of players may participate in this game. The playing area
+should not be too large. A four foot circle is marked upon the ground
+as a base. One player is selected to be the Fox. While the fox is on
+the base he may stand on two feet, but when he leaves the base to catch
+any of the other players he must hop on one foot. Should a player
+become tagged, he becomes the fox, and the other players may slap him
+on the back until he is safe on the base. Should the fox put the other
+foot down, he must return to the base, and every player may slap him on
+the back until he succeeds in doing this, but no player can block his
+path to the base.
+
+
+Fence Tag
+
+This is a simple active game which can be played where there is a low
+fence or bar, over which the players may easily climb or vault. A
+player is selected to be "It". He takes his place on the opposite side
+of the fence from the other players and must climb or vault over and
+endeavor to tag someone who fails to get over the fence in time. "It"
+cannot tag anyone whose feet are off the ground, in an effort to get
+over the fence. Neither can he tag anyone who is standing on the other
+side of the fence from him. This is a very active game, as it keeps the
+players leaping back and forth over the fence in an effort to avoid
+being tagged. A player tagged immediately becomes "It". He cannot tag
+back the one who tagged him, until after that one has a fair chance to
+get on the other side of the fence.
+
+
+Body Guard
+
+A small space is marked off at one end of the ground as a base or goal.
+One player is chosen to be the chief, an important personage requiring
+two body guards. The game starts with these three players in the goal
+and the balance of the players at large. The three come forth, and the
+two players who act as body guards clasp each other by the hand, and
+preceding the chief as a shield, endeavor to prevent the other players
+at large from tagging the chief. The chief himself may avoid being
+tagged by moving around the guards. Whenever a guard succeeds in
+tagging a player, the chief and his guards return home, whereupon the
+player tagged changes places with the man who tagged him. Any player
+succeeding in tagging the chief becomes the chief.
+
+
+Sardines
+
+One of the players in the group hides, while the other players seek to
+find him. Should a player succeed, he endeavors to get into the hiding
+place unobserved by the others and hides with the first player. As the
+game continues, and other players succeed in finding the hiding place,
+the number of hiding players continues to increase until they are
+packed in like sardines, hence the name. It is difficult for them,
+crowded together, in this way, to keep from disclosing the hiding place
+to the remaining players. The game continues until the last player has
+discovered the hiding place. The first one to make the discovery hides
+in the next round.
+
+This is a good game to be played around a farm house where there are a
+number of hiding places, or in the woods where there are trees,
+boulders and ravines.
+
+
+Shinny
+
+This is a good game for boys and girls. It has furnished amusement for
+many generations of children. Each player must secure a stick about
+2-1/2 feet long. An alder stick with a small bend at one end furnishes
+an ideal implement for this game. An old baseball or where this is not
+procurable, a tin can or a block of wood, may be used. The players are
+divided into two teams. Two stones, placed about five feet apart at
+each end of the playing space, serve as goals. The playing space should
+be about 30 to 50 yards in length. A level stretch of road can be used,
+or an open field. The game starts by each team taking a position
+anywhere in the half of the field nearest the goal they are defending.
+
+The ball is placed in the centre of the playing space. Two opposing
+players, known as centres, take a position on opposite sides of the
+ball, within a distance of two feet of it, with the end of their clubs
+on the ground. The process of putting the ball into play is called
+"facing off". In facing off, the two centres raise their clubs from the
+ground and hit them together above the ball. They do this three times
+and after hitting them above the ball for the third time, they are
+allowed to hit at the ball, endeavoring to knock it towards their own
+players or towards the opponent's goal. The game is now on and each
+player endeavors to knock the ball, by means of his club, towards and
+through the opponent's goal. Swinging the club higher than the shoulder
+is barred. Should the ball be knocked outside of the playing space, it
+is brought back in and faced off by any two opposing players at a point
+well within the playing space, opposite to where it went out of bounds.
+
+A goal counts one point and after each goal the ball is faced off in
+the centre. Goals should be changed in the middle of the game, so that
+no team may have an advantage over the other because of location of
+goals.
+
+
+One Step Off and All the Way Across
+
+Two goal lines about fifteen yards apart are marked upon the playing
+space. This game can be played on the road, using the opposite curb
+stones as goal lines. A player is selected to be "It" and takes his
+place between the goal lines. He starts the game by saying, "One step
+off and all the way across". Thereupon, all the players who may be
+behind either goal line, upon stepping over the goal line, must run
+across the space between the goal lines towards the opposite goal. "It"
+endeavors to tag the players as they run between the goal lines. Each
+player tagged, helps "It" in tagging the others. After the game starts
+the players may run back and forth between the goal lines at will. The
+game continues until all the players are tagged. The first player
+tagged becomes "It" for the next game.
+
+
+Wheel Away
+
+This game is similar to the preceding game except the players must be
+behind the same goal line, and the one who is "It" says, "Wheel away",
+which is the signal for all of the players to run across the space to
+the other goal. Those tagged by "It" in their effort to do this, help
+him to tag the other players. All of the players are expected to run
+immediately upon hearing "Wheel away". Otherwise "It" may cross the
+goal line and tag them. The one first "It" is the one to say "Wheel
+away" each time, until all of the players have been caught. The one
+first caught is "It" for the next game.
+
+
+Bombardment
+
+This is a game enjoyed by boys. It is necessary to have half a dozen
+soft yarn balls or indoor baseballs or bean bags for this game. A large
+number of players can participate. A playing space is marked off on the
+ground with a line drawn through the centre. The group is divided into
+two equal teams. The teams take positions on opposite sides of the
+center line. The balls are divided equally between the two teams. At
+the signal to start the balls are thrown at such opponents as may hold
+one of the balls. The players may move around in their playing space,
+but are not allowed to step over the centre line. Any player can
+recover a ball, but so long as he holds the ball in his hands, he is
+the target for the fire of the opponents. Each time a player, holding a
+ball, is hit by an opponent, he drops out of the game. The team first
+retiring all of the opponents wins.
+
+
+Bombardment No. 2
+
+This game is similar to the preceding, except that each player must
+secure a stick not over two feet long, which can be stuck loosely into
+the ground in a vertical position. A 2×4 block of wood, about 8 inches
+long, with a flat end which can be balanced upon the ground, can be
+used in place of the stick if desired. Each player sticks his stick up
+near the back end of his playing space. They must be at least three
+feet distant from any boundary line and from each other. Each player
+takes a position in front of his stick. The object of the game is to
+knock over the opponents' sticks. Should a player knock over his own
+stick accidentally, or that of any player on his side, it counts as
+though it were knocked over by the opponent. When a player's stick is
+knocked over, that player is dead and takes his stick and leaves the
+game. The side first succeeding in knocking over all of their
+opponents' sticks wins the game. The players are not allowed to step
+over the centre line.
+
+
+
+
+CHAPTER III
+
+GAMES OF STRENGTH
+
+
+Taking the Heights
+
+This is a good rough and tumble game for boys. A bank, a low platform,
+a pile of dirt or some elevated position is necessary. The object of
+the game is for the players to strive to get upon the bank and maintain
+their position thereupon to the exclusion of all other players.
+Hitting, kicking, or the grasping of clothing is barred.
+
+
+Wrestle Tug of War
+
+Opponents are so arranged on opposite sides of a line marked upon the
+ground that those of equal size and strength are facing each other.
+Each player puts his right hand on the back of his opponent's neck and
+his left hand on his opponent's right elbow. Each tries to pull the
+other over the mark. At the end of the pull, the side having the most
+players on its side of the line wins the game.
+
+
+Referee's Hold
+
+Opponents take the same position as in the preceding event, but instead
+of attempting to pull across the line, each endeavors to make the other
+move one or both feet. The best two out of three are used to determine
+the winner.
+
+
+Finger Wrestling
+
+Opponents are arranged as in the preceding game on opposite sides of a
+line. Holding their hands well above their heads, opposing players
+grasp each other's hands, interlacing fingers, and each endeavors to
+bend the opponent's wrist backward. Succeeding in this, the vanquished
+drop out of the game.
+
+
+One Leg Tug of War
+
+Opponents are arranged as in the preceding game on opposite sides of a
+line. They turn their backs towards each other and standing upon their
+right foot, raise their left leg to the rear and hook the foot in that
+of the opponent. Each endeavors to pull his opponent across the line in
+this position.
+
+
+Hog Tie
+
+Two players of equal strength are each given a piece of quarter-inch
+rope or a strap. Each endeavors to tie together the other's ankles.
+
+
+Cumberland Wrestling
+
+Players face each other and take a waist hold, arms around opponent's
+waist, and stand close up. At the signal to "go" each player tries to
+lift his opponent off his feet. No throwing is allowed. Three tries are
+permitted.
+
+
+Greco-Roman Wrestling
+
+Opponents face each other and may take any legitimate wrestling hold in
+their effort to secure a fall from the other. Should any part of the
+body other than the feet touch the ground, it constitutes a fall.
+
+
+Shoulder and Arm Push
+
+Opponents face each other with a line marked upon the ground between
+them and place their right hand on the other's left shoulder and their
+left hand on the opponent's upper right arm. In this position they
+endeavor to push the opponent back from the centre line, so as to get
+on the opponent's side of the line.
+
+A modification of the preceding may be made by allowing the use of but
+one hand--the right placed against the opponent's chest, with the left
+held behind the back.
+
+
+Squatting Tug
+
+Opposing players sit upon the ground facing each other, with the soles
+of their feet flat against each other's. They then bend forward without
+bending the knees any more than necessary and grasp the opponent's
+hand. In this position they endeavor to lift the opponent from the
+sitting position on the ground.
+
+
+Neck Tug of War
+
+Opponents interlace their fingers behind each other's necks and
+endeavor in this position to pull the other across a center line.
+
+
+Hand Tug of War
+
+Opponents grasp each other's hands and each endeavors to pull the other
+across a center line.
+
+
+Cane Wrestling
+
+Opponents are given a stick, like a broomstick, which is grasped with
+both hands. Each endeavors to break the grasp of the other upon the
+stick.
+
+
+
+
+Part IV
+
+GAMES FOR SPECIAL OCCASIONS
+
+
+CHAPTER I
+
+GAMES AT THE DINING TABLE
+
+Banquet Games
+
+
+Oysterette Race
+
+Those sitting on one side of the table constitute team "A", those
+opposite them, team "B". The two captains should be sitting opposite
+each other. At one end of the table place a dish containing ten to
+twenty oysterette crackers, in front of the men on the opposite end of
+each line from the captain, and an empty dish in front of every other
+man. The opponents having the dish of crackers in front of them are
+given a spoon, and at the signal to "go" they pass the crackers by
+means of the spoon from their dish to that of the next on their team.
+When the last cracker has been transferred, the spoon is handed to the
+next man on the team, who repeats the performance of the first. (Dishes
+cannot be moved from their original position). The team first
+succeeding in getting the crackers to the dish of the captain wins.
+
+
+Passing the Drink
+
+Teams are arranged as in No. 1. A glass of water is given to the man at
+one end of the table. The glass should be filled to the brim. With the
+signal to "go" it is passed to the far end of the table and
+immediately returned. The glass which returns first to the one who
+started the passing determines the winner, provided that the glass has
+as much or more water in it at the finish than the opponents' glass. If
+the winning team has less water in it, the result is a tie game.
+
+
+Rat-a-Tat-Tat
+
+Teams arranged as in previous games. A plate or glass must be placed in
+front of each contestant. Two spoons are handed to contestants at the
+head of each line. At the signal to "go" the opponents beat on the
+plate rat-tat-rat-tat-tat, as a drum beats. He then passes it on to the
+next. Rat-tat-rat-tat-tat is passed on to the far end of the line and
+back. When the one who started the race has beaten his last
+rat-tat-rat-tat-tat, he stands up holding both spoons above his head.
+
+
+Earth, Air, Fire and Water
+
+Teams are arranged as in previous games. A member of team "A" is given
+an object, which can be conveniently passed or tossed across the table.
+The game starts by his passing the object to any member of the opposing
+team. In passing the object, he says one of the four words: "Earth,
+air, fire or water." If the word "earth" is used, he must name some
+animal; if the word "air" is used, the one receiving the object must
+name some bird; if the word "water" is used, he must name some fish,
+and keep quiet if the word "fire" is used. If the word used requires an
+answer, the one to whom the object is passed must give the name before
+the one who has passed the object can count ten. Failing to do this,
+one point is scored by team "A". The one on team "B" to whom the object
+was passed, passes same back to any member of team "A" and says any of
+the four words.
+
+Note.--If the word "Air" is used, the opponent must name some bird,
+such as robin, thrush, etc. If "water" is used, shad, salmon, etc. If
+"earth" is used, lion, cow, etc.
+
+
+Around the Chair
+
+The teams are arranged as in previous games. The opponents at the head
+of the line are handed an orange. At the signal to "go" they must stand
+up, push their chair back from the table and run around the chair
+twice, return to the table, sit down and pass the orange to the next
+one in line, who repeats the performance of the first. The race ends
+when the last one in the line has circled the chair twice, sat down and
+held the orange above his head.
+
+
+Jenkins Up
+
+Divide the company into two sides. One division sits around the table
+on one side, the other on the opposite side. The members of the
+division "A" put their hands under the table and a small coin, dime or
+quarter, is passed from one to the other. When division "B" thinks they
+have had enough time, the captain calls out, "Jenkins up!" and the
+players of "A" hold up their closed hands; and when "Jenkins down!" is
+called, they must place their open hands, palm down, on the table. The
+players of "B" must guess under which palm the coin is. Every player
+may guess, but only the captain is to be obeyed when he orders an
+opponent to lift a hand. If a player can succeed in finding the
+whereabouts of the coin by causing an opponent to raise his hand, it is
+legitimate. The object is to have the hand containing the coin remain
+on the table last. Every hand left with the palm on the table when the
+hand hiding the coin is lifted, counts a point for the team holding the
+coin. The teams alternate the guessing.
+
+
+Malaga Grapes
+
+One who knows the game takes a spoon in his right hand, then taking it
+in his left hand, he passes it to the one sitting at his left, saying,
+"Malaga grapes are very fine grapes, the best to be had in the market".
+He tells his neighbor to do the same. The spoon is thus passed from
+one to the other, each telling the same grape story. If anyone passes
+the spoon with the right hand, which is the natural thing to do, a
+forfeit can be claimed. The trick must not be told until it has gone
+around a table once or twice.
+
+
+Table Football
+
+An egg is blown and the shell used as the football. Two captains are
+selected, each choosing his side. Teams take places on the opposite
+sides of the table and endeavor to blow the egg shell over a goal line
+which is made two inches from and parallel to their opponents' side of
+the table. After each goal the egg is placed in the centre of the table
+and the blowing begins with the sound of a whistle. No player can leave
+his place, and the "football" must be moved entirely by blowing. If the
+table be long, more than one egg may be used.
+
+
+Spearing Peanuts
+
+A number of peanuts are placed in the centre of the table. Each guest
+is armed with a hat pin. A few of the peanuts have black spots marked
+upon their end. These peanuts count 5 points. All other peanuts count 1
+point. The player succeeding in scoring the highest number wins. The
+pin must be stuck into the shell. Showing the nut is not allowed.
+
+
+String Winding Race
+
+Those seated at one side of the table compete against those on the
+opposite side. A ball of string is given to the two players sitting
+opposite each other at one end of the table. At the signal to go the
+two players maintaining their hold on the loose end of the string pass
+the ball to the players next to them. Each player must hold the string
+in one hand and pass the ball on, unwinding it, as it progresses to the
+next player. When the ball has reached the last player he immediately
+starts rewinding the ball. When he has wound up his share, he passes it
+back to the next, who continues the winding. By the time the ball has
+returned to the player at the head of the table, it must be entirely
+wound. The team first succeeding in accomplishing this, wins the race.
+The string must be wound upon the ball and not snarled.
+
+
+Name Writing Race
+
+The teams are arranged on opposite sides of the table. A long slip of
+paper and a pencil are handed to two players sitting opposite at the
+head of the table. At the signal to "go" the two players holding the
+paper write their last names upon it and pass the slip on to the next
+player on their side. The second player on each team must write the
+first name of the preceding player in its proper place on the slip and
+write his own last name directly under that of the preceding player and
+then pass the slip on to the third player, and so it continues until it
+reaches the last player. He follows the example of the other players,
+leaving space for his first name. The slips are then passed back to the
+head of the table where the first name of the last man must be written
+down by the player at the head of the table. When this is done they
+stand and hold the paper above their heads. The team first succeeding
+in this wins. Each player must give to the player next following him
+his first name. The last player on each team will have to shout his
+name, so that the one at the head of the table may be able to fill it
+in before ending the race.
+
+
+Candle and Plate Race
+
+The teams are arranged on opposite sides of a table. The two players at
+the head of the table are given a plate and a candle and a box of
+safety matches. At the signal to "go" the candle is placed on its end
+on the plate and lighted by the first player. The candle is then
+balanced upon the plate, as it is passed to the next player, who
+receives the plate endeavoring to maintain the balance of the candle.
+Should the candle fall over, the player in whose hand the plate rests
+must place the plate down upon the table, again stand the candle on its
+end and pass it on to the next player. Should the flame on the candle
+become extinguished, the player, in whose possession it is, must place
+the plate down upon the table, and using the box of safety matches
+which is on the plate, relight the candle. In this way the candle is
+passed to the far end of the table and back. The team first succeeding
+in accomplishing this task wins.
+
+This can be made more difficult by requiring each player to keep one
+hand in his lap during the passing, balancing and lighting of the
+candle. In lighting, the next neighbor on the team may hold the box of
+matches while his teammate strikes the match necessary to relight the
+candle.
+
+
+
+
+CHAPTER II
+
+A COUNTY FAIR PLAY FESTIVAL
+
+
+Play programs with everybody in the games, old and young, large and
+small, are replacing the fakers and chance-men in some of our County
+Fairs. Instead of a lot of disgusted individuals with empty purses
+winding their way on the long home trail we want to hear the laughter
+of the family group, still exhilarated as a result of a pleasant
+afternoon spent in happy, healthful recreation.
+
+Everybody loves to play but few will admit it. In fact a great many do
+not realize that it is true. In order to get everybody in the game, it
+may be necessary to use unusual methods. A heterogeneous group can be
+led into the play program unconsciously if the leader uses the proper
+approach; and before old Deacon Hasbrook knows it, he and his good
+wife, neither of whom have played in nigh on to thirty-five years, will
+be laughing and frisking about with the rest in a way that you would
+have said impossible if you had known this sedate dignitary for the
+past twenty-five years.
+
+
+The Grand March
+
+Here is one way that it can be done. While the band is playing a lively
+march at one end of the field which is to be used for the games, have
+the leaders, who have been previously instructed, get all of the folks
+lined up in couples around the field for a grand march. A couple
+trained for the occasion leads the march when everybody is in line,
+marching about the circumference of the field. The leaders start their
+fancy marching. At one end they turn and march down the center of the
+field to the far end where the couples separate, the ladies going to
+the left and the gentlemen to the right. They reunite at the other end
+of the field. The march continues with numerous variations such as
+change of formation from double to formation of fours, marching
+diagonally across the field, crossing at the middle, etc. The march
+should end with the group arranged in couples around the circumference
+of the field with the ladies nearest the center. Have both groups face
+the center and have the ladies take one step forward and the men take
+one step backward.
+
+
+The Games for All
+
+One American flag on a short stick is handed to the leaders of both
+lines, that is, the leading lady and the leading gentleman, and at the
+signal to start the flags are passed about the circle (over the head),
+the ladies competing against the gentlemen to see which can pass the
+flag from hand to hand all the way around the circle in the quickest
+time. The race ends when the flag returns to the leader, who waves the
+same above his head, indicating the close of the race.
+
+If the group is less than 100 in number, the following game can be
+played:
+
+A ball of string is handed to the leader of each team. Upon the signal
+to start, the leaders, holding the end of the string, pass the ball to
+the next one on the team, who passes it to his neighbor, unrolling it
+as it goes, and so on from hand to hand, each one on the team keeping
+hold of the string with his right hand. There should be string enough
+in the ball to reach all the way round the circle. The ball diminishes
+as it is passed along. When the ball reaches the last one in the circle
+he starts rewinding the string upon the ball, passes it back to the
+next one, who winds on the slack, and so the ball is passed, each one
+winding until the ball returns to the captain. Each team will try to
+get the ball properly wound back into the captain's hands first. No one
+can leave his regular position in the line during the race. If the ball
+has been properly wound, it will be possible to throw the same
+twenty-five feet to the judges, who take a position within the circle
+and about this distance in front of the captain. The first one to get
+the ball into the hands of the judge, by means of this throw, wins the
+race.
+
+In the next race five or six flags of the Allies are passed about the
+circle in the same way. The flags are stuck in the ground in front of
+the leaders. Upon the signal to start, the leaders pick up the first
+flag and start it on its way, then immediately pick up the second and
+start it about the circle and so on until all of the flags are in
+motion. The American flag should be passed last. When all of the flags
+have been returned to the leaders they run to the center of the ring.
+The first one to stick the American flag up in the receptacle there
+placed to receive it wins the race. (Careful instruction should be
+given that the flags in being passed about the circle must be handed
+from one individual to the next so that every individual passes the
+flag. Throwing is not allowed.)
+
+See chapter on Racing Games for picnic for other suggestions.
+
+Following these passing games the group can be broken up into smaller
+circles, each under the direction of a leader who has been previously
+instructed in the type of game he is to give to his group. The
+activities of the smaller groups are to be arranged according to the
+age of the participants.
+
+In dividing a group into smaller groups according to age, the leader
+should first have all children under twelve years of age step forward.
+These should be placed in the charge of group leaders. Next all the
+boys and girls from twelve to eighteen should be asked to step forward
+and next all those young men and women who can participate in active
+games. When this last group has been called forward, those remaining
+will form the fourth group.
+
+It is difficult for one leader to handle more than fifteen individuals.
+If any of the groups contain more than this number, they should be
+subdivided, with a leader placed in charge of each subdivision. Try as
+far as possible to have the two sexes equally divided in each group.
+The games should be carefully selected in advance and the various
+leaders should have been trained for their task. No active play program
+for large groups should be planned for a longer period than one hour
+and then frequent rest periods allowed for adults.
+
+Games which will be found adaptable for the various groups contained in
+this volume are suggested below:
+
+ For the children under twelve--Schoolyard Games for Primary and
+ Intermediate Pupils.
+
+ For those from twelve to eighteen--Schoolyard Games for Advanced
+ Pupils.
+
+ For the young men and women--Outdoor Games for the Older Boys and
+ Young Men.
+
+ For the middle-aged--a selection of games from chapter on "Games
+ for Picnics, and Social Games for Adults".
+
+
+
+
+CHAPTER III
+
+GAMES FOR A STORY PLAY HOUR
+
+The Story--"Paul Revere"
+
+
+Following the reading of Longfellow's poem the listeners are given the
+opportunity to give expression to their imagination in the following
+games,--
+
+
+"The Red Coats"
+
+Divide the group into two equal teams. One team is called the farmers,
+the other the red coats. A goal is marked off on the ground in the form
+of a hollow square large enough to contain all the members of one of
+the teams.
+
+All of the red coats take a position inside of the goal with eyes
+closed while the farmers hide. After sufficient time has been given to
+the farmers to hide, the red coats are released and each seeks to
+discover a farmer. Upon being discovered the hiding farmer must remain
+in his hiding place until tagged by the red coat then they both race
+back to the goal. The first one to cross the goal line becomes a farmer
+and the other a red coat in the next hiding. After returning to the
+goal both farmer and red coat must remain therein until all of the
+farmers have been discovered. If the last red coats find it difficult
+to locate the hiding farmers they can call to their assistance such
+other red coats as they may need, in which case the red coat first
+discovering the farmer points him out to that red coat who enlisted his
+help, thereupon said red coat tags the farmer and races with him to the
+goal.
+
+After all of the farmers have been discovered those who are to be
+farmers in the next round hide and the game goes on as before.
+
+In case two red coats discover the same farmer the one first tagging
+him shall count and shall race with him for the goal. In case the red
+coat discovers more than one farmer he may choose the one he wishes to
+tag, but he is not to disclose the other to another red coat.
+
+
+"Yankee Doodle Tag"
+
+The group is divided into two equal teams. Two lines are marked upon
+the playing space parallel to each other and about 20 yards apart.
+These lines should be long enough to allow all of the expected number
+of players to form line upon, shoulder to shoulder. Each team lines up
+on a goal line facing in the same direction, Team A facing the center
+of the playing space, Team B facing away from the center.
+
+Team A marches forward whistling "Yankee Doodle" maintaining a straight
+line until a leader who takes a position near the center of one side of
+the playing space raises a hand above his head. This is a signal for
+team A to stop whistling, break ranks and run back to their goal line.
+
+Team B, whose backs are toward the advancing column, upon hearing the
+whistling stops, turns about and chases after team A, trying to tag as
+many of them as possible before they get back to their goal line. Every
+member of team A who is tagged becomes a member of team B.
+
+Team B next marches forward whistling as did A, while A waits on their
+goal line until the whistling stops, thereupon they turn about and
+chase B. The game continues in this way. At the end the team having the
+most players is declared the winner.
+
+Note--the leader giving the signal for the whistling to stop should
+take a position where the signal cannot be seen by the team waiting to
+chase the whistlers.
+
+
+"Paul Revere Race"
+
+The group is divided into teams of from 8 to 15 each. These teams are
+placed on the field in parallel columns of file with a distance of 10
+feet between each team. The players on each team are then arranged in
+the line at a distance of from 10 to 20 feet apart. The lightest member
+of each team is selected as the rider for that team and takes his
+position behind the player at the back end of his line.
+
+At the signal to start he leaps upon the back of the last man who
+carries him forward to the next man of his team in front of him in the
+line, and the rider must change from the back of the first steed to the
+back of the second without touching the ground. The second steed
+carries him to the third, and he is passed on from steed to steed until
+he reaches the last steed at the end of the column who carries him
+across a finish line. The first Paul Revere to cross the line wins the
+game for his team.
+
+
+"The Midnight Ride"--Quiet Games
+
+Two teams of equal numbers are chosen and arranged in two lines facing
+each other. If the game is played in-doors place the teams on opposite
+sides of the room. A pad of paper and a pencil is given to the two
+players at the head of each line. The leader then reads a number of
+lines from Longfellow's poem "The Midnight Ride of Paul Revere",
+requesting that all of the players endeavor to remember as much of the
+poem as possible. When a sufficient number of lines have been read the
+player at the head of each team, at a signal to start, writes the first
+word of the poem on the sheet and passes it along to the next player in
+line who writes the second word. And so it is passed until it reaches
+the end of the line. If a player does not remember the right word he
+writes his surname in place of the word and passes it on to the next
+player who either fills in the proper word or writes in the surname.
+
+The team which passes the pad to the other end of the line first wins,
+provided that every one has either written a word from the poem or a
+name thereupon, and scores 5 points. The team having the fewest names
+written into the poem also scores 5 points (an error counts the same as
+a name). In case of a tie, the score race is repeated.
+
+MODIFICATION.--Read several verses and require the paper to be passed
+up the lines and back as many times as are necessary to write down all
+of the verses read, using the same method used in the other race. The
+team first getting all of the verses written, wins. Those who cannot
+add the right word to the verse must write their surname in every time
+the paper passes them. Forfeits can be required from them whose names
+appear above a certain number of times on a sheet. If the group is very
+large increase the number of teams.
+
+The above games are supposed to be played after the reading of
+Longfellow's poem--"The Midnight Ride of Paul Revere".
+
+
+
+
+CHAPTER IV
+
+AN INDOOR SPORTS FAIR
+
+
+They are still talking about the Indoors Sports Fair that the Welfare
+League of Ashton gave last spring, and ranking it as the best thing the
+town ever did to raise money for their united welfare funds.
+
+When the doors were opened on the first night it was not surprising to
+see a crowd all ready to push in and enjoy the sports prepared for
+them. No admission was charged, but each sport, exhibit and event had
+its price plainly marked in black on a bright blue sign at the
+entrance.
+
+That first evening it seemed as if the golf course was patronized as
+freely as any of the sports. It took up one large corner of the hall,
+where a miniature nine-hole course had been laid out on dark blue
+denim. The "holes" were marked out with rings of white paint, and there
+were a few hazards of sandbags and a very low brick wall. For the most
+part it was a putting game, a putter being handed to the player after
+he had paid his admission to the "caddie" at the turnstile gate.
+
+They say the boys had the time of their lives at the baseball diamond,
+and some of their fathers too, to judge from the receipts. Back on a
+large piece of canvas Bill Simons had "dashed in" with cold water
+paints a baseball diamond, with trees in the background and bleachers
+on each side, all in a queer perspective which didn't hurt the game
+any. In the curtain Bill had cut holes just a little larger than a
+baseball, so that throwing the ball through these holes was not any
+bush-league business. On the diamond he had marked under the holes,
+First Base, Second Base, Third Base, and Home Run at the plate. Back
+of the plate were two holes quite close together, one marked Strike and
+the other Ball. Two holes in the outfield and two "over the fence" were
+also arranged in pairs to make pitching difficult. Regular baseballs
+were sold, four shots for a nickel. The ruling of the game was simple:
+Three strikes out, four balls a chance to try first base, or one of the
+"over the fence" holes for a home run; after first base, second and
+third had to be hit successively before a home run could be scored, and
+to make it harder there was a "grounder" hole near third base which put
+one out of the game; balls which merely struck the curtain were counted
+as fouls, four fouls being out. Back of the curtain Bill had hung an
+old mattress against which the balls bounded to the floor. This was
+covered with a black cloth to make the holes in the diamond visible.
+
+
+Seeing the Old Home Town
+
+Down the line next to the baseball diamond came the bowling alley,
+where everyone who was not a fan or a golf fiend was taking a hand at
+the sport. This alley was laid on a long board table, and the game
+played with tenpins and small wooden balls. Six balls for a nickel they
+sold here, and because the sport needed something to speed it up a bit
+they linked it with the food table next door. The best cooks in town
+presided over this. You paid your money for your tenpin balls, and
+proceeded to run up a score by counting the numbers on the pins you
+knocked down; the pins were set far apart to make it difficult. Then
+you took your score to the food table, where certain numbers of points
+brought you a glass of jelly, a can of mince-meat, a box of cookies, or
+a jar of mayonnaise. That bowling alley certainly did appeal to the
+women!
+
+And if there was ever a more successful grab bag for the children than
+the quoits game, the Ashton Welfare Committee wants to hear about it.
+They called it a Good Luck booth for it had a horseshoe-shaped opening
+with a row of numbered pegs across the back. The kiddies bought the
+quoits, little wooden horseshoes cut from cigar-box wood, and tossed
+them over a peg. The number of the peg corresponded to a numbered tag
+which was handed out to be redeemed at the parcel-post window near the
+aërial mail plane.
+
+This aviator, by the way, was an official of the Cupid Airline, so he
+advertised on his aëroplane, which was painted on a large curtain with
+a hole cut out where the seat would be, and the wheel of an electric
+fan poked through at the front and set going for a propeller. His mail
+bag hung over the side of the car inside of which he stood in aviation
+uniform, and for ten cents you could get your fortune in a small white
+envelope out of the mail bag if you were a man, or in a pink envelope
+if you were a girl.
+
+But say, for a real scream, you had to take a sight-seeing trip in the
+auto! It was worth twice the toll. Dottie Earle had charge of it, and
+she made one of the funniest guides you ever heard. "This way, ladies
+and gentlemen," she would shout through her megaphone; "get your
+tickets for a tour of the city in the most magnificently equipped
+sight-seeing autos that ever ran on three wheels and one cylinder! Only
+twenty-five cents, two bits a ride! See the birthplace of Ashton's
+mayor, the history of Ashton's past, its chief industries," and so on.
+
+When her tourists assembled in front of her machine, which was a real
+car, at least the front half of one, an old relic which the garage had
+just about decided to scrap, its latter half hidden behind a dark
+curtain, Dottie led them back of the curtain where the sights of Ashton
+were hidden. In another black curtain were a series of holes not any
+larger than a quarter, and behind each was one of the sights, a cradle,
+a picture of the town dump, a scrubbing brush and a large pen-knife for
+the sights already mentioned. For the Home Team she had a snapshot of
+the Warren twins, for the competitor of the Herald, a telephone, and so
+on with eight other "hits" on town topics and characters. So many
+guffaws and squeals of laughter came from behind the curtain that they
+had to call in a "traffic cop" to keep the crowd outside quiet.
+
+The "traffic cops," by the way, were boy scouts. They had dark blue
+costumes of cheap drill, trimmed with white braid, and wore white
+cotton gloves and shiny badges. They really did have power invested in
+them by the committee to preserve order and keep the crowds moving. At
+one point they were allowed to stand with a semaphore and hold up the
+crowd, not allowing anyone to pass who could not show a certain number
+of tags from the various booths. This tag system was to insure that all
+would play fair, for there was so much fun just watching other folks
+spend money that the tightwads might never have taken their hands out
+of their pockets or opened their purses.
+
+
+A Racket Around the Candy Booth
+
+Mrs. Peterson, who sells the best bread in town, had charge of the cake
+archery. You bought arrows for this, three for ten cents, but you could
+not shoot until a dollar's worth of arrows had been sold. Then you took
+your turn at the bow and arrow. The arrow which hit nearest the
+bull's-eye got the cake, of course, and it was some cake, if it
+happened to be one of Abbie Southerland's angel foods.
+
+The Girls' Club had drawn the candy table for their share of the fair,
+and a pretty booth they made of it, using all the tennis nets they
+could beg, borrow or steal to drape it with and putting up all the
+candy in ten-cent packages wrapped in white waxed paper to look like
+tennis balls. Someone got funny and asked why there was such a racket
+around the candy booth!
+
+The fair lasted three days. What with changing the attractions, keeping
+fresh food on the refreshment tables, making special attractions for
+children in the afternoons after school by offering prizes for sports
+events like sack races, obstacle races, and so on, getting up interest
+in golf tournaments and baseball series, the place was kept packed
+from three in the afternoon until midnight.
+
+In The Ladies' Home Journal, Jan., 1921. Published with the permission
+of the author, Claire Wallis, and The Ladies' Home Journal.
+
+
+
+
+CHAPTER V
+
+RACING GAMES FOR PICNICS
+
+
+In these games participants are divided into a number of equal teams.
+Each team is lined up in single file behind a base line. A distance
+line parallel to the base line and about ten yards from it is indicated
+on the field.
+
+
+Egg and Spoon Race
+
+A basket of eggs, apples, potatoes or stones is placed in front of each
+team and a spoon given to the first member of each team. Empty baskets
+are placed on the distance line opposite the position of each team. At
+the signal to go the first player on each team, keeping the left hand
+behind the back, takes one egg from the basket by means of the spoon
+and carries it on the spoon to the basket from the distance line.
+Returning to the base line the spoon is handed to the second member of
+the team who repeats the performance of the first. The game continues
+until the last player on each team, after carrying the egg forward,
+returns across the base line. The team first succeeding wins.
+
+Should a player drop an egg, he must gather up as much of the egg as
+possible and carry it to the far basket and there deposit it before
+returning with the spoon to the next member of his team.
+
+
+Pea Shelling Race
+
+A basket containing peas and an empty dish are placed on the distance
+line opposite each team. There should be at least six peas contained in
+each basket for every player on the team. At the signal to go the
+first player on each team runs forward, shells his peas into the dish
+and lays the six empty pods in a straight line behind the dish.
+Accomplishing this, he returns and tags off the next player on the team
+who repeats the performance of the first. The team first succeeding in
+shelling all of the peas and having each player's pods lined up in a
+straight line, wins.
+
+
+Needle Threading Race
+
+An individual holding a needle and a short piece of thread is on the
+distance line opposite each team. At the signal to go, the first player
+on each team runs forward, takes the needle and thread, threads the
+needle, hands it back to the individual and returns and tags off the
+next player on the team. The individual holding the needle unthreads
+it, ready for the next player to repeat the performance of the first.
+When the last player crosses the starting line after threading the
+needle the race ends.
+
+
+Button Sewing
+
+As many buttons as there are players on each team are placed on the
+distance line opposite each team, a strip of cloth, a needle, and as
+many short lengths of thread as there are players. At the signal to go,
+the first member of each team runs forward, threads the needle with one
+of the pieces of thread, sews a button on the strip of cloth, using up
+all of the thread in his piece. He leaves the needle stuck in the cloth
+at the distance line and returns and tags off the next player, who
+repeats the performance of the first, as do all other team members.
+
+
+Rope Skipping Relay
+
+A piece of rope is necessary for each team. At the signal to go, the
+first member of each team skips rope forward to the distance line. From
+the distance line he runs back and hands the rope to the next one on
+the team, who repeats the performance of the first. Each player must
+skip the rope at least six times in each direction. The last member of
+the team, after skipping the rope forward to the distance line, returns
+across the base line, ending the event.
+
+
+Rope Skipping Contest
+
+A piece of rope is needed for each team. At the signal to go, the first
+individual skips rope ten times, in place, hands the rope back to the
+next individual who skips ten times, and so the rope is passed on until
+it gets to the last one in the line, who skips twenty times and passes
+the rope back to the one next in front of him in the line. The rope is
+passed until it gets to the first member of the team, each one skipping
+ten times upon receiving it. When the one in the front of the line has
+skipped ten times, he ends the race by running forward across the
+distance line.
+
+
+Dizzy Izzy
+
+A cane or stick is given to the first player on each team. Upon the
+signal to go he places the end of the stick upon the ground, holding
+the stick in a vertical position, and places the centre of his forehead
+on the upper end of the stick. In this position, he circles around the
+stick three times and then runs forward to the distance line and
+returns, handing the stick to the next player on his team behind the
+base line. The second player places his forehead upon the stick and
+repeats the performance of the first, as does every other player on the
+team. The last man ends the race by crossing the base line.
+
+
+Caterpillar Race
+
+The players on each team sit upon the ground in single file, with the
+head of each team behind the base line. The knees are bent so that the
+feet are near the hips. Each player reaches back with his two hands and
+grasps the ankles of the player next behind him. At the signal to go,
+the entire column moves forward, endeavoring to keep from breaking the
+column by any one losing his grip on the ankles of the next member of
+the team, behind. The caterpillar creeps forward across the distance
+line and returns. When the rear end of the column crosses the base
+line, the race is completed, provided the column is unbroken.
+
+
+Potato Race
+
+Two peach baskets and two potatoes, stones or blocks of wood for each
+contestant are needed for each team. One basket is placed before each
+team on the base line and one directly opposite on the distance line.
+The potatoes are placed in the basket on the base line. The first
+player takes a position on the right hand side of the basket behind the
+base line, with a potato in his hand. At the signal to start, he runs
+around the basket on the distance line, dropping his potato therein. He
+returns, running around the basket on the base line, picks up the
+second potato, which he carries and drops into the far basket, as he
+circles it. He then returns and tags off the next player on the team,
+who, after being tagged, picks up the first potato and carries it to
+the far basket, returning for his second. Each player in turn carries
+two potatoes, one at a time. Both baskets must be circled in carrying
+the potatoes forward. The player is not allowed to touch the basket in
+running around it. If his potato fails to go into the basket, he must
+pick it up and put it in before he goes for his second potato or
+touches off the next runner. The last player on each team ends the race
+by crossing the base line after having properly deposited his two
+potatoes in the far basket.
+
+
+Apple Race*
+
+A strawberry basket full of small apples is handed to the first member
+of each team. At the signal to go the basket full of apples is passed
+back over the heads of the players until it reaches the last player in
+the column. The last player, upon receiving the basket full of apples,
+runs forward on the right hand side of his line to the distance line,
+where an empty basket has been placed. He pours the apples from his
+full basket into the empty basket, leaving the basket which is now
+empty on the distance line. He returns with the full basket to the
+front of the column and starts passing the basket full of apples back
+over his head. When it reaches the individual who is then at the rear
+of the column, he runs forward, repeating the performance of the first.
+The race ends when the last man on the team to run returns across the
+base line after having changed the apples on the distance line.
+
+
+Apple Race No. 2*
+
+A basket full of apples and an empty basket are placed upon the
+distance line opposite each team. At the signal to go the first man on
+the team runs forward, empties the apples from the full basket into the
+empty basket. Should he spill any, he must pick them up. All of the
+apples must be in the basket before he leaves them. He leaves the empty
+and full baskets on the distance line and returns, tags off the next
+member on his team and takes his place at the rear of the line. When
+all members of the team have done this and the last member crosses the
+base line, the race ends.
+
+
+Apple Race No. 3*
+
+Peach baskets containing an equal number of apples (fifteen makes a
+good number) are placed at the front of each team. An empty basket is
+placed at the rear of the column. At the signal to go the first man on
+the team picks the apples out of the full basket, one at a time and
+passes them to the rear as rapidly as possible. Every man in the line
+must receive and pass back every apple. The last man in the column
+deposits the apples in the empty basket as rapidly as he receives them.
+
+When the last apple has been passed back, the man in front of the
+column passes back the empty basket. When the empty basket reaches the
+last man in the column, he picks up the full basket, places the empty
+one in its place and runs to the front of the column with the full
+basket, places it in front of him on the ground and starts passing the
+apples back, one at a time, as before. The race continues until the
+last man on the team runs forward and places his full basket of apples
+on the distance line in front of his team.
+
+Judges should count the apples to see that there are as many in the
+basket as the team started with, before rendering a decision as to the
+winner of the race.
+
+
+Apple Race No. 4*
+
+A peach basket is placed opposite each team and ten feet beyond the
+distance line. The first member of each team is handed a good sized
+apple. At the signal to go he runs forward to the distance line, and
+standing behind the same, endeavors to toss the apple into the basket.
+Failing to do this, he may run forward and recover the apple, but must
+return to the distance line in his endeavor to toss the apple into the
+basket. When he has succeeded in tossing the apple into the basket, he
+picks the apple out of the basket and runs back, handing it to the next
+member on the team, who does the same as he did. The race continues
+until the last member of the team has properly tossed the apple into
+the basket, recovered it and has run across the base line.
+
+* Stones may be used in place of apples in these races.
+
+
+Apple Toss
+
+A basket containing four apples is placed on the ground in front of
+each team. An empty basket is placed on the distance line opposite each
+team. The first player on each team takes a position beside the empty
+basket on the distance line. At the signal to go the second player on
+the team, who stands by the basket containing the apples, picks up the
+apples, one at a time, and tosses them to the first player who stands
+on the distance line. The first player, upon catching the apples, drops
+them into the empty basket until he has received all four. He then
+carries the full basket back and places it on the ground in front of
+his team, while the player who tossed the apples to him runs forward to
+the distance line with the empty basket. The third player on the team
+then picks up the apples, one at a time, and tosses them to the second
+player, who is now beside the empty basket on the distance line, while
+the first player takes his position at the rear of the line.
+
+The race continues in this way until it becomes the turn of the first
+player to toss the apples forward. After having tossed the four apples,
+he picks up his empty basket and runs with it across the distance line,
+ending the race.
+
+No player can have more than one apple in his hand at a time and the
+player tossing the apples forward must stand behind the base line and
+cannot pick up the basket to run forward with it until he has gotten
+rid of the fourth apple.
+
+
+Roll Over Relay
+
+At the signal to go, the first player on each team runs towards the
+distance line. Somewhere between the base line and the distance line,
+he must take a forward roll upon the ground. He then runs across the
+distance line and back, tagging off the next player, who repeats his
+performance.
+
+
+Spin Around Relay
+
+One member of each team takes a position on the distance line, opposite
+to and facing his team. At the signal to go the first man on each team
+runs forward, locks his right arm in the right arm of the man on the
+distance line and in this position spins twice around, using the man on
+the distance line as a pivot. Completing his second spin, he remains on
+the distance line while the man who was there returns and tags off the
+next member of his team, who repeats the performance. The race ends
+when the last man to spin around the pivot crosses the base line.
+
+This race can be modified by having two or even three individuals
+distributed at equal distances between the base and the distance line
+to spin around, instead of one.
+
+
+Chair Relay
+
+A chair is placed on the distance line opposite each team, with the
+back of the chair towards the team. Boxes may be used instead of chairs
+in this race. At the signal to go the first player on each team runs
+forward, sits in the chair, lifting both feet clear of the ground, then
+running around the chair, returns and tags off the next player, who
+does the same.
+
+Where folding chairs are available, the chair can be folded and left
+upon the ground on the distance line. Then each contestant is required
+to open the chair, sit upon it, then fold it, lay it upon the ground
+and return to tag off the next player.
+
+
+Chair Passing Race
+
+A box can be used instead of a chair in this event. All of the players
+are asked to face to the right. A chair is given to the man at the
+right hand end of the line to sit upon. All of the others remain
+standing. At the signal to go, he picks up the chair, and passes it to
+his left hand neighbor who receives it and passes it on to his left
+hand neighbor and so the chair is passed until it gets to the player at
+the left end of the line. He, upon receiving it, places it upon the
+ground and sits upon it, lifting both feet from the ground. Then,
+picking up the chair, he runs to the rear of his line until he gets to
+the other end. There again he sits upon the chair, raising both feet
+from the ground, and then starts passing it to the left. So when every
+man in the line has run to the right with the chair in turn, the last
+man ends the race when he sits upon it at the right hand end of the
+line.
+
+
+Chair Sitting Race
+
+A box can be used for this event instead of a chair. If a chair is
+used, it is well to have a very sturdy one. This race starts with the
+players in the same position as in the preceding race, the player on
+the right hand end of the line sitting upon the chair. At the signal to
+go, he picks up the chair, passing it in front of him to the neighbor
+on his left, who, after sitting upon the chair and lifting both feet
+from the ground, passes it in front of him to the next player to the
+left and so the chair is passed towards the left hand end of the line,
+each player in turn sitting upon it and then passing it in front of him
+to the next player on the left. The race ends when the man on the far
+left end of the line sits upon the chair with his feet off the ground.
+
+
+Squash Race
+
+One crook-neck summer squash, a short stick, a piece of twine and a
+strawberry basket are needed for each team in this race. The strawberry
+basket, containing the squash with its neck projecting over the edge,
+is placed on the distance line. A slip noose is made in one end of the
+twine. The other end is tied to the end of the stick. This fish pole
+arrangement of twine and stick is handed to the first man on each team.
+At the signal to go he runs forward to the distance line and proceeds
+to fish for the squash in the basket by slipping the noose of string
+over its neck. He is not allowed to touch the string or squash with his
+hand in his effort to do this. He must use his stick as a fish pole.
+When he has succeeded in capturing the squash, he picks up the basket
+and carries the squash swinging from the end of his fish pole to the
+next player on his team. The second player, upon receiving the squash,
+the fish pole, and the basket, runs forward, slipping the noose off the
+squash. He places the squash in the basket on the distance line and
+proceeds to fish for it as did the preceding player. Each player does
+this in turn.
+
+
+Poison Club
+
+Small logs of stove length, flat on one end, are lined up between the
+base and distance lines in front of each team. There should be at least
+five of these for each team and they should not be placed more than
+three feet apart, set on their flat end in a straight line.
+
+At the signal to go the first member of each team hops forward across
+the distance line, hopping to the right of the first club, to the left
+of the second, to the right of the third and so on in and out until he
+has cleared all the clubs. He then completes the distance, hopping to
+the distance line. From there he may run back and tag off the next
+member on his team. Should he knock over any of the clubs, he must stop
+and set it up without touching more than one foot to the ground, before
+he can proceed to the next club. The race ends when the last individual
+runs across the base line.
+
+
+Club Change
+
+Two small circles are drawn on the base line opposite each team. Three
+short logs similar to those in the preceding game are balanced on end
+in the right hand circle opposite each team. At the signal to go the
+first player runs forward, picks up the logs, one at a time, and
+changes them to the empty circle. When he has changed all three logs,
+he can then return and tag off the next player on his team. The second
+player runs forward and proceeds to change the three logs back to their
+original circle. So each player changes the three logs from the full to
+the empty circle. When the last player, after having accomplished this,
+crosses the base line, the race ends.
+
+
+Fan and Bag Race
+
+A small paper bag well inflated with air, and a palm leaf fan are given
+to the first player on each team. The bag is placed on the base line in
+front of the team. At the signal to go, the first player proceeds to
+blow the bag forward by means of the fan, until it has crossed the
+distance line. He then picks up the bag, returns, places it on the base
+line in front of the next player to whom he hands the fan. The second
+player repeats the performance. The race ends when the last player
+blows the bag across the distance line.
+
+
+Quadruped Race
+
+The first two players on each team stand back to back behind the base
+line, with the first player facing the distance line. The two lock arms
+behind them. At the signal to go the first player bends forward,
+lifting the second player so that his feet are clear of the ground and
+carries him forward on his back in this position. When he has crossed
+the distance line, he lowers the player upon his back, without changing
+their relative position and that player, upon getting his feet upon the
+ground, bends forward, lifting the first player upon his back, and runs
+back with him in this position across the base line.
+
+When the first couple has crossed the base line, the second couple on
+each team proceeds with the race, copying the first.
+
+
+Centipede Race
+
+The players of each team lock their arms around the waist of the player
+next in front of them and race in this compact position across the
+distance line, turning around without breaking their formation, and end
+the race when the last man on the team crosses the base line.
+
+
+Blind Chariot Race
+
+Several teams can be used in this race. The distance line is pointed
+out before blindfolding each team. Each team is made up of two horses
+and a driver. All three are blindfolded, facing in the same direction.
+The horses' inside arms are locked together. The driver takes hold of
+the outside arms. Each team is turned around three times and at a
+signal, race to the goal.
+
+
+Hoop Race
+
+A wooden hoop is placed on the distance line opposite each team. At the
+signal to go the first player rushes forward and picks up the hoop and
+passes it down over his head, body, and legs, steps out of it, while it
+is lying on the ground. He then steps back into it, and lifts it up,
+passing it over his entire body, legs, trunk and head. When he has
+lifted it over his head, he places it on the distance line and runs
+back to tag off the next player, who repeats the performance of the
+first as do all the others in turn.
+
+
+Rainy Day Race
+
+The players on the team are grouped in pairs. Each team is given an
+umbrella, two raincoats, one pair of gloves and one pair of rubbers.
+This equipment is placed in a pile upon the ground in front of each
+team. At the signal to go the first couple on each team go to the pile
+of clothes; one puts on one glove, one the other; they do the same with
+the rubbers; each puts on a raincoat and opening the umbrella link arms
+and run to the distance line and back removing the rubbers, gloves,
+coat and closing the umbrella. They then tag off the next couple who
+repeat the performance of the first. This continues until the last
+couple crosses the base line ending the race.
+
+
+
+
+INDEX
+
+GAMES FOR SCHOOLS
+
+
+SCHOOLROOM GAMES
+
+_For Primary Pupils_
+
+Aisle Hunt 3
+Aviation Meet 1
+Birds Fly 4
+Bee 2
+Bowing Race 6
+Button, Button 1
+Cat and Mouse 1
+Change Seat Relay 5
+Charlie Over the Water 5
+Colors 2
+Hide in Sight 2
+Hide the Clock 3
+I See Red 3
+Music Rush 5
+New Orleans 4
+Poison Seat 3
+Rat-a-tat Race 6
+Spin Around Race 7
+Tap Relay 6
+
+_For Intermediate Pupils_
+
+Compass 11
+Corner Spry 9
+Change Seats 14
+Clapping Song 12
+Flag Race 10
+Frogs in Sea 9
+Geography 11
+History Race 13
+Hunt the Rattler 8
+Indian Trail 12
+Initial Tag 8
+Jerusalem, Jericho, Jemima 10
+Last Man 14
+Magic Music 8
+Multiplication Race 13
+Name Race 9
+Number Relay 13
+Poem Race 14
+Relay Run Around 15
+Rhymes 12
+Seat Vaulting Tag 10
+Spelling Words 11
+Sticker 8
+
+_For Advanced and High School Pupils_
+
+Art Gallery 19
+Bowknot Relay 20
+Cooking Race 21
+Definitions 16
+Descriptive Adjectives 17
+Directions 23
+Distinguishing by Smell 19
+Distinguishing Sounds 18
+Drawing Animals 20
+Geography 16
+Grammar Race 22
+Guessing Dimensions 19
+Historical Pictures 20
+Jumbled Words 17
+Laugh 19
+Mysterious Articles 19
+Schoolroom Tag 22
+Seeing and Remembering 16
+Spelling Game 21
+Store 18
+Train of Thoughts 20
+
+
+SCHOOLYARD GAMES
+
+_For Primary Pupils_
+
+Back to Back 26
+Chase the Rabbit 24
+Handkerchief Tag 25
+Peggy in Ring 26
+Progression 25
+Puss in Corner 26
+Shadow Tag 25
+Squirrel in Trees 25
+Statues 24
+Steps 24
+
+_For Intermediate Pupils_
+
+Antony Over 29
+Ball Tag 36
+Channel Tag 35
+Chicken Market 31
+Chickidy Hand 31
+Circle Chase 34
+Couple Tag 36
+Fox and Rabbit 31
+Fox Trail 33
+In and Out 30
+Link Race 27
+Maze Tag 27
+Oriental Tag 36
+Pass Ball 32
+Poison 32
+Reuben and Rachel 35
+Roly Poly 29
+Snake and Bird 30
+Soak 'Em 35
+The Dummy 36
+Turtle Tag 29
+Weavers Race 34
+
+_For Advanced and High School Pupils_
+
+Dresden Tag 37
+Fox and Geese 37
+Freight Train Tag 39
+Hand Baseball 41
+Kick Ball 41
+Last Couple Out 41
+Partner Swat Tag 38
+Pin Ball 40
+Plug the Hole 38
+Red, White and Blue 39
+Roll Ball 39
+Spanish Fly 42
+Take Away 39
+Tony Says 43
+
+
+SOCIABLE GAMES FOR THE HOME, CHURCH, ETC.
+
+_For the Home:_
+
+Board and Nail Puzzle 49
+Captain Kidd's Gold 53
+Catechism of States 47
+Chic-a-dee 53
+Come-She-Come 45
+Floor Baseball 51
+Hide the Thimble 45
+Last Match 46
+Red Triangle Ring Toss 50
+Spinning for 20 49
+Spin the Platter 48
+Step by Step 48
+Tit Tat Too 45
+Twenty Questions 44
+You Know Me 45
+Your House, My House 46
+
+
+ICE BREAKERS FOR SOCIABLES:
+
+Bean Penalty 57
+Bird Hunt 55
+Matching Advertisements 56
+Matching Proverbs 56
+Mixing March 56
+Musical Medley 57
+My Month 55
+Poison Circle 55
+Puzzled Words 57
+Shoe Hunt 56
+Trip Around the World 57
+
+
+SOCIAL GAMES FOR GROWN-UPS
+
+Analogues 63
+Biographic Cartoons 59
+Charades 64
+Ghost 64
+Gossiping 63
+Illustrated Songs 59
+Knight of the Cracker 65
+Match Boxing 66
+Muddled Words 60
+Poor Pussy 62
+Rooster 62
+Smiles 59
+Tea Pot 60
+Trades 61
+Who Are They? 61
+Who Is It? 61
+
+
+SOCIABLE GAMES FOR YOUNG PEOPLE
+
+Barnyard Chorus 68
+Birds 70
+Donkey Solo 68
+Exchange 68
+Feather Tag 70
+Fruit Basket 67
+Going to Jerusalem 72
+Guess the Sound 69
+Hush 71
+Jack's Alive 71
+Rapid Transit 69
+Rhyming Verbs 67
+Shifting Seats 69
+Simple Simon's Silly Smile 71
+What Animal? 67
+Wink 71
+
+
+TRICK GAMES FOR SOCIABLES
+
+Aeroplane Ride 80
+Blind Blow 77
+Boots Without Shoes 76
+Clairvoyant 75
+Coin and Card Snap 77
+Divesting 82
+Egg Smash 81
+Hay Stack 76
+Hindoo Blind Reading 73
+Knights of the Sacred Whistle 75
+Magic Answers 74
+Mental Telepathy 73
+Musical Notes 81
+Newspaper Touch 76
+Number Trick 78
+Penny Wise 78
+Pigs in Pen 78
+Reading Temples 80
+Scissors Crossed 75
+Siam Club 82
+The Paper Artist 74
+Tricks with Matches 77
+
+
+STUNT ATHLETIC MEET
+
+Bawl Game 83
+Chair Tilting 85
+Discus Throw 85
+Duel Tug of War 84
+Elimination Race 87
+Hammer Throw 86
+Head Toss 84
+Javelin Throw 86
+Light Weight Race 86
+Long Glum 86
+Lucky 84
+One Mile Run 86
+Peanut Relay 83
+Peanut Throw 84
+Ring the Bell 85
+Running Broad Grin 86
+Shot Put 84
+Standing Broad Jump 83
+Standing High Jump 83
+Turtle Race 86
+Twenty Yard Dash 86
+
+
+COMPETITIVE STUNTS
+
+Aviation Meet 89
+Balloon Race 90
+Blindfold Obstacles 91
+Boat Race 92
+Brick Relay 88
+Candle Roll Over 91
+Chair Stubbing 89
+Chair-i-ot Race 89
+Cracker Relay 91
+Feather Blowing Relay 90
+Lobster Race 90
+Necktie Race 92
+Prune Tag of War 90
+Whistle Race 91
+
+
+OUTDOOR GAMES
+
+FOR OLDER BOYS AND YOUNG MEN
+
+Chariot Race 100
+Clock Games 99
+Flathead Race 101
+Forcing the City Gates 95
+Fortress 94
+Game of Goose 98
+Hare and Hound 96
+Human Targets 96
+Leap Frog Race 102
+Push Cross Line 94
+Riding the Snail 102
+Sling the Sack 97
+Spin Around Race 101
+Walking Race 100
+
+
+FOR BOYS
+
+Body Guard 106
+Bombardment 108
+Bombardment No. 2 109
+Fence Tag 105
+Fox in Hole 105
+Hang Tag 105
+Hide and Seek 103
+Look Out for the Bear 104
+One Step Off and All the Way Across 108
+Sardines 106
+Shinny 107
+Still-a-Feet 104
+Treasure Hunt 103
+Wheel Away 108
+
+
+GAMES OF STRENGTH
+
+Cane Wrestling 112
+Cumberland Wrestling 111
+Finger Wrestling 110
+Greco-Roman Wrestling 111
+Hand Tug of War 112
+Hog Tie 111
+Neck Tug of War 112
+One Leg Tug of War 111
+Referee's Hold 110
+Shoulder and Arm Push 111
+Squatting Tug 112
+Taking the Heights 110
+Wrestle Tug of War 110
+
+
+GAMES FOR SPECIAL OCCASIONS
+
+AT THE DINING TABLE
+
+Around the Chair 115
+Candle and Plate Race 117
+Earth, Air, Fire and Water 114
+Jenkins Up 115
+Malaga Grapes 115
+Name Writing Race 117
+Oysterette Race 113
+Passing the Drink 113
+Rat-a-tat-tat 114
+Spearing Peanuts 116
+String Winding Race 116
+Table Football 116
+
+
+A COUNTY FAIR PLAY FESTIVAL
+
+The Games for All 120
+The Grand March 119
+
+
+GAMES FOR A STORY PLAY HOUR
+
+Paul Revere Race 125
+The Midnight Ride 125
+The Red Coats 123
+Yankee Doodle Tag 124
+
+
+AN INDOOR SPORTS FAIR
+
+A Racket Around the Candy Booth 130
+Seeing the Old Home Town 128
+
+
+RACING GAMES FOR PICNICS
+
+Apple Race 135
+Apple Race No. 2 136
+Apple Race No. 3 136
+Apple Race No. 4 137
+Apple Toss 137
+Blind Chariot Race 142
+Button Sewing 133
+Caterpillar Race 134
+Centipede Race 142
+Chair Passing Race 139
+Chair Relay 139
+Chair Sitting Race 140
+Club Change 141
+Dizzy Izzy 134
+Egg and Spoon Race 132
+Fan and Bag Race 142
+Hoop Race 143
+Needle Threading Race 133
+Pea Shelling Race 132
+Poison Club 141
+Potato Race 135
+Quadruped Race 142
+Rainy Day Race 143
+Roll Over Relay 138
+Rope Skipping Contest 134
+Rope Skipping Relay 133
+Spin Around Relay 138
+Squash Race 140
+
+
+
+***END OF THE PROJECT GUTENBERG EBOOK SCHOOL, CHURCH, AND HOME GAMES***
+
+
+******* This file should be named 16599-8.txt or 16599-8.zip *******
+
+
+This and all associated files of various formats will be found in:
+https://www.gutenberg.org/dirs/1/6/5/9/16599
+
+
+
+Updated editions will replace the previous one--the old editions
+will be renamed.
+
+Creating the works from public domain print editions means that no
+one owns a United States copyright in these works, so the Foundation
+(and you!) can copy and distribute it in the United States without
+permission and without paying copyright royalties. Special rules,
+set forth in the General Terms of Use part of this license, apply to
+copying and distributing Project Gutenberg-tm electronic works to
+protect the PROJECT GUTENBERG-tm concept and trademark. Project
+Gutenberg is a registered trademark, and may not be used if you
+charge for the eBooks, unless you receive specific permission. If you
+do not charge anything for copies of this eBook, complying with the
+rules is very easy. You may use this eBook for nearly any purpose
+such as creation of derivative works, reports, performances and
+research. They may be modified and printed and given away--you may do
+practically ANYTHING with public domain eBooks. Redistribution is
+subject to the trademark license, especially commercial
+redistribution.
+
+
+
+*** START: FULL LICENSE ***
+
+THE FULL PROJECT GUTENBERG LICENSE
+PLEASE READ THIS BEFORE YOU DISTRIBUTE OR USE THIS WORK
+
+To protect the Project Gutenberg-tm mission of promoting the free
+distribution of electronic works, by using or distributing this work
+(or any other work associated in any way with the phrase "Project
+Gutenberg"), you agree to comply with all the terms of the Full Project
+Gutenberg-tm License (available with this file or online at
+https://gutenberg.org/license).
+
+
+Section 1. General Terms of Use and Redistributing Project Gutenberg-tm
+electronic works
+
+1.A. By reading or using any part of this Project Gutenberg-tm
+electronic work, you indicate that you have read, understand, agree to
+and accept all the terms of this license and intellectual property
+(trademark/copyright) agreement. If you do not agree to abide by all
+the terms of this agreement, you must cease using and return or destroy
+all copies of Project Gutenberg-tm electronic works in your possession.
+If you paid a fee for obtaining a copy of or access to a Project
+Gutenberg-tm electronic work and you do not agree to be bound by the
+terms of this agreement, you may obtain a refund from the person or
+entity to whom you paid the fee as set forth in paragraph 1.E.8.
+
+1.B. "Project Gutenberg" is a registered trademark. It may only be
+used on or associated in any way with an electronic work by people who
+agree to be bound by the terms of this agreement. There are a few
+things that you can do with most Project Gutenberg-tm electronic works
+even without complying with the full terms of this agreement. See
+paragraph 1.C below. There are a lot of things you can do with Project
+Gutenberg-tm electronic works if you follow the terms of this agreement
+and help preserve free future access to Project Gutenberg-tm electronic
+works. See paragraph 1.E below.
+
+1.C. The Project Gutenberg Literary Archive Foundation ("the Foundation"
+or PGLAF), owns a compilation copyright in the collection of Project
+Gutenberg-tm electronic works. Nearly all the individual works in the
+collection are in the public domain in the United States. If an
+individual work is in the public domain in the United States and you are
+located in the United States, we do not claim a right to prevent you from
+copying, distributing, performing, displaying or creating derivative
+works based on the work as long as all references to Project Gutenberg
+are removed. Of course, we hope that you will support the Project
+Gutenberg-tm mission of promoting free access to electronic works by
+freely sharing Project Gutenberg-tm works in compliance with the terms of
+this agreement for keeping the Project Gutenberg-tm name associated with
+the work. You can easily comply with the terms of this agreement by
+keeping this work in the same format with its attached full Project
+Gutenberg-tm License when you share it without charge with others.
+
+1.D. The copyright laws of the place where you are located also govern
+what you can do with this work. Copyright laws in most countries are in
+a constant state of change. If you are outside the United States, check
+the laws of your country in addition to the terms of this agreement
+before downloading, copying, displaying, performing, distributing or
+creating derivative works based on this work or any other Project
+Gutenberg-tm work. The Foundation makes no representations concerning
+the copyright status of any work in any country outside the United
+States.
+
+1.E. Unless you have removed all references to Project Gutenberg:
+
+1.E.1. The following sentence, with active links to, or other immediate
+access to, the full Project Gutenberg-tm License must appear prominently
+whenever any copy of a Project Gutenberg-tm work (any work on which the
+phrase "Project Gutenberg" appears, or with which the phrase "Project
+Gutenberg" is associated) is accessed, displayed, performed, viewed,
+copied or distributed:
+
+This eBook is for the use of anyone anywhere at no cost and with
+almost no restrictions whatsoever. You may copy it, give it away or
+re-use it under the terms of the Project Gutenberg License included
+with this eBook or online at www.gutenberg.org
+
+1.E.2. If an individual Project Gutenberg-tm electronic work is derived
+from the public domain (does not contain a notice indicating that it is
+posted with permission of the copyright holder), the work can be copied
+and distributed to anyone in the United States without paying any fees
+or charges. If you are redistributing or providing access to a work
+with the phrase "Project Gutenberg" associated with or appearing on the
+work, you must comply either with the requirements of paragraphs 1.E.1
+through 1.E.7 or obtain permission for the use of the work and the
+Project Gutenberg-tm trademark as set forth in paragraphs 1.E.8 or
+1.E.9.
+
+1.E.3. If an individual Project Gutenberg-tm electronic work is posted
+with the permission of the copyright holder, your use and distribution
+must comply with both paragraphs 1.E.1 through 1.E.7 and any additional
+terms imposed by the copyright holder. Additional terms will be linked
+to the Project Gutenberg-tm License for all works posted with the
+permission of the copyright holder found at the beginning of this work.
+
+1.E.4. Do not unlink or detach or remove the full Project Gutenberg-tm
+License terms from this work, or any files containing a part of this
+work or any other work associated with Project Gutenberg-tm.
+
+1.E.5. Do not copy, display, perform, distribute or redistribute this
+electronic work, or any part of this electronic work, without
+prominently displaying the sentence set forth in paragraph 1.E.1 with
+active links or immediate access to the full terms of the Project
+Gutenberg-tm License.
+
+1.E.6. You may convert to and distribute this work in any binary,
+compressed, marked up, nonproprietary or proprietary form, including any
+word processing or hypertext form. However, if you provide access to or
+distribute copies of a Project Gutenberg-tm work in a format other than
+"Plain Vanilla ASCII" or other format used in the official version
+posted on the official Project Gutenberg-tm web site (www.gutenberg.org),
+you must, at no additional cost, fee or expense to the user, provide a
+copy, a means of exporting a copy, or a means of obtaining a copy upon
+request, of the work in its original "Plain Vanilla ASCII" or other
+form. Any alternate format must include the full Project Gutenberg-tm
+License as specified in paragraph 1.E.1.
+
+1.E.7. Do not charge a fee for access to, viewing, displaying,
+performing, copying or distributing any Project Gutenberg-tm works
+unless you comply with paragraph 1.E.8 or 1.E.9.
+
+1.E.8. You may charge a reasonable fee for copies of or providing
+access to or distributing Project Gutenberg-tm electronic works provided
+that
+
+- You pay a royalty fee of 20% of the gross profits you derive from
+ the use of Project Gutenberg-tm works calculated using the method
+ you already use to calculate your applicable taxes. The fee is
+ owed to the owner of the Project Gutenberg-tm trademark, but he
+ has agreed to donate royalties under this paragraph to the
+ Project Gutenberg Literary Archive Foundation. Royalty payments
+ must be paid within 60 days following each date on which you
+ prepare (or are legally required to prepare) your periodic tax
+ returns. Royalty payments should be clearly marked as such and
+ sent to the Project Gutenberg Literary Archive Foundation at the
+ address specified in Section 4, "Information about donations to
+ the Project Gutenberg Literary Archive Foundation."
+
+- You provide a full refund of any money paid by a user who notifies
+ you in writing (or by e-mail) within 30 days of receipt that s/he
+ does not agree to the terms of the full Project Gutenberg-tm
+ License. You must require such a user to return or
+ destroy all copies of the works possessed in a physical medium
+ and discontinue all use of and all access to other copies of
+ Project Gutenberg-tm works.
+
+- You provide, in accordance with paragraph 1.F.3, a full refund of any
+ money paid for a work or a replacement copy, if a defect in the
+ electronic work is discovered and reported to you within 90 days
+ of receipt of the work.
+
+- You comply with all other terms of this agreement for free
+ distribution of Project Gutenberg-tm works.
+
+1.E.9. If you wish to charge a fee or distribute a Project Gutenberg-tm
+electronic work or group of works on different terms than are set
+forth in this agreement, you must obtain permission in writing from
+both the Project Gutenberg Literary Archive Foundation and Michael
+Hart, the owner of the Project Gutenberg-tm trademark. Contact the
+Foundation as set forth in Section 3 below.
+
+1.F.
+
+1.F.1. Project Gutenberg volunteers and employees expend considerable
+effort to identify, do copyright research on, transcribe and proofread
+public domain works in creating the Project Gutenberg-tm
+collection. Despite these efforts, Project Gutenberg-tm electronic
+works, and the medium on which they may be stored, may contain
+"Defects," such as, but not limited to, incomplete, inaccurate or
+corrupt data, transcription errors, a copyright or other intellectual
+property infringement, a defective or damaged disk or other medium, a
+computer virus, or computer codes that damage or cannot be read by
+your equipment.
+
+1.F.2. LIMITED WARRANTY, DISCLAIMER OF DAMAGES - Except for the "Right
+of Replacement or Refund" described in paragraph 1.F.3, the Project
+Gutenberg Literary Archive Foundation, the owner of the Project
+Gutenberg-tm trademark, and any other party distributing a Project
+Gutenberg-tm electronic work under this agreement, disclaim all
+liability to you for damages, costs and expenses, including legal
+fees. YOU AGREE THAT YOU HAVE NO REMEDIES FOR NEGLIGENCE, STRICT
+LIABILITY, BREACH OF WARRANTY OR BREACH OF CONTRACT EXCEPT THOSE
+PROVIDED IN PARAGRAPH F3. YOU AGREE THAT THE FOUNDATION, THE
+TRADEMARK OWNER, AND ANY DISTRIBUTOR UNDER THIS AGREEMENT WILL NOT BE
+LIABLE TO YOU FOR ACTUAL, DIRECT, INDIRECT, CONSEQUENTIAL, PUNITIVE OR
+INCIDENTAL DAMAGES EVEN IF YOU GIVE NOTICE OF THE POSSIBILITY OF SUCH
+DAMAGE.
+
+1.F.3. LIMITED RIGHT OF REPLACEMENT OR REFUND - If you discover a
+defect in this electronic work within 90 days of receiving it, you can
+receive a refund of the money (if any) you paid for it by sending a
+written explanation to the person you received the work from. If you
+received the work on a physical medium, you must return the medium with
+your written explanation. The person or entity that provided you with
+the defective work may elect to provide a replacement copy in lieu of a
+refund. If you received the work electronically, the person or entity
+providing it to you may choose to give you a second opportunity to
+receive the work electronically in lieu of a refund. If the second copy
+is also defective, you may demand a refund in writing without further
+opportunities to fix the problem.
+
+1.F.4. Except for the limited right of replacement or refund set forth
+in paragraph 1.F.3, this work is provided to you 'AS-IS', WITH NO OTHER
+WARRANTIES OF ANY KIND, EXPRESS OR IMPLIED, INCLUDING BUT NOT LIMITED TO
+WARRANTIES OF MERCHANTIBILITY OR FITNESS FOR ANY PURPOSE.
+
+1.F.5. Some states do not allow disclaimers of certain implied
+warranties or the exclusion or limitation of certain types of damages.
+If any disclaimer or limitation set forth in this agreement violates the
+law of the state applicable to this agreement, the agreement shall be
+interpreted to make the maximum disclaimer or limitation permitted by
+the applicable state law. The invalidity or unenforceability of any
+provision of this agreement shall not void the remaining provisions.
+
+1.F.6. INDEMNITY - You agree to indemnify and hold the Foundation, the
+trademark owner, any agent or employee of the Foundation, anyone
+providing copies of Project Gutenberg-tm electronic works in accordance
+with this agreement, and any volunteers associated with the production,
+promotion and distribution of Project Gutenberg-tm electronic works,
+harmless from all liability, costs and expenses, including legal fees,
+that arise directly or indirectly from any of the following which you do
+or cause to occur: (a) distribution of this or any Project Gutenberg-tm
+work, (b) alteration, modification, or additions or deletions to any
+Project Gutenberg-tm work, and (c) any Defect you cause.
+
+
+Section 2. Information about the Mission of Project Gutenberg-tm
+
+Project Gutenberg-tm is synonymous with the free distribution of
+electronic works in formats readable by the widest variety of computers
+including obsolete, old, middle-aged and new computers. It exists
+because of the efforts of hundreds of volunteers and donations from
+people in all walks of life.
+
+Volunteers and financial support to provide volunteers with the
+assistance they need, is critical to reaching Project Gutenberg-tm's
+goals and ensuring that the Project Gutenberg-tm collection will
+remain freely available for generations to come. In 2001, the Project
+Gutenberg Literary Archive Foundation was created to provide a secure
+and permanent future for Project Gutenberg-tm and future generations.
+To learn more about the Project Gutenberg Literary Archive Foundation
+and how your efforts and donations can help, see Sections 3 and 4
+and the Foundation web page at https://www.gutenberg.org/fundraising/pglaf.
+
+
+Section 3. Information about the Project Gutenberg Literary Archive
+Foundation
+
+The Project Gutenberg Literary Archive Foundation is a non profit
+501(c)(3) educational corporation organized under the laws of the
+state of Mississippi and granted tax exempt status by the Internal
+Revenue Service. The Foundation's EIN or federal tax identification
+number is 64-6221541. Contributions to the Project Gutenberg
+Literary Archive Foundation are tax deductible to the full extent
+permitted by U.S. federal laws and your state's laws.
+
+The Foundation's principal office is located at 4557 Melan Dr. S.
+Fairbanks, AK, 99712., but its volunteers and employees are scattered
+throughout numerous locations. Its business office is located at
+809 North 1500 West, Salt Lake City, UT 84116, (801) 596-1887, email
+business@pglaf.org. Email contact links and up to date contact
+information can be found at the Foundation's web site and official
+page at https://www.gutenberg.org/about/contact
+
+For additional contact information:
+ Dr. Gregory B. Newby
+ Chief Executive and Director
+ gbnewby@pglaf.org
+
+Section 4. Information about Donations to the Project Gutenberg
+Literary Archive Foundation
+
+Project Gutenberg-tm depends upon and cannot survive without wide
+spread public support and donations to carry out its mission of
+increasing the number of public domain and licensed works that can be
+freely distributed in machine readable form accessible by the widest
+array of equipment including outdated equipment. Many small donations
+($1 to $5,000) are particularly important to maintaining tax exempt
+status with the IRS.
+
+The Foundation is committed to complying with the laws regulating
+charities and charitable donations in all 50 states of the United
+States. Compliance requirements are not uniform and it takes a
+considerable effort, much paperwork and many fees to meet and keep up
+with these requirements. We do not solicit donations in locations
+where we have not received written confirmation of compliance. To
+SEND DONATIONS or determine the status of compliance for any
+particular state visit https://www.gutenberg.org/fundraising/donate
+
+While we cannot and do not solicit contributions from states where we
+have not met the solicitation requirements, we know of no prohibition
+against accepting unsolicited donations from donors in such states who
+approach us with offers to donate.
+
+International donations are gratefully accepted, but we cannot make
+any statements concerning tax treatment of donations received from
+outside the United States. U.S. laws alone swamp our small staff.
+
+Please check the Project Gutenberg Web pages for current donation
+methods and addresses. Donations are accepted in a number of other
+ways including including checks, online payments and credit card
+donations. To donate, please visit:
+https://www.gutenberg.org/fundraising/donate
+
+
+Section 5. General Information About Project Gutenberg-tm electronic
+works.
+
+Professor Michael S. Hart was the originator of the Project Gutenberg-tm
+concept of a library of electronic works that could be freely shared
+with anyone. For thirty years, he produced and distributed Project
+Gutenberg-tm eBooks with only a loose network of volunteer support.
+
+Project Gutenberg-tm eBooks are often created from several printed
+editions, all of which are confirmed as Public Domain in the U.S.
+unless a copyright notice is included. Thus, we do not necessarily
+keep eBooks in compliance with any particular paper edition.
+
+Most people start at our Web site which has the main PG search facility:
+
+ https://www.gutenberg.org
+
+This Web site includes information about Project Gutenberg-tm,
+including how to make donations to the Project Gutenberg Literary
+Archive Foundation, how to help produce our new eBooks, and how to
+subscribe to our email newsletter to hear about new eBooks.
+
diff --git a/16599-8.zip b/16599-8.zip
new file mode 100644
index 0000000..13124eb
--- /dev/null
+++ b/16599-8.zip
Binary files differ
diff --git a/16599-h.zip b/16599-h.zip
new file mode 100644
index 0000000..01f2b93
--- /dev/null
+++ b/16599-h.zip
Binary files differ
diff --git a/16599-h/16599-h.htm b/16599-h/16599-h.htm
new file mode 100644
index 0000000..f480bda
--- /dev/null
+++ b/16599-h/16599-h.htm
@@ -0,0 +1,6767 @@
+<!DOCTYPE html PUBLIC "-//W3C//DTD XHTML 1.0 Transitional//EN" "http://www.w3.org/TR/xhtml1/DTD/xhtml1-transitional.dtd">
+<html>
+<head>
+<meta http-equiv="Content-Type" content="text/html; charset=ISO-8859-1" />
+<title>The Project Gutenberg eBook of School, Church, and Home Games, by George O. Draper</title>
+ <style type="text/css">
+/*<![CDATA[ XML blockout */
+<!--
+ P { margin-top: .5em;
+ text-align: justify;
+ margin-bottom: .5em;
+ text-indent: 1em;
+ }
+ H1,H2,H3,H4,H5,H6 {
+ text-align: center; font-family: garamond, serif; /* all headings centered */
+ }
+ h1.pg { text-align: center;
+ font-family: Times Roman, serif; }
+ h3.pg { text-align: center;
+ font-family: Times Roman, serif; }
+ HR { width: 33%;
+ margin-top: 1em;
+ margin-bottom: 1em;
+ }
+ BODY{margin-left: 10%;
+ margin-right: 10%;
+ }
+ a {text-decoration: none} /* no lines under links */
+ div.center {text-align: center;}
+ div.content {width: 69%; margin-left: auto; text-align: left;}
+ div.centered {text-align: center;} /* work around for IE centering with CSS problem part 1 */
+ div.centered table {margin-left: auto; margin-right: auto; text-align: left;} /* work around for IE centering with CSS problem part 2 */
+
+ .cen {text-align: center; text-indent: 0em;} /* centering paragraphs */
+ .sc {font-variant: small-caps;} /* small caps, normal size */
+ .noin {text-indent: 0em;} /* no indenting */
+ .linenum {position: absolute; top: auto; left: 4%;} /* poetry number */
+ .blockquot {margin-left: 5%; margin-right: 5%;} /* block indent */
+ .pagenum {position: absolute; left: 92%; font-size: smaller; text-align: right;} /* page numbers */
+ .totoc {position: absolute; right: 2%; font-size: 75%; text-align: right;} /* page numbers */
+ .img {text-align: center; padding: 1em; margin-left: auto; margin-right: auto;} /* centering images */
+ .sidenote {width: 20%; margin-bottom: 1em; margin-top: 1em; padding-left: 1em; font-size: smaller; float: right; clear: right;}
+
+ .tdr {text-align: right; padding-right: 1em;} /* aligning cell content to the right */
+ .tdc {text-align: center;} /* aligning cell content to the center */
+ .tdl {text-align: left;} /* aligning cell content to the left */
+ .tdlsc {text-align: left; font-variant: small-caps;} /* aligning cell content and small caps */
+ .tdrsc {text-align: right; font-variant: small-caps;} /* aligning cell content and small caps */
+ .tdcsc {text-align: center; font-variant: small-caps;} /* aligning cell content and small caps */
+ .tr {margin-left: 10%; margin-right: 10%; margin-top: 5%; margin-bottom: 5%; padding: 1em; background-color: #f6f2f2; color: black; border: dotted black 1px;} /* transcriber's notes */
+
+ .footnotes {border: dashed 1px;}
+ .footnote {margin-left: 10%; margin-right: 10%; font-size: 90%;}
+ .footnote .label {position: absolute; right: 84%; text-align: right;}
+ .fnanchor {vertical-align: super; font-size: .8em; text-decoration: none;}
+
+ .poem {margin-left:10%; margin-right:10%; text-align: left;}
+ .poem br {display: none;}
+ .poem .stanza {margin: 1em 0em 1em 0em;}
+ .poem span {display: block; margin: 0; padding-left: 3em; text-indent: -3em;}
+ .poem span.i2 {display: block; margin-left: 2em;}
+ .poem span.i4 {display: block; margin-left: 4em;}
+ hr.full { width: 100%; }
+ pre {font-size: 8pt;}
+ // -->
+ /* XML end ]]>*/
+ </style>
+</head>
+<body>
+<h1 class="pg">The Project Gutenberg eBook, School, Church, and Home Games, by George O.
+Draper</h1>
+<pre>
+This eBook is for the use of anyone anywhere at no cost and with
+almost no restrictions whatsoever. You may copy it, give it away or
+re-use it under the terms of the Project Gutenberg License included
+with this eBook or online at <a href = "https://www.gutenberg.org">www.gutenberg.org</a></pre>
+<p>Title: School, Church, and Home Games</p>
+<p>Author: George O. Draper</p>
+<p>Release Date: August 26, 2005 [eBook #16599]</p>
+<p>Language: English</p>
+<p>Character set encoding: ISO-8859-1</p>
+<p>***START OF THE PROJECT GUTENBERG EBOOK SCHOOL, CHURCH, AND HOME GAMES***</p>
+<p>&nbsp;</p>
+<h3 class="pg">E-text prepared by David Garcia, Jeannie Howse,<br />
+ and the Project Gutenberg Online Distributed Proofreading Team<br />
+ (https://www.pgdp.net/)</h3>
+<p>&nbsp;</p>
+<hr class="full" noshade="noshade" size="4" />
+<br />
+<a name="Page_i" id="Page_i"></a>
+<br />
+<p>&nbsp;</p>
+
+<a name="Page_ii" id="Page_ii"></a>
+<h2>SCHOOL, CHURCH, AND HOME</h2>
+<h1>GAMES</h1>
+<br />
+<br />
+<h3 class="sc">Compiled by</h3>
+<h2>GEORGE O. DRAPER</h2>
+
+<h4>Secretary for Health and Recreation<br />
+County Work Department of the<br />
+International Committee of<br />
+Young Men's Christian Associations</h4>
+<br />
+<br />
+<br />
+<h3>COMMUNITY RECREATION</h3>
+<h4>Rural Edition</h4>
+<br />
+<br />
+<br />
+<br />
+<h5>ASSOCIATION PRESS<br />
+<span class="sc">New York: 347 Madison Avenue</span><br />
+1923</h5>
+
+<br />
+<hr />
+<br />
+
+
+<a name="Page_iv" id="Page_iv"></a>
+
+<h4 class="sc">Dedicated To My Father</h4>
+
+<h4>HERBERT EDWARD DRAPER</h4>
+
+<div style="margin-left: 20%; margin-right: 20%;"><i>whose happy contact with the folks of the country,
+through his duties as a County official, won for him
+their esteem; who found recreation in the open
+country, where the birds, the flowers, and all wild
+life were his friends and reflected their charm in the
+life he lived&mdash;simple, happy, friendly&mdash;true to
+himself, his family, his neighbors, and his God.</i></div>
+
+<br />
+<br />
+<br />
+<br />
+<a name="toc" id="toc"></a><hr />
+<br />
+
+<a name="Page_v" id="Page_v"></a>
+<a name="Page_vi" id="Page_vi"></a>
+<h3>CONTENTS</h3>
+<br />
+
+<div class="centered">
+<table border="0" cellpadding="2" cellspacing="2" width="75%" summary="Table of Contents">
+<tr>
+<td colspan="3" class="tdc" style="padding: .5em;">PART I. GAMES FOR SCHOOLS</td>
+</tr>
+<tr>
+<td width="10%" class="tdc" style="font-size: 80%;">CHAPTER</td>
+<td width="80%">&nbsp;</td>
+<td width="10%" class="tdc" style="font-size: 80%;">PAGE</td>
+</tr>
+<tr>
+<td>&nbsp;</td>
+<td class="tdlsc">Foreword</td>
+<td class="tdr"><a href="#FOREWORD">vii</a></td>
+</tr>
+<tr>
+<td class="tdr">I.</td>
+<td class="tdl"><span class="sc">School Room Games</span> for Primary Pupils</td>
+<td class="tdr"><a href="#CHAPTER_Ip1">1</a></td>
+</tr>
+<tr>
+<td class="tdr">II.</td>
+<td class="tdl"><span class="sc">School Room Games</span> for Intermediate Pupils</td>
+<td class="tdr"><a href="#CHAPTER_IIp1">8</a></td>
+</tr>
+<tr>
+<td class="tdr">III.</td>
+<td class="tdl"><span class="sc">School Room Games</span> for Advanced and High School Pupils</td>
+<td class="tdr"><a href="#CHAPTER_IIIp1">16</a></td>
+</tr>
+<tr>
+<td class="tdr">IV.</td>
+<td class="tdl"><span class="sc">School Yard Games</span> for Primary Pupils</td>
+<td class="tdr"><a href="#CHAPTER_IVp1">24</a></td>
+</tr>
+<tr>
+<td class="tdr">V.</td>
+<td class="tdl"><span class="sc">School Yard Games</span> for Intermediate Pupils</td>
+<td class="tdr"><a href="#CHAPTER_Vp1">27</a></td>
+</tr>
+<tr>
+<td class="tdr">VI.</td>
+<td class="tdl"><span class="sc">School Yard Games</span> for Advanced and High School Pupils</td>
+<td class="tdr"><a href="#CHAPTER_VIp1">37</a></td>
+</tr>
+<tr>
+<td colspan="3" class="tdc" style="padding: .5em;">PART II. SOCIABLE GAMES <span class="sc">for Home, Church, Clubs, Etc.</span></td>
+</tr>
+<tr>
+<td class="tdr">I.</td>
+<td class="tdlsc">Games for the Home</td>
+<td class="tdr"><a href="#CHAPTER_Ip2">44</a></td>
+</tr>
+<tr>
+<td class="tdr">II.</td>
+<td class="tdlsc">Ice Breakers for Sociables</td>
+<td class="tdr"><a href="#CHAPTER_IIp2">55</a></td>
+</tr>
+<tr>
+<td class="tdr">III.</td>
+<td class="tdlsc">Sociable Games for Grown-Ups</td>
+<td class="tdr"><a href="#CHAPTER_IIIp2">59</a></td>
+</tr>
+<tr>
+<td class="tdr">IV.</td>
+<td class="tdlsc">Sociable Games for Young People</td>
+<td class="tdr"><a href="#CHAPTER_IVp2">67</a></td>
+</tr>
+<tr>
+<td class="tdr">V.</td>
+<td class="tdlsc">Trick Games for Sociables</td>
+<td class="tdr"><a href="#CHAPTER_Vp2">73</a></td>
+</tr>
+<tr>
+<td class="tdr">VI.</td>
+<td class="tdlsc">Stunt Athletic Meet</td>
+<td class="tdr"><a href="#CHAPTER_VIp2">83</a></td>
+</tr>
+<tr>
+<td class="tdr">VII.</td>
+<td class="tdlsc">Competitive Stunts</td>
+<td class="tdr"><a href="#CHAPTER_VIIp2">88</a></td>
+</tr>
+<tr>
+<td colspan="3" class="tdc" style="padding: .5em;">PART III. OUTDOOR GAMES</td>
+</tr>
+<tr>
+<td class="tdr">I.</td>
+<td class="tdlsc">Outdoor Games for Older Boys and Young Men</td>
+<td class="tdr"><a href="#CHAPTER_Ip3">94</a></td>
+</tr>
+<tr>
+<td class="tdr">II.</td>
+<td class="tdlsc">Outdoor Games for Boys</td>
+<td class="tdr"><a href="#CHAPTER_IIp3">103</a></td>
+</tr>
+<tr>
+<td class="tdr">III.</td>
+<td class="tdlsc">Games of Strength</td>
+<td class="tdr"><a href="#CHAPTER_IIIp3">110</a></td>
+</tr>
+<tr>
+<td colspan="3" class="tdc" style="padding: .5em;">PART IV. GAMES FOR SPECIAL OCCASIONS</td>
+</tr>
+<tr>
+<td class="tdr">I.</td>
+<td class="tdlsc">Games at Dining Table</td>
+<td class="tdr"><a href="#CHAPTER_Ip4">113</a></td>
+</tr>
+<tr>
+<td class="tdr">II.</td>
+<td class="tdlsc">A County Fair Play Festival</td>
+<td class="tdr"><a href="#CHAPTER_IIp4">119</a></td>
+</tr>
+<tr>
+<td class="tdr">III.</td>
+<td class="tdlsc">Games for a Story Play Hour</td>
+<td class="tdr"><a href="#CHAPTER_IIIp4">123</a></td>
+</tr>
+<tr>
+<td class="tdr">IV.</td>
+<td class="tdlsc">An Indoor Sports Fair</td>
+<td class="tdr"><a href="#CHAPTER_IVp4">127</a></td>
+</tr>
+<tr>
+<td class="tdr">V.</td>
+<td class="tdlsc">Racing Games for Picnics</td>
+<td class="tdr"><a href="#CHAPTER_Vp4">132</a></td>
+</tr>
+</table>
+</div>
+
+<br />
+<br />
+<br />
+<br />
+<a name="FOREWORD" id="FOREWORD"></a><hr />
+<br />
+<a name="Page_vii" id="Page_vii"></a>
+<h3>FOREWORD</h3>
+<br />
+
+<p>We should all be prospectors of happiness. There are those who discover
+it in the solitudes of the mountains where freedom is breathed in the
+air that touches the lofty peaks. Others find it in the depths of the
+forest in the songs of the birds, of the brook, of the trees. Most of
+us must find it in the daily walks of life where the seeking is
+oft-times difficult. Nevertheless, there it is in the manufactured
+glory of the city, in the voices of children, and in the hearts and
+faces of men.</p>
+
+<p>Happiness becomes a habit with some; with others it is a lost art. Some
+radiate it; others dispel that which may exist. Happiness can be
+produced by means of exercising certain emotions, by causing
+experiences which allow instinctive expression; the song, the dance,
+the game are examples.</p>
+
+<div>
+<span style="margin-left: 2.5em;">All enjoyed activity may be classified as play.</span><br />
+<span style="margin-left: 2.5em;">Play is that which we do when free to do as we like.</span><br />
+<span style="margin-left: 2.5em;">Play produces happiness.</span><br />
+</div>
+
+<p>Work is the highest form of play. The great artist is playing when his
+imagination finds expression on the canvas in color. If he did not love
+to paint he would never have become a great artist. The engineer is
+playing when he produces the great bridge; the financier when he
+masterfully organizes his capital.</p>
+
+<p>The imagination of the child leads him into all kinds of adventure. He
+becomes the engineer on the locomotive; he becomes the leader of the
+circus band; he is a great hunter of terrible beasts; an Indian, a
+cowboy, and a robber. In fact, he tries his hand at all those careers
+which interest him, and we call it play, or may even call it nonsense.
+In fact, some think play is but nonsense.</p>
+
+<p><a name="Page_viii" id="Page_viii"></a>Play is the expression, the exercising of the imagination. Should the
+child be denied the privilege of play, should its visions never find
+expression, should its mental adventures fail to find adequate physical
+experience, a great musician, a great engineer, a great statesman, or a
+master of some great art may be sacrificed.</p>
+
+<p>Play is not only essential to the child, but, as Joseph Lee says, play
+<i>is</i> the child. The natural environment of the child is a play
+environment; if we are to lead the child or educate the child we have
+first to enter into his environment and into fellowship with him
+therein, and adapt our methods to that environment. The processes of
+education which have taken to themselves those things which are natural
+to children will meet deserved success. The schoolroom, the Sunday
+school room, or home in which a play atmosphere is experienced, small
+though this experience may be, is operating on a sound basis. Play is
+nature's method of education. As a kitten in chasing the leaves in the
+road is playing, it is also learning to catch the bird or the mouse
+essential for the maintenance of life. So the child, by nature, learns
+to live by play.</p>
+
+<p>Activity is life. Directed activity means directed life. The body is
+but the means of activity and is developed only in accord with the
+activity demands of the individual. Character is but the trend of the
+activities of an individual. So the activities are more the individual
+than is the flesh and bone which we see.</p>
+
+<p>If we recognize that in play the child is under the tutorship of
+nature, we should seek to encourage rather than discourage the process.
+By directing the play we are training for life&mdash;yes, more, we are
+creating life.</p>
+
+<p>As play creates in the child, it re-creates in the adult. Activity is
+essential to growth. Having attained physical growth, the adult does
+not demand as much physical activity as does the child and as years
+increase the tendency toward physical activity decreases. There is real
+danger in this becoming too <a name="Page_ix" id="Page_ix"></a>meager to maintain efficiency, and we
+recognize more and more the necessity for vacation periods when some of
+the old spirit of play or of joyful activity may be indulged in and a
+re-creation process be set up. This recreation is simply reawakened
+activity, making for greater abundance of life.</p>
+
+<p>The spirit of play and the spirit of youth travel hand in hand. If we
+allow the spirit of play to depart from our life, we lose our grip upon
+life itself. Every man and woman should cultivate and vigorously
+maintain a play spirit. This might be done through some hobbies, games,
+or art into which they can throw themselves with abandon for periods of
+time, frequent, if brief. They should thoroughly enjoy the experience.
+For the wealthy, to whom all things are possible, this may be hard to
+find. To those of limited means and of little free time, opportunity is
+more abundant. To them joy shines forth from even the so-called
+commonplace things of life.</p>
+
+<p>The joy on the faces of those who are playing games, the merry
+laughter, the jest, the shouting, place this type of activity on a
+pinnacle among those producing happiness.</p>
+
+<p>This volume has been prepared, in order that the young and old may find
+greater opportunity for joyful activity, and experience the good
+fellowship, the kindly feeling, the exhilaration and life resulting
+from playing games, and that those fundamental agencies of
+civilization, the Church, the school, and the home, may be better
+equipped to serve mankind and to add to the sum of human happiness.</p>
+
+<br />
+<br />
+
+<h3>ACKNOWLEDGMENT</h3>
+<br />
+
+<p>This collection of games has been selected from material sent in to the
+author, by Y.M.C.A. Physical Directors, playground directors, and
+school and college athletic directors, to which has been added some
+original material and games that have been seen by the author in his
+travels about the country.</p>
+
+<br />
+<br />
+
+<a name="Page_x" id="Page_x"></a>
+<h3>BIBLIOGRAPHY</h3>
+<br />
+
+<p>The author would suggest the following books on games:</p>
+
+<div style="margin-left: 5%; margin-right: 5%;">
+<p class="noin"><span class="sc">Games for the Playground, Home, School and Gymnasium</span>,
+Jessie Bancroft, Macmillan Co., N.Y.</p>
+
+<p class="noin"><span class="sc">Games for Everybody</span>, Hofmann, Dodge Publishing Co., N.Y.</p>
+
+<p class="noin"><span class="sc">Social Games and Group Dances</span>, Elsom and Trilling, J.B.
+Lippincott &amp; Co., Philadelphia.</p>
+
+<p class="noin"><span class="sc">Icebreakers</span>, Edna Geister, The Womans Press, N.Y.</p>
+
+<p class="noin"><span class="sc">Social Activities</span>, Chesley, Association Press, N.Y.</p>
+
+<p class="noin"><span class="sc">Play</span>, Emmett D. Angell, Little, Brown &amp; Co., Boston.</p>
+
+<p class="noin"><span class="sc">Handbook for Pioneers</span>, Association Press, N.Y.</p>
+
+<p class="noin"><span class="sc">Camp and Outing Activities</span>, Cheley and Baker, Association
+Press, N.Y.</p>
+
+<p class="noin"><span class="sc">Community Recreation</span>, Draper, Association Press, N.Y.</p>
+</div>
+
+<br />
+<br />
+<br />
+<br />
+<a name="CHAPTER_Ip1" id="CHAPTER_Ip1"></a><hr />
+<br />
+
+<a name="Page_1" id="Page_1"></a>
+<h2>Part I</h2>
+<h2>GAMES FOR SCHOOLS</h2>
+
+<h3>CHAPTER I</h3>
+<h3>SCHOOLROOM GAMES</h3>
+<h3>For Primary Pupils</h3>
+<br />
+
+<p class="noin"><b>Cat and Mouse</b></p>
+
+<p>One pupil is designated to play the role of cat, another that of mouse.
+The mouse can escape the cat by sitting in the seat with some other
+pupil. Thereupon that pupil becomes mouse. Should the cat tag a mouse
+before it sits in a seat, the mouse becomes cat and the cat becomes
+mouse, and the latter must get into a seat to avoid being tagged.</p>
+
+
+<br />
+<p class="noin"><b>Aviation Meet</b></p>
+
+<p>Three pupils constitute a team. Two are mechanicians, one the aviator.
+Each team is to have a piece of string about 25 feet long, free from
+knots. A small cornucopia of paper is placed upon each string. The
+mechanicians hold the ends of the string while the aviator, at the
+signal to go, blows the cornucopia along the string. The string must be
+held level by the mechanicians. The aviator first succeeding in doing
+this, wins for his team.</p>
+
+
+<br />
+<p class="noin"><b>Button, Button</b></p>
+
+<p>The pupils sit or stand in a circle with their hands in front of them,
+palms together. The one who has been selected to be "It" takes a
+position in the center <a name="Page_2" id="Page_2"></a>of the circle, with his hands in a similar
+position. A button is held between his hands. He goes around the circle
+and places his hand over those of various individuals, dropping the
+button into the hands of one. He continues about the circle, still
+making the motions of dropping the button in the hands of others, so as
+to deceive those making up the ring. After he has taken his place in
+the center of the circle, those in the ring endeavor to guess into
+whose hands he has dropped the button, the one succeeding in doing this
+takes the button and continues the game.</p>
+
+
+<br />
+<p class="noin"><b>Bee</b></p>
+
+<p>Some object is determined upon for hiding, such as a coin, a button, a
+thimble, etc. A pupil is sent from the room. During his absence the
+object is hidden. Upon his return the children buzz vigorously when he
+is near to the object sought and very faintly when he is some distance
+away. The object is located by the intensity of the buzzing.</p>
+
+
+<br />
+<p class="noin"><b>Hide in Sight</b></p>
+
+<p>In this game all of the pupils except one are sent from the room. The
+one left in the room hides a coin, or some similar object, somewhere in
+plain sight. It must be visible without having to move any object. When
+hidden, the rest of the pupils are called back and start the search.
+When a pupil finds the coin, after attempting to mislead the others by
+continuing his search in different quarters, he returns to his seat
+without disclosing its whereabouts. As it is found by others, the group
+of seekers will gradually diminish until there is but one left. When he
+finds it, the coin is again hidden by the one first finding it.</p>
+
+
+<br />
+<p class="noin"><b>Colors</b></p>
+
+<p>A certain color is determined upon. Each pupil in turn must name some
+object which is of that color. Failing to do this he goes to the foot
+of the line, provided some one beyond him can think of any object <a name="Page_3" id="Page_3"></a>of
+that color. If no more objects can be thought of, a new color is
+selected.</p>
+
+
+<br />
+<p class="noin"><b>I See Red</b></p>
+
+<p>One pupil is given the privilege of thinking of some object in the
+room, of which he discloses the color to the rest of the pupils. For
+example, if he sees a red apple he says, "I see red." Thereupon the
+other pupils endeaver to guess what red object in the room is thought
+of. The one succeeding, next selects the object to be guessed.</p>
+
+
+<br />
+<p class="noin"><b>Hide the Clock</b></p>
+
+<p>This is a good quiet game for the schoolroom. A loud ticking clock is
+necessary for the game. All of the pupils are sent from the room. One
+of their number is selected to hide the clock. The others, upon coming
+back, try to locate it by its ticking. The one succeeding has the
+privilege of next hiding the clock.</p>
+
+
+<br />
+<p class="noin"><b>Poison Seat</b></p>
+
+<p>The children all endeavor to shift seats at the clapping of the hands
+of the teacher. Have one less seat than pupils, so that one may be left
+without a seat. This can be arranged by placing a book on one seat and
+calling this "Poison Seat." The child sitting on this seat is
+"poisoned" and out of the game. Add a book to a seat after each change,
+so as to eliminate one player each time. The one left after all have
+been eliminated, wins the game. Should the teacher clap her hands twice
+in succession, that is the signal for all of the pupils to return to
+their own seats.</p>
+
+
+<br />
+<p class="noin"><b>Aisle Hunt</b></p>
+
+<p>Some object&mdash;a coin will do&mdash;is selected to be hidden. The children of
+one of the aisles leave the room, the others determine upon a hiding
+place and hide the coin in plain sight. Those out of the room are
+called back and look for the hidden object. As soon as it is found, the
+first one finding it goes to his seat and <a name="Page_4" id="Page_4"></a>calls, "First." He is not to
+call until he is actually in his seat. The second one to find it
+returns to his seat and calls, "Second," and so on until it has been
+found by all in the aisle. If there are six aisles in the room, the
+occupants of the first six seats in the aisle seeking the hidden object
+determine which aisle leaves the room next. For illustration,&mdash;if the
+pupil in the second seat is the first one to find the object, then the
+second aisle of the room will be the one to leave the room for the next
+hunt. Likewise if the pupil of the third seat is the first to find the
+object, the third aisle will be the one which next has the privilege of
+enjoying the hunt. If there are more pupils in the aisle than there are
+aisles in the room, the pupils in the last seats do not count.</p>
+
+
+<br />
+<p class="noin"><b>New Orleans</b></p>
+
+<p>The pupils of the room are divided into two groups. One side decides
+upon some action it will represent, such as sawing wood, washing
+clothes, etc., and thereupon represents the action. The other group has
+five chances to guess what the first group is trying to represent.
+Failing to do this, they must forfeit one of their players to the
+second group and the same side again represents an action.</p>
+
+<p>When a group presents an action to the others, the following dialogue
+takes place:</p>
+
+<div>
+<span style="margin-left: 1em;">First Group: Here we come.</span><br />
+<span style="margin-left: 1em;">Second Group: Where from?</span><br />
+<span style="margin-left: 1em;">First Group: New Orleans.</span><br />
+<span style="margin-left: 1em;">Second Group: What's your trade?</span><br />
+<span style="margin-left: 1em;">First Group: Lemonade.</span><br />
+<span style="margin-left: 1em;">Second Group: How is it made?</span><br />
+</div>
+
+<p>The first group then represents the action.</p>
+
+
+<br />
+<p class="noin"><b>Birds Fly</b></p>
+
+<p>This is an attention game. The teacher stands before the class and
+instructs them that if she mentions some bird or object which flies and
+raises her arms sideward, imitating the flapping of the wings of a
+bird, <a name="Page_5" id="Page_5"></a>the pupils are to follow her example. But if she mentions some
+animal or some object which does not fly, she may raise her arms
+sideward and upward, imitating the flying position, but the pupils are
+not to follow her example. If they are caught doing so, they must take
+their seats. For example,&mdash;the teacher says, "Owls fly". Thereupon she
+and all the children raise their arms sideward and upward. She says,
+"Bats fly" and raises her arms. She next says, "Lions fly" and raises
+her arms, thereupon the pupils are supposed to keep their arms at their
+sides.</p>
+
+
+<br />
+<p class="noin"><b>Music Rush</b></p>
+
+<p>A march is played on the piano and the children march from their seats
+in single file around the room. As soon as the music stops, all rush to
+get into their seats. The last one in, must remain in his seat during
+the second trial. If there is no piano in the room, drumming on the top
+of a desk will do as well.</p>
+
+
+<br />
+<p class="noin"><b>Change Seat Relay</b></p>
+
+<p>The teacher claps her hands. This is the signal for all to shift one
+seat back. The one in the rear seat runs forward and sits in the front
+seat. The first aisle to become properly seated wins one point. Again
+the hands are clapped and the pupils shift one seat back, and the one
+then at the rear runs forward and takes the front seat and so the game
+continues until all have run forward from the back seat to the front.
+The aisle scoring the largest number of points wins.</p>
+
+
+<br />
+<p class="noin"><b>Charlie over the Water</b></p>
+
+<p>This is an old game and is always popular. The children form a ring,
+joining hands. One is selected to be "It" and takes his place in the
+center. Those in the ring then dance around, singing,</p>
+
+<div class="poem"><div class="stanza">
+<span class="i0">"Charlie, over the water,<br /></span>
+<span class="i0">Charlie, over the sea,<br /></span>
+<span class="i0">Charlie, catch a blackbird,<br /></span>
+<span class="i0">But can't catch me."<br /></span>
+</div></div>
+
+<p><a name="Page_6" id="Page_6"></a>Having completed these lines, they all assume a stooping position
+before "Charlie," who is "It," can tag them. If he succeeds in tagging
+one, that one takes his place in the circle and the game continues.</p>
+
+
+<br />
+<p class="noin"><b>Tap Relay</b></p>
+
+<p>The pupils of each aisle constitute a team. All bend their heads
+forward, placing their faces in the palms of their hands on the top of
+the desk. At the signal to go, given by the teacher, the one in the
+last seat in each aisle sits up, claps his hands and taps the back of
+the one in front of him, which is the signal for the one in front to
+sit up, clap, and tap the one next in front of him, and so the tap is
+passed until it reaches the one in the front seat of the aisle, who,
+upon being tapped, stands up, clapping his hands above his head. The
+first to stand and clap hands above head wins the race.</p>
+
+
+<br />
+<p class="noin"><b>Rat-a-tat Race</b></p>
+
+<p>Similar to the preceding race with the exception that upon the signal
+to go the one in the back seat knocks with the knuckles of his right
+hand on the top of the desk a "rat-tat, rat-tat-tat," as in a drum
+beat, and then taps with the knuckles the back of the one next in front
+of him, who repeats the performance, tapping off the one in front, and
+so on. The race ends when the individual in the front seat of an aisle
+taps the "rat-tat, rat-tat-tat" and stands up.</p>
+
+
+<br />
+<p class="noin"><b>Bowing Race</b></p>
+
+<p>A book is handed to the pupil in the last seat of each aisle. At the
+signal to go the pupils holding the book step into the aisle at the
+right hand side of their desks, holding the books on the tops of their
+heads with both hands, and make a bow. Then returning to their seats,
+hit the book on the top of the desk and pass it on to the next one in
+front, who repeats the performance, as does every one else in the
+aisle. The one in the front seat of the aisle finishes the race by
+bowing with <a name="Page_7" id="Page_7"></a>the book upon his head, then running forward, and placing
+the book upon the teacher's desk.</p>
+
+
+<br />
+<p class="noin"><b>Spin Around Race</b></p>
+
+<p>A boy is selected from each aisle to take his place at least six feet
+in front of the aisle. Upon the signal to go, the last boy in each
+aisle runs forward to the right of his desk and links his left arm in
+the right arm of the boy standing in front of his aisle, and in this
+position spins around twice, returning to his seat, and tagging off the
+boy next in front of him, who repeats the performance. The last boy in
+the aisle to spin around ends the race when he has returned to a
+sitting position in his seat.</p>
+
+<br />
+<br />
+<br />
+<br />
+<a name="CHAPTER_IIp1" id="CHAPTER_IIp1"></a><hr />
+<br />
+
+<a name="Page_8" id="Page_8"></a>
+<h3>CHAPTER II<span class="totoc"><a href="#toc">ToC</a></span></h3>
+
+<h3>SCHOOLROOM GAMES</h3>
+
+<h3>For Intermediate Pupils</h3>
+
+
+<br />
+<p class="noin"><b>Initial Tag</b></p>
+
+<p>A pupil who is "It" is sent to the board. He writes thereupon the
+initial of some other pupil in the room. That pupil is to try to tag
+"It" before he can return to his seat. If successful, he becomes "It"
+and continues the game by writing some one else's initial on the board.</p>
+
+
+<br />
+<p class="noin"><b>Magic Music</b></p>
+
+<p>One pupil is sent from the room. Thereupon the remaining pupils hide
+some object agreed upon. The pupil sent from the room is recalled. The
+teacher or one of the pupils plays the piano loudly when the seeker
+approaches the hidden article and softly when some distance from it.
+The seeker determines the location by the volume of the music.</p>
+
+
+<br />
+<p class="noin"><b>Hunt the Rattler</b></p>
+
+<p>All of the players in the room are blindfolded, except one, who is
+given a tin can in which is placed a loose pebble. He is known as the
+"rattler." The blindfolded players attempt to locate and tag the
+rattler by the rattle. The one successful takes the place of the
+rattler.</p>
+
+
+<br />
+<p class="noin"><b>Sticker</b></p>
+
+<p>The pupils stand in a circle in the center of which is "It"
+blindfolded, holding in his hand a blunt stick about 12 or 15 inches
+long. Those in the circle dance <a name="Page_9" id="Page_9"></a>around two or three times, so that the
+blindfolded player may not know their position. At the command "Stand,"
+given by the one blindfolded, all must stand still. Thereupon, by
+feeling with his stick, "It" tries to discern an individual in the
+ring. "It" is forbidden to use his hands, in trying to discover who the
+individual is. If he succeeds in guessing, the individual guessed must
+take his place. Otherwise he proceeds to some other individual in the
+circle whom he tries to identify.</p>
+
+
+<br />
+<p class="noin"><b>Name Race</b></p>
+
+<p>The pupils of each aisle constitute a team. A slip is handed to the one
+in the first seat in each row. At the signal to go, he writes his full
+name thereupon and passes it immediately to the one next behind him,
+who writes his name and passes it on. When the one in the last seat in
+the row has added his name to the slip, he rushes forward and places
+the slip upon the teacher's desk. The aisle first succeeding in
+accomplishing this task, wins.</p>
+
+
+<br />
+<p class="noin"><b>Frogs in Sea</b></p>
+
+<p>One pupil sits in tailor fashion in the center of the playing space.
+The others try to tease him by approaching as closely as they dare,
+calling him "Frog in the sea, Can't catch me." If the frog succeeds in
+tagging any of the other players, that player must take his place. The
+frog is not allowed to change from his sitting position in his effort
+to tag the other players.</p>
+
+
+<br />
+<p class="noin"><b>Corner Spry</b></p>
+
+<p>The pupils in the room are divided into four equal teams. Each team is
+assigned to a different corner. A leader stands in front of each team
+with a bean bag, cap, or ball. At the signal to start the leader tosses
+to and receives from each member of his team in turn the bean bag.
+Having received the bag from the last one in his line, he takes his
+place at the foot of the line, and the one at the head of the line
+becomes <a name="Page_10" id="Page_10"></a>leader and proceeds to toss the ball to each member as did the
+preceding leader. The group, in which all have served as leaders and
+which successfully completes the game first, wins.</p>
+
+
+<br />
+<p class="noin"><b>Flag Race</b></p>
+
+<p>The pupils of each aisle constitute a team. Flags are given to the
+pupils in each front seat. On the signal to go, each pupil holding a
+flag steps out on the right hand side of the seat, runs around the
+front of his own aisle, back on the left hand side, around the rear
+seat, returning to his own seat up the right hand aisle, and hands the
+flag on to the one next behind him, who continues the race. When all
+the pupils in the aisle have circled their row of seats with the flag,
+the last one, instead of returning to his seat, runs forward and holds
+the flag above his head in front of his aisle. The one first succeeding
+in reaching the front, wins the race.</p>
+
+<p>In this race it is often better to run two aisles at a time and thus
+avoid the possibility of pupils bumping into each other in their
+attempt to race through the aisles. In this way the various winners can
+race against each other, making an interesting contest.</p>
+
+
+<br />
+<p class="noin"><b>Seat Vaulting Tag</b></p>
+
+<p>A pupil is selected to be "It." He attempts to tag any other pupil in
+the same aisle in which he stands. The pupils avoid being tagged by
+vaulting over the seats. No one is allowed to run around either end.
+"It" cannot reach across the desk in his effort to tag another. He must
+be in the same aisle or tag as one is vaulting a seat. A pupil becomes
+"It" as soon as tagged.</p>
+
+
+<br />
+<p class="noin"><b>Jerusalem, Jericho, Jemima</b></p>
+
+<p>This is a simple game of attention. The three words in the title are
+near enough alike to require close attention on the part of the pupil
+to distinguish between them and to act accordingly. Have the pupils
+turn in <a name="Page_11" id="Page_11"></a>their seats facing the aisle. If the teacher says "Jerusalem",
+the pupils stand. If she says, "Jericho", they raise their arms
+momentarily forward and upward. If she says, "Jemima", they sit down.
+Any child making a mistake sits in her seat and faces to the front.</p>
+
+
+<br />
+<p class="noin"><b>Compass</b></p>
+
+<p>An attention game. The pupils stand in the aisle beside their seats. In
+starting the game, the teacher asks them to face to the north, then to
+the south, then to the east, and to the west, so that they have the
+directions fixed in their minds. She then proceeds to tell a story or
+to make statements such as the following, "I came from the north." At
+the mention of the word "north" all the pupils must turn and face
+towards the north. "But since I have arrived in the south,"&mdash;at the
+mention of the word "south" they all turn and face the south, etc. If
+the teacher should say "wind," the pupils imitate the whistling of the
+wind; if "whirlwind" is mentioned, all must spin about on their heels a
+complete turn. Failing to do any of the required turns, the pupil takes
+his seat.</p>
+
+
+<br />
+<p class="noin"><b>Geography</b></p>
+
+<p>The pupils of each aisle constitute a team. Those in the front seats
+are Number 1, those next behind them, Number 2, and so on back. The
+teacher calls some number. The pupils having that number race to the
+board and write thereupon the name of some river, returning to their
+seats. The first one back wins one point for his team. The game
+continues until all the numbers have been called, the team having the
+most points wins.</p>
+
+
+<br />
+<p class="noin"><b>Spelling Words</b></p>
+
+<p>Have the pupils in aisle 1 face those in aisle 2, those in aisle 3 face
+4, those in aisle 5 face 6. Appoint a captain for each aisle. The
+captain of one team starts spelling a word containing more than three
+letters. The captain of the team facing his, adds the <a name="Page_12" id="Page_12"></a>second letter,
+not knowing what word the captain of the other team had in mind. The
+second man of the first team adds a third letter; the second man of the
+second team adds a fourth, each team trying to avoid completing the
+word. The team completing the word loses one point to the other team.
+For example, the first man of team A says "g," the first man of team B
+says "o," thinking of "gold." The second man on team A says "o,"
+thinking of "goose." The second man on team B can only think of "good"
+and contributes "d," ending the word. Team A thereupon scores a point.
+The third man of team A continues the game by starting another word.
+When the ends of the aisles are reached the word, if uncompleted, is
+passed to the head of the line and continued.</p>
+
+<p>If there are four aisles in the room, there will be two groups playing
+at the same time; six aisles, three groups; eight aisles, four groups.
+The captains of opposing teams keep a record of the score.</p>
+
+
+<br />
+<p class="noin"><b>Rhymes</b></p>
+
+<p>This game stimulates quick thinking. Some one is selected by the
+teacher to start the game, and thereupon gives some word to which the
+first pupil in the aisle must give a rhyming word before the former can
+count ten. Failing to do this, the leader continues and gives a word to
+the second one in the aisle. The rhyming words are to be given before
+the leader has completed his count of ten. Then the one succeeding in
+giving the word replaces the leader.</p>
+
+
+<br />
+<p class="noin"><b>Clapping Song</b></p>
+
+<p>A pupil is selected by the teacher to clap the rhythm of some familiar
+air. The rest of the children in the room endeavor to guess the song
+clapped. The pupil succeeding in doing this is given an opportunity to
+clap another song.</p>
+
+
+<br />
+<p class="noin"><b>Indian Trail</b></p>
+
+<p>A pupil is blindfolded and placed in the front of the <a name="Page_13" id="Page_13"></a>room. Other
+pupils, one or two at a time, are given the opportunity to stealthily
+approach the one blindfolded, in an endeavor to take some object, from
+before his feet, such as a flower pot and saucer, or a tin can with a
+loose pebble in it, without being detected by the one blindfolded. If a
+pupil succeeds in taking back the object to his seat without having
+been heard, he wins a point for his aisle. Where two pupils are sent
+forward at the same time, two similar objects must be placed at the
+foot of the one blindfolded. The aisle scoring the largest number of
+points in this way wins the game.</p>
+
+
+<br />
+<p class="noin"><b>Number Relay</b></p>
+
+<p>The pupils of each aisle constitute a team. They are numbered,
+beginning with the one in the first seat. The teacher describes some
+mathematical problem she desires done and calls certain numbers. All
+the pupils having those numbers rush to the board and compute the
+problem. The first back to his seat wins a point for his team, the
+aisle gaining the largest number of points wins the game.</p>
+
+
+<br />
+<p class="noin"><b>Multiplication Race</b></p>
+
+<p>The pupils of each aisle constitute a team. The teacher decides on a
+multiplication table which is to be placed upon the board. A piece of
+chalk is handed to the first pupil in each aisle. At the signal to go
+Number 1 goes to the board and writes the first example in the
+multiplication table thereupon. Returning to his seat, he hands the
+chalk to the one next behind him, who puts the next step in the
+multiplication table on the board, and so the race continues until the
+one in the last seat has returned to his seat, after adding his part to
+the table. The one first back to his seat wins for his aisle.</p>
+
+
+<br />
+<p class="noin"><b>History Race</b></p>
+
+<p>Similar to the preceding, with the exception that the pupils are
+requested to write upon the board the name <a name="Page_14" id="Page_14"></a>of some historical
+personage or some historical event, date, etc.</p>
+
+
+<br />
+<p class="noin"><b>Poem Race</b></p>
+
+<p>The pupils having learned some poem may use it in a game in the
+following way:</p>
+
+<p>The pupils of each aisle constitute a team. At the signal to go the
+last pupil in each aisle stands up and recites the first line of the
+poem, returns to his seat and taps the one next in front of him, who
+stands up and repeats the second line of the poem, sits down and taps
+off the third pupil, who repeats the third line, and so the game
+continues. If the poem has not been completed after the one in the
+front seat has said his line, he taps the one next behind him, and that
+one is supposed to give the next line and so on back. The aisle first
+completing a poem wins the race.</p>
+
+<p>If the poem be a very small one, words of the poem instead of lines may
+be used. If it be a long one, verses instead of lines may be used.</p>
+
+
+<br />
+<p class="noin"><b>Last Man</b></p>
+
+<p>This is a good active game thoroughly enjoyed by the children. The
+teacher selects one pupil to be "It," and another to be chased. The one
+chased can stand at the rear of any aisle and say, "Last man."
+Thereupon the front pupil in that aisle is subject to being tagged by
+"It" and leaves his seat. All the other pupils in that aisle advance
+one seat and the first man chased sits down in the last seat in the
+aisle. "It" tries to tag the man who left the front seat before he can
+go to the rear of any of the aisles. Should he succeed in doing so, he
+can immediately be tagged back if he does not hurry to the rear of some
+aisle and say "Last man."</p>
+
+<p>(Caution: Should any child appear fatigued when "It," substitute
+another child in his place).</p>
+
+
+<br />
+<p class="noin"><b>Change Seats</b></p>
+
+<p>This is a good relaxation game. The teacher says, <a name="Page_15" id="Page_15"></a>"Change seats left."
+Thereupon all the pupils shift to the seats to their left. The children
+who are in the last aisle on the left must run around the room and
+occupy the vacant seats on the right hand side. Should the teacher say,
+"Change seats right," the reverse of the proceeding is necessary. The
+teacher can also say, "Change seats front," or "Change seats rear," and
+the pupils are expected to obey the commands. Those left without seats
+must run to the other end of the room and take any seat found vacant
+there.</p>
+
+
+<br />
+<p class="noin"><b>Relay Run Around</b></p>
+
+<p>The pupils of each aisle constitute a team. The pupil in the last seat
+in each row, upon the signal to go, steps out in the right hand aisle,
+runs forward around the front of his row of seats, back on the left
+hand side, circling the rear seat, and sits down, touching off the next
+pupil in front of him, who repeats the performance. The aisle first
+accomplishing the run, wins.</p>
+
+<br />
+<br />
+<br />
+<br />
+<a name="CHAPTER_IIIp1" id="CHAPTER_IIIp1"></a><hr />
+<br />
+
+<a name="Page_16" id="Page_16"></a>
+<h3>CHAPTER III<span class="totoc"><a href="#toc">ToC</a></span></h3>
+
+<h3>SCHOOLROOM GAMES</h3>
+<h3>For Advanced and High School Pupils</h3>
+
+
+<br />
+<p class="noin"><b>Geography</b></p>
+
+<p>The group is divided into two equal teams. A leader is chosen for each.
+The leader of Team A begins the game by giving the name of a country
+beginning with the letter "A" (Austria). The leader of Team B gives
+another country beginning with "A". The second member of Team A,
+another; the second member of Team B, another; until one of the teams
+cannot think of any more countries beginning with "A". That team last
+thinking of a country wins one point. The other members of the team can
+help their team mate, whose turn it is, by suggesting other countries.
+The member of the team failing to name a country beginning with "A",
+starts with the letter "B" and the game continues, until one team has
+won ten points. The names of rivers, mountains, states, cities, etc.,
+can be substituted for the names of countries.</p>
+
+
+<br />
+<p class="noin"><b>Seeing and Remembering</b></p>
+
+<p>Fifteen or twenty articles are placed upon a table under a sheet, in
+front of the pupils. The sheet is removed for a space of 10 seconds and
+the pupils are given a good chance to study the articles on the table.
+After the sheet has again covered the articles, each pupil is requested
+to write as many of the articles as can be remembered, on a sheet of
+paper. The one remembering the largest number wins.</p>
+
+
+<br />
+<p class="noin"><b>Definitions</b></p>
+
+<p>The teacher selects some word from the dictionary, <a name="Page_17" id="Page_17"></a>which is written
+upon the blackboard. Each pupil then writes the definition of that word
+on a slip of paper. After this is done, the teacher compares the
+definition with that in the dictionary. The one giving the definition
+nearest like that in the dictionary wins, and gives the next word to be
+defined.</p>
+
+
+<br />
+<p class="noin"><b>Jumbled Words</b></p>
+
+<p>The pupils of each aisle constitute a team. Each pupil in the aisle is
+given a number. The one in each front seat is Number 1, the one behind
+him Number 2, and so on back. The teacher has prepared a different
+sentence for each aisle with just as many words in it as there are
+pupils in the aisle. One of these slips is handed to Number 1 of each
+team. Number 1 takes the first word of the sentence as his word, Number
+2 the second, Number 3 the third, and so on. When the last one in the
+aisle has learned the last word in the sentence, the slips are returned
+to the teacher. Competition can be added to this phase of the game by
+seeing which aisle can return the slip to the teacher first.</p>
+
+<p>When the slips have all been turned in, the teacher calls any number.
+Thereupon the pupils in each aisle having that number, go to the
+blackboard and write distinctly their word from the sentence. For
+example, the teacher calls Number 3. Number 3 of aisle 1 had the word
+"money"; Number 3 of aisle 2 "can," etc.</p>
+
+<p>Next the teacher calls Number 5. All the Number 5's go to the
+blackboard and write their words directly after those written by their
+previous team mate. When all the numbers have been called there is a
+jumbled sentence on the board for each aisle. The pupils of the various
+aisles then try to guess what the sentences of the other aisles are.
+Each one guessed, counts 5 points.</p>
+
+
+<br />
+<p class="noin"><b>Descriptive Adjectives</b></p>
+
+<p>An historical personage is selected, such as Columbus, George
+Washington, etc. The first pupil called upon <a name="Page_18" id="Page_18"></a>must describe the subject
+with a descriptive adjective beginning with "A". The second, third, and
+fourth, etc., adding to this description by using adjectives beginning
+with the letter "A". This continues until the adjectives beginning with
+the letter "A" have been exhausted. Then the letter "B" is used and the
+game continues. It is well to change the subject after every fourth or
+fifth letter. This is a good game for adding to the vocabulary of the
+pupil. A little fun can be had by using, instead of an historical
+subject, one of the pupils of the room for description.</p>
+
+
+<br />
+<p class="noin"><b>Store</b></p>
+
+<p>The pupils of each aisle constitute a team. The one in the front seat
+in each aisle is Number 1, the one behind him, Number 2, etc.</p>
+
+<p>The teacher has a number of cards upon each of which appears a letter
+of the alphabet. The teacher holds up one of these letters so that it
+can be distinctly seen by the pupils. Number 1 of each aisle must name
+some article sold in a grocery store, beginning with the letter held up
+by the teacher. (For example,&mdash;the teacher holds up the letter "F";
+Number 1 of the second aisle calls, "Flour"). The pupil first naming an
+article of that letter is given the card containing the letter. The
+next card held up, the number 2's of each team are to name the article,
+and likewise the winner to be awarded the card. The aisle having the
+most cards at the end of the game wins.</p>
+
+<p>The letters can be written on the blackboard if the cards are not
+available for the game and points awarded to each winner. The game can
+also be used with birds, animals, and other subjects in place of
+articles sold in a store. This is a good game to stimulate quick
+thinking.</p>
+
+
+<br />
+<p class="noin"><b>Distinguishing Sounds</b></p>
+
+<p>This game is good training for the ear. Various noises, such as the
+shaking of a pebble in a tin can, in a wooden box, in a pasteboard box,
+in a large <a name="Page_19" id="Page_19"></a>envelope; knocking on wood, on tin, on coin (as silver
+dollar), on stone, on brass, on lead,&mdash;are made. The pupils are allowed
+to guess just what the noise is caused by.</p>
+
+
+<br />
+<p class="noin"><b>Laugh</b></p>
+
+<p>This is a good relaxing game and one in which the practice of self
+control is a factor. An open handkerchief is tossed into the air. While
+it is in the air the pupils are to laugh as heartily as they can, but
+the instant the handkerchief touches the floor, all laughing is to
+stop.</p>
+
+
+<br />
+<p class="noin"><b>Guessing Dimensions</b></p>
+
+<p>The ability to measure with the eye is well worth cultivating. Each
+pupil is to guess the distance between various points indicated on the
+blackboard, the height of a door, the width and the height of a school
+desk, the height of the schoolroom, the thickness of a book, etc. Each
+of the guesses is written on a slip of paper. The pupil with the best
+guesses wins.</p>
+
+
+<br />
+<p class="noin"><b>Mysterious Articles</b></p>
+
+<p>An article is concealed under a cloth on the table. Each pupil is given
+an opportunity to feel the article through the cloth and guess what it
+is, educating the sense of touch.</p>
+
+
+<br />
+<p class="noin"><b>Distinguishing by Smell</b></p>
+
+<p>Various articles invisible to the eye, with distinctive odors, such as
+vinegar, rose, mustard, vanilla, ginger, clove, tea, coffee, chocolate,
+soap, etc., are placed before the pupil. The one able to distinguish
+the largest number of articles by the smell, wins the game.</p>
+
+
+<br />
+<p class="noin"><b>Art Gallery</b></p>
+
+<p>Pictures of a number of famous paintings by the masters are placed on
+exhibition. The pupil guessing the largest number of masters and
+titles, of the various pictures, wins.</p>
+
+
+<br />
+<p class="noin"><a name="Page_20" id="Page_20"></a><b>Drawing Animals</b></p>
+
+<p>The teacher whispers in the ear of each pupil the name of some animal,
+whereupon the pupil proceeds to draw that animal, each pupil being
+given the name of a different animal. Drawings are made and put on
+exhibition. All try to guess as many as possible of the animals
+represented in the drawings. The drawing securing the largest number of
+correct guesses wins for the artist.</p>
+
+
+<br />
+<p class="noin"><b>Historical Pictures</b></p>
+
+<p>A long sheet of paper is given to each pupil, with instructions to draw
+thereupon a picture representing some historical event. After
+completing the drawing, each paper is passed about the room. Each pupil
+writes underneath the picture what he thinks the picture represents.
+His subject is folded under, so that the next pupil to receive the
+picture cannot see what his guess has been. At the end of the game, the
+picture having the largest number of correct guesses wins.</p>
+
+
+<br />
+<p class="noin"><b>Train of Thoughts</b></p>
+
+<p>A word is suggested by the teacher. This is written at the top of a
+sheet of paper by each pupil. The pupil then writes beneath that word
+various thoughts that are suggested to him by the word. For instance,
+the word suggested by the teacher is "aeroplane". Pupil A has suggested
+to him by the word "aeroplane", humming. He writes that on his list.
+Humming suggests bees. Bees suggest honey; honey, clover, clover
+summer, summer swimming hole, etc. When all of the pupils have written
+fifteen or twenty thoughts which have suggested themselves to them,
+each is called upon to read his train of thoughts to the rest of the
+class.</p>
+
+
+<br />
+<p class="noin"><b>Bowknot Relay</b></p>
+
+<p>The pupils of each aisle constitute a team. A piece of string is given
+to each pupil in the front seat. At <a name="Page_21" id="Page_21"></a>a signal to start each pupil with
+the string runs forward and ties it in a bowknot on some article placed
+in front of each aisle. After tying the bow, he returns to his seat and
+touches the one in the seat next behind him. Thereupon the second
+member of the team runs, unties the bowknot, returns with the string;
+and hands it to the third, who runs forward, and ties it in a bowknot,
+as did the first, and returning touches off the fourth, etc. The aisle
+in which each pupil has accomplished the required task first, wins the
+race.</p>
+
+
+<br />
+<p class="noin"><b>Cooking Race</b></p>
+
+<p>This is a good game for the class in domestic science. The pupils of
+each aisle constitute a team. A piece of chalk is handed to the one in
+each front seat. At the signal to go, the chalk is passed back until it
+reaches the one in the last seat in the row. Every one in the aisle
+must have handled the chalk in passing it back. Upon receiving it, the
+last one in the row runs forward to the board and writes thereupon an
+ingredient necessary in the making of cake. Returning, the chalk is
+handed to the one in the front seat and again passed back until it gets
+to the one in the next to the last seat, who rushes to the board and
+writes another ingredient necessary in cake making. And so the race
+continues. When the last pupil at the board, namely the one from the
+front seat, has written upon the board and returned to her seat, the
+race is ended. The race is won by the aisle first completing this task.</p>
+
+
+<br />
+<p class="noin"><b>Spelling Game</b></p>
+
+<p>The group, if numbering 40 or more pupils, is divided into two teams.
+The contestants of each team are given a different letter of the
+alphabet. The teacher gives a word. Thereupon the pupils in both teams
+whose letter occurs in the word named, run one to the front and one to
+the rear of the room, as assigned by the teacher, and take their places
+in the order in which their letter occurs in the word. When the pupils
+have taken their proper position, they call out the letters <a name="Page_22" id="Page_22"></a>they
+represent, spelling the word. The group first accomplishing this, wins
+one point for their team. If the letter occurs twice in the same word,
+that pupil representing that letter takes his place where the letter
+first occurs in the word and shifts to the second position, so as to
+help complete the word.</p>
+
+<p>If the group be too small for two alphabets the game can be played by
+having but one and seeing which of the various words given is formed in
+the quickest time by the single group.</p>
+
+
+<br />
+<p class="noin"><b>Grammar Race</b></p>
+
+<p>The pupils of each aisle constitute a team. A piece of chalk is given
+to the one in each front seat. At the signal to go, the one with the
+chalk rushes to the board and writes the first word of a sentence on
+the board and returns to his seat, passing the chalk on to the second
+one, who writes the second word for a sentence. The third writes the
+third, and so on until a complete sentence has been written upon the
+board. The one in the last seat must complete the sentence and return
+to his seat, ending the race.</p>
+
+<p>Twenty-five points is awarded the team finishing first; twenty-five
+points to each team with correct spelling; twenty-five points for the
+team with the best writing; twenty-five points for the best composition
+of the sentence.</p>
+
+
+<br />
+<p class="noin"><b>Schoolroom Tag</b></p>
+
+<p>A three foot circle is made with a piece of chalk in the front of the
+room. Each pupil in the room is given a different number. The teacher
+selects one to be "It," who must stand at least ten feet from the
+circle and be touching a side wall. "It" calls a number. The pupil
+whose number is called tries to run through the circle in the front of
+the room and get back to his seat without being tagged by "It". The one
+who is "It" must run through the circle before he can tag the one whose
+number he called. If the pupil is tagged he becomes "It".</p>
+
+
+<br />
+<p class="noin"><a name="Page_23" id="Page_23"></a><b>Directions</b></p>
+
+<p>An attention game. Taking for granted that the pupils have a general
+knowledge of the directions of various towns or cities in their state
+or the surrounding states, the following game can be played.</p>
+
+<p>All are requested to stand in the aisle beside their seats. The teacher
+then proceeds to make statements or tell some story, mentioning the
+names of various cities and towns. At the mention of these the pupils
+face in the direction in which said cities or towns are located.
+Failing to turn correctly when a city is mentioned the pupil is
+required to take his seat.</p>
+
+<br />
+<br />
+<br />
+<br />
+<a name="CHAPTER_IVp1" id="CHAPTER_IVp1"></a><hr />
+<br />
+
+<a name="Page_24" id="Page_24"></a>
+<h3>CHAPTER IV<span class="totoc"><a href="#toc">ToC</a></span></h3>
+<h3>SCHOOLYARD GAMES</h3>
+<h3>For Primary Pupils</h3>
+
+
+<br />
+<p class="noin"><b>Chase the Rabbit</b></p>
+
+<p>The group kneels in a circle with their hands on each other's
+shoulders. The one selected to be rabbit runs around the circle and
+tags some individual. Thereupon that individual must get upon his feet
+and run to the left around the circle. The rabbit runs to the right
+around the circle. The rabbit must tag the one who is running around in
+the opposite direction, and then both endeavor to get back to the hole
+left in the circle. The one failing to do this becomes the rabbit for
+the next play.</p>
+
+
+<br />
+<p class="noin"><b>Steps</b></p>
+
+<p>One of the group is selected to be "It". He stands with his back to the
+group and counts five, at the end of which he turns rapidly around. If
+he sees any of the group moving, that one seen must go back to the
+starting line. While the one "It" is counting, it is the object of the
+group to progress toward him as rapidly as possible.</p>
+
+
+<br />
+<p class="noin"><b>Statues</b></p>
+
+<p>This game is similar to the game "Steps," above described, excepting
+that the players standing behind "It" assume the poses of statues. "It"
+upon turning around endeavors to detect some movement on the part of
+the statues, in which case that player takes the place of "It".</p>
+
+
+<br />
+<p class="noin"><a name="Page_25" id="Page_25"></a><b>Progression</b></p>
+
+<p>The players stand behind a line. Each in turn must cover the space
+between said line and another line twenty yards distant by a manner of
+progress different from that used by any of the previous players. For
+example, the first one called upon to cover the intervening space
+between the lines walks, the second one runs, the third hops, the
+fourth crawls, the fifth walks backward, etc., and so on until all of
+the players have reached the far line. This game taxes the ingenuity of
+the last players to be called upon, as they have to initiate new
+methods of progress.</p>
+
+
+<br />
+<p class="noin"><b>Squirrel in Trees</b></p>
+
+<p>Players stand in groups of three&mdash;two facing one another with hands
+joined to form hollow trees, and the third within the tree hollow to
+represent the squirrel. There is also one odd squirrel outside the
+tree. The teacher or leader claps her hands, when all squirrels must
+run for other trees, and the odd squirrel tries to secure a tree, the
+one left out being the odd squirrel the next time. Players' positions
+may be reversed frequently to give all an equal chance to be squirrels.</p>
+
+
+<br />
+<p class="noin"><b>Shadow Tag</b></p>
+
+<p>This game is similar to ordinary tag, with the exception that "It"
+endeavors to touch or step on the shadow of one of the players.
+Succeeding in doing this, that player becomes "It".</p>
+
+
+<br />
+<p class="noin"><b>Handkerchief Tag</b></p>
+
+<p>A player is selected to be "It". A knotted handkerchief is given to the
+rest of the players. "It" can only tag the player holding the
+handkerchief in his hands. The players endeavor to get rid of the
+handkerchief by throwing it from one to another. Should the
+handkerchief fall upon the ground, there is no one for "It" to tag
+until it has been picked up by one of the players.</p>
+
+
+<br />
+<p class="noin"><a name="Page_26" id="Page_26"></a><b>Puss in Corner</b></p>
+
+<p>The players are distributed about the playing area, and given goals,
+such as trees, fence and building corners, etc. One player is selected
+to be "It". The other players endeavor to change places. "It" can
+either tag one of the players who is off his corner, on goal, or step
+into the goal vacated by one of the players. In the first case, the
+player tagged becomes "It"; in the second, the player left without a
+goal becomes "It".</p>
+
+
+<br />
+<p class="noin"><b>Back to Back</b></p>
+
+<p>This is a tag game in which "It" may tag anyone who is not back to back
+with one other player.</p>
+
+
+<br />
+<p class="noin"><b>Peggy in Ring</b></p>
+
+<p>A blindfolded player takes his place in the center of the group which
+has joined hands, forming a ring. The ring begins to dance around in a
+circle until "Peggy", who is blindfolded in the centre, pounds three
+times with a stick upon the ground or floor. This is the signal for
+everyone to stand still. "Peggy" then holds out the stick to some one
+in the circle. The one nearest to it must grasp the end. "Peggy" then
+asks the one at the other end three questions. The questions may be
+answered by grunts or groans and "Peggy" endeavors to guess who is thus
+answering the questions. Succeeding, the one questioned takes "Peggy's"
+place in the center of the circle and the game proceeds.</p>
+
+<br />
+<br />
+<br />
+<br />
+<a name="CHAPTER_Vp1" id="CHAPTER_Vp1"></a><hr />
+<br />
+
+<a name="Page_27" id="Page_27"></a>
+<h3>CHAPTER V<span class="totoc"><a href="#toc">ToC</a></span></h3>
+<h3>SCHOOLYARD GAMES</h3>
+<h3>For Intermediate Pupils</h3>
+
+
+<br />
+<p class="noin"><b>Link Race</b></p>
+
+<p>The group is divided into two teams, and a leader appointed for each. A
+large square is marked upon the ground and the opposing teams line up
+upon opposite sides of the square behind their leader, each locking his
+arms about the waist of the man in front of him. At a signal to go both
+groups endeavor to tag the rear end of the group in front of them by
+running about the square, keeping on the lines. Should a group succeed
+in tagging the rear of the line in front, but it is found that their
+own line is broken through the effort, it does not count. But the
+broken line can be tagged by the rear of the line and it will count. So
+it is up to that part of the line which has broken loose at the rear to
+catch up with the rest of its team.</p>
+
+
+<br />
+<p class="noin"><b>Maze Tag</b></p>
+
+<p>All but two of the players stand in parallel lines or ranks, one behind
+the other, with ample space between each player 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.</p>
+
+<p>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. He
+stands aside, giving the commands, "Right face!" or "Left face!" at his
+discretion. When one of these commands is heard, all <a name="Page_28" id="Page_28"></a>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.</p>
+
+<div class="img" style="width: 55%;">
+<img border="0" src="images/imagep028.jpg" width="60%" alt="Maze Tag" /><br />
+</div>
+
+<p>The success of the game depends largely upon the judgment of the leader
+in giving the commands, "Right (or left) face!" These 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 the time <a name="Page_29" id="Page_29"></a>limit
+has expired. In either case two new players are then chosen from the
+ranks to take the places of the first runners.</p>
+
+<p>It is a foul to break through the ranks or to tag across the clasped
+hands.</p>
+
+
+<br />
+<p class="noin"><b>Turtle Tag</b></p>
+
+<p>One player is selected to be "It" and chases the rest. In order to
+avoid being tagged, a player may lie upon his back with both feet and
+hands off the ground.</p>
+
+
+<br />
+<p class="noin"><b>Roly Poly</b></p>
+
+<p>This game must be played in groups, not larger than 12. Holes are dug
+in the ground with the heels of the shoe. These holes are placed about
+6 inches apart in a line. They should be about 3 inches in diameter and
+at least one inch deep. A line is drawn 6 feet from the first hole. The
+one who is "It" must stand behind this line and roll a soft ball so
+that it will drop into one of the holes. If he misses, he continues to
+roll until he succeeds. If he succeeds, the one, into whose hole the
+ball rolls, runs forward, picks it up and endeavors to hit any other
+player from the position in which he picked up the ball. The rest may
+run in their effort to get away. Should he miss, a goose egg&mdash;(a small
+stone)&mdash;is placed in his hole. Should he succeed in hitting a player, a
+goose egg is placed in the hole of that player. The one to whom is
+awarded the goose egg is the next to roll the ball from the dead line
+in the endeavor to get it into a hole. Any player getting three goose
+eggs has to run the gauntlet, which is the name given to running
+between two lines of players while they slap at his back. The faster he
+runs the lighter the slaps. No player is allowed to hit from the front.</p>
+
+
+<br />
+<p class="noin"><b>Antony Over</b></p>
+
+<p>A group is divided into two teams, A and B. The game is played around a
+small building, such as a <a name="Page_30" id="Page_30"></a>small school house or wood shed, around
+which there is free running space. To team A is given a soft ball, such
+as a tennis or yarn ball. The ball is thrown over the building to team
+B. If it is caught by one of the players of team B, the whole team
+slips around the building, all going in the same direction, and trying
+to hit with the ball some one on team A before they can get around to
+the opposite side of the building. Team A tries to escape being hit by
+dodging and running around the building to the opposite side. If a
+player is hit, he goes to B side. The teams keep their new places and B
+throws the ball over to A. If the ball is not caught, it is thrown back
+and forth over the building until caught. The team which first hits all
+of its opponents wins, or a time limit may be agreed upon and the team
+having the greatest number of players at the end of that time, wins.</p>
+
+
+<br />
+<p class="noin"><b>Snake and Bird</b></p>
+
+<p>Two lines are drawn in the schoolyard about fifty feet apart. The group
+is divided into two teams. The one team links hands and takes a
+position between the two lines, and the leader calls, "Birds run". The
+other team, which is lined up behind one of the lines, endeavors to run
+across the space between the two lines without being caught by the
+snake, which endeavors to circle around as many of the second team as
+it can. A record is kept of the number of boys caught. Then the other
+team becomes snake and endeavors to coil around as many of the
+opponents, when they attempt to cross the space between the lines, as
+possible.</p>
+
+
+<br />
+<p class="noin"><b>In and Out</b></p>
+
+<p>The group grasp hands, forming a circle. Two individuals are selected,
+one to be "It", and the other to be chased. These two are placed on
+opposite sides of the circle. Then "It" endeavors to tag the other. The
+one chased may go in and out under the hands of those forming the
+circle, cut through or run around the <a name="Page_31" id="Page_31"></a>circle and "It" has to follow
+the same course in the pursuit. When "It" succeeds in tagging his
+partner, two other players take their places.</p>
+
+
+<br />
+<p class="noin"><b>Fox and Rabbit</b></p>
+
+<p>The group link hands and form a circle. Two players are selected, one
+to be "It" and the other to be chased, as in the preceding game. In
+this game, however, it is not necessary that the fox follow the same
+course the rabbit pursues, in his endeavor to tag him, but both can go
+in and out of the circle at will. The players in the circle endeavor to
+assist the rabbit and impede the fox in his chase, as much as possible.
+When the fox has caught the rabbit, two other players are selected to
+take their places.</p>
+
+
+<br />
+<p class="noin"><b>Chicken Market</b></p>
+
+<p>One player is selected to be a buyer, another to be the market man. The
+rest of the players are to be chickens. They stoop down in a row,
+clasping their hands under their knees. The buyer inquires of the
+market man, "Have you chickens for sale?" The market man says, "Yes,
+plenty of them". Thereupon the buyer goes along the line and examines
+the chickens. He finds one too tough, one too fat, etc., until at last
+he comes to one which suits his fancy, and he so informs the market
+man. He takes one arm and the market man takes the other and between
+them they swing the chicken back and forth. If the chicken maintains
+the grasp of its hands beneath its knees, it is accepted by the buyer
+and is led off to the home of the buyer, marked upon the ground. The
+game continues until all the chickens are sold.</p>
+
+
+<br />
+<p class="noin"><b>Chickidy Hand</b></p>
+
+<p>The player who is selected to be "It" interlocks the fingers of his
+hands and holds them against a post, which is known as the goal. The
+other players fold their hands in the same way and place them against
+<a name="Page_32" id="Page_32"></a>the post. To start the game, "It" counts ten, whereupon the players
+leave the goal and "It" endeavors to tag one of them. The hands must be
+kept folded until tagged. The one tagged joins hands with "It" and
+continues with him in an effort to tag others. The players endeavor to
+keep from being tagged by the line and try to break through the line.
+Succeeding in this, the individual towards the head of the line, next
+to the break, drops out of the game. Those in the line cannot tag a
+player who has rushed in and succeeded in breaking the line until the
+line reforms.</p>
+
+
+<br />
+<p class="noin"><b>Pass Ball</b></p>
+
+<p>The group form a circle and are counted off in 2's. The Number 1's are
+given a ball or some other object easily tossed, at one side of the
+circle and the Number 2's a like object on the other side of the
+circle. Then 1 competes against 2 in an endeavor, by passing the object
+around the circle, to have it overtake that passed by the other team.
+When the object passed by one team has overtaken and passed that of the
+other, it counts one point and the game starts over, with the objects
+on opposite sides of the circle.</p>
+
+
+<br />
+<p class="noin"><b>Poison</b></p>
+
+<p>The group forms a circle, linking hands. In the center of the circle is
+placed on end a short log about a foot long. (A tall bottle may be used
+in place of the log). By it is lying a soft playground baseball or a
+yarn ball. The circle begins to rotate around the log, the object being
+to keep from knocking the club over, on the one hand, but to force some
+one else in the circle to knock it over. The instant it falls, the
+circle dissolves and all the players except the one who knocks over the
+club run, while he picks up the ball and throws it at the running
+players. If he succeeds in hitting some one, the one hit is out of the
+game. If he fails, he is out. So the game continues until but two
+players are left.</p>
+
+<br />
+<p class="noin"><a name="Page_33" id="Page_33"></a><b>Fox Trail</b></p>
+
+<p>A large circle is drawn upon the ground. This should measure from 30 to
+40 feet in radius. Another circle is drawn within this first circle and
+should have a radius 10 feet less than the first. Eight or 10 spokes
+are drawn from the center to the circumference. Where these spokes
+intercept the outer circle a small circle is drawn. These small circles
+are known as "dens". A player is placed in each one of these dens.
+Another player is known as the hunter and stands at the hub of the
+wheel. The players in the dens are known as foxes. There is to be one
+more fox than den. This odd fox can stand anywhere else on the rim,
+where he tries to get a den whenever he can. The object of the game is
+that the foxes run from den to den without being caught by the hunter.
+The method of running, <a name="Page_34" id="Page_34"></a>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 on the outer
+rim, as there is practically no risk in this. Foxes may run in any
+direction on the trail, on the spokes or on either of the rims. They
+may not turn back, however, when they have started on a given trail,
+until they have run across to the intersection of another line. If the
+hunter succeeds in tagging a fox, the two exchange places, the fox
+becoming the hunter. This is a good game to play in the snow marking
+the trails in the snow.</p>
+
+<div class="img" style="width: 60%;">
+<img border="0" src="images/imagep033.jpg" width="60%" alt="Fox Trail" /><br />
+</div>
+
+
+
+<br />
+<p class="noin"><b>Weavers Race</b></p>
+
+<p>A group forms a circle which is counted off by 2's. The Number 1's in
+the circle constitute team A, and the Number 2's team B. Two captains
+stand side by side in the circle. Each holds a small stick. At a signal
+to go both start racing in opposite directions around the circle, going
+to the rear of the first player, to the front of the second, to the
+rear of the third, etc., weaving their way in and out. When they meet
+at the further side of the circle they must join hands and spin around
+once in the circle before continuing to weave their way back and forth
+from the point in the circle from which they left. Thereupon number 1
+of A team tags the next player on his team in the direction in which he
+ran. Number 1 of B team tags the next one on his team who starts in the
+direction in which the first ran. The race continues until everyone in
+the team has completed his run around the circle in the required way.</p>
+
+
+<br />
+<p class="noin"><b>Circle Chase</b></p>
+
+<p>The group forms a circle and counts off by 4's. The leader takes his
+place in the center of the circle. He calls any number from 1 to 4, and
+all of the men holding that number step back and run around the outside
+of the circle to the right, endeavoring to tag the man who is running
+just ahead of him. The leader blows <a name="Page_35" id="Page_35"></a>a whistle, which is the signal for
+the men to return to their original places in the circle, with the
+exception of those who have been tagged out. The latter are supposed to
+take a position within the circle. The leader next calls another number
+and they proceed as did the first. As the game continues, the circle
+grows smaller. The individual wins who succeeds in tagging out all
+those of his number.</p>
+
+
+<br />
+<p class="noin"><b>Reuben and Rachel</b></p>
+
+<p>The group forms a circle, joining hands. One of the players is
+blindfolded and placed in the center of the circle. All the rest in the
+ring dance around him until he points at some one. That one enters the
+circle and the blind man calls out, "Rachel". The other must answer,
+"Here, Reuben", and move about in the circle so as to escape being
+tagged by Reuben. Every time Reuben calls out, "Rachel", she must
+reply, "Here, Reuben", and so it goes on until she is caught. Reuben
+must guess who she is and if he guesses correctly Rachel is blindfolded
+and the game goes on as before. If not, the same individual continues
+as Reuben and he points out a new Rachel to come into the circle.</p>
+
+
+<br />
+<p class="noin"><b>Channel Tag</b></p>
+
+<p>The group forms a circle, faces to the right and assumes a stride
+position. The one selected to be "It" takes his place in the center of
+the circle. The others pass a ball or bean bag either backward or
+forward between their legs. The one in the center tries to capture the
+ball or bag. If he succeeds, the one last touching it must take his
+place in the center of the circle. Every one must touch the ball or bag
+when it passes by them, either forward or backward.</p>
+
+
+<br />
+<p class="noin"><b>Soak 'em</b></p>
+
+<p>A sock stuffed with straw is used in this game. A circle is drawn upon
+the ground. The group is divided into two teams. One team takes its
+place in the center <a name="Page_36" id="Page_36"></a>of the circle, the other lines up around the
+circumference. Those on the outside of the ring endeavor, without
+stepping over the line, to throw and hit those within. Succeeding, the
+one hit must lie upon the ground within the ring. The others endeavor
+to avoid being hit by dodging here and there. When all of the first
+team in the ring have been hit, they take their position outside of the
+ring and throw at their opponents. The team succeeding in hitting all
+of the opponents in the <i>quickest</i> time, wins.</p>
+
+
+<br />
+<p class="noin"><b>The Dummy</b></p>
+
+<p>One of the group, known as the "dummy", must take a position 30 feet in
+front of a line and stands with his back to the rest of the group. A
+soft ball is thrown at him and he endeavors to guess who hit him. If he
+succeeds, that one must take his place.</p>
+
+
+<br />
+<p class="noin"><b>Oriental Tag</b></p>
+
+<p>Similar to ordinary tag, except that the one "It" cannot tag any one
+who has his forehead to the ground.</p>
+
+
+<br />
+<p class="noin"><b>Ball Tag</b></p>
+
+<p>The one who is "It" is armed with a soft ball. He attempts to tag
+another by means of hitting him with the ball. The one who is hit
+becomes "It".</p>
+
+
+<br />
+<p class="noin"><b>Couple Tag</b></p>
+
+<p>Similar to ordinary tag, except that the group is arranged in couples.
+Couples must lock arms. The couple which is "It" endeavors to tag some
+other couple. If either of the men making up the "It" couple succeeds
+in tagging either man of another couple, that group is "It".</p>
+
+<br />
+<br />
+<br />
+<br />
+<a name="CHAPTER_VIp1" id="CHAPTER_VIp1"></a><hr />
+<br />
+
+<a name="Page_37" id="Page_37"></a>
+<h3>CHAPTER VI<span class="totoc"><a href="#toc">ToC</a></span></h3>
+<h3>SCHOOLYARD GAMES</h3>
+<h3>For Advanced and High School Pupils</h3>
+
+
+<br />
+<p class="noin"><b>Dresden Tag</b></p>
+
+<p>The group forms a circle with at least three feet space between each
+individual in the circle. One individual is selected to be "It",
+another to be chased. Those in the circle are to place their hands upon
+their knees and assume a stooping position, as for leap frog. "It"
+endeavors to tag the individual he is to chase before said individual
+can leap over the back of any one forming the circle. Should he leap
+over the back of some one, the one over whose back he jumped is then
+subject to being tagged by "It". Should "It" tag the one chased, then
+"It" must leap over some one's back to escape from being tagged. After
+leaping over a back, the individual who made the leap takes the
+position of the one who left that place in the circle.</p>
+
+
+<br />
+<p class="noin"><b>Fox and Geese</b></p>
+
+<p>One player is chosen to be fox, another to be gander. The remaining
+players all stand in single file behind the gander, each with his hands
+upon 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
+stretches 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, unless the line be very long, then the last five or ten
+players may be tagged, as decided beforehand. It will be seen that the
+geese all may co-operate with the gander by doubling and redoubling
+their line to prevent the fox from tagging the last goose. Should the
+fox tag <a name="Page_38" id="Page_38"></a>the last goose or one of the last five or ten, if that be
+permissible, that goose becomes fox and the fox becomes gander.</p>
+
+
+<br />
+<p class="noin"><b>Plug the Hole</b></p>
+
+<p>The players form in a circle with their legs in a stride position,
+their toes touching those of the next player. The one who is "It" takes
+his place in the centre of the circle. A partner to "It" takes his
+place on the outside of the circle. "It" is given a salt bag stuffed
+with saw dust or an old basketball cover stuffed with rags or some
+similar object. "It" endeavors to throw the stuffed bag between the
+legs of any of the players making up the circle. The players in the
+circle must keep their hands upon their knees until they see the bag
+coming towards them. They can then intercept it with their hands but
+are not allowed to move their feet. Should "It" succeed in throwing the
+bag between the legs of any player, his partner on the outside may
+capture it and endeavor to throw it back into the circle by the same
+method by which it came out, while the one between whose legs the bag
+was thrown takes "It's" place. Should "It's" partner on the outside
+succeed in throwing the ball into the circle between the legs of any
+player, that player takes the partner's place on the outside.</p>
+
+
+<br />
+<p class="noin"><b>Partner Swat Tag</b></p>
+
+<p>Form a circle in pairs, partners linking arms together. Two stuffed
+clubs (made by stuffing stockings with waste or rags), are placed in
+the hands of one of the couples selected to be "It". This couple runs
+about the circle and hands the clubs to another set of partners in the
+circle. Thereupon the others, receiving the clubs, chase the couple at
+their right around the circle, beating them with the clubs until they
+have reached their original place in the circle. The couple holding the
+clubs then go around the circle and hand the clubs to another couple,
+who proceed to chase the others at their right and so the game
+continues.</p>
+
+
+<br />
+<p class="noin"><a name="Page_39" id="Page_39"></a><b>Freight Train Tag</b></p>
+
+<p>The boys are divided into groups of three's. Each three line up, one
+behind the other, with their arms locked around the waist of the man in
+front. The first man in the group is the engine, and the last man the
+caboose. One man is selected to be "It", another to be chased. In order
+to avoid being tagged by "It", the man chased endeavors to hitch on the
+rear of a freight train by locking his arms around the caboose.
+Thereupon the engine, or the man at the front of the train, is subject
+to being tagged by "It" until he can hitch on to some other train.
+Those individuals making up a train endeavor to keep any one from
+hitching on to their caboose. "It", having tagged another, is subject
+to being tagged back immediately, provided he has not hitched on the
+rear of some train.</p>
+
+
+<br />
+<p class="noin"><b>Roll Ball</b></p>
+
+<p>The players form in a circle, grasping the hands of their neighbors.
+The one selected to be "It" takes his place in the center and is given
+a basketball or a stuffed sack, which he endeavors to kick outside of
+the ring. The players in the circle endeavor to prevent same by
+interfering with their legs. Should "It" succeed in kicking the ball
+outside the circle, the player between whose legs it went or to whose
+right it went, must take "It's" place.</p>
+
+
+<br />
+<p class="noin"><b>Take Away</b></p>
+
+<p>The group is divided into two teams. One team is given a ball or some
+other object which can be easily caught. The object of the game is to
+keep the ball away from the opponents as long as possible. Should the
+opponents capture the ball, they in turn endeavor to pass it among
+themselves, keeping it away from the other team.</p>
+
+
+<br />
+<p class="noin"><b>Red, White and Blue</b></p>
+
+<p>Two lines are marked upon the ground, about fifteen <a name="Page_40" id="Page_40"></a>feet apart. The
+group is divided into three equal teams; one team is known as the red,
+the other the blue, and the third the white. The blue team takes its
+position between the two lines, with the red team beyond one line and
+the white beyond the other. A ball or some other soft object easily
+thrown is given to the red team. Any member of that team may try to hit
+a member of the blue team, with the ball, without stepping over the
+line. Should he succeed, it counts one point for the red. Should he
+miss and the ball go across to where the white team is stationed, any
+member of the white team endeavors to hit one of the blue and scores a
+point if successful. Should the ball fail to return to either the red
+or the white team, a member of either of those teams may run into the
+blue territory to recover it, but must return or toss the ball back to
+his team beyond the line before it is again in play. The playing time
+of the game is divided into thirds. The reds change places with the
+blues in the second third, and the whites with the reds in the last
+third. Only the team between the lines is subject to being thrown at.
+The team having the most hits to its record at the end of the game,
+wins.</p>
+
+
+<br />
+<p class="noin"><b>Pin Ball</b></p>
+
+<p>This game is played with the same rules as basketball, except that in
+place of the baskets a 6 foot circle is drawn in the center of each end
+of the playing space, and in the center of each circle a short flat end
+log about 14 inches long and 3 inches in diameter stands upon its end.
+Seven players constitute a team. A pin guard is placed within each
+circle, with the pin and he is the only one that is allowed to step
+inside the circle. The object of the game is to knock down the
+opponent's pin by hitting it with the ball. It is a foul to carry the
+ball or to hold an opponent. Where basketball rules are known to the
+players, use the same rules for this game. In case of a foul, a 15 foot
+line measured from the pin in the circle is used as a free throw line.
+In a free throw the guard is not <a name="Page_41" id="Page_41"></a>allowed to interfere with the ball
+hitting the pin. A stuffed sack can be used in place of a ball in this
+game.</p>
+
+
+<br />
+<p class="noin"><b>Kick Ball</b></p>
+
+<p>An inflated ball about the size of a basketball is best for this game,
+but a bean bag can be used. The group is divided into two teams. One
+team is at the bat and the other in the field, arranged as in regular
+baseball with the exception that there is a short stop on both sides of
+the pitcher. The home base is marked upon the ground in form of a
+rectangle 4 feet long and 3 feet wide. The ball is tossed with an
+underhand toss, so that it passes over the base not higher than the
+level of the knee of the batter. Three strikes and four balls are
+allowed, as in baseball. Three men out retire a side. The principal
+difference is that the batter kicks the ball and may be put out by
+being hit with the ball when running between bases.</p>
+
+
+<br />
+<p class="noin"><b>Hand Baseball</b></p>
+
+<p>This game is like regular baseball, with the exception that a tennis
+ball or soft rubber ball is used for a ball and the hand is used for a
+bat. The pitcher throws the ball so that it bounds just in front of the
+batter. If on the bound it passes over the home plate above the knees
+and below the shoulders of the batter, it constitutes a strike. The
+home plate is marked upon the ground and is 2 feet square. The batter
+hits the ball with the open palm of his hand and runs bases, as in
+regular baseball. Four balls and 3 strikes count as in regular games.</p>
+
+
+<br />
+<p class="noin"><b>Last Couple Out</b></p>
+
+<p>This is an old Swedish game and one which can still be played and
+thoroughly enjoyed. The players are arranged in double file. One player
+is selected to be "It" and takes a position about 10 feet in front of
+the file, with his back to it. He calls, "Last couple out". Thereupon
+the last two in the double file run forward, <a name="Page_42" id="Page_42"></a>one on either side of the
+line and endeavor to join hands in front of "It", without being tagged.
+"It" cannot look behind or start to chase until the last couple are on
+a line with him. The couple are allowed to circle as far out from the
+double line as they wish in their endeavor to avoid "It", and may join
+hands in any position, so long as they are in front of "It's" original
+position. Should "It" tag one of them before they have had an
+opportunity of joining hands, the one tagged becomes "It", and the one
+who was "It" unites with the extra player at the head of the double
+column. Otherwise "It" remains "It".</p>
+
+
+<br />
+<p class="noin"><b>Spanish Fly</b></p>
+
+<p>This is an old leap frog game. One player is chosen to be "down". The
+others follow the leader in taking frog leaps over the back of the one
+downed. At the first leap the leader says, "Spanish fly". All the
+others must repeat those words upon taking their leap. At his second
+leap, the leader says, "Handlings", and squeezes his fingers into the
+back of "Down". The others must do as he did. The leader next says,
+"Knucklings" and doubles his knuckles up on the back of "Down" in
+leaping over. The next command is "Spurrings", and the leader hits
+"Down" with the heel of his right foot in making the leap. The next
+command is "Dump the apple cart", and the leader grasps the clothes of
+the boy in going over and endeavors to pull him forward. The next is
+"Hats on deck", and the leader places his hat on the back of the boy as
+he passes over him. The next boy after the leader places his hat upon
+that of the leader and so on until all of the boys have their hats on
+the back. The next command is "Hats off deck", and the last boy to
+place his hat upon the back is the first to leap over, endeavoring to
+pick his hat off without knocking any of the others off. Should any of
+those following the leader fail in accomplishing the trick they are
+supposed to do, they become "Down" and the boy who was downed becomes
+the leader.</p>
+
+
+<br />
+<p class="noin"><a name="Page_43" id="Page_43"></a><b>Tony Says</b></p>
+
+<p>This is a good game to follow formal gymnastic exercises, maintaining
+the same formation. The players are lined up in open order upon the
+playing space. The leader asks for a number of exercises for the arms
+and legs. The players execute these upon command provided the words
+"Tony says" precede the command. For example, Tony says "Attention";
+Tony says "Raise arms to side horizontal"; Tony says "Arms down." If
+the leader fails to say "Tony says" before the command, the players are
+not to execute the command. Should a player execute the command at the
+time when he is not supposed to, he is required to run to a given point
+behind the leader and return to his original place. This is required of
+every player making a mistake.</p>
+
+<br />
+<br />
+<br />
+<br />
+<a name="CHAPTER_Ip2" id="CHAPTER_Ip2"></a><hr />
+<br />
+
+<a name="Page_44" id="Page_44"></a>
+<h2>Part II</h2>
+<h2>SOCIABLE GAMES FOR THE HOME, CHURCH, CLUB, ETC.</h2>
+
+
+<h3>CHAPTER I<span class="totoc"><a href="#toc">ToC</a></span></h3>
+<h3>GAMES FOR THE HOME</h3>
+<br />
+
+<p>These games have been selected for the use of small family groups. In
+many of them parents and children will find an opportunity for
+entertainment during the long winter evenings in the home.</p>
+
+
+<br />
+<p class="noin"><b>Twenty Questions</b></p>
+
+<p>This is a quiet, entertaining and instructive game. One member of the
+family is given the privilege of thinking of some specific object
+anywhere in the universe. The others endeavor to guess what that object
+is and are only allowed to ask twenty questions in doing so. The one
+who thinks of the object to be guessed, only answers the questions
+asked by yes or no. It is exceptional when the object is not guessed,
+no matter how difficult it may be, before the twenty questions have
+been asked. Example,&mdash;the King of Belgium is selected by the player.
+The first question asked by another player is, "Is it in the animal
+kingdom?" This question is answered by "Yes".</p>
+
+<div>
+<span style="margin-left: 1em;">Second question: "Is it in a menagerie?"</span><br />
+<span style="margin-left: 1em;">Answer: "No."</span><br />
+<span style="margin-left: 1em;">Third question: "Is it a man?"</span><br />
+<span style="margin-left: 1em;">Answer: "Yes."</span><br />
+<span style="margin-left: 1em;">Fourth question: "Is it an historical character?"</span><br />
+<span style="margin-left: 1em;">Answer: "Yes."</span><br />
+<span style="margin-left: 1em;">Fifth question: "Is he an American?"</span><br />
+<span style="margin-left: 1em;">Answer: "No."</span><br />
+</div>
+
+<p><a name="Page_45" id="Page_45"></a>And so the questions and answers continue. Any one has the privilege of
+asking a question at any time. The one who is thinking of the subject
+keeps a record of the number of questions asked. If any one has guessed
+within twenty questions, he has the opportunity of thinking of the new
+object to be guessed.</p>
+
+
+<br />
+<p class="noin"><b>You Know Me</b></p>
+
+<p>One of the group is given the privilege of starting the game by
+assuming he is some well known character, and makes the statement, "I
+am the man who invented the lightning rod". The others of the group
+endeavor to guess who he is. The one first guessing Benjamin Franklin
+is given the opportunity of continuing the game by assuming he is some
+other prominent character.</p>
+
+
+<br />
+<p class="noin"><b>Come-She-Come</b></p>
+
+<p>One member of the group is given the opportunity to select some object
+in plain sight in the room, to be guessed by the others. That
+individual says, "Come she come". Another individual says, "What does
+she come by?" The first individual answers, "By the letter&mdash;&mdash;", and
+gives the first letter of the name of the object he has selected to be
+guessed. The others thereupon endeavor to guess what that object is.
+The one succeeding determines the next object to be guessed.</p>
+
+
+<br />
+<p class="noin"><b>Hide the Thimble</b></p>
+
+<p>All of the group leave the room, except one, who hides somewhere about
+the room a thimble. The others are then called back and endeavor to
+find it. If the thimble is hidden in a very difficult place, the one
+who hid it can inform the searchers if they are "warm" or "cold";
+"warm" indicating that they are near, "cold" that they are not seeking
+in the right place.</p>
+
+
+<br />
+<p class="noin"><b>Tit Tat Too</b></p>
+
+<p>A diagram similar to the illustration (Fig. 1) is drawn on a sheet of
+paper. Two players only can participate. The first player marks a cross
+in any of the spaces <a name="Page_46" id="Page_46"></a>between the lines; the next player makes a circle
+in any other space. The object of the game is to have one of the
+players succeed in placing three of his marks in a straight line,
+vertically, horizontally, or diagonally, upon the diagram. If neither
+succeeds, a new diagram is drawn and the game continues. The player
+making the crosses has won the game in (Fig. 2) as he has three crosses
+in a line.</p>
+
+<div class="img" style="width: 60%;">
+<img border="0" src="images/imagep046.jpg" width="75%" alt="Tit Tat Too" /><br />
+</div>
+
+<br />
+<p class="noin"><b>Last Match</b></p>
+
+<p>Three piles of matches are placed upon the table. Each pile can contain
+anywhere from ten to twenty matches. The object of the game is to make
+your opponent pick up the last match, two players playing. Playing
+proceeds by each player taking up from any one pile as many matches as
+he wishes. He may take all in the pile if he so desires. Each takes
+matches in turn, endeavoring to make it so that the opponent has to
+take the last match left on the board.</p>
+
+
+<br />
+<p class="noin"><b>Your House, My House</b></p>
+
+<p>A piece of string about three feet long is tied to the end of a slender
+stick of about the same length. A slip knot is tied in the end of the
+string. A loop about two inches in diameter is made with the slip knot
+on the top of the table. All of the players excepting the one holding
+the stick then place the point of their index fingers on the table
+within the loop. The one holding the stick, as a fish pole says, "Your
+house" or "My house". If he says "My house", he jerks the stick
+<a name="Page_47" id="Page_47"></a>endeavoring to capture the forefinger of any of the players. He does
+not jerk the stick when he says "Your house". He endeavors to fool the
+others by saying abruptly, "Your house", several times before saying
+"My house" and pulling the string. The player avoiding being caught
+next takes the stick.</p>
+
+
+<br />
+<p class="noin"><b>Catechism of States</b></p>
+
+<div>
+<span style="margin-left: 1em;">Q.&mdash;Which is the best State for fresh pork?</span><br />
+<span style="margin-left: 1em;">A.&mdash;New ham, sure.</span><br />
+<br />
+<span style="margin-left: 1em;">Q.&mdash;Which is the best for an early summer hotel?</span><br />
+<span style="margin-left: 1em;">A.&mdash;May inn.</span><br />
+<br />
+<span style="margin-left: 1em;">Q.&mdash;In which should surgeons dwell?</span><br />
+<span style="margin-left: 1em;">A.&mdash;Connect-a-cut.</span><br />
+<br />
+<span style="margin-left: 1em;">Q.&mdash;In which should laundrymen prosper?</span><br />
+<span style="margin-left: 1em;">A.&mdash;Washing done.</span><br />
+<br />
+<span style="margin-left: 1em;">Q.&mdash;In which do impudent people dwell?</span><br />
+<span style="margin-left: 1em;">A.&mdash;Can sass.</span><br />
+<br />
+<span style="margin-left: 1em;">Q.&mdash;Which is the best for deer-hunting?</span><br />
+<span style="margin-left: 1em;">A.&mdash;Collar a doe.</span><br />
+<br />
+<span style="margin-left: 1em;">Q.&mdash;Which is the best for locksmiths?</span><br />
+<span style="margin-left: 1em;">A.&mdash;New brass key.</span><br />
+<br />
+<span style="margin-left: 1em;">Q.&mdash;In which would you look for a morning attire?</span><br />
+<span style="margin-left: 1em;">A.&mdash;Day coat, eh!</span><br />
+<br />
+<span style="margin-left: 1em;">Q.&mdash;In which is one likely to fail in getting a drink?</span><br />
+<span style="margin-left: 1em;">A.&mdash;Miss-a-sip.</span><br />
+<br />
+<span style="margin-left: 1em;">Q.&mdash;In which can you find a red letter?</span><br />
+<span style="margin-left: 1em;">A.&mdash;Florid A.</span><br />
+<br />
+<span style="margin-left: 1em;">Q.&mdash;In which does the hustle make one sick?</span><br />
+<span style="margin-left: 1em;">A.&mdash;Ill o' noise.</span><br />
+<br />
+<span style="margin-left: 1em;">Q.&mdash;In which is one likely to use his farming implements?</span><br />
+<span style="margin-left: 1em;">A.&mdash;I'd a hoe.</span><br />
+<br />
+<span style="margin-left: 1em;">Q.&mdash;In which can one acquire an estate by marriage?</span><br />
+<span style="margin-left: 1em;">A.&mdash;Mary land.</span><br />
+<br />
+<span style="margin-left: 1em;">Q.&mdash;In which is one letter of the alphabet taller than the others?</span><br />
+<span style="margin-left: 1em;">A.&mdash;O higher.</span><br />
+<br />
+<span style="margin-left: 1em;">Q.&mdash;In which are bodies of land surrounded by water given a ride?</span><br />
+<span style="margin-left: 1em;">A.&mdash;Rhode Island.</span><br /><a name="Page_48" id="Page_48"></a>
+<br />
+<span style="margin-left: 1em;">Q.&mdash;Which is called to your mind by holding two $5 bills?</span><br />
+<span style="margin-left: 1em;">A.&mdash;Tenn I see.</span><br />
+<br />
+<span style="margin-left: 1em;">Q.&mdash;Which would a woman rather have if she can't get a new sealskin</span><br />
+<span style="margin-left: 3em;">sack?</span><br />
+<span style="margin-left: 1em;">A.&mdash;New Jersey.</span><br />
+<br />
+<span style="margin-left: 1em;">Q.&mdash;Which does the farmer's wife mention when she asks you to partake of apple sauce?</span><br />
+<span style="margin-left: 1em;">A.&mdash;Take sass.&mdash;&mdash;<i>Capper's Weekly (Topeka).</i></span><br />
+</div>
+
+
+<br />
+<p class="noin"><b>Step by Step</b></p>
+
+<p>A bean bag or soft ball is needed for this game. All of the group
+excepting one who is selected to be leader sit on the bottom step of
+the stairs. The leader tosses the ball to the one at the right end of
+the line and receives it back. He tosses it to the second and third.
+Should any of the players miss catching the ball, all the other players
+move up one step, except the one missing; he remains on the first step.
+The leader then continues passing until all have been served; he then
+starts again at right of line. He passes the ball last to the one on
+the lower steps. Should any of the players on any step miss the ball,
+all the other players advance one step. The ones who advance from the
+lower step take a position at the right of the one who missed the ball
+on the step above. Should the leader miss the ball at any time, the one
+at the right on the highest step takes his place. The game continues
+until the top of the stairs is reached by one or more players. If more
+than one player reaches the top step then the progress continues down
+the stairs, a step for each miss by any of the players. When one player
+holds the most advanced step alone, the game starts over with that
+player as leader.</p>
+
+
+<br />
+<p class="noin"><b>Spin the Platter</b></p>
+
+<p>All of the players in the room are given a number. A tin plate is spun
+in the centre of the room by one of the players who calls some number.
+The one whose <a name="Page_49" id="Page_49"></a>number is called endeavors to catch the plate before it
+has stopped spinning. If successful, he calls another number after
+again spinning the platter. Should the player fail to catch the platter
+before it has stopped spinning, a forfeit is demanded. All the players
+having forfeits are demanded to pay their forfeits by performing some
+stunt suggested by one of the group selected to determine the penalty.</p>
+
+
+<br />
+<p class="noin"><b>Board and Nail Puzzle</b></p>
+
+<p>A rectangular board 2 inches broad and 3 inches long has holes bored
+into it in the design herewith illustrated. Nails are stuck loosely in
+all of these holes, excepting the centre one. The puzzle is to jump all
+of the nails off the board so that only one nail is left, and that in
+the centre-hole on the board. The nails are jumped off in the same
+manner that men are jumped in the game of checkers. Jumping is allowed
+either forward, backward, or sideward, but not diagonally.</p>
+
+<div class="img" style="width: 60%;">
+<img border="0" src="images/imagep049.jpg" width="60%" alt="Board and Nail Puzzle" /><br />
+</div>
+
+
+<br />
+<p class="noin"><b>Spinning for 20</b></p>
+
+<p>A wooden top is made by sawing off the end of a <a name="Page_50" id="Page_50"></a>large spool and
+sticking a match or small stick through the hole in the centre. Four
+concentric circles are drawn upon a sheet of paper which should be
+about twelve inches square. Inside of the smallest circle, which should
+have a diameter of 2 inches, the number 20 is placed. The next circle
+outside of this one, having a diameter 2 inches greater, should be
+numbered 15, the next circle numbered 10, and the next 5.</p>
+
+<p>The players spin the top in turn. Should it cease spinning so that the
+point of the pin lies within the centre circle, a score of 20 is made.
+Should it fall outside of the last circle, no score is made. The player
+first gaining 100 points wins the game.</p>
+
+
+<br />
+<p class="noin"><b>Red Triangle Ring Toss</b></p>
+
+<p>A triangle is drawn upon a board and nails are driven in, as indicated
+in the accompanying diagram. Six rubber Mason jar rings are used. The
+triangle is hung on the wall at a height equal to the height of the
+<a name="Page_51" id="Page_51"></a>shoulders of the intended players. The players stand from ten to
+fifteen feet distant from the triangle and attempt to toss the rings
+over the projecting nails. Each nail is numbered according to the
+diagram. Each player tosses six rings at a turn. Any number of players
+can play. The player first securing a total of 25 points wins the game.</p>
+
+<div class="img" style="width: 60%;">
+<img border="0" src="images/imagep050.jpg" width="60%" alt="Red Triangle Ring Toss" /><br />
+</div>
+
+
+<br />
+<p class="noin"><b>Floor Baseball</b></p>
+
+<p class="cen">(<i>Game invented by T.A. Coates</i>)</p>
+
+<p>A diagram is marked with chalk on the floor, as per accompanying
+diagram. Round wooden disks six inches in diameter, one inch thick at
+the centre tapering to a quarter of an inch at the circumference, in
+the form of a discus, are used. Rubber quoits may be used instead of
+disks, if available.</p>
+
+<p>A player "up to bat" slides disks from a line thirty feet away from the
+baseball diamond until he has four balls, three strikes, or has earned
+one or more bases. If the disk, upon being slid forward, lies so that
+any part of it lies over any line, it constitutes one ball for the
+batter. If it should lie in the space marked "Strike", it constitutes a
+strike and the batter has one ball and one strike. The next slide, the
+disk lies in the space marked "1". This means that he places his disk
+on first base and the next player on his side comes to bat. The second
+player continues sliding the disks until he has made a base or is put
+out. Should he make a base, the player of the first disk is advanced
+one base. Should he make more than one base hit, the player on the base
+advances as many bases as the batter has made. The side continues at
+bat until three men are out. Thereupon, the other team comes to bat.</p>
+
+<p>Should the disk land in "Sacrifice", base hit, home run, or should the
+one at bat gain first by four balls, the man or men on base or bases
+advance. Any man or men reaching home constitutes a run for that team.
+Should the disk land three times within the space marked "Strike"
+during the time at bat, the batsman is declared "out".</p>
+
+<a name="Page_52" id="Page_52"></a>
+
+<div class="img" style="width: 60%;">
+<a href="images/imagep052.jpg">
+<img border="0" src="images/imagep052.jpg" width="60%" alt="Floor Baseball" /></a><br />
+</div>
+
+<p><a name="Page_53" id="Page_53"></a>Two players can play this game as well as nine, each taking as many
+slides of the disk as is necessary to reach a base or get out. Then the
+other player does the same until the team has three out.</p>
+
+<p>Blocks or stones can indicate the position of players on bases if only
+one disk is used in the game.</p>
+
+
+<br />
+<p class="noin"><b>Chic-a-dee</b></p>
+
+<p>This is a good game to be played in the loft of a barn. One player is
+blindfolded and sits on the floor with legs folded under him, Chinese
+fashion. The other players creep up and say "Chic-a-dee" as near his
+ear as possible. He tries to hit said player before he can get beyond
+his reach, using a salt bag stuffed with leaves, or some type of padded
+stick. Should he succeed, the one he hits is blindfolded and the game
+continues.</p>
+
+
+<br />
+<p class="noin"><b>Captain Kidd's Gold</b></p>
+
+<p>This is a good game in which all the members of a family may find
+pleasure. It develops one's power of observation and memory. A small
+coin is hidden somewhere about the yard or in the woods, wherever the
+game may be played, by one of the players. All of the other players
+must be either blindfolded or placed in a position where they cannot
+see the player who is hiding the coin.</p>
+
+<p>The player having hidden the coin returns to the group and describes
+just how they are to find same. For illustration:&mdash;he gives the
+following description of the course to follow. "Walk twenty paces in a
+direct line towards the apple tree at the far end of the garden. There
+you will find a small stone upon a larger one. Under the small stone
+you will find an arrow scratched upon the larger one. Follow the
+directions of this arrow fifteen paces. Then turn sharply to the left,
+go ten paces, and underneath a stone will be found Captain Kidd's
+Gold." The players may ask him to repeat the directions once. After
+repeating, however, they must follow the direction <a name="Page_54" id="Page_54"></a>without further
+questioning. The one successful in finding the coin next hides the
+same.</p>
+
+<p>This game can be made simple enough for small children to enjoy or
+difficult enough to prove a problem for adults.</p>
+
+<br />
+<br />
+<br />
+<br />
+<a name="CHAPTER_IIp2" id="CHAPTER_IIp2"></a><hr />
+<br />
+
+<a name="Page_55" id="Page_55"></a>
+<h3>CHAPTER II<span class="totoc"><a href="#toc">ToC</a></span></h3>
+<h3>ICE BREAKERS FOR SOCIABLES</h3>
+
+
+<br />
+<p class="noin"><b>Bird Hunt</b></p>
+
+<p>Names of different birds are written on small slips of paper and pinned
+upon the backs of all the guests. A small card and a pencil are given
+to each guest and they are instructed to go on a bird hunt. They
+proceed to try to read the names on the backs of twenty other players.
+The one first succeeding in getting the names of twenty birds wins the
+game. Each player endeavors to avoid having the slip on his own back
+read as he endeavors to read those on the backs of the others.</p>
+
+
+<br />
+<p class="noin"><b>My Month</b></p>
+
+<p>Twelve placards with the name of a month of the year on each are posted
+about the room, and the players are instructed to gather around that
+placard bearing the name of the month in which they were born. Then
+each group in turn is called upon to select some activity typical for
+that month and to act it out. The others endeavor to guess the month by
+the activity represented.</p>
+
+
+<br />
+<p class="noin"><b>Poison Circle</b></p>
+
+<p>The group marches in couples around the room while a march is being
+played intermittedly on some instrument. Small rugs are placed in the
+path of the marchers or circles are drawn on the floor, through which
+the marchers must pass. If any couple is left on a rug or within a
+circle when the music stops playing, that couple drops out of the
+march. All march forward again when the music starts and try to avoid
+<a name="Page_56" id="Page_56"></a>being caught on a rug or in a circle. The last couple in wins.</p>
+
+
+<br />
+<p class="noin"><b>Shoe Hunt</b></p>
+
+<p>Advertisements of shoes are cut out and the illustrations of pairs of
+shoes are halved. These are hidden around the room. The individual
+finding the largest number of pairs of shoes wins. Players are allowed
+to trade with each other in order to complete their pairs.</p>
+
+
+<br />
+<p class="noin"><b>Matching Advertisements</b></p>
+
+<p>Advertisements are cut from magazines and each advertisement is divided
+by irregular cuts into two halves. One half is placed in the pile to be
+distributed among the men; the other half to be distributed among the
+ladies. These halved advertisements are distributed among the guests
+and the men seek their partners by finding the other half of the
+magazine advertisement matching their own.</p>
+
+
+<br />
+<p class="noin"><b>Matching Proverbs</b></p>
+
+<p>Familiar proverbs are divided into groups of three or four words. These
+are distributed among the guests. There should be at least two words,
+and preferably more, on each slip. Each individual then seeks to find
+those others holding the words which complete his proverb.</p>
+
+<p>Example&mdash;The proverb, "A stitch in time saves nine", is chosen. On one
+sheet of paper is put "A stitch"; on another "in time"; and on another
+"saves nine".</p>
+
+<p>When the individuals necessary to make the complete proverb have
+gathered together, they represent their proverb by pantomime to the
+others.</p>
+
+
+<br />
+<p class="noin"><b>Mixing March</b></p>
+
+<p>The group, arranged in couples, forms a circle with the ladies on the
+inside facing their partners. When the music starts playing, the
+partners separate, both going to the right about the circle. This means
+that <a name="Page_57" id="Page_57"></a>the ladies go in one direction and the men in the other. When the
+music again stops, the men will be opposite new partners and these
+partners must face each other and converse on some subject suggested by
+the leader. When the music again starts the conversation ends and both
+groups again continue their march in opposite directions and so the
+game continues. It is suggested, if the group be large and not well
+acquainted, that each time a new partner is faced for conversation,
+hands are shaken and names and places of residence given.</p>
+
+
+<br />
+<p class="noin"><b>Musical Medley</b></p>
+
+<p>This game is similar to the game entitled "Matching Proverbs", except
+that different lines of songs are distributed among the guests present
+and each seeks to find the individuals holding the lines necessary to
+complete his song. When all are located they get together and practice
+their song in preparation to sing it to the rest of the group or act it
+in pantomime.</p>
+
+
+<br />
+<p class="noin"><b>Puzzled Words</b></p>
+
+<p>Words are written out on slips of paper and then cut into single
+letters. Each letter going to make up a word is given the same number.</p>
+
+<p>For example, in the word "battle", number each letter of "Battle" No.
+1. All of the number 1's are told to get together, discover what their
+word is and when their number is called, act it out for the group to
+guess.</p>
+
+
+<br />
+<p class="noin"><b>Trip Around the World</b></p>
+
+<p>Various articles are distributed around the room, each representative
+of some country. For illustration, a package of tea, representing
+China; a shamrock, representing Ireland; a maple leaf, representing
+Canada.</p>
+
+<p>A slip of paper and a pencil are given to each member of the group, who
+endeavors to guess what country each article suggests.</p>
+
+
+<br />
+<p class="noin"><b>Bean Penalty</b></p>
+
+<p>Each guest, upon entering the room, is given ten <a name="Page_58" id="Page_58"></a>beans and instructed
+to ask questions of each other. Should a question be answered by either
+yes or no, the individual so answering must surrender a bean to the one
+asking the question. At the end of the playing period, the individual
+having the largest number of beans is the winner.</p>
+
+<br />
+<br />
+<br />
+<br />
+<a name="CHAPTER_IIIp2" id="CHAPTER_IIIp2"></a><hr />
+<br />
+
+<a name="Page_59" id="Page_59"></a>
+<h3>CHAPTER III<span class="totoc"><a href="#toc">ToC</a></span></h3>
+<h3>SOCIABLE GAMES FOR GROWN-UPS</h3>
+
+
+<br />
+<p class="noin"><b>Biographic Cartoons</b></p>
+
+<p>Each individual is given a cardboard 12&times;15 inches, an old magazine,
+containing numerous ads, a pair of scissors, and is instructed to write
+the biography of his right hand neighbor, using the advertisements cut
+from the papers to illustrate the same. In writing the biography as few
+words should be used as possible. The biographical sketch should be
+placed upon the cardboard. Mucilage should be available for the purpose
+of sticking on the illustrations, and pens and pencils for the
+necessary writing. Some award can be given to the one making the best
+biography.</p>
+
+
+<br />
+<p class="noin"><b>Illustrated Songs</b></p>
+
+<p>Each member of the group is given a sheet of paper and a pencil and is
+instructed to draw thereupon a picture or pictures illustrating the
+title of some song. (Illustration: One individual decides to illustrate
+the title of "Home, Sweet Home". He proceeds to draw the picture of a
+house, a sugar bowl, and another picture of a house.)</p>
+
+<p>When sufficient time has been allowed for all to complete their
+illustrations, they are numbered and placed on exhibition. Each member
+of the group endeavors to guess as many of the illustrations as he can,
+placing his guess after the number of the illustration. The
+illustration which is guessed correctly by the largest number, wins for
+its artist.</p>
+
+
+<br />
+<p class="noin"><b>Smiles</b></p>
+
+<p>The group forms in couples and marches around <a name="Page_60" id="Page_60"></a>the room. They are then
+subdivided into from four to eight smaller groups. These are stationed
+in various parts of the room and the ladies are lined up facing the
+men. They try in every conceivable way to make the men smile or laugh.
+Any one who does so must take a place in the ladies' line. After a few
+minutes of this, every man in the ladies' line must pay a forfeit, and
+the men must endeavor to cause the ladies to laugh.</p>
+
+
+<br />
+<p class="noin"><b>Tea Pot</b></p>
+
+<p>One member of the group is selected to be "It" and leaves the room. The
+others decide upon some object or word which "It" is to guess. "It" is
+called back into the room and each member of the group is to make a
+sentence including the name of the object to be guessed, using in the
+sentence the word "Tea Pot" as a substitute for the name of the object.</p>
+
+<p>Illustration&mdash;The object determined upon by the group is the piano
+stool. The first member of the group says, "By turning the 'tea pot' it
+grows higher".</p>
+
+<p>As soon as "It" guesses the correct object the one whose sentence
+disclosed what the object was, becomes "It".</p>
+
+
+<br />
+<p class="noin"><b>Muddled Words</b></p>
+
+<p>The group is divided into two teams. Each individual is given a slip of
+paper and takes the name of some animal, bird, or fish, and muddles up
+the letters so as to make it difficult to recognize the name.</p>
+
+<p>Illustration&mdash;g fold chin, for goldfinch.</p>
+
+<p>Any member of the opposing team has the opportunity to guess what the
+name is. The time it takes for the opposing team to guess is recorded.
+Any member of the opposing team who has correctly guessed the muddled
+word can give a muddled word for the first team to guess. The team
+which succeeds in guessing the muddled word in the shortest time wins
+one point. The team having the most points at the end wins the game.</p>
+
+
+<br />
+<p class="noin"><a name="Page_61" id="Page_61"></a><b>Who Are They?</b></p>
+
+<p>Photographs of prominent individuals are numbered and placed on
+exhibition about the room, with the wrong title beneath them. Each
+member of the group is given a card and pencil. He goes around the room
+and writes upon his card the proper name of each individual with the
+number which is on that individual's photograph. The individual making
+the largest number of correct guesses wins. Photos of men like Lincoln,
+Lloyd George, Robert E. Lee, Obregon, etc., should be used for this
+game.</p>
+
+
+<br />
+<p class="noin"><b>Who Is It?</b></p>
+
+<p>A sheet is hung up in a doorway. The group is divided into two teams.
+One group goes behind the sheet. A small hole is cut in the sheet. The
+members of the group behind the sheet take turns in sticking their
+noses through the hole in the sheet. The group on the inside attempts
+to guess whose nose protrudes through the sheet in the order in which
+they are exhibited. One member of the group behind the sheet keeps a
+record of the order in which individuals of that group display their
+noses, so that this can be checked up with the guesses of the other
+team. After all the noses have been displayed the group returns to its
+place in the room and listens to the guesses.</p>
+
+<p>Then the other group goes out and they display their noses. The group
+making the largest number of correct guesses wins.</p>
+
+<p>A modification of this game is made by showing the eye through the hole
+in the sheet instead of the nose, and the group in front of the sheet
+endeavors to guess whose eye it is.</p>
+
+
+<br />
+<p class="noin"><b>Trades</b></p>
+
+<p>The men are lined up on one side of the room. To each is given three or
+four buttons, a needle and thread, and a piece of cloth. They race to
+see which can sew <a name="Page_62" id="Page_62"></a>the buttons in a straight line on the piece of
+cloth, securely, in the quickest time.</p>
+
+<p>The women are lined up on the opposite side of the room before a plank.
+To each is given a hammer and six or eight nails. They race to see who
+first can drive the nails into the plank without bending them over.</p>
+
+
+<br />
+<p class="noin"><b>Rooster</b></p>
+
+<p>Ten or twenty are as many as can well play this game. The group is
+arranged in seats around the room. The leader starts the game by
+saying, "My father had a rooster". His left hand neighbor says, "A
+what?" The leader answers, "A rooster". The left hand neighbor then
+turns to his left hand neighbor and says, "My father had a rooster",
+and that neighbor says, "A what?", and his answer is "A rooster". This
+question is asked of each left hand neighbor until it has travelled
+around the room. When it becomes the leader's turn, he again says, "My
+father had a rooster", and his left hand neighbor says, "A what?". He
+answers, "A rooster". The left hand neighbor says, "Could he crow?" And
+the leader answers, "Crow he could". This dialogue is passed on around
+the room, each repeating the exact words of the leader to his left hand
+neighbor.</p>
+
+<p>When it again becomes the leader's turn, he repeats the dialogue
+previously used and his left hand neighbor inquires, "How could he
+crow?" And the leader replies, "Cock-a-doodle-do", imitating a rooster.
+This is passed around the room. No one is supposed to laugh during the
+whole game. Whoever does may either pay a forfeit or is out of the
+game. It is well to have a player who knows the game sit next to the
+leader, so that it may start correctly.</p>
+
+
+<br />
+<p class="noin"><b>Poor Pussy</b></p>
+
+<p>The group is arranged in a circle around the room. One player is
+selected to be "Pussy" and takes his place in the centre of the group.
+He takes a position on all <a name="Page_63" id="Page_63"></a>fours before each member of the group, in
+turn saying "Meow". Thereupon the one before whom he is kneeling must
+stroke the back of his head and say, "Poor pussy". Pussy meows three
+times and in return for each meow has the back of his head stroked and
+is addressed, "Poor pussy". Should the one patting pussy laugh during
+the performance, he must take pussy's place.</p>
+
+
+<br />
+<p class="noin"><b>Gossiping</b></p>
+
+<p>The group is arranged in a circle around the room. The leader whispers
+some information to his left hand neighbor, remembering the exact
+sentence or sentences. His left hand neighbor is expected to whisper
+the same information to the next left hand neighbor and so it is passed
+around the circle until it is returned to the leader. The leader then
+tells what the original sentence was, and tells what it is after
+passing from ear to ear about the group.</p>
+
+
+<br />
+<p class="noin"><b>Analogues</b></p>
+
+<p>A member of the group thinks of some object, and without disclosing to
+the other members of the group what he is thinking about, he addresses
+in turn all of the others, asking, "What is my thought like?" The first
+one addressed, without having any idea as to what the leader has in
+mind, says, "Like a star". The second in answer to his question, says,
+"Like a book", and so every one is given an opportunity to state what
+they think his thought is like. Then the leader tells the group the
+thing he had in mind, which, we will say for illustration, was a
+fountain pen. He then asks the one who suggested that it was like a
+star why his fountain pen was like a star. Thereupon that one must give
+some reason why he thought it was like a star and replies, "Your
+fountain pen is like a star because it can enlighten the world". The
+next one says, "The fountain pen is like a book because it has the
+possibility of conveying thoughts", and so every one in the group must
+give the why of his previous answer. This <a name="Page_64" id="Page_64"></a>demands quick thinking and
+initiative on the part of the players.</p>
+
+
+<br />
+<p class="noin"><b>Ghost</b></p>
+
+<p>The group sits in a circle about the room. The leader starts the game
+by giving a letter of the alphabet. The one at his left adds a letter
+to the first with the view of making a word. The third adds another
+letter and so the game continues.</p>
+
+<p>Illustration&mdash;The leader gives the letter "a". The one at his left,
+thinking of the word "adds" adds "d". The third one, thinking of the
+word "advertisement", adds "v". The fourth, thinking of the word
+"adversity" adds "e", and so the word continues to grow.</p>
+
+<p>If one finishes the word or completes a word without realizing it, that
+one is given the title of "Half-ghost". Anyone speaking to the
+Half-ghost, becomes a Half-ghost. Should a half-ghost chance to finish
+another word when it again becomes his turn to add a letter to the
+spelling of a word, then the Half-ghost becomes a Full-ghost and is out
+of the game. Any one speaking to a Full-ghost becomes a Full-ghost.
+Full-ghosts and Half-ghosts naturally endeavor to get as many others
+into their class as possible, so between thinking of letters to
+complete the word in turn and avoiding becoming ghosts, the group is
+kept in a very difficult frame of mind. The game continues until there
+are no players who have failed to qualify as Half-ghosts or
+Full-ghosts.</p>
+
+
+<br />
+<p class="noin"><b>Charades</b></p>
+
+<p>Five of the group are selected to act out a charade. These five act out
+a word in pantomime. While they are doing this a second group of five
+is selected and prepares to act out another word, immediately following
+the presentation by the first group. The audience is given three
+minutes to guess each charade. Should it succeed in doing this, then
+the members of the group each choose a substitute for themselves, thus
+making a third group of five. While this last group is preparing <a name="Page_65" id="Page_65"></a>a
+charade, the second group is putting on its pantomime, and so the game
+continues. If the audience fails to guess the word within the required
+time, then the same group is given an opportunity to act another word.
+Good charade words are as follows:</p>
+
+<div style="margin-left: 10%;">
+<table border="0" cellpadding="1" cellspacing="0" width="50%" summary="charade words">
+<tr>
+<td class="tdl" width="50%">A&euml;roplane</td>
+<td class="tdl" width="50%">Air-oh-plane</td>
+</tr>
+<tr>
+<td class="tdl">Antarctic</td>
+<td class="tdl">Aunt-ark-tick</td>
+</tr>
+<tr>
+<td class="tdl">Buccaneer</td>
+<td class="tdl">Buck-can-ear</td>
+</tr>
+<tr>
+<td class="tdl">Charlatan</td>
+<td class="tdl">Char-lay-tan</td>
+</tr>
+<tr>
+<td class="tdl">Falcon</td>
+<td class="tdl">Fall-con</td>
+</tr>
+<tr>
+<td class="tdl">Handicap</td>
+<td class="tdl">Hand-eye-cap</td>
+</tr>
+<tr>
+<td class="tdl">Handkerchief</td>
+<td class="tdl">Hand-cur-chief</td>
+</tr>
+<tr>
+<td class="tdl">Microscope</td>
+<td class="tdl">My-crow-scope</td>
+</tr>
+<tr>
+<td class="tdl">Automobile</td>
+<td class="tdl">Ought-oh-mob-eel</td>
+</tr>
+<tr>
+<td class="tdl">Pilgrimage</td>
+<td class="tdl">Pill-grim-age</td>
+</tr>
+<tr>
+<td class="tdl">Sausage</td>
+<td class="tdl">Saw-sage</td>
+</tr>
+<tr>
+<td class="tdl">Stiletto</td>
+<td class="tdl">Still-let-toe</td>
+</tr>
+<tr>
+<td class="tdl">Bandage</td>
+<td class="tdl">Band-age</td>
+</tr>
+<tr>
+<td class="tdl">Stationary</td>
+<td class="tdl">Station-airy</td>
+</tr>
+<tr>
+<td class="tdl">Feline</td>
+<td class="tdl">Fee-line</td>
+</tr>
+<tr>
+<td class="tdl">Rainbow</td>
+<td class="tdl">Reign-beau</td>
+</tr>
+<tr>
+<td class="tdl">Bookworm</td>
+<td class="tdl">Book-worm</td>
+</tr>
+<tr>
+<td class="tdl">Handsome</td>
+<td class="tdl">Hand-some</td>
+</tr>
+<tr>
+<td class="tdl">Penitent</td>
+<td class="tdl">Pen-eye-tent</td>
+</tr>
+<tr>
+<td class="tdl">Cribbage</td>
+<td class="tdl">Crib-age</td>
+</tr>
+<tr>
+<td class="tdl">Broomstick</td>
+<td class="tdl">Broom-stick</td>
+</tr>
+<tr>
+<td class="tdl">Infancy</td>
+<td class="tdl">In-fan-sea</td>
+</tr>
+<tr>
+<td class="tdl">Hornpipe</td>
+<td class="tdl">Horn-pipe</td>
+</tr>
+<tr>
+<td class="tdl">Eyelash</td>
+<td class="tdl">I-lash</td>
+</tr>
+<tr>
+<td class="tdl">Forswear</td>
+<td class="tdl">Four-swear</td>
+</tr>
+<tr>
+<td class="tdl">Masquerade</td>
+<td class="tdl">Mass-cur-aid</td>
+</tr>
+<tr>
+<td class="tdl">Melancholy</td>
+<td class="tdl">Melon-collie</td>
+</tr>
+<tr>
+<td class="tdl">Pantry</td>
+<td class="tdl">Pan-tree</td>
+</tr>
+<tr>
+<td class="tdl">Tennessee</td>
+<td class="tdl">Ten-I-see</td>
+</tr>
+<tr>
+<td class="tdl">Antidote</td>
+<td class="tdl">Aunt-I-dote</td>
+</tr>
+<tr>
+<td class="tdl">Definite</td>
+<td class="tdl">Deaf-in-ate</td>
+</tr>
+</table>
+</div>
+
+
+<br />
+<p class="noin"><b>Knight of the Cracker</b></p>
+
+<p>The ladies are lined up on one side of the room. <a name="Page_66" id="Page_66"></a>Each is provided with
+a cracker. The men are lined up on the opposite side. At the signal to
+go the men rush forward and try to secure a cracker from one of the
+ladies. They then return to their original line and devour the cracker.
+Having succeeded in doing this, they return and whistle a tune which
+must be recognized by the lady.</p>
+
+
+<br />
+<p class="noin"><b>Match Boxing</b></p>
+
+<p>Competitors are divided into equal teams and the teams are arranged in
+parallel lines. The outside cover of a small safety match box is given
+to the first man on each team. He slips this over the end of his nose
+and holds his hands behind his back with the box on his nose. All other
+players must hold their hands behind their backs.</p>
+
+<p>At the signal to start the players having the box on the end of the
+nose transfer the same to the nose of their neighbor without the use of
+their hands. The box is passed in this way to the far end of the lines
+and back. Should it fall upon the floor it is picked up by the one from
+whose nose it fell, placed on his own nose again, and the game
+continues as before.</p>
+
+
+<br />
+<br />
+<br />
+<br />
+<a name="CHAPTER_IVp2" id="CHAPTER_IVp2"></a><hr />
+<br />
+
+<a name="Page_67" id="Page_67"></a>
+<h3>CHAPTER IV<span class="totoc"><a href="#toc">ToC</a></span></h3>
+<h3>SOCIABLE GAMES FOR YOUNG PEOPLE</h3>
+
+
+<br />
+<p class="noin"><b>What Animal?</b></p>
+
+<p>The leader whispers the name of a different animal or object to each
+individual. When called upon each must try to represent the noise or
+action of the animal or object. The rest of the group guess what is
+represented and write the same on a slip of paper. The one guessing the
+most wins.</p>
+
+
+<br />
+<p class="noin"><b>Rhyming Verbs</b></p>
+
+<p>Half of the group leaves the room while the others decide upon a verb.
+The group which left the room is then called back and tries to guess
+the verb from the clues which are given by those who determined the
+verb. These clues are given in the form of sentences containing words
+rhyming with the verb. Should the group which is to guess think they
+have found the right verb, they retire from the room without stating it
+and returning act out the verb. If they have been successful in
+guessing the verb, then the other group is given an opportunity to
+guess a verb in the same manner.</p>
+
+
+<br />
+<p class="noin"><b>Fruit Basket</b></p>
+
+<p>The group is seated in a circle and counted off in 4's. The number 1's
+are given the name of oranges, number 2's lemons, number 3's bananas,
+number 4's apples. One of the individuals is selected to be "It". He
+takes his place in the centre of the group and one chair is taken out
+of the circle, leaving one less chair <a name="Page_68" id="Page_68"></a>than there are players. "It"
+then calls the name of two fruits, for example, oranges and lemons.
+Thereupon all of the oranges must exchange places with all of the
+lemons and "It" endeavors to capture one of the seats. Succeeding, the
+one left without a seat is "It" and calls two other kinds of fruit.
+These two must change places and "It" endeavors to capture a seat.
+Should "It" say "Fruit basket", instead of naming two fruits, all must
+change seats.</p>
+
+
+<br />
+<p class="noin"><b>Exchange</b></p>
+
+<p>The group is arranged in seats around the room. "It" takes a place in
+the centre. All of the players are given a different number. "It" is
+blindfolded. The game is started by "It" calling two numbers. Thereupon
+the numbers called must change seats. "It" tries to either tag one of
+the players seeking to change seats or occupy one of the vacant seats,
+in which case the one without a chair becomes "It".</p>
+
+
+<br />
+<p class="noin"><b>Barnyard Chorus</b></p>
+
+<p>Each player in the group is given some barnyard noise to represent. The
+leader takes his place in the centre of the room. If he holds up his
+left hand, all is quiet; if he holds up his right hand, they all
+imitate their various noises in concert. Should one of the players make
+a noise while the leader is holding up his left hand, that player must
+stand up before his chair and imitate the noise he has been given to
+imitate, until some member of the group can guess what the noise is
+supposed to represent.</p>
+
+
+<br />
+<p class="noin"><b>Donkey Solo</b></p>
+
+<p>This is a good game to follow immediately after the Barnyard Chorus.
+The leader announces that he is to whisper to each member of the group
+the name of some animal that is to be imitated by that member in chorus
+with the others. He then goes about and whispers in the ear of every
+member of the group that <a name="Page_69" id="Page_69"></a>he is to keep perfectly quiet, excepting to
+one individual to whom he suggests that he is to imitate the braying of
+a donkey. He then takes his position in the centre of the group and
+instructs the players to give as much volume to their imitation as
+possible. He gives the signal to start. Naturally, all are quiet except
+the poor donkey who brays his solo, to the amusement of the other
+members of the group.</p>
+
+
+<br />
+<p class="noin"><b>Shifting Seats</b></p>
+
+<p>The group is seated in a circle. There is one more chair than there are
+players. One individual is selected to be "It" and takes his place in
+the centre of the room. "It" gives the command to shift right.
+Thereupon, the one at the left of the vacant chair moves into the
+vacant chair, leaving his own chair vacant. The one at the left of his
+chair, moves into that, each one trying to get into the vacant chair to
+the right before "It" can succeed in touching him. "It" can give the
+command "Shift left" at any time, which means that they must move into
+the vacant chair to the left. Should "It" succeed in sitting in an
+empty chair, the one who should have occupied that chair becomes "It".</p>
+
+
+<br />
+<p class="noin"><b>Guess the Sound</b></p>
+
+<p>The group is arranged in a circle. The one selected to be "It" is
+blindfolded and takes a position in the centre of the circle. After the
+blindfolded player has been spun around a few times so that he does not
+know his location, he is given a wand or short stick. He holds this
+stick out in front of one member of the group. That member must grasp
+the end of the stick. Then "It" names some animal which the player on
+the other end of the stick must imitate by some sound. Thereupon, the
+blindfolded player tries to guess who has hold of the other end of the
+stick. Succeeding, the player guessed is blindfolded.</p>
+
+
+<br />
+<p class="noin"><b>Rapid Transit</b></p>
+
+<p>The players form in a circle. To each is given some <a name="Page_70" id="Page_70"></a>article to be
+passed. These articles should vary in size anywhere from a peanut to a
+flat iron. The game starts by the leader commanding them to pass to the
+right. He then passes his article on to his right hand neighbor and
+receives in turn from his left hand neighbor the article coming to him.
+The passing continues until the leader gives the command "Change". Then
+the articles are passed in the opposite direction. Should a player drop
+one of the articles to be passed or should any one of the players have
+in his possession more than two articles at one time, that individual
+drops out of the game, taking one article with him. The game continues
+until but one is left in the circle. The passing can be complicated, if
+so desired, by having one or two of the articles passed in the opposite
+direction.</p>
+
+
+<br />
+<p class="noin"><b>Feather Tag</b></p>
+
+<p>The group sits in a circle in the centre of the room, holding a large
+sheet stretched tightly between them. A fluffy feather is placed in the
+centre of the sheet. One of the group who is "It" endeavors by running
+about, to catch the feather. Those sitting around the edge of the sheet
+keep the feather from "It" by blowing it beyond "It's" reach. Should
+"It" capture the feather, the one sitting at the edge of the sheet
+nearest to the feather becomes "It".</p>
+
+
+<br />
+<p class="noin"><b>Birds</b></p>
+
+<p>All the players sit in a circle. Each is given the name of a bird. The
+keeper takes a position in the centre of the room and begins to tell a
+story about birds. When a bird's name is mentioned, that bird must
+stand up and turn around once in front of his chair. Failing to do
+this, he must pay a forfeit. When the keeper utters the word "migrate"
+in his story, all of the birds must change seats and he tries to get
+one of the seats. Succeeding, the one left without a seat, continues
+the bird story. Otherwise the first keeper continues his story.</p>
+
+
+<br />
+<p class="noin"><a name="Page_71" id="Page_71"></a><b>Simple Simon's Silly Smile</b></p>
+
+<p>The group is arranged in chairs around the room. The one who is
+selected to be "It" goes from one to another asking questions. All
+questions must be answered by "Simple Simon's Silly Smile", without
+laughing. Should the one questioned laugh, he must take the place of
+the one who is "It".</p>
+
+
+<br />
+<p class="noin"><b>Wink</b></p>
+
+<p>Chairs are arranged around the room in a circle, with the boys standing
+behind each chair. There should be one more chair than there are girls
+in the group. The boy standing behind the empty chair winks at one of
+the girls who endeavors to get to the vacant chair before the boy in
+whose chair she is sitting can tag her. If she succeeds, the boy behind
+the chair last vacated continues the game by winking at another girl.</p>
+
+
+<br />
+<p class="noin"><b>Hush</b></p>
+
+<p>The group sits in a circle in a room which is semi-dark. The leader
+goes around inside of the circle and slips a button in the hands of one
+of the players. He does this after making an offer to do it to several
+others, so as to disguise where he finally deposits the button. All
+then have a turn to guess in whose hands the button lies. The one who
+guesses right becomes the leader, and the leader becomes a ghost. The
+game then continues as before. The ghost asks questions of any of the
+players, and they are not supposed to answer any question asked them
+except by the leader. Should they do so, they also become ghosts. As
+the ghosts multiply the game becomes more difficult. The game continues
+until but two are left of the circle.</p>
+
+
+<br />
+<p class="noin"><b>Jack's Alive</b></p>
+
+<p>The group sits in a circle in the room. A lighted splinter is handed to
+one of the group in the circle. It is then passed around the circle,
+still lighted. Should <a name="Page_72" id="Page_72"></a>the flame become extinguished, the one in whose
+hand the splinter rests at that time must pay a forfeit. The forfeit
+sometimes demanded is that a mustache be made on the upper lip of that
+individual with the charred end of the splinter.</p>
+
+<p>In passing the splinter the player must say Jack's Alive; failing to do
+this the splinter is returned to him and should it become extinguished
+before he can say this, it counts against him.</p>
+
+
+<br />
+<p class="noin"><b>Going to Jerusalem</b></p>
+
+<p>The chairs are arranged in a circle in the center of the room, with the
+seats away from the center. There should be one less chair than there
+are participants in the game. The participants form a line around the
+outside of the chairs and march forward around the chairs, while the
+piano, phonograph, or some other musical instrument is being played.
+The instant the music stops each player tries to sit in a chair. The
+one failing to get a chair drops out of the game. A chair is taken from
+the circle and the group starts marching again with the music. When the
+music stops they seek chairs as before, the one failing to secure one
+dropping out. A chair is taken out of the circle after each scramble
+and so the group diminishes until all are eliminated except one, who is
+crowned King of Jerusalem. If the group be large more than one chair
+can be eliminated at a time.</p>
+
+
+<br />
+<br />
+<br />
+<br />
+<a name="CHAPTER_Vp2" id="CHAPTER_Vp2"></a><hr />
+<br />
+
+<a name="Page_73" id="Page_73"></a>
+<h3>CHAPTER V<span class="totoc"><a href="#toc">ToC</a></span></h3>
+<h3>TRICK GAMES FOR SOCIABLES</h3>
+
+
+<br />
+<p class="noin"><b>Hindoo Blind Reading</b></p>
+
+<p>Slips of paper are given to all of the guests and they are instructed
+to write thereupon a brief sentence of three or four words and to
+carefully fold the paper. These messages are then collected, and the
+Hindoo Mystic proceeds to amaze his auditors by rubbing the messages,
+still folded, one after another across his forehead and telling what is
+written on the folded paper.</p>
+
+<p>The Trick&mdash;The message reader has an accomplice who is instructed to
+acknowledge that he wrote the first note read by the mystic, no matter
+what that note may be. The mystic makes up in his mind a brief sentence
+after rubbing the first slip of paper on his head. This sentence is
+acknowledged by the accomplice. The mystic, after having the note
+acknowledged, opens it apparently to corroborate his reading, but in
+reality he is reading the note written by someone else. Upon rubbing
+the next slip of paper across his forehead, he announces the contents
+of the note last read, which naturally is acknowledged with wonderment
+on the part of the individual who wrote it. He then apparently looks at
+this slip of paper, but in reality he looks at the paper which he next
+intends to read.</p>
+
+
+<br />
+<p class="noin"><b>Mental Telepathy</b></p>
+
+<p>The group is told that if enough people think hard enough about one
+object they can communicate the thought to a person who knows nothing
+about it. One or two "unwise" persons are asked to leave the room <a name="Page_74" id="Page_74"></a>and
+nothing is decided upon. But the group is told that when each "unwise"
+person comes in in turn, the second thing that is named must be
+admitted to be the right object. Great disappointment should be shown
+at his failure to get the right object the first time and he should be
+heartily congratulated on his success the second time. This continues
+until he realizes that he is duped.</p>
+
+
+<br />
+<p class="noin"><b>The Paper Artist</b></p>
+
+<p>A sheet of newspaper or any other kind of paper can be used for this
+game. The accomplice is sent from the room. The one performing the
+trick then holds the paper in front of the face of one of the
+individuals in the room. Returning to his seat, the accomplice is
+called into the room and handed the sheet of paper. The accomplice then
+studies the paper carefully and announces to the group whose photograph
+he sees thereupon.</p>
+
+<p>The Trick&mdash;The one who takes the impression of the individual assumes
+the same sitting position that the individual photographed has assumed,
+thus portraying to the one who left the room whose photograph is on the
+blank paper.</p>
+
+
+<br />
+<p class="noin"><b>Magic Answers</b></p>
+
+<p>An accomplice is sent from the room. Those remaining in the room
+determine upon some object, this object to be recognized by the
+accomplice. When the object has been selected, the accomplice is called
+back. The one who is to deal with the accomplice asks if several
+objects in the room are the thing which has been suggested. The
+accomplice answers, "No," but answers correctly when the object
+selected is mentioned.</p>
+
+<p>The Trick&mdash;The one asking the questions of the accomplice names some
+black object immediately preceding the object which is the correct one,
+thus giving the clue.</p>
+
+
+<br />
+<p class="noin"><a name="Page_75" id="Page_75"></a><b>Clairvoyant</b></p>
+
+<p>The one who plays this trick must have an accomplice. The accomplice is
+sent from the room. It is announced that the accomplice will name the
+person pointed to. The demonstrator points at an individual and the
+accomplice on the outside of the room gives the name of the individual
+pointed at.</p>
+
+<p>The Trick&mdash;The accomplice knows that the one last speaking before he
+left the room will be the one pointed at by the demonstrator. In
+pointing at an individual, the one doing the pointing asks of the
+accomplice, "Does the spirit move?" The one on the outside answers, if
+he knows who is being pointed at, "It does." The first speaker then
+says, "Whom am I pointing at?" The accomplice then gives the
+individual's name.</p>
+
+
+<br />
+<p class="noin"><b>Scissors Crossed</b></p>
+
+<p>A simple catch game. The group is seated in a circle. It is best to
+have two of the company know how to play the game. One of these hands a
+closed pair of scissors to the other, who takes it and says, "I
+received these scissors uncrossed and give them crossed" (opening the
+scissors as he says, "and give them crossed"). He passes them to the
+player on his left, who should say, "I received these scissors crossed
+and give them crossed"&mdash;(if they are left open; if closed,
+"uncrossed"). If the players do not know the game, they will cross and
+uncross the scissors in an attempt to pass them correctly. Each one is
+given a turn and the game continues until some bright player notices
+that the scissors are called "crossed" when they are open and
+"uncrossed" when they are closed, and that the player who started the
+game crossed his feet if the scissors were crossed and, if not, his
+feet were uncrossed. Thus, the object of the game is to change the
+words and the position of the feet in accordance with the position of
+the scissors.</p>
+
+
+<br />
+<p class="noin"><b>Knights of the Sacred Whistle</b></p>
+
+<p>One or two of the group are informed that they are <a name="Page_76" id="Page_76"></a>to be initiated
+into the Order of the Knights of the Sacred Whistle. They are shown a
+whistle and told that to become a member they must find this whistle.
+It is then pretended that the whistle is handed to one of the members
+of the party. An apron is hung around the shoulders of the victim and
+the whistle is attached to the back of the apron on a piece of string.
+The trick is for some of the players to blow the whistle behind the
+person's back, immediately dropping it and when he turns the person on
+the other side will blow. As all are standing in a circle, with the
+person who is being initiated in the centre, he is kept guessing for
+some time before he finds out where the whistle is located.</p>
+
+
+<br />
+<p class="noin"><b>Hay Stack</b></p>
+
+<p>Chairs are piled to a considerable height in the centre of the room and
+the person to be initiated is instructed to take off his shoes and jump
+over them. The leader insists that this is possible, but the
+uninitiated remonstrates, "It can't be done." The catch is that the
+individual is supposed to jump over his shoes instead of the chairs.</p>
+
+
+<br />
+<p class="noin"><b>Boots Without Shoes</b></p>
+
+<p>The leader asks one of the players to say as he directs and then asks
+him to say, "Boots without shoes." The player immediately says, "Boots
+without shoes." The leader says, "That is not correct," and goes to the
+next. The next one also says, "Boots without shoes," and so do most of
+the other members of the group, until one bright individual,
+discovering the trick, simply says, "Boots," which is the correct
+answer.</p>
+
+
+<br />
+<p class="noin"><b>Newspaper Touch</b></p>
+
+<p>Two individuals are instructed to stand upon a sheet of newspaper, so
+as not to be able to touch each other. This seems impossible and the
+individuals taking their places upon the paper endeavor to maneuver in
+impossible positions, but find they still can touch each <a name="Page_77" id="Page_77"></a>other. The
+trick is to spread the newspaper over the sill of a door. One
+individual stands on one side of the closed door upon the newspaper,
+while the other takes his position on the other side of the door.</p>
+
+
+<br />
+<p class="noin"><b>Coin and Card Snap</b></p>
+
+<p>A card is balanced upon the end of the middle finger of the left hand,
+flat side down. A quarter or some small coin is placed upon the card,
+directly over the end of the finger. The trick is to snap the card from
+under the coin so that the coin will remain on the end of the finger.</p>
+
+
+<br />
+<p class="noin"><b>Blind Blow</b></p>
+
+<p>A lighted candle is placed upon a table. The players are blindfolded in
+turn, spun around, and instructed to blow out the candle. The time of
+each player is recorded and the one succeeding in blowing out the
+candle in the quickest time wins the game.</p>
+
+
+<br />
+<p class="noin"><b>Tricks with Matches</b></p>
+
+<p>Six matches are given to an individual and he is requested to make with
+them four equilateral triangles.</p>
+
+<p>The Trick&mdash;Three matches are laid upon the table, forming an
+equilateral triangle. The other three are held above the three on the
+table in the form of a pyramid, with the triangle on the table as a
+base.</p>
+
+
+<div class="img" style="width: 60%;">
+<img border="0" src="images/imagep077.jpg" width="60%" alt="Tricks with Matches" /><br />
+</div>
+
+<p><a name="Page_78" id="Page_78"></a>Twelve matches are placed upon the table as herewith illustrated. Then
+those trying to accomplish the trick are instructed to illustrate what
+matches are made of by moving two matches.</p>
+
+<p>The Trick&mdash;It is natural that the ones trying to solve the trick
+endeavor to make the word "wood" out of the combination of forms, but
+by taking the top match off the first square, a "v" can be made by
+adding it to the third figure. By taking the right hand side off the
+first square, the letter "e" can be made by adding it to the last
+figure, spelling the word "love."</p>
+
+
+<br />
+<p class="noin"><b>Pigs in Pen</b></p>
+
+<p>A farmer has six pigs and five pens. He desires to place the pigs in
+the pens so that there will be an odd number of pigs in each pen. How
+can he accomplish this?</p>
+
+<p>The Trick&mdash;He places a pen within a pen. Then he places a pig in each
+of the other pens, and two pigs in the one which encloses the pen, and
+another pig in the enclosed pen.</p>
+
+
+<br />
+<p class="noin"><b>Number Trick</b></p>
+
+<p>How can four be made out of three 3's?</p>
+
+<p>3-3/3</p>
+
+
+<br />
+<p class="noin"><b>Penny Wise</b></p>
+
+<p>The players are provided with a bright new penny, a piece of paper and
+a pencil. On the paper have been written the following requirements,
+each player being expected to write the answers, the one having the
+largest number of correct answers, winning the game:</p>
+
+<div>
+<span style="margin-left: 2em;">Find on the penny the name of a song.</span><br />
+<span style="margin-left: 1em;">(Ans. America.)</span><br />
+<span style="margin-left: 2em;">A privilege.</span><br />
+<span style="margin-left: 1em;">(Ans. Liberty.)</span><br />
+<span style="margin-left: 2em;">A part of Indian corn.</span><br />
+<span style="margin-left: 1em;">(Ans. Ear.)</span><br />
+<span style="margin-left: 2em;">A part of a hill.</span><br /><a name="Page_79" id="Page_79"></a>
+<span style="margin-left: 1em;">(Ans. Brow.)</span><br />
+<span style="margin-left: 2em;">Something denoting self.</span><br />
+<span style="margin-left: 1em;">(Ans. I (Eye).)</span><br />
+<span style="margin-left: 2em;">Part of a door.</span><br />
+<span style="margin-left: 1em;">(Ans. Lock (of hair).)</span><br />
+<span style="margin-left: 2em;">A weapon of war.</span><br />
+<span style="margin-left: 1em;">(Ans. Arrow.)</span><br />
+<span style="margin-left: 2em;">An act of protection.</span><br />
+<span style="margin-left: 1em;">(Ans. Shield.)</span><br />
+<span style="margin-left: 2em;">A gallant.</span><br />
+<span style="margin-left: 1em;">(Ans. Beau (Bow).)</span><br />
+<span style="margin-left: 2em;">A punishment.</span><br />
+<span style="margin-left: 1em;">(Ans. Stripes.)</span><br />
+<span style="margin-left: 2em;">Part of a plant.</span><br />
+<span style="margin-left: 1em;">(Ans. Leaf.)</span><br />
+<span style="margin-left: 2em;">A piece of jewelry.</span><br />
+<span style="margin-left: 1em;">(Ans. Ring.)</span><br />
+<span style="margin-left: 2em;">A nut.</span><br />
+<span style="margin-left: 1em;">(Ans. Acorn.)</span><br />
+<span style="margin-left: 2em;">A musical term.</span><br />
+<span style="margin-left: 1em;">(Ans. Bar.)</span><br />
+<span style="margin-left: 2em;">An occupation.</span><br />
+<span style="margin-left: 1em;">(Ans. Milling.)</span><br />
+<span style="margin-left: 2em;">A foreign fruit.</span><br />
+<span style="margin-left: 1em;">(Ans. Date.)</span><br />
+<span style="margin-left: 2em;">Trimming for a hat.</span><br />
+<span style="margin-left: 1em;">(Ans. Feather.)</span><br />
+<span style="margin-left: 2em;">What ships sail on.</span><br />
+<span style="margin-left: 1em;">(Ans. Sea.)</span><br />
+<span style="margin-left: 2em;">A perfume.</span><br />
+<span style="margin-left: 1em;">(Ans. Scent (cent).)</span><br />
+<span style="margin-left: 2em;">A religious edifice.</span><br />
+<span style="margin-left: 1em;">(Ans. Temple.)</span><br />
+<span style="margin-left: 2em;">A messenger.</span><br />
+<span style="margin-left: 1em;">(Ans. One sent (One cent).)</span><br />
+<span style="margin-left: 2em;">A method of voting.</span><br />
+<span style="margin-left: 1em;">(Ans. Ayes and noes (Eyes and nose).)</span><br />
+<span style="margin-left: 2em;">A Chinese beverage.</span><br />
+<span style="margin-left: 1em;">(Ans. Tea (T).)</span><br />
+<span style="margin-left: 2em;">A gaudy flower.</span><br /><a name="Page_80" id="Page_80"></a>
+<span style="margin-left: 1em;">(Ans. Tulips (Two lips).)</span><br />
+<span style="margin-left: 2em;">Comfort.</span><br />
+<span style="margin-left: 1em;">(Ans. Ease (e e).)</span><br />
+<span style="margin-left: 2em;">A small animal.</span><br />
+<span style="margin-left: 1em;">(Ans. Hare (Hair).)</span><br />
+<span style="margin-left: 2em;">A term of marriage.</span><br />
+<span style="margin-left: 1em;">(Ans. United State.)</span><br />
+<span style="margin-left: 2em;">An ancient honor.</span><br />
+<span style="margin-left: 1em;">(Ans. Wreath.)</span><br />
+<span style="margin-left: 2em;">One of the first families.</span><br />
+<span style="margin-left: 1em;">(Ans. Indian.)</span><br />
+</div>
+
+<br />
+<p class="noin"><b>Reading Temples</b></p>
+
+<p>The group is told that thoughts can be transmitted through the temples.
+The demonstrator of the game has to have an accomplice knowing the
+trick, who leaves the room. The others decide upon a number, not
+greater than ten. The accomplice is called back into the room, and by
+placing his hands upon the temples of the demonstrator after having
+requested every one to concentrate their thoughts upon the number
+selected, he tells what the number is.</p>
+
+<p>The Trick&mdash;He is told the number by the demonstrator, who clinches and
+relaxes his jaw, which gives a movement of the temple which can be felt
+by the accomplice.</p>
+
+
+<br />
+<p class="noin"><b>Aeroplane Ride</b></p>
+
+<p>The player selected to take the ride is sent from the room and
+blindfolded. A strong board is held a few inches from the floor by
+several of the players. The blindfolded player is then called back into
+the room and invited to step into the aeroplane and is aided in
+stepping upon the board. His hands are placed upon the shoulders of two
+other players for support. As soon as the individual has stepped upon
+the board, it is raised a few inches and the two individuals upon whose
+shoulders rest his hands slowly and together bend their knees, so as to
+lower their shoulders, giving <a name="Page_81" id="Page_81"></a>the impression to the rider that he has
+been lifted some distance from the floor.</p>
+
+<p>The rider is then told to jump down, but not to fear, as mattresses
+have been placed upon the floor, so that he is in no danger of injury.
+The fear of jumping from so great a height as the blindfolded aviator
+has been caused to feel he has attained, and the surprise of striking
+the floor in so short a distance after the jump, are very amusing.</p>
+
+
+<br />
+<p class="noin"><b>Egg Smash</b></p>
+
+<p>Several players of the group are blindfolded and take a kneeling
+position upon the floor. Each is given a fake egg and is told to knock
+it upon the floor to summon the good spirit. They do this very
+carefully the first time, thinking they have an egg. The eggs are taken
+away and the group waits to see if a spirit appears. As it does not
+appear, the eggs are again handed to the players. This time they are
+not so careful in hitting the eggs down upon the floor, their first
+experience telling them they are fake. Again the eggs are taken from
+them and the spirit waited for. Failing to appear the second time, the
+eggs are returned to the blindfolded individuals for the third time,
+but this time instead of fake, they are the real article, much to the
+surprise and grief of those who break them vigorously upon the floor.</p>
+
+
+<br />
+<p class="noin"><b>Musical Notes</b></p>
+
+<p>This trick is easily played where a group is sitting around a bare
+wooden table. The player knowing the trick, pricks the prongs of a fork
+with his finger nails, causing it to vibrate as a tuning fork. He then
+makes his audience think that he pulls music from the nose of another
+player by reaching with his free hand and touching the nose of said
+player, and to the surprise of his auditors, music is heard.</p>
+
+<p>The Trick&mdash;The instant the one who plays the trick touches the nose, he
+unobserved allows the end of the fork to come in contact with the hard
+surface of the <a name="Page_82" id="Page_82"></a>table. The vibration of the fork is inaudible until its
+end comes in contact with the table.</p>
+
+
+<br />
+<p class="noin"><b>Siam Club</b></p>
+
+<p>Players are invited to join the Siam Club, for which certain rites and
+ceremonies are necessary. Those to be initiated into the club then
+kneel in a circle in the centre of the room and after bowing forward so
+that their foreheads touch the floor, they repeat after the leader the
+following sacred secret words, which they are instructed not to
+disclose to anyone else, under any conditions: "O whattagoo Siam." They
+repeat this over and over again until they begin to realize that they
+are saying, "Oh, what a goose I am."</p>
+
+
+<br />
+<p class="noin"><b>Divesting</b></p>
+
+<p>The trick is to remove the vest of one of the players while he is still
+wearing his coat. To accomplish the trick one must stand in front of
+the subject, unbutton the vest, loosening the buckles on the strap
+behind. Next he runs his left hand under the coat, raises the lower end
+of the back of the vest, while with his right hand he grasps the end of
+the vest around the neck of the person, who is instructed to hold his
+arms high above his head. The back of the vest may then be pulled over
+the head of the subject. One of the lower ends of the vest is then
+pushed down the coat sleeve. The operator then runs his hand up the
+coat sleeve and pulls the vest down the sleeve until the arm hole is
+free from the subject's hand. The vest is then drawn back up the sleeve
+and pulled through the sleeve and over the hand of the other arm. It
+can then easily be removed either by pulling down or up the sleeve.</p>
+
+<br />
+<br />
+<br />
+<br />
+<a name="CHAPTER_VIp2" id="CHAPTER_VIp2"></a><hr />
+<br />
+
+<a name="Page_83" id="Page_83"></a>
+<h3>CHAPTER VI<span class="totoc"><a href="#toc">ToC</a></span></h3>
+<h3>STUNT ATHLETIC MEET</h3>
+
+
+<br />
+<p class="noin"><b>Standing Broad Jump</b></p>
+
+<p>The group is divided into competing teams. Each team lines up behind
+the starting line. Each is instructed to see how many feet he can have
+credited to him in this event. The first player on each team is then
+instructed to heel the starting line with his right foot and to place
+his left foot immediately in front of and in line with his right foot,
+so that the heel touches the toe. The second player on each team then
+places his right foot in front of and in line with and against the
+advance foot of Number 1, and places his left foot in front of his
+right. All of the players take this position. The team having the
+longest feet wins the game by measuring the greatest distance in front
+of the starting line.</p>
+
+
+<br />
+<p class="noin"><b>Standing High Jump</b></p>
+
+<p>Doughnuts are suspended by means of a string, so that one hangs about
+eight inches above the head of each contestant. The one first
+succeeding in eating his doughnut without the use of his hands, wins
+the event.</p>
+
+
+<br />
+<p class="noin"><b>Bawl Game</b></p>
+
+<p>Competitors are lined up and directed to bawl. The one doing this the
+best, in the judgment of the judges, wins.</p>
+
+
+<br />
+<p class="noin"><b>Peanut Relay</b></p>
+
+<p>A bowl full of peanuts is placed before each competitor. An empty bowl
+is placed at some distance opposite each. Each competitor is given a
+table knife. <a name="Page_84" id="Page_84"></a>At the signal to go, keeping his left hand behind his
+back, he takes one or more peanuts on the flat of his knife from the
+full bowl and deposits it or them in the empty bowl. He returns for
+more peanuts. He is not allowed to use his free hand in helping the
+peanuts on to the knife, or keeping them thereupon. The player first
+succeeding in transferring the peanuts wins the event.</p>
+
+
+<br />
+<p class="noin"><b>Shot Put</b></p>
+
+<p>Competitors endeavor to throw a handkerchief unknotted from a given
+line for distance.</p>
+
+
+<br />
+<p class="noin"><b>Lucky</b></p>
+
+<p>A number of bags are suspended in such a way as to hang four feet above
+the heads of the competitors. One bag contains candy; one contains
+flour; another peanuts; another water, etc. An individual is
+blindfolded, given a short stick and headed in the direction of the
+bags. He then endeavors to strike one of the bags. Succeeding in
+knocking the bag of candy, that shall be his prize; likewise the
+peanuts, flour, or water.</p>
+
+
+<br />
+<p class="noin"><b>Peanut Throw</b></p>
+
+<p>Each contestant is given an equal number of peanuts. The one succeeding
+in dropping the largest number of peanuts into the mouth of a jug,
+wins. The peanuts must be dropped from a distance equal to the height
+of the shoulders.</p>
+
+
+<br />
+<p class="noin"><b>Head Toss</b></p>
+
+<p>A salt bag is filled with sand. Competitors heel a given line and place
+the bag of sand upon the back of their necks and without the use of the
+hands, endeavor to throw the bag as far back into the line as possible.</p>
+
+
+<br />
+<p class="noin"><b>Duel Tug of War</b></p>
+
+<p>Two opponents are given a piece of rope about three feet long. Each
+takes a position on the opposite side of a line drawn upon the floor.
+One tries to pull the <a name="Page_85" id="Page_85"></a>other across the line by means of the rope. If
+successful in drawing the opponent so that both feet are on his side of
+the line, that player wins.</p>
+
+
+<br />
+<p class="noin"><b>Discus Throw</b></p>
+
+<p>Contestants are given some object like a quoit, a block of wood, etc. A
+small circle about eighteen inches in diameter is drawn upon the
+ground. The contestant places the object to be thrown between his feet
+and endeavors to throw it forward from the circle as great a distance
+as possible. Both feet must work together in making the throw and
+neither can touch the ground outside of the circle.</p>
+
+
+<br />
+<p class="noin"><b>Ring the Bell</b></p>
+
+<p>In the centre of a hoop eighteen inches in diameter&mdash;(an ordinary
+barrel hoop)&mdash;is hung a bell. The hoop is suspended from the ceiling or
+a door, so that it will be five feet above the floor. The group is
+divided into two teams. One team lines up on one side, one on the
+other. Each is given two bean bags. The first player on each team
+endeavors to throw his two bean bags through the hoop without ringing
+the bell. Succeeding or failing, he takes his place at the rear of the
+line and the next player repeats his performance. The players on the
+opposing team are expected to recover and to use the bags thrown
+through the hoop by the opponents, for their throw. A point is scored
+for the team by each player successfully tossing a bean bag through the
+hoop without ringing the bell.</p>
+
+
+<br />
+<p class="noin"><b>Chair Tilting</b></p>
+
+<p>Opponents are placed upon chairs and must stand thereon upon one foot.
+Each is armed with a long pole, the end of which is padded with a wad
+of cloth. The object is to dislodge the opponent from the chair.
+Dropping the pole or putting the foot down counts the same as being
+forced from the chair.</p>
+
+<p>As soon as one member of a team has been <a name="Page_86" id="Page_86"></a>dislodged, another may take
+his place and the game continues until all of one team have been
+eliminated.</p>
+
+
+<br />
+<p class="noin"><b>Hammer Throw</b></p>
+
+<p>An inflated paper bag tied on the end of a yard of string is used as
+the hammer for this event. Each contestant by swinging the bag from the
+end of the string tries to throw it as great a distance as possible.</p>
+
+
+<br />
+<p class="noin"><b>Twenty Yard Dash</b></p>
+
+<p>Contestants carry an egg to the distance line and return with a spoon
+held at full arm's length from the body.</p>
+
+
+<br />
+<p class="noin"><b>Running Broad Grin</b></p>
+
+<p>Have each competitor grin as broadly as possible. The judges measure
+the grins with a tape measure.</p>
+
+
+<br />
+<p class="noin"><b>Light Weight Race</b></p>
+
+<p>Contestants carry a lighted candle in one hand and a glass or bowl brim
+full of water in the other. If the water is spilled over or the candle
+blows out, the contestant is out of the race.</p>
+
+
+<br />
+<p class="noin"><b>Javelin Throw</b></p>
+
+<p>Contestants endeavor to throw a short stick through a rolling hoop.</p>
+
+
+<br />
+<p class="noin"><b>One Mile Run</b></p>
+
+<p>Contestants are required to add a column of figures, the total of which
+will be 5280.</p>
+
+
+<br />
+<p class="noin"><b>Long Glum</b></p>
+
+<p>The player who can keep from smiling the longest in spite of the jeers
+and efforts to make him laugh, on the part of the others, wins.</p>
+
+
+<br />
+<p class="noin"><b>Turtle Race</b></p>
+
+<p>Contestants lie flat upon their backs and throw an <a name="Page_87" id="Page_87"></a>object over their
+heads with their two feet, for distance.</p>
+
+
+<br />
+<p class="noin"><b>Elimination Race</b></p>
+
+<p>An equal number of chalk marks are made upon the floor in front of each
+contestant. A damp rag is then handed to each, and at the signal to go
+they are to run to and rub off the chalk mark on the floor. After
+erasing each mark, they must return to the starting line. When the last
+mark has been erased and the contestant crosses the starting line, the
+race ends.</p>
+
+<br />
+<br />
+<br />
+<br />
+<a name="CHAPTER_VIIp2" id="CHAPTER_VIIp2"></a><hr />
+<br />
+
+<a name="Page_88" id="Page_88"></a>
+<h3>CHAPTER VII<span class="totoc"><a href="#toc">ToC</a></span></h3>
+<h3>COMPETITIVE STUNTS</h3>
+
+<br />
+<p class="noin"><b>Suitable for Sociables and Entertainers</b></p>
+
+
+<p>These stunts may be used as a means of amusement at social functions.
+In order to avoid calling for volunteers to come forward to participate
+in the various stunts, cards may be distributed among those who are
+expected to take part in the stunt program. On these cards are numbers
+or letters. The one who has prepared the program has determined
+beforehand how many participants he wants in each stunt. If, in the
+first stunt, he desires six participants, he will have prepared six
+letter A's to be distributed. If, for the second stunt, he desires two
+participants, he will have prepared two letter B's. Then when he is
+ready to put on his program he calls for all the individuals holding
+the letter A, etc. If there are certain individuals whom he is
+particularly anxious to have take part in certain stunts, he can
+instruct the distributor of the letters to this effect.</p>
+
+
+<br />
+<p class="noin"><b>Brick Relay</b></p>
+
+<p>Have four contestants to a team and as many teams as there is space
+for. Two lines are drawn upon the floor about ten yards apart. Two
+members from each team line up opposite to and facing each other,
+behind each line. Two brick bats are placed upon the starting line in
+front of each team. At the signal to go, the first contestant on each
+team stands on the two brick bats. Bending forward he grasps the front
+end of each brick with his hands. Shifting his weight to one foot, he
+slides the other foot forward, drawing the <a name="Page_89" id="Page_89"></a>brick bat with it by means
+of his hands. He then shifts his weight to that foot and draws the
+other foot forward with the brick bat and in this way proceeds to the
+far line, behind which he turns the bricks over to the second member of
+his team who races back in the opposite direction by the same method of
+progress. The third member takes the bricks from the second and covers
+the intervening space between the lines, and when the fourth member,
+following the example of his team, has crossed the starting line, the
+race ends.</p>
+
+
+<br />
+<p class="noin"><b>Chair-i-ot Race</b></p>
+
+<p>Competitors stand on the starting line. Two chairs are given to each.
+They place the chairs behind the starting line, side by side, with the
+backs of the chairs forward, and stand upon the seats of the chairs. At
+the signal to go they grasp the backs of the chairs with their hands
+and shifting the weight from one foot to the other, slide the chairs
+forward until the distance line has been crossed.</p>
+
+
+<br />
+<p class="noin"><b>Chair Stubbing</b></p>
+
+<p>Each contestant sits upon a chair with his legs straddling the back and
+his toes on the bottom side round. Keeping his feet off the floor, he
+advances the chair forward by jerking it with his body until it has
+crossed the distance line.</p>
+
+<p>This race can be made a relay by having four men on the team, two men
+placed behind each line.</p>
+
+
+<br />
+<p class="noin"><b>Aviation Meet</b></p>
+
+<p>Each team is made up of two mechanicians and four aviators. The two
+mechanicians hold stretched between them a piece of string upon which
+have been placed two funnels of paper made in the form of cornucopias,
+point to point. The first aviator on each team, at the signal to go,
+blows the cornucopia across the string from one mechanician to the
+other; the second blows it back across; the third blows it in the same
+direction as the first and the fourth ends the race <a name="Page_90" id="Page_90"></a>by blowing it in
+the same direction that the second aviator blew it, until it touches
+the hands of the mechanician.</p>
+
+<p>Equal pieces of string should be used, a loop having been tied in each
+end through which the mechanicians may slip their fingers for the
+purpose of holding the string. Mechanicians must keep the string level
+at all times.</p>
+
+
+<br />
+<p class="noin"><b>Feather Blowing Relay</b></p>
+
+<p>Four contestants constitute a team. A feather is placed on the starting
+line and is blown by the first member of each team to the distance
+line. Then the second member of the team blows it back to the starting
+line and after the third contestant has completed his blow, the fourth
+blows it back across the finish line.</p>
+
+
+<br />
+<p class="noin"><b>Balloon Race</b></p>
+
+<p>An inflated rubber balloon and a palm leaf fan must be provided for
+each team. Four players constitute a team. A balloon is placed on the
+starting line before each team and a fan handed to the first
+competitor. At the signal to go the balloon is blown forward by means
+of the fan across the distance line, blown back by the second player,
+forward again by the third and back across the finish line by the
+fourth. The team first succeeding wins the honors.</p>
+
+
+<br />
+<p class="noin"><b>Lobster Race</b></p>
+
+<p>Each competitor gets down on the starting line on all fours and at the
+signal to go travels backward on all fours to the distance line and
+returns.</p>
+
+
+<br />
+<p class="noin"><b>Prune Tug of War</b></p>
+
+<p>Prunes are tied in the middle of a piece of string, three yards long.
+Opponents are placed opposite each other, each with an end of the
+string in his mouth. At the signal to go they are to chew the string
+towards the prune. The one first reaching the prune may eat his prize.</p>
+
+
+<br />
+<p class="noin"><a name="Page_91" id="Page_91"></a><b>Whistle Race</b></p>
+
+<p>Contestants take a deep breath and whistle. The one who can whistle
+longest on one breath, wins.</p>
+
+
+<br />
+<p class="noin"><b>Cracker Relay</b></p>
+
+<p>Six players to a team. The players on each team sit in a row. Four
+crackers are given to each player. The one on the rear of each team
+starts the race by standing up and eating the crackers. When he has
+eaten all four crackers and is able to whistle, his whistle is the
+signal for the man next in front of him to stand up and eat his
+crackers, while the first man resumes his seat. So each in turn eats
+four crackers. When the last, or front man on each team is able to
+whistle after devouring his crackers, the race ends.</p>
+
+
+<br />
+<p class="noin"><b>Blindfold Obstacles</b></p>
+
+<p>Obstacles, such as vases of flowers, china ware, chairs, etc., are
+placed in four or more long rows. Each contestant is given a row and is
+requested to try distances before being blindfolded. They then are all
+blindfolded, placed at the starting point, and told to race down
+through the line of obstacles without touching anything. In the
+meantime the objects have been removed.</p>
+
+
+<br />
+<p class="noin"><b>Candle Roll Over</b></p>
+
+<p>Four players are chosen for each team. Two are lined up in front of the
+starting line and two opposite on the distance line. One of the players
+on the starting line is given a lighted candle. A mat is placed half
+way between the starting and the distance lines. At the signal to start
+the player holding the candle advances to the mat, executes a forward
+roll on the mat, holding the candle in his hand. Should the candle go
+out during the roll, he must go back to the starting line and start
+over after lighting the candle. When he has succeeded in making the
+roll without extinguishing the candle, he proceeds to the distance line
+where <a name="Page_92" id="Page_92"></a>he passes on the lighted candle to the second member of his
+team. This one returns to the starting line, rolling on the mat as did
+his predecessor. Should the candle in his hand become extinguished, he
+must go back to the line from which he started, light his candle and
+start over. This continues until all four men have covered the required
+distance, each having rolled over without having extinguished the
+candle.</p>
+
+
+<br />
+<p class="noin"><b>Boat Race</b></p>
+
+<p>Two players constitute a team in this race. One of the players on each
+team sits upon the floor. His knees are raised so as to allow his feet
+to rest flat upon the floor. The other member of the team then sits
+upon his teammate's feet, facing him, and places his feet and legs in a
+similar position to that of his teammate, so that each may sit upon the
+other's feet. They then place their hands upon each other's shoulders.</p>
+
+<p>To race in this position, Number 1, the player whose back is in the
+direction to be traveled, leans well forward so that his weight is well
+on his own feet. This makes it possible for his teammate, Number 2, to
+slide his feet forward along the floor, carrying Number 1 backward upon
+them. Number 2 then leans forward so that his weight is well on his own
+feet, which allows Number 1 to draw his feet towards him and Number 2
+slides forward with them. By swaying backward and forward in this way,
+the two members of the team, by alternating the sliding of their feet,
+progress across the floor to the distance line. Upon reaching the same,
+they reverse their direction without turning around. The race ends when
+they have crossed the starting line.</p>
+
+
+<br />
+<p class="noin"><b>Necktie Race</b></p>
+
+<p>Two players constitute a team. Each team may stand opposite each other
+at different ends of the room. At the signal to go Number 1 runs
+forward to Number 2, who must wear a four-in-hand necktie. Number 1
+<a name="Page_93" id="Page_93"></a>unties Number 2's necktie, takes it off his neck and reties it in a
+four-in-hand knot. Number 1 then runs back to his former position with
+Number 2 following him. When behind the starting line Number 2 starts
+to untie Number 1's necktie, takes it from his neck, replaces it and
+ties it in a four-in-hand knot. When he has accomplished this, he races
+back to his original position. The first team accomplishing this, wins
+the game.</p>
+
+
+<br />
+<br />
+<br />
+<br />
+<a name="CHAPTER_Ip3" id="CHAPTER_Ip3"></a><hr />
+<br />
+
+<a name="Page_94" id="Page_94"></a>
+<h2>Part III</h2>
+<h2>OUTDOOR GAMES</h2>
+
+
+<h3>CHAPTER I<span class="totoc"><a href="#toc">ToC</a></span></h3>
+<h3>OUTDOOR GAMES FOR OLDER BOYS AND YOUNG MEN</h3>
+
+
+<br />
+<p class="noin"><b>Push Cross Line</b></p>
+
+<p>Three parallel lines are marked upon the ground about six feet apart.
+The group is divided into two teams. Each team lines up behind one of
+the outside lines, facing the opponents. At the signal to start, both
+groups rush forward and endeavor to push their opponents back over
+their own base line. Should they succeed in pushing the opponent so
+that both of his feet are behind the base line, that opponent is out of
+the game and retires to a position behind his own base line. At the end
+of thirty seconds the team having pushed the greatest number of
+opponents back across their own base line, wins.</p>
+
+
+<br />
+<p class="noin"><b>Fortress</b></p>
+
+<p>This game is similar to the preceding game. Three parallel lines are
+made around a hollow square not less than 25 to 40 feet in dimensions.
+This square is known as the fortress. A small space is marked off in
+the centre of the fortress for a prison. Two captains are selected.
+These two choose the members of their own teams, in turn. One team is
+known as the defenders, the other as the attackers. The defending party
+takes a position within the fortress and the <a name="Page_95" id="Page_95"></a>attacking party is
+scattered around the outside of the fort. Both are under the command of
+their captains.</p>
+
+<p>The attacking party may charge the fort as a group or may use any
+tactics the captain may decide upon. He may feign an attack on one side
+to draw the defenders' attention, while his principal attack may be
+directed towards another point of the fortress. The methods of
+engagement are as follows:</p>
+
+<p>Opponents endeavor to push, pull, or carry each other across the guard
+line. The defending players seek to force as many of the attacking
+players in across the inside line as possible. Succeeding in this, such
+players as have been drawn beyond the inside line are prisoners and
+must take their place in the prison. The attacking party seeks to force
+as many of the defenders beyond the outside line as possible.
+Succeeding in this, all those so forced are placed in a small area,
+which constitutes the prison of the attacking army. The captain should
+seek to direct the strong against the strong as much as possible in
+personal combat. The captains may exchange prisoners if they so desire.</p>
+
+<p>The battle is won by either party making prisoners of all the
+opponents, or it may be won by the besiegers, if one of their number
+enters unattacked the prison within the fortress. Should the player
+accomplish this, he shouts, "Hole's won," whereupon the defenders must
+yield the fortress and the two armies change places, the defenders
+becoming the attackers, and vice versa. If an old fence is used for one
+side of the fortress, the other guard line should be drawn five feet
+inside of the fence line.</p>
+
+<p>The attacking captain may withdraw his forces at any time for rest or
+consultation. Either captain may use a flag of truce for similar
+purposes. Under such conditions they arrange for an exchange of
+prisoners, etc.</p>
+
+
+<br />
+<p class="noin"><b>Forcing the City Gates</b></p>
+
+<p>This is an old Chinese game. Two captains are <a name="Page_96" id="Page_96"></a>selected, who in turn
+choose all the other players. The two teams are first formed in two
+lines, facing each other and about ten feet apart, with the players
+grasping hands. Each line represents a city gate. The captain should
+arrange the players so that the weakest may be between two strong
+players.</p>
+
+<p>The play begins when the captain of one of the teams sends forward one
+of his men. This man can make three attempts to break through the
+opponent's city gate. He can do this, either by breaking the grasp of
+two of the players or by dodging underneath their arms or between their
+legs. Should he succeed in doing this, he takes back to reinforce his
+own line the two players who are responsible for his getting through.
+Should he fail, he enlists his efforts with those of his opponents by
+joining their line. The game is won when one team has succeeded in
+taking over all of the opponents.</p>
+
+
+<br />
+<p class="noin"><b>Hare and Hound</b></p>
+
+<p>This is an old game which is always popular. Two or three players are
+designated as hares. Each is given a large bag filled with paper torn
+into small bits. The hares are allowed a few minutes' start ahead of
+the rest of the players, who are known as hounds. The hounds follow the
+hares by means of the torn bits of paper scattered on the ground, in an
+effort to overtake them.</p>
+
+<p>When the hares have used up all of their paper they hide their three
+bags near the end of the trail and race back from that point to the
+place from which the run started. When the hounds have discovered the
+bags, they also race back to the starting place. The game is won by the
+first player reaching said place.</p>
+
+
+<br />
+<p class="noin"><b>Human Targets</b></p>
+
+<p>An old flour or salt bag stuffed with straw or cloth may be used for
+this game. One player is selected to be the target. The others endeavor
+to hit the target by throwing the bag. The target may run or dodge <a name="Page_97" id="Page_97"></a>in
+any way he desires, but the one who holds the bag cannot advance
+towards him in making his throw. If he is not near enough to hit the
+target, he can throw the bag to some other player who is nearer. When
+the target has been hit, the leader selects some one else to act as
+target.</p>
+
+
+<br />
+<p class="noin"><b>Sling the Sack</b></p>
+
+<p>Either a good sized sack well stuffed with rags or straw, or a small
+cloth sack filled with sand, may be used for this game. The game can be
+played on a level stretch of road or in a good sized field. The group
+is divided into two equal teams. A starting line is marked near the
+center of the playing space. A player from each team takes a position
+behind this starting line and in turn, with his left foot on the
+starting line and with his shoulders at right angles to it, slings the
+sack with his right arm straight at the elbow, over his head as far as
+possible. A left-handed player may reverse this position. The spot
+where the sack hits the ground is marked. The player from the opposing
+team stands in the same position at the starting line, as did the first
+player, and makes his throw in the same direction, and his throw is
+marked. These two throws are made in order to measure what constitutes
+a good throw of the sack. A line is drawn parallel to the starting line
+at the point where the farther of the two preliminary throws landed.
+The starting line and this other line are now known as goal lines. A
+centre line is drawn parallel to the goal lines and half way between
+them. A coin is flipped up between the two captains for the choice of
+goals.</p>
+
+<p>The captain who wins the toss can choose either the first throw or the
+goal he desires to have. When this is determined, each team scatters
+about on the territory in the vicinity of its own goal line, and the
+captain of the team which has the first throw designates which player
+on his team he desires to sling the sack first. This player (team A)
+must take a position with his advanced foot on the goal line and sling
+the sack with <a name="Page_98" id="Page_98"></a>a straight arm over his head towards the opponent's goal
+line. The opponents (team B) endeavor to catch the sack before it
+touches the ground. Succeeding, the one catching the sack advances
+three paces and from that position slings the sack over his head
+towards team A's goal line. Team A players endeavor to catch the sack
+and if successful, that player succeeding advances three paces towards
+team B's goal line and slings the sack as before. Should any member of
+the team fail to catch the sack when it is thrown into their territory,
+the player first touching the sack in an effort to catch it, or the
+player nearest to where the sack lands, must make the sling from the
+point behind where the sack is picked up from the ground. The players
+may move anywhere about in their territory. The captain should endeavor
+to place them in a position so as to cover as much space as possible.
+Side boundaries can be used if desired, in which case the team supposed
+to receive the sack which gets out of bounds may advance three paces
+whether the sack is caught or not, from the point in line with where it
+first hits the ground.</p>
+
+<p>A score is made each time the one member of a team catches the sack
+with both his feet on the opponent's side of the centre line. In making
+the catch, should he step back with one or both feet on or across the
+centre line, or be driven back by the impetus of the sack, it shall not
+constitute a point. After each point is made, goals are changed, the
+losing team puts the ball into play. The team having the largest score
+at the end of thirty minutes wins.</p>
+
+
+<br />
+<p class="noin"><b>Game of Goose</b></p>
+
+<p>A good sized level field should be used for this game. Two gander
+poles, five feet high, are erected, one at each end of the field, each
+having two forks at the top, opposite each other. Stout tree crotches
+may be used. The goose is made from a stout cloth bag, such as a ham
+cover, stuffed, leaving the ends which can be easily grasped. Midway
+between the gander poles <a name="Page_99" id="Page_99"></a>a large circle is marked upon the ground, its
+size being determined by the number playing. Mark a circle six feet in
+diameter around each gander pole to designate the safety limit.</p>
+
+<p>The group is divided into two equal teams. These two teams are arranged
+with their men placed alternately around the circle in the centre of
+the field. The gander man stands in the centre of the circle with the
+goose in his hand. At a given signal he swings around and tosses the
+goose in the air to be received in the arms of some lucky player, who
+immediately dashes off with it towards his goal. The opponent players
+endeavor to intercept him and get the goose away from him. When the man
+carrying the goose is in danger of losing it, he tosses it to some one
+on his own side, if he can, and the player catching it runs towards his
+goal. If the second player cannot succeed in making his goal or gander
+post, he tosses it on to some other member on his team. The player who
+succeeds in getting both feet inside of the safety circle around the
+gander pole must not be molested, unless he lets the goose fall to the
+ground in his attempt to hang it in one of the crotches of the gander
+pole, in which case he or his team mates may recover it or any one of
+the opposing team may seize the bird and dash away with it towards his
+own pole. There must be no scrimmage over the possession of the bird,
+for as soon as an opponent gets hold of the goose, the player holding
+the latter must let go his hold. One must not trip an opponent or
+interfere by body, arm, or leg contact without forfeiting one "honk."
+Three honks count one goose (or goal) for the opposite side.</p>
+
+
+<br />
+<p class="noin"><b>Clock Games</b></p>
+
+<p>The group forms a large circle. If it be a large group, the circle is
+counted off into 6's or 8's, if small into 4's. If they be counted into
+6's each group of six constitutes a team. Number 1 in each case is to
+act as captain. If it be desired to elect captains, the man elected
+takes Number 1's place in the group. The <a name="Page_100" id="Page_100"></a>captain wears a sash or some
+other distinguishing mark. In this formation a number of competitive
+races can be used.</p>
+
+<p>Illustration&mdash;The group numbers sixty individuals. It is counted off
+into 6's. That means that we have ten teams of six men each making up
+the circle and ready to compete. The leader takes a position in the
+centre of the circle. The following five games may be played with the
+teams arranged in clock formation:</p>
+
+
+<br />
+<p class="noin"><b>Walking Race</b></p>
+
+<p>See clock games above.</p>
+
+<p>At the signal to go, the number 6 man steps out of his place in the
+circle and walks to the right around the circle, until he gets back to
+the point in the circle he left, and tags off the Number 5 man on his
+team, and this man walks around the circle. This means that all the
+Number 5 men from all the different teams are walking around the
+outside of the circle in a race, at the same time. Numbers 4, 3, and 2
+follow in turn after 5. Number 2, after completing the circle, tags off
+Number 1, the captain of the team, wearing a sash. The captain walks
+about the circle until he gets to the hole in the circle which he left,
+enters through the hole, bringing his sash to the leader, who stands in
+the centre of the ring. The first sash to reach the leader decides the
+winner of the race.</p>
+
+<p>A running race can be substituted for the walking race and various
+modifications used, such as backward walking, hopping, frog leap, etc.</p>
+
+
+<br />
+<p class="noin"><b>Chariot Race</b></p>
+
+<p>See clock games above.</p>
+
+<p>Similar to the preceding walking race, except that instead of running
+around the ring singly, the competitors go in pairs, as follows:</p>
+
+<p>At the signal to go Number 6 locks his left arm in the right arm of
+Number 5, and the two of them so linked together proceed around the
+circle. Having completed the circle, Number 6 takes his original
+place, <a name="Page_101" id="Page_101"></a>while Number 5 links arms with Number 4 and the two travel
+around the circle. Then 4 links with 3, 3 with 2, and the race ends
+when 2 and 1 have completed the distance around the circle and have
+brought their sash to the leader in the centre.</p>
+
+
+<br />
+<p class="noin"><b>Flathead Race</b></p>
+
+<p>See clock games above.</p>
+
+<p>Similar to the preceding. A small block of wood or flat stone is given
+to Number 6 on each team. At the signal to go he places the block on
+the head of Number 5 and follows Number 5, who walks around the ring.
+Number 5 must keep his hands upon his hips. Should the block of wood
+fall from the head of Number 5, he must stand still until it has been
+replaced by Number 6. The two continue walking around the circle until
+they reach the point which they left. Then Number 6 takes his place in
+the circle and Number 5 takes the block from his own head and places it
+on the head of Number 4, and follows 4 around the ring to replace the
+block should it fall off. The race ends when Number 1, followed by
+Number 2, has completed the distance around the circle, still balancing
+the block of wood on his head, and presents himself to the leader in
+the centre.</p>
+
+
+<br />
+<p class="noin"><b>Spin Around Race</b></p>
+
+<p>See clock games above.</p>
+
+<p>Similar to the preceding race, except that each captain takes a
+position about four feet outside of the circle near his own team. At
+the signal to go, Number 6 steps out of his position in the circle and
+runs to his own captain, linking his right arm in the right arm of the
+captain, who spins him around twice. He then runs around the circle and
+returns to his original place in the circle, and tags off 5, who
+repeats the performance of 6. When 2 has completed his round of the
+circle, he tags off his captain. The captain must run, without spinning
+around, clear around the circle on the <a name="Page_102" id="Page_102"></a>outside, and enter through the
+point of the circle he originally held, and tag the leader in the
+middle.</p>
+
+
+<br />
+<p class="noin"><b>Leap Frog Race</b></p>
+
+<p>See clock games above.</p>
+
+<p>Similar to the preceding. In this race, Number 2 will take the place of
+the captain outside of the ring. At the signal to go, Number 6 leaves
+the ring and proceeds around the circle, leaping with frog leaps over
+the backs of the Number 2 men from each team. Returning to his original
+position, he tags off Number 5. Number 1's turn will come after that of
+Number 3, and when Number 1 has completed the circle, leaping over the
+backs of all Number 2 men, he tags off the Number 2 of his own team.
+The latter runs about the circle once, enters the circle at the point
+where he originally stood and tags the leader in the centre.</p>
+
+
+<br />
+<p class="noin"><b>Riding the Snail</b></p>
+
+<p>A group is divided into two equal teams. These two teams line up in
+parallel lines about six feet apart, back to back. A safety line is
+drawn at each end of the field about twenty-five yards from where the
+teams line up. One team is designated as the "head" team; the other as
+the "tail" team. The leader tosses a coin. If the coin falls with head
+up, he calls "heads." Thereupon tails run across their safety line
+while heads endeavor to tag them before they succeed. Succeeding in
+doing this the man tagged has to carry the tagger upon his back to the
+original place of line-up and the coin is again flipped. Should it fall
+with tail up, tails chase heads to the safety line at the other end of
+the playing space.</p>
+
+
+<br />
+<br />
+<br />
+<br />
+<a name="CHAPTER_IIp3" id="CHAPTER_IIp3"></a><hr />
+<br />
+
+<a name="Page_103" id="Page_103"></a>
+<h3>CHAPTER II<span class="totoc"><a href="#toc">ToC</a></span></h3>
+<h3>OUTDOOR GAMES FOR BOYS</h3>
+
+
+<br />
+<p class="noin"><b>Treasure Hunt</b></p>
+
+<p>This game is a very adaptable one and can be run in a great number of
+different ways. It can be as simple or as complex as any leader may
+desire.</p>
+
+<p>A mysterious letter may be read to the group or a letter in code posted
+where the group can see it. The contents of this letter will direct any
+one to a place where he will find detailed information as to the exact
+location of a buried treasure. By following instructions or working out
+the code, a boy will discover a second letter in hiding, or a time
+limit may be allowed to find letter number 3. At the end of that time
+the information contained in the second letter may be given to the
+entire group, so that all may hunt for letter number 3. This method
+keeps everybody in the game. As many letters may be hidden as desired,
+using the treasure as the last. This game can be used to teach
+observation, trailing and tracking. Letters using identification of
+trees, flowers, marks on trees, birds' nests, etc., may be used. Map
+and chart reading make the game more difficult. Letters may be written
+in Morse and Continental codes, or easy codes may be made.</p>
+
+<p>A good book on trees or flowers, a small ax, or any useful article may
+be the hidden treasure.</p>
+
+
+<br />
+<p class="noin"><b>Hide and Seek</b></p>
+
+<p>One boy is chosen to be "IT." He blinds his eyes while the others hide.
+He counts 100 by 5's, then says, "Ready or not, you must be caught." He
+then endeavors to find the hidden players. Succeeding he <a name="Page_104" id="Page_104"></a>must tag the
+goal and call the name of the player observed. Should he, in seeking a
+player, pass the spot where one is hidden, that player can race in to
+the goal and say, "In free." The one who is "It," however, can tag that
+player or the goal. When all the players have been discovered, the one
+first discovered or caught by "It" must blind his eyes for the next
+game. One who succeeds in getting "In free" is not subject to being
+"It" in the next hide.</p>
+
+
+<br />
+<p class="noin"><b>Look Out for the Bear</b></p>
+
+<p>All of the players hide their eyes, except one, who is the Bear. He
+hides. When sufficient time has been given for him to find a hiding
+place, the others seek him. When a player finds the bear he calls out,
+"Look out for the bear." Thereupon all of the players race back to the
+home base. The bear endeavors to tag as many of the players before they
+can reach the home base, as he can. All of the players tagged become
+bears and hide in the next round of the game, which is the same as the
+first. All of the bears try to tag as many as possible before they
+return to the home base. The game continues until the last seeker is
+caught. He has the privilege of being the bear for the next game.</p>
+
+
+<br />
+<p class="noin"><b>Still-a-Feet</b></p>
+
+<p>This is a simple tag game. The player selected to be "It" starts the
+game by saying, "One, two, three, Still-a-feet, One, two, three,
+Still-a-feet, One, two, three, Still-a-feet, One, two, three; no more
+moving of the feet, feet, feet." While "It" is saying this, the players
+can endeavor to get as far away from him as they desire, but when he
+has completed the statement, they cannot move their feet. Should he see
+one of the players moving his feet, he may chase that player until
+captured. Thereupon, that player helps him chase any of the others. A
+player cannot be tagged until one of the "Its" has seen a movement of
+his feet. The first player caught is "It" for the next game. "It" does
+not need to chase the first player whose feet he <a name="Page_105" id="Page_105"></a>sees moving unless he
+so desires. He may chase any one of the players whose feet he has seen
+move.</p>
+
+
+<br />
+<p class="noin"><b>Hang Tag</b></p>
+
+<p>This is a good game to play around a barn or in a grove where there are
+low limbs. A player is selected to be "It." He may tag any player who
+is not hanging with feet clear of the ground. The player tagged
+immediately becomes "It" and may tag back the one who tagged him after
+that individual has taken five steps.</p>
+
+
+<br />
+<p class="noin"><b>Fox in Hole</b></p>
+
+<p>Any number of players may participate in this game. The playing area
+should not be too large. A four foot circle is marked upon the ground
+as a base. One player is selected to be the Fox. While the fox is on
+the base he may stand on two feet, but when he leaves the base to catch
+any of the other players he must hop on one foot. Should a player
+become tagged, he becomes the fox, and the other players may slap him
+on the back until he is safe on the base. Should the fox put the other
+foot down, he must return to the base, and every player may slap him on
+the back until he succeeds in doing this, but no player can block his
+path to the base.</p>
+
+
+<br />
+<p class="noin"><b>Fence Tag</b></p>
+
+<p>This is a simple active game which can be played where there is a low
+fence or bar, over which the players may easily climb or vault. A
+player is selected to be "It". He takes his place on the opposite side
+of the fence from the other players and must climb or vault over and
+endeavor to tag someone who fails to get over the fence in time. "It"
+cannot tag anyone whose feet are off the ground, in an effort to get
+over the fence. Neither can he tag anyone who is standing on the other
+side of the fence from him. This is a very active game, as it keeps the
+players leaping back and forth over the fence in an effort to avoid
+being <a name="Page_106" id="Page_106"></a>tagged. A player tagged immediately becomes "It". He cannot tag
+back the one who tagged him, until after that one has a fair chance to
+get on the other side of the fence.</p>
+
+
+<br />
+<p class="noin"><b>Body Guard</b></p>
+
+<p>A small space is marked off at one end of the ground as a base or goal.
+One player is chosen to be the chief, an important personage requiring
+two body guards. The game starts with these three players in the goal
+and the balance of the players at large. The three come forth, and the
+two players who act as body guards clasp each other by the hand, and
+preceding the chief as a shield, endeavor to prevent the other players
+at large from tagging the chief. The chief himself may avoid being
+tagged by moving around the guards. Whenever a guard succeeds in
+tagging a player, the chief and his guards return home, whereupon the
+player tagged changes places with the man who tagged him. Any player
+succeeding in tagging the chief becomes the chief.</p>
+
+
+<br />
+<p class="noin"><b>Sardines</b></p>
+
+<p>One of the players in the group hides, while the other players seek to
+find him. Should a player succeed, he endeavors to get into the hiding
+place unobserved by the others and hides with the first player. As the
+game continues, and other players succeed in finding the hiding place,
+the number of hiding players continues to increase until they are
+packed in like sardines, hence the name. It is difficult for them,
+crowded together, in this way, to keep from disclosing the hiding place
+to the remaining players. The game continues until the last player has
+discovered the hiding place. The first one to make the discovery hides
+in the next round.</p>
+
+<p>This is a good game to be played around a farm house where there are a
+number of hiding places, or in the woods where there are trees,
+boulders and ravines.</p>
+
+
+<br />
+<p class="noin"><a name="Page_107" id="Page_107"></a><b>Shinny</b></p>
+
+<p>This is a good game for boys and girls. It has furnished amusement for
+many generations of children. Each player must secure a stick about
+2-1/2 feet long. An alder stick with a small bend at one end furnishes
+an ideal implement for this game. An old baseball or where this is not
+procurable, a tin can or a block of wood, may be used. The players are
+divided into two teams. Two stones, placed about five feet apart at
+each end of the playing space, serve as goals. The playing space should
+be about 30 to 50 yards in length. A level stretch of road can be used,
+or an open field. The game starts by each team taking a position
+anywhere in the half of the field nearest the goal they are defending.</p>
+
+<p>The ball is placed in the centre of the playing space. Two opposing
+players, known as centres, take a position on opposite sides of the
+ball, within a distance of two feet of it, with the end of their clubs
+on the ground. The process of putting the ball into play is called
+"facing off". In facing off, the two centres raise their clubs from the
+ground and hit them together above the ball. They do this three times
+and after hitting them above the ball for the third time, they are
+allowed to hit at the ball, endeavoring to knock it towards their own
+players or towards the opponent's goal. The game is now on and each
+player endeavors to knock the ball, by means of his club, towards and
+through the opponent's goal. Swinging the club higher than the shoulder
+is barred. Should the ball be knocked outside of the playing space, it
+is brought back in and faced off by any two opposing players at a point
+well within the playing space, opposite to where it went out of bounds.</p>
+
+<p>A goal counts one point and after each goal the ball is faced off in
+the centre. Goals should be changed in the middle of the game, so that
+no team may have an advantage over the other because of location of
+goals.</p>
+
+
+<br />
+<p class="noin"><a name="Page_108" id="Page_108"></a><b>One Step Off and All the Way Across</b></p>
+
+<p>Two goal lines about fifteen yards apart are marked upon the playing
+space. This game can be played on the road, using the opposite curb
+stones as goal lines. A player is selected to be "It" and takes his
+place between the goal lines. He starts the game by saying, "One step
+off and all the way across". Thereupon, all the players who may be
+behind either goal line, upon stepping over the goal line, must run
+across the space between the goal lines towards the opposite goal. "It"
+endeavors to tag the players as they run between the goal lines. Each
+player tagged, helps "It" in tagging the others. After the game starts
+the players may run back and forth between the goal lines at will. The
+game continues until all the players are tagged. The first player
+tagged becomes "It" for the next game.</p>
+
+
+<br />
+<p class="noin"><b>Wheel Away</b></p>
+
+<p>This game is similar to the preceding game except the players must be
+behind the same goal line, and the one who is "It" says, "Wheel away",
+which is the signal for all of the players to run across the space to
+the other goal. Those tagged by "It" in their effort to do this, help
+him to tag the other players. All of the players are expected to run
+immediately upon hearing "Wheel away". Otherwise "It" may cross the
+goal line and tag them. The one first "It" is the one to say "Wheel
+away" each time, until all of the players have been caught. The one
+first caught is "It" for the next game.</p>
+
+
+<br />
+<p class="noin"><b>Bombardment</b></p>
+
+<p>This is a game enjoyed by boys. It is necessary to have half a dozen
+soft yarn balls or indoor baseballs or bean bags for this game. A large
+number of players can participate. A playing space is marked off on the
+ground with a line drawn through the centre. The group is divided into
+two equal teams. The teams take positions on opposite sides of the
+center line. The <a name="Page_109" id="Page_109"></a>balls are divided equally between the two teams. At
+the signal to start the balls are thrown at such opponents as may hold
+one of the balls. The players may move around in their playing space,
+but are not allowed to step over the centre line. Any player can
+recover a ball, but so long as he holds the ball in his hands, he is
+the target for the fire of the opponents. Each time a player, holding a
+ball, is hit by an opponent, he drops out of the game. The team first
+retiring all of the opponents wins.</p>
+
+
+<br />
+<p class="noin"><b>Bombardment No. 2</b></p>
+
+<p>This game is similar to the preceding, except that each player must
+secure a stick not over two feet long, which can be stuck loosely into
+the ground in a vertical position. A 2&times;4 block of wood, about 8 inches
+long, with a flat end which can be balanced upon the ground, can be
+used in place of the stick if desired. Each player sticks his stick up
+near the back end of his playing space. They must be at least three
+feet distant from any boundary line and from each other. Each player
+takes a position in front of his stick. The object of the game is to
+knock over the opponents' sticks. Should a player knock over his own
+stick accidentally, or that of any player on his side, it counts as
+though it were knocked over by the opponent. When a player's stick is
+knocked over, that player is dead and takes his stick and leaves the
+game. The side first succeeding in knocking over all of their
+opponents' sticks wins the game. The players are not allowed to step
+over the centre line.</p>
+
+
+<br />
+<br />
+<br />
+<br />
+<a name="CHAPTER_IIIp3" id="CHAPTER_IIIp3"></a><hr />
+<br />
+
+<a name="Page_110" id="Page_110"></a>
+<h3>CHAPTER III<span class="totoc"><a href="#toc">ToC</a></span></h3>
+<h3>GAMES OF STRENGTH</h3>
+
+
+<br />
+<p class="noin"><b>Taking the Heights</b></p>
+
+<p>This is a good rough and tumble game for boys. A bank, a low platform,
+a pile of dirt or some elevated position is necessary. The object of
+the game is for the players to strive to get upon the bank and maintain
+their position thereupon to the exclusion of all other players.
+Hitting, kicking, or the grasping of clothing is barred.</p>
+
+
+<br />
+<p class="noin"><b>Wrestle Tug of War</b></p>
+
+<p>Opponents are so arranged on opposite sides of a line marked upon the
+ground that those of equal size and strength are facing each other.
+Each player puts his right hand on the back of his opponent's neck and
+his left hand on his opponent's right elbow. Each tries to pull the
+other over the mark. At the end of the pull, the side having the most
+players on its side of the line wins the game.</p>
+
+
+<br />
+<p class="noin"><b>Referee's Hold</b></p>
+
+<p>Opponents take the same position as in the preceding event, but instead
+of attempting to pull across the line, each endeavors to make the other
+move one or both feet. The best two out of three are used to determine
+the winner.</p>
+
+
+<br />
+<p class="noin"><b>Finger Wrestling</b></p>
+
+<p>Opponents are arranged as in the preceding game on opposite sides of a
+line. Holding their hands well above their heads, opposing players
+grasp each other's hands, interlacing fingers, and each endeavors to
+bend <a name="Page_111" id="Page_111"></a>the opponent's wrist backward. Succeeding in this, the vanquished
+drop out of the game.</p>
+
+
+<br />
+<p class="noin"><b>One Leg Tug of War</b></p>
+
+<p>Opponents are arranged as in the preceding game on opposite sides of a
+line. They turn their backs towards each other and standing upon their
+right foot, raise their left leg to the rear and hook the foot in that
+of the opponent. Each endeavors to pull his opponent across the line in
+this position.</p>
+
+
+<br />
+<p class="noin"><b>Hog Tie</b></p>
+
+<p>Two players of equal strength are each given a piece of quarter-inch
+rope or a strap. Each endeavors to tie together the other's ankles.</p>
+
+
+<br />
+<p class="noin"><b>Cumberland Wrestling</b></p>
+
+<p>Players face each other and take a waist hold, arms around opponent's
+waist, and stand close up. At the signal to "go" each player tries to
+lift his opponent off his feet. No throwing is allowed. Three tries are
+permitted.</p>
+
+
+<br />
+<p class="noin"><b>Greco-Roman Wrestling</b></p>
+
+<p>Opponents face each other and may take any legitimate wrestling hold in
+their effort to secure a fall from the other. Should any part of the
+body other than the feet touch the ground, it constitutes a fall.</p>
+
+
+<br />
+<p class="noin"><b>Shoulder and Arm Push</b></p>
+
+<p>Opponents face each other with a line marked upon the ground between
+them and place their right hand on the other's left shoulder and their
+left hand on the opponent's upper right arm. In this position they
+endeavor to push the opponent back from the centre line, so as to get
+on the opponent's side of the line.</p>
+
+<p>A modification of the preceding may be made by allowing the use of but
+one hand&mdash;the right placed against the opponent's chest, with the left
+held behind the back.</p>
+
+
+<br />
+<p class="noin"><a name="Page_112" id="Page_112"></a><b>Squatting Tug</b></p>
+
+<p>Opposing players sit upon the ground facing each other, with the soles
+of their feet flat against each other's. They then bend forward without
+bending the knees any more than necessary and grasp the opponent's
+hand. In this position they endeavor to lift the opponent from the
+sitting position on the ground.</p>
+
+
+<br />
+<p class="noin"><b>Neck Tug of War</b></p>
+
+<p>Opponents interlace their fingers behind each other's necks and
+endeavor in this position to pull the other across a center line.</p>
+
+
+<br />
+<p class="noin"><b>Hand Tug of War</b></p>
+
+<p>Opponents grasp each other's hands and each endeavors to pull the other
+across a center line.</p>
+
+
+<br />
+<p class="noin"><b>Cane Wrestling</b></p>
+
+<p>Opponents are given a stick, like a broomstick, which is grasped with
+both hands. Each endeavors to break the grasp of the other upon the
+stick.</p>
+
+
+<br />
+<br />
+<br />
+<br />
+<a name="CHAPTER_Ip4" id="CHAPTER_Ip4"></a><hr />
+<br />
+
+<a name="Page_113" id="Page_113"></a>
+<h2>Part IV</h2>
+<h2>GAMES FOR SPECIAL OCCASIONS</h2>
+
+
+<h3>CHAPTER I<span class="totoc"><a href="#toc">ToC</a></span></h3>
+<h3>GAMES AT THE DINING TABLE</h3>
+<h3>Banquet Games</h3>
+
+
+<br />
+<p class="noin"><b>Oysterette Race</b></p>
+
+<p>Those sitting on one side of the table constitute team "A", those
+opposite them, team "B". The two captains should be sitting opposite
+each other. At one end of the table place a dish containing ten to
+twenty oysterette crackers, in front of the men on the opposite end of
+each line from the captain, and an empty dish in front of every other
+man. The opponents having the dish of crackers in front of them are
+given a spoon, and at the signal to "go" they pass the crackers by
+means of the spoon from their dish to that of the next on their team.
+When the last cracker has been transferred, the spoon is handed to the
+next man on the team, who repeats the performance of the first. (Dishes
+cannot be moved from their original position). The team first
+succeeding in getting the crackers to the dish of the captain wins.</p>
+
+
+<br />
+<p class="noin"><b>Passing the Drink</b></p>
+
+<p>Teams are arranged as in No. 1. A glass of water is given to the man at
+one end of the table. The glass should be filled to the brim. With the
+signal to "go" it is passed to the far end of the table and
+immediately <a name="Page_114" id="Page_114"></a>returned. The glass which returns first to the one who
+started the passing determines the winner, provided that the glass has
+as much or more water in it at the finish than the opponents' glass. If
+the winning team has less water in it, the result is a tie game.</p>
+
+
+<br />
+<p class="noin"><b>Rat-a-Tat-Tat</b></p>
+
+<p>Teams arranged as in previous games. A plate or glass must be placed in
+front of each contestant. Two spoons are handed to contestants at the
+head of each line. At the signal to "go" the opponents beat on the
+plate rat-tat-rat-tat-tat, as a drum beats. He then passes it on to the
+next. Rat-tat-rat-tat-tat is passed on to the far end of the line and
+back. When the one who started the race has beaten his last
+rat-tat-rat-tat-tat, he stands up holding both spoons above his head.</p>
+
+
+<br />
+<p class="noin"><b>Earth, Air, Fire and Water</b></p>
+
+<p>Teams are arranged as in previous games. A member of team "A" is given
+an object, which can be conveniently passed or tossed across the table.
+The game starts by his passing the object to any member of the opposing
+team. In passing the object, he says one of the four words: "Earth,
+air, fire or water." If the word "earth" is used, he must name some
+animal; if the word "air" is used, the one receiving the object must
+name some bird; if the word "water" is used, he must name some fish,
+and keep quiet if the word "fire" is used. If the word used requires an
+answer, the one to whom the object is passed must give the name before
+the one who has passed the object can count ten. Failing to do this,
+one point is scored by team "A". The one on team "B" to whom the object
+was passed, passes same back to any member of team "A" and says any of
+the four words.</p>
+
+<p>Note.&mdash;If the word "Air" is used, the opponent must name some bird,
+such as robin, thrush, etc. If "water" is used, shad, salmon, etc. If
+"earth" is used, lion, cow, etc.</p>
+
+
+<br />
+<p class="noin"><a name="Page_115" id="Page_115"></a><b>Around the Chair</b></p>
+
+<p>The teams are arranged as in previous games. The opponents at the head
+of the line are handed an orange. At the signal to "go" they must stand
+up, push their chair back from the table and run around the chair
+twice, return to the table, sit down and pass the orange to the next
+one in line, who repeats the performance of the first. The race ends
+when the last one in the line has circled the chair twice, sat down and
+held the orange above his head.</p>
+
+
+<br />
+<p class="noin"><b>Jenkins Up</b></p>
+
+<p>Divide the company into two sides. One division sits around the table
+on one side, the other on the opposite side. The members of the
+division "A" put their hands under the table and a small coin, dime or
+quarter, is passed from one to the other. When division "B" thinks they
+have had enough time, the captain calls out, "Jenkins up!" and the
+players of "A" hold up their closed hands; and when "Jenkins down!" is
+called, they must place their open hands, palm down, on the table. The
+players of "B" must guess under which palm the coin is. Every player
+may guess, but only the captain is to be obeyed when he orders an
+opponent to lift a hand. If a player can succeed in finding the
+whereabouts of the coin by causing an opponent to raise his hand, it is
+legitimate. The object is to have the hand containing the coin remain
+on the table last. Every hand left with the palm on the table when the
+hand hiding the coin is lifted, counts a point for the team holding the
+coin. The teams alternate the guessing.</p>
+
+
+<br />
+<p class="noin"><b>Malaga Grapes</b></p>
+
+<p>One who knows the game takes a spoon in his right hand, then taking it
+in his left hand, he passes it to the one sitting at his left, saying,
+"Malaga grapes are very fine grapes, the best to be had in the market".
+He tells his neighbor to do the same. The spoon is <a name="Page_116" id="Page_116"></a>thus passed from
+one to the other, each telling the same grape story. If anyone passes
+the spoon with the right hand, which is the natural thing to do, a
+forfeit can be claimed. The trick must not be told until it has gone
+around a table once or twice.</p>
+
+
+<br />
+<p class="noin"><b>Table Football</b></p>
+
+<p>An egg is blown and the shell used as the football. Two captains are
+selected, each choosing his side. Teams take places on the opposite
+sides of the table and endeavor to blow the egg shell over a goal line
+which is made two inches from and parallel to their opponents' side of
+the table. After each goal the egg is placed in the centre of the table
+and the blowing begins with the sound of a whistle. No player can leave
+his place, and the "football" must be moved entirely by blowing. If the
+table be long, more than one egg may be used.</p>
+
+
+<br />
+<p class="noin"><b>Spearing Peanuts</b></p>
+
+<p>A number of peanuts are placed in the centre of the table. Each guest
+is armed with a hat pin. A few of the peanuts have black spots marked
+upon their end. These peanuts count 5 points. All other peanuts count 1
+point. The player succeeding in scoring the highest number wins. The
+pin must be stuck into the shell. Showing the nut is not allowed.</p>
+
+
+<br />
+<p class="noin"><b>String Winding Race</b></p>
+
+<p>Those seated at one side of the table compete against those on the
+opposite side. A ball of string is given to the two players sitting
+opposite each other at one end of the table. At the signal to go the
+two players maintaining their hold on the loose end of the string pass
+the ball to the players next to them. Each player must hold the string
+in one hand and pass the ball on, unwinding it, as it progresses to the
+next player. When the ball has reached the last player he immediately
+starts rewinding the ball. When he has wound up his share, he passes it
+back to the next, who continues the <a name="Page_117" id="Page_117"></a>winding. By the time the ball has
+returned to the player at the head of the table, it must be entirely
+wound. The team first succeeding in accomplishing this, wins the race.
+The string must be wound upon the ball and not snarled.</p>
+
+
+<br />
+<p class="noin"><b>Name Writing Race</b></p>
+
+<p>The teams are arranged on opposite sides of the table. A long slip of
+paper and a pencil are handed to two players sitting opposite at the
+head of the table. At the signal to "go" the two players holding the
+paper write their last names upon it and pass the slip on to the next
+player on their side. The second player on each team must write the
+first name of the preceding player in its proper place on the slip and
+write his own last name directly under that of the preceding player and
+then pass the slip on to the third player, and so it continues until it
+reaches the last player. He follows the example of the other players,
+leaving space for his first name. The slips are then passed back to the
+head of the table where the first name of the last man must be written
+down by the player at the head of the table. When this is done they
+stand and hold the paper above their heads. The team first succeeding
+in this wins. Each player must give to the player next following him
+his first name. The last player on each team will have to shout his
+name, so that the one at the head of the table may be able to fill it
+in before ending the race.</p>
+
+
+<br />
+<p class="noin"><b>Candle and Plate Race</b></p>
+
+<p>The teams are arranged on opposite sides of a table. The two players at
+the head of the table are given a plate and a candle and a box of
+safety matches. At the signal to "go" the candle is placed on its end
+on the plate and lighted by the first player. The candle is then
+balanced upon the plate, as it is passed to the next player, who
+receives the plate endeavoring to maintain the balance of the candle.
+Should the candle fall over, the player in whose hand the plate rests
+<a name="Page_118" id="Page_118"></a>must place the plate down upon the table, again stand the candle on its
+end and pass it on to the next player. Should the flame on the candle
+become extinguished, the player, in whose possession it is, must place
+the plate down upon the table, and using the box of safety matches
+which is on the plate, relight the candle. In this way the candle is
+passed to the far end of the table and back. The team first succeeding
+in accomplishing this task wins.</p>
+
+<p>This can be made more difficult by requiring each player to keep one
+hand in his lap during the passing, balancing and lighting of the
+candle. In lighting, the next neighbor on the team may hold the box of
+matches while his teammate strikes the match necessary to relight the
+candle.</p>
+
+
+<br />
+<br />
+<br />
+<br />
+<a name="CHAPTER_IIp4" id="CHAPTER_IIp4"></a><hr />
+<br />
+
+<a name="Page_119" id="Page_119"></a>
+<h3>CHAPTER II<span class="totoc"><a href="#toc">ToC</a></span></h3>
+<h3>A COUNTY FAIR PLAY FESTIVAL</h3>
+<br />
+
+
+<p>Play programs with everybody in the games, old and young, large and
+small, are replacing the fakers and chance-men in some of our County
+Fairs. Instead of a lot of disgusted individuals with empty purses
+winding their way on the long home trail we want to hear the laughter
+of the family group, still exhilarated as a result of a pleasant
+afternoon spent in happy, healthful recreation.</p>
+
+<p>Everybody loves to play but few will admit it. In fact a great many do
+not realize that it is true. In order to get everybody in the game, it
+may be necessary to use unusual methods. A heterogeneous group can be
+led into the play program unconsciously if the leader uses the proper
+approach; and before old Deacon Hasbrook knows it, he and his good
+wife, neither of whom have played in nigh on to thirty-five years, will
+be laughing and frisking about with the rest in a way that you would
+have said impossible if you had known this sedate dignitary for the
+past twenty-five years.</p>
+
+
+<br />
+<p class="noin"><b>The Grand March</b></p>
+
+<p>Here is one way that it can be done. While the band is playing a lively
+march at one end of the field which is to be used for the games, have
+the leaders, who have been previously instructed, get all of the folks
+lined up in couples around the field for a grand march. A couple
+trained for the occasion leads the march when everybody is in line,
+marching about the circumference of the field. The leaders start their
+fancy marching. At one end they turn and march down the center of the
+<a name="Page_120" id="Page_120"></a>field to the far end where the couples separate, the ladies going to
+the left and the gentlemen to the right. They reunite at the other end
+of the field. The march continues with numerous variations such as
+change of formation from double to formation of fours, marching
+diagonally across the field, crossing at the middle, etc. The march
+should end with the group arranged in couples around the circumference
+of the field with the ladies nearest the center. Have both groups face
+the center and have the ladies take one step forward and the men take
+one step backward.</p>
+
+
+<br />
+<p class="noin"><b>The Games for All</b></p>
+
+<p>One American flag on a short stick is handed to the leaders of both
+lines, that is, the leading lady and the leading gentleman, and at the
+signal to start the flags are passed about the circle (over the head),
+the ladies competing against the gentlemen to see which can pass the
+flag from hand to hand all the way around the circle in the quickest
+time. The race ends when the flag returns to the leader, who waves the
+same above his head, indicating the close of the race.</p>
+
+<p>If the group is less than 100 in number, the following game can be
+played:</p>
+
+<p>A ball of string is handed to the leader of each team. Upon the signal
+to start, the leaders, holding the end of the string, pass the ball to
+the next one on the team, who passes it to his neighbor, unrolling it
+as it goes, and so on from hand to hand, each one on the team keeping
+hold of the string with his right hand. There should be string enough
+in the ball to reach all the way round the circle. The ball diminishes
+as it is passed along. When the ball reaches the last one in the circle
+he starts rewinding the string upon the ball, passes it back to the
+next one, who winds on the slack, and so the ball is passed, each one
+winding until the ball returns to the captain. Each team will try to
+get the ball properly wound back into the captain's hands first. No one
+can leave his regular position in the line during the race. If the ball
+has been properly wound, <a name="Page_121" id="Page_121"></a>it will be possible to throw the same
+twenty-five feet to the judges, who take a position within the circle
+and about this distance in front of the captain. The first one to get
+the ball into the hands of the judge, by means of this throw, wins the
+race.</p>
+
+<p>In the next race five or six flags of the Allies are passed about the
+circle in the same way. The flags are stuck in the ground in front of
+the leaders. Upon the signal to start, the leaders pick up the first
+flag and start it on its way, then immediately pick up the second and
+start it about the circle and so on until all of the flags are in
+motion. The American flag should be passed last. When all of the flags
+have been returned to the leaders they run to the center of the ring.
+The first one to stick the American flag up in the receptacle there
+placed to receive it wins the race. (Careful instruction should be
+given that the flags in being passed about the circle must be handed
+from one individual to the next so that every individual passes the
+flag. Throwing is not allowed.)</p>
+
+<p>See chapter on Racing Games for picnic for other suggestions.</p>
+
+<p>Following these passing games the group can be broken up into smaller
+circles, each under the direction of a leader who has been previously
+instructed in the type of game he is to give to his group. The
+activities of the smaller groups are to be arranged according to the
+age of the participants.</p>
+
+<p>In dividing a group into smaller groups according to age, the leader
+should first have all children under twelve years of age step forward.
+These should be placed in the charge of group leaders. Next all the
+boys and girls from twelve to eighteen should be asked to step forward
+and next all those young men and women who can participate in active
+games. When this last group has been called forward, those remaining
+will form the fourth group.</p>
+
+<p>It is difficult for one leader to handle more than fifteen individuals.
+If any of the groups contain more than this number, they should be
+subdivided, with a <a name="Page_122" id="Page_122"></a>leader placed in charge of each subdivision. Try as
+far as possible to have the two sexes equally divided in each group.
+The games should be carefully selected in advance and the various
+leaders should have been trained for their task. No active play program
+for large groups should be planned for a longer period than one hour
+and then frequent rest periods allowed for adults.</p>
+
+<p>Games which will be found adaptable for the various groups contained in
+this volume are suggested below:</p>
+
+<blockquote>
+<p class="noin">For the children under twelve&mdash;Schoolyard Games for Primary and
+Intermediate Pupils.</p>
+
+<p class="noin">For those from twelve to eighteen&mdash;Schoolyard Games for Advanced
+Pupils.</p>
+
+<p class="noin">For the young men and women&mdash;Outdoor Games for the Older Boys and
+Young Men.</p>
+
+<p class="noin">For the middle-aged&mdash;a selection of games from chapter on "Games
+for Picnics, and Social Games for Adults".</p></blockquote>
+
+
+<br />
+<br />
+<br />
+<br />
+<a name="CHAPTER_IIIp4" id="CHAPTER_IIIp4"></a><hr />
+<br />
+
+<a name="Page_123" id="Page_123"></a>
+<h3>CHAPTER III<span class="totoc"><a href="#toc">ToC</a></span></h3>
+<h3>GAMES FOR A STORY PLAY HOUR</h3>
+<h3>The Story&mdash;"Paul Revere"</h3>
+<br />
+
+<p>Following the reading of Longfellow's poem the listeners are given the
+opportunity to give expression to their imagination in the following
+games,&mdash;</p>
+
+
+<br />
+<p class="noin"><b>"The Red Coats"</b></p>
+
+<p>Divide the group into two equal teams. One team is called the farmers,
+the other the red coats. A goal is marked off on the ground in the form
+of a hollow square large enough to contain all the members of one of
+the teams.</p>
+
+<p>All of the red coats take a position inside of the goal with eyes
+closed while the farmers hide. After sufficient time has been given to
+the farmers to hide, the red coats are released and each seeks to
+discover a farmer. Upon being discovered the hiding farmer must remain
+in his hiding place until tagged by the red coat then they both race
+back to the goal. The first one to cross the goal line becomes a farmer
+and the other a red coat in the next hiding. After returning to the
+goal both farmer and red coat must remain therein until all of the
+farmers have been discovered. If the last red coats find it difficult
+to locate the hiding farmers they can call to their assistance such
+other red coats as they may need, in which case the red coat first
+discovering the farmer points him out to that red coat who enlisted his
+help, thereupon said red coat tags the farmer and races with him to the
+goal.</p>
+
+<p>After all of the farmers have been discovered those who are to be
+farmers in the next round hide and the game goes on as before.</p>
+
+<p><a name="Page_124" id="Page_124"></a>In case two red coats discover the same farmer the one first tagging
+him shall count and shall race with him for the goal. In case the red
+coat discovers more than one farmer he may choose the one he wishes to
+tag, but he is not to disclose the other to another red coat.</p>
+
+
+<br />
+<p class="noin"><b>"Yankee Doodle Tag"</b></p>
+
+<p>The group is divided into two equal teams. Two lines are marked upon
+the playing space parallel to each other and about 20 yards apart.
+These lines should be long enough to allow all of the expected number
+of players to form line upon, shoulder to shoulder. Each team lines up
+on a goal line facing in the same direction, Team A facing the center
+of the playing space, Team B facing away from the center.</p>
+
+<p>Team A marches forward whistling "Yankee Doodle" maintaining a straight
+line until a leader who takes a position near the center of one side of
+the playing space raises a hand above his head. This is a signal for
+team A to stop whistling, break ranks and run back to their goal line.</p>
+
+<p>Team B, whose backs are toward the advancing column, upon hearing the
+whistling stops, turns about and chases after team A, trying to tag as
+many of them as possible before they get back to their goal line. Every
+member of team A who is tagged becomes a member of team B.</p>
+
+<p>Team B next marches forward whistling as did A, while A waits on their
+goal line until the whistling stops, thereupon they turn about and
+chase B. The game continues in this way. At the end the team having the
+most players is declared the winner.</p>
+
+<p>Note&mdash;the leader giving the signal for the whistling to stop should
+take a position where the signal cannot be seen by the team waiting to
+chase the whistlers.</p>
+
+
+<br />
+<p class="noin"><b>"Paul Revere Race"</b></p>
+
+<p>The group is divided into teams of from 8 to 15 <a name="Page_125" id="Page_125"></a>each. These teams are
+placed on the field in parallel columns of file with a distance of 10
+feet between each team. The players on each team are then arranged in
+the line at a distance of from 10 to 20 feet apart. The lightest member
+of each team is selected as the rider for that team and takes his
+position behind the player at the back end of his line.</p>
+
+<p>At the signal to start he leaps upon the back of the last man who
+carries him forward to the next man of his team in front of him in the
+line, and the rider must change from the back of the first steed to the
+back of the second without touching the ground. The second steed
+carries him to the third, and he is passed on from steed to steed until
+he reaches the last steed at the end of the column who carries him
+across a finish line. The first Paul Revere to cross the line wins the
+game for his team.</p>
+
+
+<br />
+<p class="noin"><b>"The Midnight Ride"&mdash;Quiet Games</b></p>
+
+<p>Two teams of equal numbers are chosen and arranged in two lines facing
+each other. If the game is played in-doors place the teams on opposite
+sides of the room. A pad of paper and a pencil is given to the two
+players at the head of each line. The leader then reads a number of
+lines from Longfellow's poem "The Midnight Ride of Paul Revere",
+requesting that all of the players endeavor to remember as much of the
+poem as possible. When a sufficient number of lines have been read the
+player at the head of each team, at a signal to start, writes the first
+word of the poem on the sheet and passes it along to the next player in
+line who writes the second word. And so it is passed until it reaches
+the end of the line. If a player does not remember the right word he
+writes his surname in place of the word and passes it on to the next
+player who either fills in the proper word or writes in the surname.</p>
+
+<p>The team which passes the pad to the other end of the line first wins,
+provided that every one has either written a word from the poem or a
+name thereupon, <a name="Page_126" id="Page_126"></a>and scores 5 points. The team having the fewest names
+written into the poem also scores 5 points (an error counts the same as
+a name). In case of a tie, the score race is repeated.</p>
+
+<p>MODIFICATION.&mdash;Read several verses and require the paper to be passed
+up the lines and back as many times as are necessary to write down all
+of the verses read, using the same method used in the other race. The
+team first getting all of the verses written, wins. Those who cannot
+add the right word to the verse must write their surname in every time
+the paper passes them. Forfeits can be required from them whose names
+appear above a certain number of times on a sheet. If the group is very
+large increase the number of teams.</p>
+
+<p>The above games are supposed to be played after the reading of
+Longfellow's poem&mdash;"The Midnight Ride of Paul Revere".</p>
+
+
+<br />
+<br />
+<br />
+<br />
+<a name="CHAPTER_IVp4" id="CHAPTER_IVp4"></a><hr />
+<br />
+
+<a name="Page_127" id="Page_127"></a>
+<h3>CHAPTER IV<span class="totoc"><a href="#toc">ToC</a></span></h3>
+<h3>AN INDOOR SPORTS FAIR</h3>
+<br />
+
+
+<p>They are still talking about the Indoors Sports Fair that the Welfare
+League of Ashton gave last spring, and ranking it as the best thing the
+town ever did to raise money for their united welfare funds.</p>
+
+<p>When the doors were opened on the first night it was not surprising to
+see a crowd all ready to push in and enjoy the sports prepared for
+them. No admission was charged, but each sport, exhibit and event had
+its price plainly marked in black on a bright blue sign at the
+entrance.</p>
+
+<p>That first evening it seemed as if the golf course was patronized as
+freely as any of the sports. It took up one large corner of the hall,
+where a miniature nine-hole course had been laid out on dark blue
+denim. The "holes" were marked out with rings of white paint, and there
+were a few hazards of sandbags and a very low brick wall. For the most
+part it was a putting game, a putter being handed to the player after
+he had paid his admission to the "caddie" at the turnstile gate.</p>
+
+<p>They say the boys had the time of their lives at the baseball diamond,
+and some of their fathers too, to judge from the receipts. Back on a
+large piece of canvas Bill Simons had "dashed in" with cold water
+paints a baseball diamond, with trees in the background and bleachers
+on each side, all in a queer perspective which didn't hurt the game
+any. In the curtain Bill had cut holes just a little larger than a
+baseball, so that throwing the ball through these holes was not any
+bush-league business. On the diamond he had marked under the holes,
+First Base, Second <a name="Page_128" id="Page_128"></a>Base, Third Base, and Home Run at the plate. Back
+of the plate were two holes quite close together, one marked Strike and
+the other Ball. Two holes in the outfield and two "over the fence" were
+also arranged in pairs to make pitching difficult. Regular baseballs
+were sold, four shots for a nickel. The ruling of the game was simple:
+Three strikes out, four balls a chance to try first base, or one of the
+"over the fence" holes for a home run; after first base, second and
+third had to be hit successively before a home run could be scored, and
+to make it harder there was a "grounder" hole near third base which put
+one out of the game; balls which merely struck the curtain were counted
+as fouls, four fouls being out. Back of the curtain Bill had hung an
+old mattress against which the balls bounded to the floor. This was
+covered with a black cloth to make the holes in the diamond visible.</p>
+
+
+<br />
+<p class="noin"><b>Seeing the Old Home Town</b></p>
+
+<p>Down the line next to the baseball diamond came the bowling alley,
+where everyone who was not a fan or a golf fiend was taking a hand at
+the sport. This alley was laid on a long board table, and the game
+played with tenpins and small wooden balls. Six balls for a nickel they
+sold here, and because the sport needed something to speed it up a bit
+they linked it with the food table next door. The best cooks in town
+presided over this. You paid your money for your tenpin balls, and
+proceeded to run up a score by counting the numbers on the pins you
+knocked down; the pins were set far apart to make it difficult. Then
+you took your score to the food table, where certain numbers of points
+brought you a glass of jelly, a can of mince-meat, a box of cookies, or
+a jar of mayonnaise. That bowling alley certainly did appeal to the
+women!</p>
+
+<p>And if there was ever a more successful grab bag for the children than
+the quoits game, the Ashton Welfare Committee wants to hear about it.
+They called it a Good Luck booth for it had a horseshoe-shaped opening
+with a row of numbered pegs across <a name="Page_129" id="Page_129"></a>the back. The kiddies bought the
+quoits, little wooden horseshoes cut from cigar-box wood, and tossed
+them over a peg. The number of the peg corresponded to a numbered tag
+which was handed out to be redeemed at the parcel-post window near the
+a&euml;rial mail plane.</p>
+
+<p>This aviator, by the way, was an official of the Cupid Airline, so he
+advertised on his a&euml;roplane, which was painted on a large curtain with
+a hole cut out where the seat would be, and the wheel of an electric
+fan poked through at the front and set going for a propeller. His mail
+bag hung over the side of the car inside of which he stood in aviation
+uniform, and for ten cents you could get your fortune in a small white
+envelope out of the mail bag if you were a man, or in a pink envelope
+if you were a girl.</p>
+
+<p>But say, for a real scream, you had to take a sight-seeing trip in the
+auto! It was worth twice the toll. Dottie Earle had charge of it, and
+she made one of the funniest guides you ever heard. "This way, ladies
+and gentlemen," she would shout through her megaphone; "get your
+tickets for a tour of the city in the most magnificently equipped
+sight-seeing autos that ever ran on three wheels and one cylinder! Only
+twenty-five cents, two bits a ride! See the birthplace of Ashton's
+mayor, the history of Ashton's past, its chief industries," and so on.</p>
+
+<p>When her tourists assembled in front of her machine, which was a real
+car, at least the front half of one, an old relic which the garage had
+just about decided to scrap, its latter half hidden behind a dark
+curtain, Dottie led them back of the curtain where the sights of Ashton
+were hidden. In another black curtain were a series of holes not any
+larger than a quarter, and behind each was one of the sights, a cradle,
+a picture of the town dump, a scrubbing brush and a large pen-knife for
+the sights already mentioned. For the Home Team she had a snapshot of
+the Warren twins, for the competitor of the Herald, a telephone, and so
+on with eight other "hits" on town topics and characters. So <a name="Page_130" id="Page_130"></a>many
+guffaws and squeals of laughter came from behind the curtain that they
+had to call in a "traffic cop" to keep the crowd outside quiet.</p>
+
+<p>The "traffic cops," by the way, were boy scouts. They had dark blue
+costumes of cheap drill, trimmed with white braid, and wore white
+cotton gloves and shiny badges. They really did have power invested in
+them by the committee to preserve order and keep the crowds moving. At
+one point they were allowed to stand with a semaphore and hold up the
+crowd, not allowing anyone to pass who could not show a certain number
+of tags from the various booths. This tag system was to insure that all
+would play fair, for there was so much fun just watching other folks
+spend money that the tightwads might never have taken their hands out
+of their pockets or opened their purses.</p>
+
+
+<br />
+<p class="noin"><b>A Racket Around the Candy Booth</b></p>
+
+<p>Mrs. Peterson, who sells the best bread in town, had charge of the cake
+archery. You bought arrows for this, three for ten cents, but you could
+not shoot until a dollar's worth of arrows had been sold. Then you took
+your turn at the bow and arrow. The arrow which hit nearest the
+bull's-eye got the cake, of course, and it was some cake, if it
+happened to be one of Abbie Southerland's angel foods.</p>
+
+<p>The Girls' Club had drawn the candy table for their share of the fair,
+and a pretty booth they made of it, using all the tennis nets they
+could beg, borrow or steal to drape it with and putting up all the
+candy in ten-cent packages wrapped in white waxed paper to look like
+tennis balls. Someone got funny and asked why there was such a racket
+around the candy booth!</p>
+
+<p>The fair lasted three days. What with changing the attractions, keeping
+fresh food on the refreshment tables, making special attractions for
+children in the afternoons after school by offering prizes for sports
+events like sack races, obstacle races, and so on, getting up interest
+in golf tournaments and baseball series, the <a name="Page_131" id="Page_131"></a>place was kept packed
+from three in the afternoon until midnight.</p>
+
+<p>In The Ladies' Home Journal, Jan., 1921. Published with the permission
+of the author, Claire Wallis, and The Ladies' Home Journal.</p>
+
+
+<br />
+<br />
+<br />
+<br />
+<a name="CHAPTER_Vp4" id="CHAPTER_Vp4"></a><hr />
+<br />
+
+<a name="Page_132" id="Page_132"></a>
+<h3>CHAPTER V<span class="totoc"><a href="#toc">ToC</a></span></h3>
+<h3>RACING GAMES FOR PICNICS</h3>
+
+
+<p>In these games participants are divided into a number of equal teams.
+Each team is lined up in single file behind a base line. A distance
+line parallel to the base line and about ten yards from it is indicated
+on the field.</p>
+
+
+<br />
+<p class="noin"><b>Egg and Spoon Race</b></p>
+
+<p>A basket of eggs, apples, potatoes or stones is placed in front of each
+team and a spoon given to the first member of each team. Empty baskets
+are placed on the distance line opposite the position of each team. At
+the signal to go the first player on each team, keeping the left hand
+behind the back, takes one egg from the basket by means of the spoon
+and carries it on the spoon to the basket from the distance line.
+Returning to the base line the spoon is handed to the second member of
+the team who repeats the performance of the first. The game continues
+until the last player on each team, after carrying the egg forward,
+returns across the base line. The team first succeeding wins.</p>
+
+<p>Should a player drop an egg, he must gather up as much of the egg as
+possible and carry it to the far basket and there deposit it before
+returning with the spoon to the next member of his team.</p>
+
+
+<br />
+<p class="noin"><b>Pea Shelling Race</b></p>
+
+<p>A basket containing peas and an empty dish are placed on the distance
+line opposite each team. There should be at least six peas contained in
+each basket for every player on the team. At the signal to go the
+<a name="Page_133" id="Page_133"></a>first player on each team runs forward, shells his peas into the dish
+and lays the six empty pods in a straight line behind the dish.
+Accomplishing this, he returns and tags off the next player on the team
+who repeats the performance of the first. The team first succeeding in
+shelling all of the peas and having each player's pods lined up in a
+straight line, wins.</p>
+
+
+<br />
+<p class="noin"><b>Needle Threading Race</b></p>
+
+<p>An individual holding a needle and a short piece of thread is on the
+distance line opposite each team. At the signal to go, the first player
+on each team runs forward, takes the needle and thread, threads the
+needle, hands it back to the individual and returns and tags off the
+next player on the team. The individual holding the needle unthreads
+it, ready for the next player to repeat the performance of the first.
+When the last player crosses the starting line after threading the
+needle the race ends.</p>
+
+
+<br />
+<p class="noin"><b>Button Sewing</b></p>
+
+<p>As many buttons as there are players on each team are placed on the
+distance line opposite each team, a strip of cloth, a needle, and as
+many short lengths of thread as there are players. At the signal to go,
+the first member of each team runs forward, threads the needle with one
+of the pieces of thread, sews a button on the strip of cloth, using up
+all of the thread in his piece. He leaves the needle stuck in the cloth
+at the distance line and returns and tags off the next player, who
+repeats the performance of the first, as do all other team members.</p>
+
+
+<br />
+<p class="noin"><b>Rope Skipping Relay</b></p>
+
+<p>A piece of rope is necessary for each team. At the signal to go, the
+first member of each team skips rope forward to the distance line. From
+the distance line he runs back and hands the rope to the next one on
+the team, who repeats the performance of the first. Each player must
+skip the rope at least six times in <a name="Page_134" id="Page_134"></a>each direction. The last member of
+the team, after skipping the rope forward to the distance line, returns
+across the base line, ending the event.</p>
+
+
+<br />
+<p class="noin"><b>Rope Skipping Contest</b></p>
+
+<p>A piece of rope is needed for each team. At the signal to go, the first
+individual skips rope ten times, in place, hands the rope back to the
+next individual who skips ten times, and so the rope is passed on until
+it gets to the last one in the line, who skips twenty times and passes
+the rope back to the one next in front of him in the line. The rope is
+passed until it gets to the first member of the team, each one skipping
+ten times upon receiving it. When the one in the front of the line has
+skipped ten times, he ends the race by running forward across the
+distance line.</p>
+
+
+<br />
+<p class="noin"><b>Dizzy Izzy</b></p>
+
+<p>A cane or stick is given to the first player on each team. Upon the
+signal to go he places the end of the stick upon the ground, holding
+the stick in a vertical position, and places the centre of his forehead
+on the upper end of the stick. In this position, he circles around the
+stick three times and then runs forward to the distance line and
+returns, handing the stick to the next player on his team behind the
+base line. The second player places his forehead upon the stick and
+repeats the performance of the first, as does every other player on the
+team. The last man ends the race by crossing the base line.</p>
+
+
+<br />
+<p class="noin"><b>Caterpillar Race</b></p>
+
+<p>The players on each team sit upon the ground in single file, with the
+head of each team behind the base line. The knees are bent so that the
+feet are near the hips. Each player reaches back with his two hands and
+grasps the ankles of the player next behind him. At the signal to go,
+the entire column moves forward, endeavoring to keep from breaking the
+column by any one losing his grip on the ankles of the <a name="Page_135" id="Page_135"></a>next member of
+the team, behind. The caterpillar creeps forward across the distance
+line and returns. When the rear end of the column crosses the base
+line, the race is completed, provided the column is unbroken.</p>
+
+
+<br />
+<p class="noin"><b>Potato Race</b></p>
+
+<p>Two peach baskets and two potatoes, stones or blocks of wood for each
+contestant are needed for each team. One basket is placed before each
+team on the base line and one directly opposite on the distance line.
+The potatoes are placed in the basket on the base line. The first
+player takes a position on the right hand side of the basket behind the
+base line, with a potato in his hand. At the signal to start, he runs
+around the basket on the distance line, dropping his potato therein. He
+returns, running around the basket on the base line, picks up the
+second potato, which he carries and drops into the far basket, as he
+circles it. He then returns and tags off the next player on the team,
+who, after being tagged, picks up the first potato and carries it to
+the far basket, returning for his second. Each player in turn carries
+two potatoes, one at a time. Both baskets must be circled in carrying
+the potatoes forward. The player is not allowed to touch the basket in
+running around it. If his potato fails to go into the basket, he must
+pick it up and put it in before he goes for his second potato or
+touches off the next runner. The last player on each team ends the race
+by crossing the base line after having properly deposited his two
+potatoes in the far basket.</p>
+
+
+<br />
+<p class="noin"><b>Apple Race</b>*</p>
+
+<p>A strawberry basket full of small apples is handed to the first member
+of each team. At the signal to go the basket full of apples is passed
+back over the heads of the players until it reaches the last player in
+the <a name="Page_136" id="Page_136"></a>column. The last player, upon receiving the basket full of apples,
+runs forward on the right hand side of his line to the distance line,
+where an empty basket has been placed. He pours the apples from his
+full basket into the empty basket, leaving the basket which is now
+empty on the distance line. He returns with the full basket to the
+front of the column and starts passing the basket full of apples back
+over his head. When it reaches the individual who is then at the rear
+of the column, he runs forward, repeating the performance of the first.
+The race ends when the last man on the team to run returns across the
+base line after having changed the apples on the distance line.</p>
+
+
+<br />
+<p class="noin"><b>Apple Race No. 2</b>*</p>
+
+<p>A basket full of apples and an empty basket are placed upon the
+distance line opposite each team. At the signal to go the first man on
+the team runs forward, empties the apples from the full basket into the
+empty basket. Should he spill any, he must pick them up. All of the
+apples must be in the basket before he leaves them. He leaves the empty
+and full baskets on the distance line and returns, tags off the next
+member on his team and takes his place at the rear of the line. When
+all members of the team have done this and the last member crosses the
+base line, the race ends.</p>
+
+
+<br />
+<p class="noin"><b>Apple Race No. 3</b>*</p>
+
+<p>Peach baskets containing an equal number of apples (fifteen makes a
+good number) are placed at the front of each team. An empty basket is
+placed at the rear of the column. At the signal to go the first man on
+the team picks the apples out of the full basket, one at a time and
+passes them to the rear as rapidly as possible. Every man in the line
+must receive and pass back every apple. The last man in the column
+<a name="Page_137" id="Page_137"></a>deposits the apples in the empty basket as rapidly as he receives them.</p>
+
+<p>When the last apple has been passed back, the man in front of the
+column passes back the empty basket. When the empty basket reaches the
+last man in the column, he picks up the full basket, places the empty
+one in its place and runs to the front of the column with the full
+basket, places it in front of him on the ground and starts passing the
+apples back, one at a time, as before. The race continues until the
+last man on the team runs forward and places his full basket of apples
+on the distance line in front of his team.</p>
+
+<p>Judges should count the apples to see that there are as many in the
+basket as the team started with, before rendering a decision as to the
+winner of the race.</p>
+
+
+<br />
+<p class="noin"><b>Apple Race No. 4</b>*</p>
+
+<p>A peach basket is placed opposite each team and ten feet beyond the
+distance line. The first member of each team is handed a good sized
+apple. At the signal to go he runs forward to the distance line, and
+standing behind the same, endeavors to toss the apple into the basket.
+Failing to do this, he may run forward and recover the apple, but must
+return to the distance line in his endeavor to toss the apple into the
+basket. When he has succeeded in tossing the apple into the basket, he
+picks the apple out of the basket and runs back, handing it to the next
+member on the team, who does the same as he did. The race continues
+until the last member of the team has properly tossed the apple into
+the basket, recovered it and has run across the base line.</p>
+
+<p class="noin">* Stones may be used in place of apples in these races.</p>
+
+
+<br />
+<p class="noin"><b>Apple Toss</b></p>
+
+<p>A basket containing four apples is placed on the ground in front of
+each team. An empty basket is placed on the distance line opposite each
+team. The <a name="Page_138" id="Page_138"></a>first player on each team takes a position beside the empty
+basket on the distance line. At the signal to go the second player on
+the team, who stands by the basket containing the apples, picks up the
+apples, one at a time, and tosses them to the first player who stands
+on the distance line. The first player, upon catching the apples, drops
+them into the empty basket until he has received all four. He then
+carries the full basket back and places it on the ground in front of
+his team, while the player who tossed the apples to him runs forward to
+the distance line with the empty basket. The third player on the team
+then picks up the apples, one at a time, and tosses them to the second
+player, who is now beside the empty basket on the distance line, while
+the first player takes his position at the rear of the line.</p>
+
+<p>The race continues in this way until it becomes the turn of the first
+player to toss the apples forward. After having tossed the four apples,
+he picks up his empty basket and runs with it across the distance line,
+ending the race.</p>
+
+<p>No player can have more than one apple in his hand at a time and the
+player tossing the apples forward must stand behind the base line and
+cannot pick up the basket to run forward with it until he has gotten
+rid of the fourth apple.</p>
+
+
+<br />
+<p class="noin"><b>Roll Over Relay</b></p>
+
+<p>At the signal to go, the first player on each team runs towards the
+distance line. Somewhere between the base line and the distance line,
+he must take a forward roll upon the ground. He then runs across the
+distance line and back, tagging off the next player, who repeats his
+performance.</p>
+
+
+<br />
+<p class="noin"><b>Spin Around Relay</b></p>
+
+<p>One member of each team takes a position on the distance line, opposite
+to and facing his team. At the signal to go the first man on each team
+runs forward, locks his right arm in the right arm of the man on the
+<a name="Page_139" id="Page_139"></a>distance line and in this position spins twice around, using the man on
+the distance line as a pivot. Completing his second spin, he remains on
+the distance line while the man who was there returns and tags off the
+next member of his team, who repeats the performance. The race ends
+when the last man to spin around the pivot crosses the base line.</p>
+
+<p>This race can be modified by having two or even three individuals
+distributed at equal distances between the base and the distance line
+to spin around, instead of one.</p>
+
+
+<br />
+<p class="noin"><b>Chair Relay</b></p>
+
+<p>A chair is placed on the distance line opposite each team, with the
+back of the chair towards the team. Boxes may be used instead of chairs
+in this race. At the signal to go the first player on each team runs
+forward, sits in the chair, lifting both feet clear of the ground, then
+running around the chair, returns and tags off the next player, who
+does the same.</p>
+
+<p>Where folding chairs are available, the chair can be folded and left
+upon the ground on the distance line. Then each contestant is required
+to open the chair, sit upon it, then fold it, lay it upon the ground
+and return to tag off the next player.</p>
+
+
+<br />
+<p class="noin"><b>Chair Passing Race</b></p>
+
+<p>A box can be used instead of a chair in this event. All of the players
+are asked to face to the right. A chair is given to the man at the
+right hand end of the line to sit upon. All of the others remain
+standing. At the signal to go, he picks up the chair, and passes it to
+his left hand neighbor who receives it and passes it on to his left
+hand neighbor and so the chair is passed until it gets to the player at
+the left end of the line. He, upon receiving it, places it upon the
+ground and sits upon it, lifting both feet from the ground. Then,
+picking up the chair, he runs to the rear of his line until he gets to
+the other end. There again he sits upon the chair, raising both feet
+from the ground, <a name="Page_140" id="Page_140"></a>and then starts passing it to the left. So when every
+man in the line has run to the right with the chair in turn, the last
+man ends the race when he sits upon it at the right hand end of the
+line.</p>
+
+
+<br />
+<p class="noin"><b>Chair Sitting Race</b></p>
+
+<p>A box can be used for this event instead of a chair. If a chair is
+used, it is well to have a very sturdy one. This race starts with the
+players in the same position as in the preceding race, the player on
+the right hand end of the line sitting upon the chair. At the signal to
+go, he picks up the chair, passing it in front of him to the neighbor
+on his left, who, after sitting upon the chair and lifting both feet
+from the ground, passes it in front of him to the next player to the
+left and so the chair is passed towards the left hand end of the line,
+each player in turn sitting upon it and then passing it in front of him
+to the next player on the left. The race ends when the man on the far
+left end of the line sits upon the chair with his feet off the ground.</p>
+
+
+<br />
+<p class="noin"><b>Squash Race</b></p>
+
+<p>One crook-neck summer squash, a short stick, a piece of twine and a
+strawberry basket are needed for each team in this race. The strawberry
+basket, containing the squash with its neck projecting over the edge,
+is placed on the distance line. A slip noose is made in one end of the
+twine. The other end is tied to the end of the stick. This fish pole
+arrangement of twine and stick is handed to the first man on each team.
+At the signal to go he runs forward to the distance line and proceeds
+to fish for the squash in the basket by slipping the noose of string
+over its neck. He is not allowed to touch the string or squash with his
+hand in his effort to do this. He must use his stick as a fish pole.
+When he has succeeded in capturing the squash, he picks up the basket
+and carries the squash swinging from the end of his fish pole to the
+next player on his team. The second player, upon <a name="Page_141" id="Page_141"></a>receiving the squash,
+the fish pole, and the basket, runs forward, slipping the noose off the
+squash. He places the squash in the basket on the distance line and
+proceeds to fish for it as did the preceding player. Each player does
+this in turn.</p>
+
+
+<br />
+<p class="noin"><b>Poison Club</b></p>
+
+<p>Small logs of stove length, flat on one end, are lined up between the
+base and distance lines in front of each team. There should be at least
+five of these for each team and they should not be placed more than
+three feet apart, set on their flat end in a straight line.</p>
+
+<p>At the signal to go the first member of each team hops forward across
+the distance line, hopping to the right of the first club, to the left
+of the second, to the right of the third and so on in and out until he
+has cleared all the clubs. He then completes the distance, hopping to
+the distance line. From there he may run back and tag off the next
+member on his team. Should he knock over any of the clubs, he must stop
+and set it up without touching more than one foot to the ground, before
+he can proceed to the next club. The race ends when the last individual
+runs across the base line.</p>
+
+
+<br />
+<p class="noin"><b>Club Change</b></p>
+
+<p>Two small circles are drawn on the base line opposite each team. Three
+short logs similar to those in the preceding game are balanced on end
+in the right hand circle opposite each team. At the signal to go the
+first player runs forward, picks up the logs, one at a time, and
+changes them to the empty circle. When he has changed all three logs,
+he can then return and tag off the next player on his team. The second
+player runs forward and proceeds to change the three logs back to their
+original circle. So each player changes the three logs from the full to
+the empty circle. When the last player, after having accomplished this,
+crosses the base line, the race ends.</p>
+
+
+<br />
+<p class="noin"><a name="Page_142" id="Page_142"></a><b>Fan and Bag Race</b></p>
+
+<p>A small paper bag well inflated with air, and a palm leaf fan are given
+to the first player on each team. The bag is placed on the base line in
+front of the team. At the signal to go, the first player proceeds to
+blow the bag forward by means of the fan, until it has crossed the
+distance line. He then picks up the bag, returns, places it on the base
+line in front of the next player to whom he hands the fan. The second
+player repeats the performance. The race ends when the last player
+blows the bag across the distance line.</p>
+
+
+<br />
+<p class="noin"><b>Quadruped Race</b></p>
+
+<p>The first two players on each team stand back to back behind the base
+line, with the first player facing the distance line. The two lock arms
+behind them. At the signal to go the first player bends forward,
+lifting the second player so that his feet are clear of the ground and
+carries him forward on his back in this position. When he has crossed
+the distance line, he lowers the player upon his back, without changing
+their relative position and that player, upon getting his feet upon the
+ground, bends forward, lifting the first player upon his back, and runs
+back with him in this position across the base line.</p>
+
+<p>When the first couple has crossed the base line, the second couple on
+each team proceeds with the race, copying the first.</p>
+
+
+<br />
+<p class="noin"><b>Centipede Race</b></p>
+
+<p>The players of each team lock their arms around the waist of the player
+next in front of them and race in this compact position across the
+distance line, turning around without breaking their formation, and end
+the race when the last man on the team crosses the base line.</p>
+
+
+<br />
+<p class="noin"><b>Blind Chariot Race</b></p>
+
+<p>Several teams can be used in this race. The <a name="Page_143" id="Page_143"></a>distance line is pointed
+out before blindfolding each team. Each team is made up of two horses
+and a driver. All three are blindfolded, facing in the same direction.
+The horses' inside arms are locked together. The driver takes hold of
+the outside arms. Each team is turned around three times and at a
+signal, race to the goal.</p>
+
+
+<br />
+<p class="noin"><b>Hoop Race</b></p>
+
+<p>A wooden hoop is placed on the distance line opposite each team. At the
+signal to go the first player rushes forward and picks up the hoop and
+passes it down over his head, body, and legs, steps out of it, while it
+is lying on the ground. He then steps back into it, and lifts it up,
+passing it over his entire body, legs, trunk and head. When he has
+lifted it over his head, he places it on the distance line and runs
+back to tag off the next player, who repeats the performance of the
+first as do all the others in turn.</p>
+
+
+<br />
+<p class="noin"><b>Rainy Day Race</b></p>
+
+<p>The players on the team are grouped in pairs. Each team is given an
+umbrella, two raincoats, one pair of gloves and one pair of rubbers.
+This equipment is placed in a pile upon the ground in front of each
+team. At the signal to go the first couple on each team go to the pile
+of clothes; one puts on one glove, one the other; they do the same with
+the rubbers; each puts on a raincoat and opening the umbrella link arms
+and run to the distance line and back removing the rubbers, gloves,
+coat and closing the umbrella. They then tag off the next couple who
+repeat the performance of the first. This continues until the last
+couple crosses the base line ending the race.</p>
+
+
+<br />
+<br />
+<br />
+<br />
+<hr />
+<br />
+
+<a name="Page_144" id="Page_144"></a>
+<h3>INDEX</h3>
+
+<br />
+
+<p class="noin">GAMES FOR SCHOOLS</p>
+
+<p class="noin"><span class="sc">Schoolroom Games</span></p>
+
+<p class="noin"><i>For Primary Pupils</i></p>
+
+<ul style="list-style-type: none">
+<li>Aisle Hunt &nbsp; &nbsp; <a href='#Page_3'>3</a></li>
+<li>Aviation Meet &nbsp; &nbsp; <a href='#Page_1'>1</a></li>
+<li>Birds Fly &nbsp; &nbsp; <a href='#Page_4'>4</a></li>
+<li>Bee &nbsp; &nbsp; <a href='#Page_2'>2</a></li>
+<li>Bowing Race &nbsp; &nbsp; <a href='#Page_6'>6</a></li>
+<li>Button, Button &nbsp; &nbsp; <a href='#Page_1'>1</a></li>
+<li>Cat and Mouse &nbsp; &nbsp; <a href='#Page_1'>1</a></li>
+<li>Change Seat Relay &nbsp; &nbsp; <a href='#Page_5'>5</a></li>
+<li>Charlie Over the Water &nbsp; &nbsp; <a href='#Page_5'>5</a></li>
+<li>Colors &nbsp; &nbsp; <a href='#Page_2'>2</a></li>
+<li>Hide in Sight &nbsp; &nbsp; <a href='#Page_2'>2</a></li>
+<li>Hide the Clock &nbsp; &nbsp; <a href='#Page_3'>3</a></li>
+<li>I See Red &nbsp; &nbsp; <a href='#Page_3'>3</a></li>
+<li>Music Rush &nbsp; &nbsp; <a href='#Page_5'>5</a></li>
+<li>New Orleans &nbsp; &nbsp; <a href='#Page_4'>4</a></li>
+<li>Poison Seat &nbsp; &nbsp; <a href='#Page_3'>3</a></li>
+<li>Rat-a-tat Race &nbsp; &nbsp; <a href='#Page_6'>6</a></li>
+<li>Spin Around Race &nbsp; &nbsp; <a href='#Page_7'>7</a></li>
+<li>Tap Relay &nbsp; &nbsp; <a href='#Page_6'>6</a></li>
+</ul>
+
+<p class="noin"><i>For Intermediate Pupils</i></p>
+
+<ul style="list-style-type: none">
+<li>Compass &nbsp; &nbsp; <a href='#Page_11'>11</a></li>
+<li>Corner Spry &nbsp; &nbsp; <a href='#Page_9'>9</a></li>
+<li>Change Seats &nbsp; &nbsp; <a href='#Page_14'>14</a></li>
+<li>Clapping Song &nbsp; &nbsp; <a href='#Page_12'>12</a></li>
+<li>Flag Race &nbsp; &nbsp; <a href='#Page_10'>10</a></li>
+<li>Frogs in Sea &nbsp; &nbsp; <a href='#Page_9'>9</a></li>
+<li>Geography &nbsp; &nbsp; <a href='#Page_11'>11</a></li>
+<li>History Race &nbsp; &nbsp; <a href='#Page_13'>13</a></li>
+<li>Hunt the Rattler &nbsp; &nbsp; <a href='#Page_8'>8</a></li>
+<li>Indian Trail &nbsp; &nbsp; <a href='#Page_12'>12</a></li>
+<li>Initial Tag &nbsp; &nbsp; <a href='#Page_8'>8</a></li>
+<li>Jerusalem, Jericho, Jemima &nbsp; &nbsp; <a href='#Page_10'>10</a></li>
+<li>Last Man &nbsp; &nbsp; <a href='#Page_14'>14</a></li>
+<li>Magic Music &nbsp; &nbsp; <a href='#Page_8'>8</a></li>
+<li>Multiplication Race &nbsp; &nbsp; <a href='#Page_13'>13</a></li>
+<li>Name Race &nbsp; &nbsp; <a href='#Page_9'>9</a></li>
+<li>Number Relay &nbsp; &nbsp; <a href='#Page_13'>13</a></li>
+<li>Poem Race &nbsp; &nbsp; <a href='#Page_14'>14</a></li>
+<li>Relay Run Around &nbsp; &nbsp; <a href='#Page_15'>15</a></li>
+<li>Rhymes &nbsp; &nbsp; <a href='#Page_12'>12</a></li>
+<li>Seat Vaulting Tag &nbsp; &nbsp; <a href='#Page_10'>10</a></li>
+<li>Spelling Words &nbsp; &nbsp; <a href='#Page_11'>11</a></li>
+<li>Sticker &nbsp; &nbsp; <a href='#Page_8'>8</a></li>
+</ul>
+
+<p class="noin"><i>For Advanced and High School Pupils</i></p>
+
+<ul style="list-style-type: none">
+<li>Art Gallery &nbsp; &nbsp; <a href='#Page_19'>19</a></li>
+<li>Bowknot Relay &nbsp; &nbsp; <a href='#Page_20'>20</a></li>
+<li>Cooking Race &nbsp; &nbsp; <a href='#Page_21'>21</a></li>
+<li>Definitions &nbsp; &nbsp; <a href='#Page_16'>16</a></li>
+<li>Descriptive Adjectives &nbsp; &nbsp; <a href='#Page_17'>17</a></li>
+<li>Directions &nbsp; &nbsp; <a href='#Page_23'>23</a></li>
+<li>Distinguishing by Smell &nbsp; &nbsp; <a href='#Page_19'>19</a></li>
+<li>Distinguishing Sounds &nbsp; &nbsp; <a href='#Page_18'>18</a></li>
+<li>Drawing Animals &nbsp; &nbsp; <a href='#Page_20'>20</a></li>
+<li>Geography &nbsp; &nbsp; <a href='#Page_16'>16</a></li>
+<li>Grammar Race &nbsp; &nbsp; <a href='#Page_22'>22</a></li>
+<li>Guessing Dimensions &nbsp; &nbsp; <a href='#Page_19'>19</a></li>
+<li>Historical Pictures &nbsp; &nbsp; <a href='#Page_20'>20</a></li>
+<li>Jumbled Words &nbsp; &nbsp; <a href='#Page_17'>17</a></li>
+<li>Laugh &nbsp; &nbsp; <a href='#Page_19'>19</a></li>
+<li><a name="Page_145" id="Page_145"></a>Mysterious Articles &nbsp; &nbsp; <a href='#Page_19'>19</a></li>
+<li>Schoolroom Tag &nbsp; &nbsp; <a href='#Page_22'>22</a></li>
+<li>Seeing and Remembering &nbsp; &nbsp; <a href='#Page_16'>16</a></li>
+<li>Spelling Game &nbsp; &nbsp; <a href='#Page_21'>21</a></li>
+<li>Store &nbsp; &nbsp; <a href='#Page_18'>18</a></li>
+<li>Train of Thoughts &nbsp; &nbsp; <a href='#Page_20'>20</a></li>
+</ul>
+
+
+<p class="noin"><span class="sc">Schoolyard Games</span></p>
+
+<p class="noin"><i>For Primary Pupils</i></p>
+
+<ul style="list-style-type: none">
+<li>Back to Back &nbsp; &nbsp; <a href='#Page_26'>26</a></li>
+<li>Chase the Rabbit &nbsp; &nbsp; <a href='#Page_24'>24</a></li>
+<li>Handkerchief Tag &nbsp; &nbsp; <a href='#Page_25'>25</a></li>
+<li>Peggy in Ring &nbsp; &nbsp; <a href='#Page_26'>26</a></li>
+<li>Progression &nbsp; &nbsp; <a href='#Page_25'>25</a></li>
+<li>Puss in Corner &nbsp; &nbsp; <a href='#Page_26'>26</a></li>
+<li>Shadow Tag &nbsp; &nbsp; <a href='#Page_25'>25</a></li>
+<li>Squirrel in Trees &nbsp; &nbsp; <a href='#Page_25'>25</a></li>
+<li>Statues &nbsp; &nbsp; <a href='#Page_24'>24</a></li>
+<li>Steps &nbsp; &nbsp; <a href='#Page_24'>24</a></li>
+</ul>
+
+<p class="noin"><i>For Intermediate Pupils</i></p>
+
+<ul style="list-style-type: none">
+<li>Antony Over &nbsp; &nbsp; <a href='#Page_29'>29</a></li>
+<li>Ball Tag &nbsp; &nbsp; <a href='#Page_36'>36</a></li>
+<li>Channel Tag &nbsp; &nbsp; <a href='#Page_35'>35</a></li>
+<li>Chicken Market &nbsp; &nbsp; <a href='#Page_31'>31</a></li>
+<li>Chickidy Hand &nbsp; &nbsp; <a href='#Page_31'>31</a></li>
+<li>Circle Chase &nbsp; &nbsp; <a href='#Page_34'>34</a></li>
+<li>Couple Tag &nbsp; &nbsp; <a href='#Page_36'>36</a></li>
+<li>Fox and Rabbit &nbsp; &nbsp; <a href='#Page_31'>31</a></li>
+<li>Fox Trail &nbsp; &nbsp; <a href='#Page_33'>33</a></li>
+<li>In and Out &nbsp; &nbsp; <a href='#Page_30'>30</a></li>
+<li>Link Race &nbsp; &nbsp; <a href='#Page_27'>27</a></li>
+<li>Maze Tag &nbsp; &nbsp; <a href='#Page_27'>27</a></li>
+<li>Oriental Tag &nbsp; &nbsp; <a href='#Page_36'>36</a></li>
+<li>Pass Ball &nbsp; &nbsp; <a href='#Page_32'>32</a></li>
+<li>Poison &nbsp; &nbsp; <a href='#Page_32'>32</a></li>
+<li>Reuben and Rachel &nbsp; &nbsp; <a href='#Page_35'>35</a></li>
+<li>Roly Poly &nbsp; &nbsp; <a href='#Page_29'>29</a></li>
+<li>Snake and Bird &nbsp; &nbsp; <a href='#Page_30'>30</a></li>
+<li>Soak 'Em &nbsp; &nbsp; <a href='#Page_35'>35</a></li>
+<li>The Dummy &nbsp; &nbsp; <a href='#Page_36'>36</a></li>
+<li>Turtle Tag &nbsp; &nbsp; <a href='#Page_29'>29</a></li>
+<li>Weavers Race &nbsp; &nbsp; <a href='#Page_34'>34</a></li>
+</ul>
+
+<p class="noin"><i>For Advanced and High School Pupils</i></p>
+
+<ul style="list-style-type: none">
+<li>Dresden Tag &nbsp; &nbsp; <a href='#Page_37'>37</a></li>
+<li>Fox and Geese &nbsp; &nbsp; <a href='#Page_37'>37</a></li>
+<li>Freight Train Tag &nbsp; &nbsp; <a href='#Page_39'>39</a></li>
+<li>Hand Baseball &nbsp; &nbsp; <a href='#Page_41'>41</a></li>
+<li>Kick Ball &nbsp; &nbsp; <a href='#Page_41'>41</a></li>
+<li>Last Couple Out &nbsp; &nbsp; <a href='#Page_41'>41</a></li>
+<li>Partner Swat Tag &nbsp; &nbsp; <a href='#Page_38'>38</a></li>
+<li>Pin Ball &nbsp; &nbsp; <a href='#Page_40'>40</a></li>
+<li>Plug the Hole &nbsp; &nbsp; <a href='#Page_38'>38</a></li>
+<li>Red, White and Blue &nbsp; &nbsp; <a href='#Page_39'>39</a></li>
+<li>Roll Ball &nbsp; &nbsp; <a href='#Page_39'>39</a></li>
+<li>Spanish Fly &nbsp; &nbsp; <a href='#Page_42'>42</a></li>
+<li>Take Away &nbsp; &nbsp; <a href='#Page_39'>39</a></li>
+<li>Tony Says &nbsp; &nbsp; <a href='#Page_43'>43</a></li>
+</ul>
+
+
+<p class="noin">SOCIABLE GAMES FOR THE HOME, CHURCH, ETC.</p>
+
+<p class="noin"><i>For the Home:</i></p>
+
+<ul style="list-style-type: none">
+<li>Board and Nail Puzzle &nbsp; &nbsp; <a href='#Page_49'>49</a></li>
+<li>Captain Kidd's Gold &nbsp; &nbsp; <a href='#Page_53'>53</a></li>
+<li>Catechism of States &nbsp; &nbsp; <a href='#Page_47'>47</a></li>
+<li>Chic-a-dee &nbsp; &nbsp; <a href='#Page_53'>53</a></li>
+<li>Come-She-Come &nbsp; &nbsp; <a href='#Page_45'>45</a></li>
+<li>Floor Baseball &nbsp; &nbsp; <a href='#Page_51'>51</a></li>
+<li>Hide the Thimble &nbsp; &nbsp; <a href='#Page_45'>45</a></li>
+<li>Last Match &nbsp; &nbsp; <a href='#Page_46'>46</a></li>
+<li>Red Triangle Ring Toss &nbsp; &nbsp; <a href='#Page_50'>50</a></li>
+<li>Spinning for 20 &nbsp; &nbsp; <a href='#Page_49'>49</a></li>
+<li>Spin the Platter &nbsp; &nbsp; <a href='#Page_48'>48</a></li>
+<li>Step by Step &nbsp; &nbsp; <a href='#Page_48'>48</a></li>
+<li>Tit Tat Too &nbsp; &nbsp; <a href='#Page_45'>45</a></li>
+<li>Twenty Questions &nbsp; &nbsp; <a href='#Page_44'>44</a></li>
+<li>You Know Me &nbsp; &nbsp; <a href='#Page_45'>45</a></li>
+<li>Your House, My House &nbsp; &nbsp; <a href='#Page_46'>46</a></li>
+</ul>
+
+
+<p class="noin"><a name="Page_146" id="Page_146"></a><span class="sc">Ice Breakers for Sociables</span></p>
+
+<ul style="list-style-type: none">
+<li>Bean Penalty &nbsp; &nbsp; <a href='#Page_57'>57</a></li>
+<li>Bird Hunt &nbsp; &nbsp; <a href='#Page_55'>55</a></li>
+<li>Matching Advertisements &nbsp; &nbsp; <a href='#Page_56'>56</a></li>
+<li>Matching Proverbs &nbsp; &nbsp; <a href='#Page_56'>56</a></li>
+<li>Mixing March &nbsp; &nbsp; <a href='#Page_56'>56</a></li>
+<li>Musical Medley &nbsp; &nbsp; <a href='#Page_57'>57</a></li>
+<li>My Month &nbsp; &nbsp; <a href='#Page_55'>55</a></li>
+<li>Poison Circle &nbsp; &nbsp; <a href='#Page_55'>55</a></li>
+<li>Puzzled Words &nbsp; &nbsp; <a href='#Page_57'>57</a></li>
+<li>Shoe Hunt &nbsp; &nbsp; <a href='#Page_56'>56</a></li>
+<li>Trip Around the World &nbsp; &nbsp; <a href='#Page_57'>57</a></li>
+</ul>
+
+<p class="noin"><span class="sc">Social Games for Grown-Ups</span></p>
+
+<ul style="list-style-type: none">
+<li>Analogues &nbsp; &nbsp; <a href='#Page_63'>63</a></li>
+<li>Biographic Cartoons &nbsp; &nbsp; <a href='#Page_59'>59</a></li>
+<li>Charades &nbsp; &nbsp; <a href='#Page_64'>64</a></li>
+<li>Ghost &nbsp; &nbsp; <a href='#Page_64'>64</a></li>
+<li>Gossiping &nbsp; &nbsp; <a href='#Page_63'>63</a></li>
+<li>Illustrated Songs &nbsp; &nbsp; <a href='#Page_59'>59</a></li>
+<li>Knight of the Cracker &nbsp; &nbsp; <a href='#Page_65'>65</a></li>
+<li>Match Boxing &nbsp; &nbsp; <a href='#Page_66'>66</a></li>
+<li>Muddled Words &nbsp; &nbsp; <a href='#Page_60'>60</a></li>
+<li>Poor Pussy &nbsp; &nbsp; <a href='#Page_62'>62</a></li>
+<li>Rooster &nbsp; &nbsp; <a href='#Page_62'>62</a></li>
+<li>Smiles &nbsp; &nbsp; <a href='#Page_59'>59</a></li>
+<li>Tea Pot &nbsp; &nbsp; <a href='#Page_60'>60</a></li>
+<li>Trades &nbsp; &nbsp; <a href='#Page_61'>61</a></li>
+<li>Who Are They? &nbsp; &nbsp; <a href='#Page_61'>61</a></li>
+<li>Who Is It? &nbsp; &nbsp; <a href='#Page_61'>61</a></li>
+</ul>
+
+<p class="noin"><span class="sc">Sociable Games for Young People</span></p>
+
+<ul style="list-style-type: none">
+<li>Barnyard Chorus &nbsp; &nbsp; <a href='#Page_68'>68</a></li>
+<li>Birds &nbsp; &nbsp; <a href='#Page_70'>70</a></li>
+<li>Donkey Solo &nbsp; &nbsp; <a href='#Page_68'>68</a></li>
+<li>Exchange &nbsp; &nbsp; <a href='#Page_68'>68</a></li>
+<li>Feather Tag &nbsp; &nbsp; <a href='#Page_70'>70</a></li>
+<li>Fruit Basket &nbsp; &nbsp; <a href='#Page_67'>67</a></li>
+<li>Going to Jerusalem &nbsp; &nbsp; <a href='#Page_72'>72</a></li>
+<li>Guess the Sound &nbsp; &nbsp; <a href='#Page_69'>69</a></li>
+<li>Hush &nbsp; &nbsp; <a href='#Page_71'>71</a></li>
+<li>Jack's Alive &nbsp; &nbsp; <a href='#Page_71'>71</a></li>
+<li>Rapid Transit &nbsp; &nbsp; <a href='#Page_69'>69</a></li>
+<li>Rhyming Verbs &nbsp; &nbsp; <a href='#Page_67'>67</a></li>
+<li>Shifting Seats &nbsp; &nbsp; <a href='#Page_69'>69</a></li>
+<li>Simple Simon's Silly Smile &nbsp; &nbsp; <a href='#Page_71'>71</a></li>
+<li>What Animal? &nbsp; &nbsp; <a href='#Page_67'>67</a></li>
+<li>Wink &nbsp; &nbsp; <a href='#Page_71'>71</a></li>
+</ul>
+
+<p class="noin"><span class="sc">Trick Games for Sociables</span></p>
+
+<ul style="list-style-type: none">
+<li>Aeroplane Ride &nbsp; &nbsp; <a href='#Page_80'>80</a></li>
+<li>Blind Blow &nbsp; &nbsp; <a href='#Page_77'>77</a></li>
+<li>Boots Without Shoes &nbsp; &nbsp; <a href='#Page_76'>76</a></li>
+<li>Clairvoyant &nbsp; &nbsp; <a href='#Page_75'>75</a></li>
+<li>Coin and Card Snap &nbsp; &nbsp; <a href='#Page_77'>77</a></li>
+<li>Divesting &nbsp; &nbsp; <a href='#Page_82'>82</a></li>
+<li>Egg Smash &nbsp; &nbsp; <a href='#Page_81'>81</a></li>
+<li>Hay Stack &nbsp; &nbsp; <a href='#Page_76'>76</a></li>
+<li>Hindoo Blind Reading &nbsp; &nbsp; <a href='#Page_73'>73</a></li>
+<li>Knights of the Sacred Whistle &nbsp; &nbsp; <a href='#Page_75'>75</a></li>
+<li>Magic Answers &nbsp; &nbsp; <a href='#Page_74'>74</a></li>
+<li>Mental Telepathy &nbsp; &nbsp; <a href='#Page_73'>73</a></li>
+<li>Musical Notes &nbsp; &nbsp; <a href='#Page_81'>81</a></li>
+<li>Newspaper Touch &nbsp; &nbsp; <a href='#Page_76'>76</a></li>
+<li>Number Trick &nbsp; &nbsp; <a href='#Page_78'>78</a></li>
+<li>Penny Wise &nbsp; &nbsp; <a href='#Page_78'>78</a></li>
+<li>Pigs in Pen &nbsp; &nbsp; <a href='#Page_78'>78</a></li>
+<li>Reading Temples &nbsp; &nbsp; <a href='#Page_80'>80</a></li>
+<li>Scissors Crossed &nbsp; &nbsp; <a href='#Page_75'>75</a></li>
+<li>Siam Club &nbsp; &nbsp; <a href='#Page_82'>82</a></li>
+<li>The Paper Artist &nbsp; &nbsp; <a href='#Page_74'>74</a></li>
+<li>Tricks with Matches &nbsp; &nbsp; <a href='#Page_77'>77</a></li>
+</ul>
+
+<p class="noin"><span class="sc">Stunt Athletic Meet</span></p>
+
+<ul style="list-style-type: none">
+<li>Bawl Game &nbsp; &nbsp; <a href='#Page_83'>83</a></li>
+<li>Chair Tilting &nbsp; &nbsp; <a href='#Page_85'>85</a></li>
+<li>Discus Throw &nbsp; &nbsp; <a href='#Page_85'>85</a></li>
+<li><a name="Page_147" id="Page_147"></a>Duel Tug of War &nbsp; &nbsp; <a href='#Page_84'>84</a></li>
+<li>Elimination Race &nbsp; &nbsp; <a href='#Page_87'>87</a></li>
+<li>Hammer Throw &nbsp; &nbsp; <a href='#Page_86'>86</a></li>
+<li>Head Toss &nbsp; &nbsp; <a href='#Page_84'>84</a></li>
+<li>Javelin Throw &nbsp; &nbsp; <a href='#Page_86'>86</a></li>
+<li>Light Weight Race &nbsp; &nbsp; <a href='#Page_86'>86</a></li>
+<li>Long Glum &nbsp; &nbsp; <a href='#Page_86'>86</a></li>
+<li>Lucky &nbsp; &nbsp; <a href='#Page_84'>84</a></li>
+<li>One Mile Run &nbsp; &nbsp; <a href='#Page_86'>86</a></li>
+<li>Peanut Relay &nbsp; &nbsp; <a href='#Page_83'>83</a></li>
+<li>Peanut Throw &nbsp; &nbsp; <a href='#Page_84'>84</a></li>
+<li>Ring the Bell &nbsp; &nbsp; <a href='#Page_85'>85</a></li>
+<li>Running Broad Grin &nbsp; &nbsp; <a href='#Page_86'>86</a></li>
+<li>Shot Put &nbsp; &nbsp; <a href='#Page_84'>84</a></li>
+<li>Standing Broad Jump &nbsp; &nbsp; <a href='#Page_83'>83</a></li>
+<li>Standing High Jump &nbsp; &nbsp; <a href='#Page_83'>83</a></li>
+<li>Turtle Race &nbsp; &nbsp; <a href='#Page_86'>86</a></li>
+<li>Twenty Yard Dash &nbsp; &nbsp; <a href='#Page_86'>86</a></li>
+</ul>
+
+<p class="noin"><span class="sc">Competitive Stunts</span></p>
+
+<ul style="list-style-type: none">
+<li>Aviation Meet &nbsp; &nbsp; <a href='#Page_89'>89</a></li>
+<li>Balloon Race &nbsp; &nbsp; <a href='#Page_90'>90</a></li>
+<li>Blindfold Obstacles &nbsp; &nbsp; <a href='#Page_91'>91</a></li>
+<li>Boat Race &nbsp; &nbsp; <a href='#Page_92'>92</a></li>
+<li>Brick Relay &nbsp; &nbsp; <a href='#Page_88'>88</a></li>
+<li>Candle Roll Over &nbsp; &nbsp; <a href='#Page_91'>91</a></li>
+<li>Chair Stubbing &nbsp; &nbsp; <a href='#Page_89'>89</a></li>
+<li>Chair-i-ot Race &nbsp; &nbsp; <a href='#Page_89'>89</a></li>
+<li>Cracker Relay &nbsp; &nbsp; <a href='#Page_91'>91</a></li>
+<li>Feather Blowing Relay &nbsp; &nbsp; <a href='#Page_90'>90</a></li>
+<li>Lobster Race &nbsp; &nbsp; <a href='#Page_90'>90</a></li>
+<li>Necktie Race &nbsp; &nbsp; <a href='#Page_92'>92</a></li>
+<li>Prune Tag of War &nbsp; &nbsp; <a href='#Page_90'>90</a></li>
+<li>Whistle Race &nbsp; &nbsp; <a href='#Page_91'>91</a></li>
+</ul>
+
+<p class="noin">OUTDOOR GAMES</p>
+
+<p class="noin"><span class="sc">For Older Boys and Young Men</span></p>
+
+<ul style="list-style-type: none">
+<li>Chariot Race &nbsp; &nbsp; <a href='#Page_100'>100</a></li>
+<li>Clock Games &nbsp; &nbsp; <a href='#Page_99'>99</a></li>
+<li>Flathead Race &nbsp; &nbsp; <a href='#Page_101'>101</a></li>
+<li>Forcing the City Gates &nbsp; &nbsp; <a href='#Page_95'>95</a></li>
+<li>Fortress &nbsp; &nbsp; <a href='#Page_94'>94</a></li>
+<li>Game of Goose &nbsp; &nbsp; <a href='#Page_98'>98</a></li>
+<li>Hare and Hound &nbsp; &nbsp; <a href='#Page_96'>96</a></li>
+<li>Human Targets &nbsp; &nbsp; <a href='#Page_96'>96</a></li>
+<li>Leap Frog Race &nbsp; &nbsp; <a href='#Page_102'>102</a></li>
+<li>Push Cross Line &nbsp; &nbsp; <a href='#Page_94'>94</a></li>
+<li>Riding the Snail &nbsp; &nbsp; <a href='#Page_102'>102</a></li>
+<li>Sling the Sack &nbsp; &nbsp; <a href='#Page_97'>97</a></li>
+<li>Spin Around Race &nbsp; &nbsp; <a href='#Page_101'>101</a></li>
+<li>Walking Race &nbsp; &nbsp; <a href='#Page_100'>100</a></li>
+</ul>
+
+<p class="noin"><span class="sc">For Boys</span></p>
+
+<ul style="list-style-type: none">
+<li>Body Guard &nbsp; &nbsp; <a href='#Page_106'>106</a></li>
+<li>Bombardment &nbsp; &nbsp; <a href='#Page_108'>108</a></li>
+<li>Bombardment No. 2 &nbsp; &nbsp; <a href='#Page_109'>109</a></li>
+<li>Fence Tag &nbsp; &nbsp; <a href='#Page_105'>105</a></li>
+<li>Fox in Hole &nbsp; &nbsp; <a href='#Page_105'>105</a></li>
+<li>Hang Tag &nbsp; &nbsp; <a href='#Page_105'>105</a></li>
+<li>Hide and Seek &nbsp; &nbsp; <a href='#Page_103'>103</a></li>
+<li>Look Out for the Bear &nbsp; &nbsp; <a href='#Page_104'>104</a></li>
+<li>One Step Off and All the Way Across &nbsp; &nbsp; <a href='#Page_108'>108</a></li>
+<li>Sardines &nbsp; &nbsp; <a href='#Page_106'>106</a></li>
+<li>Shinny &nbsp; &nbsp; <a href='#Page_107'>107</a></li>
+<li>Still-a-Feet &nbsp; &nbsp; <a href='#Page_104'>104</a></li>
+<li>Treasure Hunt &nbsp; &nbsp; <a href='#Page_103'>103</a></li>
+<li>Wheel Away &nbsp; &nbsp; <a href='#Page_108'>108</a></li>
+</ul>
+
+<p class="noin"><span class="sc">Games of Strength</span></p>
+
+<ul style="list-style-type: none">
+<li>Cane Wrestling &nbsp; &nbsp; <a href='#Page_112'>112</a></li>
+<li>Cumberland Wrestling &nbsp; &nbsp; <a href='#Page_111'>111</a></li>
+<li>Finger Wrestling &nbsp; &nbsp; <a href='#Page_110'>110</a></li>
+<li>Greco-Roman Wrestling &nbsp; &nbsp; <a href='#Page_111'>111</a></li>
+<li>Hand Tug of War &nbsp; &nbsp; <a href='#Page_112'>112</a></li>
+<li>Hog Tie &nbsp; &nbsp; <a href='#Page_111'>111</a></li>
+<li>Neck Tug of War &nbsp; &nbsp; <a href='#Page_112'>112</a></li>
+<li>One Leg Tug of War &nbsp; &nbsp; <a href='#Page_111'>111</a></li>
+<li>Referee's Hold &nbsp; &nbsp; <a href='#Page_110'>110</a></li>
+<li><a name="Page_148" id="Page_148"></a>Shoulder and Arm Push &nbsp; &nbsp; <a href='#Page_111'>111</a></li>
+<li>Squatting Tug &nbsp; &nbsp; <a href='#Page_112'>112</a></li>
+<li>Taking the Heights &nbsp; &nbsp; <a href='#Page_110'>110</a></li>
+<li>Wrestle Tug of War &nbsp; &nbsp; <a href='#Page_110'>110</a></li>
+</ul>
+
+<p class="noin">GAMES FOR SPECIAL OCCASIONS</p>
+
+<p class="noin"><span class="sc">At the Dining Table</span></p>
+
+<ul style="list-style-type: none">
+<li>Around the Chair &nbsp; &nbsp; <a href='#Page_115'>115</a></li>
+<li>Candle and Plate Race &nbsp; &nbsp; <a href='#Page_117'>117</a></li>
+<li>Earth, Air, Fire and Water &nbsp; &nbsp; <a href='#Page_114'>114</a></li>
+<li>Jenkins Up &nbsp; &nbsp; <a href='#Page_115'>115</a></li>
+<li>Malaga Grapes &nbsp; &nbsp; <a href='#Page_115'>115</a></li>
+<li>Name Writing Race &nbsp; &nbsp; <a href='#Page_117'>117</a></li>
+<li>Oysterette Race &nbsp; &nbsp; <a href='#Page_113'>113</a></li>
+<li>Passing the Drink &nbsp; &nbsp; <a href='#Page_113'>113</a></li>
+<li>Rat-a-tat-tat &nbsp; &nbsp; <a href='#Page_114'>114</a></li>
+<li>Spearing Peanuts &nbsp; &nbsp; <a href='#Page_116'>116</a></li>
+<li>String Winding Race &nbsp; &nbsp; <a href='#Page_116'>116</a></li>
+<li>Table Football &nbsp; &nbsp; <a href='#Page_116'>116</a></li>
+</ul>
+
+<p class="noin"><span class="sc">A County Fair Play Festival</span></p>
+
+<ul style="list-style-type: none">
+<li>The Games for All &nbsp; &nbsp; <a href='#Page_120'>120</a></li>
+<li>The Grand March &nbsp; &nbsp; <a href='#Page_119'>119</a></li>
+</ul>
+
+<p class="noin"><span class="sc">Games for a Story Play Hour</span></p>
+
+<ul style="list-style-type: none">
+<li>Paul Revere Race &nbsp; &nbsp; <a href='#Page_125'>125</a></li>
+<li>The Midnight Ride &nbsp; &nbsp; <a href='#Page_125'>125</a></li>
+<li>The Red Coats &nbsp; &nbsp; <a href='#Page_123'>123</a></li>
+<li>Yankee Doodle Tag &nbsp; &nbsp; <a href='#Page_124'>124</a></li>
+</ul>
+
+<p class="noin"><span class="sc">An Indoor Sports Fair</span></p>
+
+<ul style="list-style-type: none">
+<li>A Racket Around the Candy Booth &nbsp; &nbsp; <a href='#Page_130'>130</a></li>
+<li>Seeing the Old Home Town &nbsp; &nbsp; <a href='#Page_128'>128</a></li>
+</ul>
+
+<p class="noin"><span class="sc">Racing Games for Picnics</span></p>
+
+<ul style="list-style-type: none">
+<li>Apple Race &nbsp; &nbsp; <a href='#Page_135'>135</a></li>
+<li>Apple Race No. 2 &nbsp; &nbsp; <a href='#Page_136'>136</a></li>
+<li>Apple Race No. 3 &nbsp; &nbsp; <a href='#Page_136'>136</a></li>
+<li>Apple Race No. 4 &nbsp; &nbsp; <a href='#Page_137'>137</a></li>
+<li>Apple Toss &nbsp; &nbsp; <a href='#Page_137'>137</a></li>
+<li>Blind Chariot Race &nbsp; &nbsp; <a href='#Page_142'>142</a></li>
+<li>Button Sewing &nbsp; &nbsp; <a href='#Page_133'>133</a></li>
+<li>Caterpillar Race &nbsp; &nbsp; <a href='#Page_134'>134</a></li>
+<li>Centipede Race &nbsp; &nbsp; <a href='#Page_142'>142</a></li>
+<li>Chair Passing Race &nbsp; &nbsp; <a href='#Page_139'>139</a></li>
+<li>Chair Relay &nbsp; &nbsp; <a href='#Page_139'>139</a></li>
+<li>Chair Sitting Race &nbsp; &nbsp; <a href='#Page_140'>140</a></li>
+<li>Club Change &nbsp; &nbsp; <a href='#Page_141'>141</a></li>
+<li>Dizzy Izzy &nbsp; &nbsp; <a href='#Page_134'>134</a></li>
+<li>Egg and Spoon Race &nbsp; &nbsp; <a href='#Page_132'>132</a></li>
+<li>Fan and Bag Race &nbsp; &nbsp; <a href='#Page_142'>142</a></li>
+<li>Hoop Race &nbsp; &nbsp; <a href='#Page_143'>143</a></li>
+<li>Needle Threading Race &nbsp; &nbsp; <a href='#Page_133'>133</a></li>
+<li>Pea Shelling Race &nbsp; &nbsp; <a href='#Page_132'>132</a></li>
+<li>Poison Club &nbsp; &nbsp; <a href='#Page_141'>141</a></li>
+<li>Potato Race &nbsp; &nbsp; <a href='#Page_135'>135</a></li>
+<li>Quadruped Race &nbsp; &nbsp; <a href='#Page_142'>142</a></li>
+<li>Rainy Day Race &nbsp; &nbsp; <a href='#Page_143'>143</a></li>
+<li>Roll Over Relay &nbsp; &nbsp; <a href='#Page_138'>138</a></li>
+<li>Rope Skipping Contest &nbsp; &nbsp; <a href='#Page_134'>134</a></li>
+<li>Rope Skipping Relay &nbsp; &nbsp; <a href='#Page_133'>133</a></li>
+<li>Spin Around Relay &nbsp; &nbsp; <a href='#Page_138'>138</a></li>
+<li>Squash Race &nbsp; &nbsp; <a href='#Page_140'>140</a></li>
+</ul>
+
+<a name="Page_149" id="Page_149"></a>
+
+<br />
+<br />
+<br />
+<p>&nbsp;</p>
+<hr class="full" noshade="noshade" size="4" />
+<p>***END OF THE PROJECT GUTENBERG EBOOK SCHOOL, CHURCH, AND HOME GAMES***</p>
+<p>******* This file should be named 16599-h.txt or 16599-h.zip *******</p>
+<p>This and all associated files of various formats will be found in:<br />
+<a href="https://www.gutenberg.org/dirs/1/6/5/9/16599">https://www.gutenberg.org/1/6/5/9/16599</a></p>
+<p>Updated editions will replace the previous one--the old editions
+will be renamed.</p>
+
+<p>Creating the works from public domain print editions means that no
+one owns a United States copyright in these works, so the Foundation
+(and you!) can copy and distribute it in the United States without
+permission and without paying copyright royalties. Special rules,
+set forth in the General Terms of Use part of this license, apply to
+copying and distributing Project Gutenberg-tm electronic works to
+protect the PROJECT GUTENBERG-tm concept and trademark. Project
+Gutenberg is a registered trademark, and may not be used if you
+charge for the eBooks, unless you receive specific permission. If you
+do not charge anything for copies of this eBook, complying with the
+rules is very easy. You may use this eBook for nearly any purpose
+such as creation of derivative works, reports, performances and
+research. They may be modified and printed and given away--you may do
+practically ANYTHING with public domain eBooks. Redistribution is
+subject to the trademark license, especially commercial
+redistribution.</p>
+
+
+
+<pre>
+*** START: FULL LICENSE ***
+
+THE FULL PROJECT GUTENBERG LICENSE
+PLEASE READ THIS BEFORE YOU DISTRIBUTE OR USE THIS WORK
+
+To protect the Project Gutenberg-tm mission of promoting the free
+distribution of electronic works, by using or distributing this work
+(or any other work associated in any way with the phrase "Project
+Gutenberg"), you agree to comply with all the terms of the Full Project
+Gutenberg-tm License (available with this file or online at
+<a href="https://gutenberg.org/license">https://gutenberg.org/license)</a>.
+
+
+Section 1. General Terms of Use and Redistributing Project Gutenberg-tm
+electronic works
+
+1.A. By reading or using any part of this Project Gutenberg-tm
+electronic work, you indicate that you have read, understand, agree to
+and accept all the terms of this license and intellectual property
+(trademark/copyright) agreement. If you do not agree to abide by all
+the terms of this agreement, you must cease using and return or destroy
+all copies of Project Gutenberg-tm electronic works in your possession.
+If you paid a fee for obtaining a copy of or access to a Project
+Gutenberg-tm electronic work and you do not agree to be bound by the
+terms of this agreement, you may obtain a refund from the person or
+entity to whom you paid the fee as set forth in paragraph 1.E.8.
+
+1.B. "Project Gutenberg" is a registered trademark. It may only be
+used on or associated in any way with an electronic work by people who
+agree to be bound by the terms of this agreement. There are a few
+things that you can do with most Project Gutenberg-tm electronic works
+even without complying with the full terms of this agreement. See
+paragraph 1.C below. There are a lot of things you can do with Project
+Gutenberg-tm electronic works if you follow the terms of this agreement
+and help preserve free future access to Project Gutenberg-tm electronic
+works. See paragraph 1.E below.
+
+1.C. The Project Gutenberg Literary Archive Foundation ("the Foundation"
+or PGLAF), owns a compilation copyright in the collection of Project
+Gutenberg-tm electronic works. Nearly all the individual works in the
+collection are in the public domain in the United States. If an
+individual work is in the public domain in the United States and you are
+located in the United States, we do not claim a right to prevent you from
+copying, distributing, performing, displaying or creating derivative
+works based on the work as long as all references to Project Gutenberg
+are removed. Of course, we hope that you will support the Project
+Gutenberg-tm mission of promoting free access to electronic works by
+freely sharing Project Gutenberg-tm works in compliance with the terms of
+this agreement for keeping the Project Gutenberg-tm name associated with
+the work. You can easily comply with the terms of this agreement by
+keeping this work in the same format with its attached full Project
+Gutenberg-tm License when you share it without charge with others.
+
+1.D. The copyright laws of the place where you are located also govern
+what you can do with this work. Copyright laws in most countries are in
+a constant state of change. If you are outside the United States, check
+the laws of your country in addition to the terms of this agreement
+before downloading, copying, displaying, performing, distributing or
+creating derivative works based on this work or any other Project
+Gutenberg-tm work. The Foundation makes no representations concerning
+the copyright status of any work in any country outside the United
+States.
+
+1.E. Unless you have removed all references to Project Gutenberg:
+
+1.E.1. The following sentence, with active links to, or other immediate
+access to, the full Project Gutenberg-tm License must appear prominently
+whenever any copy of a Project Gutenberg-tm work (any work on which the
+phrase "Project Gutenberg" appears, or with which the phrase "Project
+Gutenberg" is associated) is accessed, displayed, performed, viewed,
+copied or distributed:
+
+This eBook is for the use of anyone anywhere at no cost and with
+almost no restrictions whatsoever. You may copy it, give it away or
+re-use it under the terms of the Project Gutenberg License included
+with this eBook or online at www.gutenberg.org
+
+1.E.2. If an individual Project Gutenberg-tm electronic work is derived
+from the public domain (does not contain a notice indicating that it is
+posted with permission of the copyright holder), the work can be copied
+and distributed to anyone in the United States without paying any fees
+or charges. If you are redistributing or providing access to a work
+with the phrase "Project Gutenberg" associated with or appearing on the
+work, you must comply either with the requirements of paragraphs 1.E.1
+through 1.E.7 or obtain permission for the use of the work and the
+Project Gutenberg-tm trademark as set forth in paragraphs 1.E.8 or
+1.E.9.
+
+1.E.3. If an individual Project Gutenberg-tm electronic work is posted
+with the permission of the copyright holder, your use and distribution
+must comply with both paragraphs 1.E.1 through 1.E.7 and any additional
+terms imposed by the copyright holder. Additional terms will be linked
+to the Project Gutenberg-tm License for all works posted with the
+permission of the copyright holder found at the beginning of this work.
+
+1.E.4. Do not unlink or detach or remove the full Project Gutenberg-tm
+License terms from this work, or any files containing a part of this
+work or any other work associated with Project Gutenberg-tm.
+
+1.E.5. Do not copy, display, perform, distribute or redistribute this
+electronic work, or any part of this electronic work, without
+prominently displaying the sentence set forth in paragraph 1.E.1 with
+active links or immediate access to the full terms of the Project
+Gutenberg-tm License.
+
+1.E.6. You may convert to and distribute this work in any binary,
+compressed, marked up, nonproprietary or proprietary form, including any
+word processing or hypertext form. However, if you provide access to or
+distribute copies of a Project Gutenberg-tm work in a format other than
+"Plain Vanilla ASCII" or other format used in the official version
+posted on the official Project Gutenberg-tm web site (www.gutenberg.org),
+you must, at no additional cost, fee or expense to the user, provide a
+copy, a means of exporting a copy, or a means of obtaining a copy upon
+request, of the work in its original "Plain Vanilla ASCII" or other
+form. Any alternate format must include the full Project Gutenberg-tm
+License as specified in paragraph 1.E.1.
+
+1.E.7. Do not charge a fee for access to, viewing, displaying,
+performing, copying or distributing any Project Gutenberg-tm works
+unless you comply with paragraph 1.E.8 or 1.E.9.
+
+1.E.8. You may charge a reasonable fee for copies of or providing
+access to or distributing Project Gutenberg-tm electronic works provided
+that
+
+- You pay a royalty fee of 20% of the gross profits you derive from
+ the use of Project Gutenberg-tm works calculated using the method
+ you already use to calculate your applicable taxes. The fee is
+ owed to the owner of the Project Gutenberg-tm trademark, but he
+ has agreed to donate royalties under this paragraph to the
+ Project Gutenberg Literary Archive Foundation. Royalty payments
+ must be paid within 60 days following each date on which you
+ prepare (or are legally required to prepare) your periodic tax
+ returns. Royalty payments should be clearly marked as such and
+ sent to the Project Gutenberg Literary Archive Foundation at the
+ address specified in Section 4, "Information about donations to
+ the Project Gutenberg Literary Archive Foundation."
+
+- You provide a full refund of any money paid by a user who notifies
+ you in writing (or by e-mail) within 30 days of receipt that s/he
+ does not agree to the terms of the full Project Gutenberg-tm
+ License. You must require such a user to return or
+ destroy all copies of the works possessed in a physical medium
+ and discontinue all use of and all access to other copies of
+ Project Gutenberg-tm works.
+
+- You provide, in accordance with paragraph 1.F.3, a full refund of any
+ money paid for a work or a replacement copy, if a defect in the
+ electronic work is discovered and reported to you within 90 days
+ of receipt of the work.
+
+- You comply with all other terms of this agreement for free
+ distribution of Project Gutenberg-tm works.
+
+1.E.9. If you wish to charge a fee or distribute a Project Gutenberg-tm
+electronic work or group of works on different terms than are set
+forth in this agreement, you must obtain permission in writing from
+both the Project Gutenberg Literary Archive Foundation and Michael
+Hart, the owner of the Project Gutenberg-tm trademark. Contact the
+Foundation as set forth in Section 3 below.
+
+1.F.
+
+1.F.1. Project Gutenberg volunteers and employees expend considerable
+effort to identify, do copyright research on, transcribe and proofread
+public domain works in creating the Project Gutenberg-tm
+collection. Despite these efforts, Project Gutenberg-tm electronic
+works, and the medium on which they may be stored, may contain
+"Defects," such as, but not limited to, incomplete, inaccurate or
+corrupt data, transcription errors, a copyright or other intellectual
+property infringement, a defective or damaged disk or other medium, a
+computer virus, or computer codes that damage or cannot be read by
+your equipment.
+
+1.F.2. LIMITED WARRANTY, DISCLAIMER OF DAMAGES - Except for the "Right
+of Replacement or Refund" described in paragraph 1.F.3, the Project
+Gutenberg Literary Archive Foundation, the owner of the Project
+Gutenberg-tm trademark, and any other party distributing a Project
+Gutenberg-tm electronic work under this agreement, disclaim all
+liability to you for damages, costs and expenses, including legal
+fees. YOU AGREE THAT YOU HAVE NO REMEDIES FOR NEGLIGENCE, STRICT
+LIABILITY, BREACH OF WARRANTY OR BREACH OF CONTRACT EXCEPT THOSE
+PROVIDED IN PARAGRAPH F3. YOU AGREE THAT THE FOUNDATION, THE
+TRADEMARK OWNER, AND ANY DISTRIBUTOR UNDER THIS AGREEMENT WILL NOT BE
+LIABLE TO YOU FOR ACTUAL, DIRECT, INDIRECT, CONSEQUENTIAL, PUNITIVE OR
+INCIDENTAL DAMAGES EVEN IF YOU GIVE NOTICE OF THE POSSIBILITY OF SUCH
+DAMAGE.
+
+1.F.3. LIMITED RIGHT OF REPLACEMENT OR REFUND - If you discover a
+defect in this electronic work within 90 days of receiving it, you can
+receive a refund of the money (if any) you paid for it by sending a
+written explanation to the person you received the work from. If you
+received the work on a physical medium, you must return the medium with
+your written explanation. The person or entity that provided you with
+the defective work may elect to provide a replacement copy in lieu of a
+refund. If you received the work electronically, the person or entity
+providing it to you may choose to give you a second opportunity to
+receive the work electronically in lieu of a refund. If the second copy
+is also defective, you may demand a refund in writing without further
+opportunities to fix the problem.
+
+1.F.4. Except for the limited right of replacement or refund set forth
+in paragraph 1.F.3, this work is provided to you 'AS-IS,' WITH NO OTHER
+WARRANTIES OF ANY KIND, EXPRESS OR IMPLIED, INCLUDING BUT NOT LIMITED TO
+WARRANTIES OF MERCHANTIBILITY OR FITNESS FOR ANY PURPOSE.
+
+1.F.5. Some states do not allow disclaimers of certain implied
+warranties or the exclusion or limitation of certain types of damages.
+If any disclaimer or limitation set forth in this agreement violates the
+law of the state applicable to this agreement, the agreement shall be
+interpreted to make the maximum disclaimer or limitation permitted by
+the applicable state law. The invalidity or unenforceability of any
+provision of this agreement shall not void the remaining provisions.
+
+1.F.6. INDEMNITY - You agree to indemnify and hold the Foundation, the
+trademark owner, any agent or employee of the Foundation, anyone
+providing copies of Project Gutenberg-tm electronic works in accordance
+with this agreement, and any volunteers associated with the production,
+promotion and distribution of Project Gutenberg-tm electronic works,
+harmless from all liability, costs and expenses, including legal fees,
+that arise directly or indirectly from any of the following which you do
+or cause to occur: (a) distribution of this or any Project Gutenberg-tm
+work, (b) alteration, modification, or additions or deletions to any
+Project Gutenberg-tm work, and (c) any Defect you cause.
+
+
+Section 2. Information about the Mission of Project Gutenberg-tm
+
+Project Gutenberg-tm is synonymous with the free distribution of
+electronic works in formats readable by the widest variety of computers
+including obsolete, old, middle-aged and new computers. It exists
+because of the efforts of hundreds of volunteers and donations from
+people in all walks of life.
+
+Volunteers and financial support to provide volunteers with the
+assistance they need, is critical to reaching Project Gutenberg-tm's
+goals and ensuring that the Project Gutenberg-tm collection will
+remain freely available for generations to come. In 2001, the Project
+Gutenberg Literary Archive Foundation was created to provide a secure
+and permanent future for Project Gutenberg-tm and future generations.
+To learn more about the Project Gutenberg Literary Archive Foundation
+and how your efforts and donations can help, see Sections 3 and 4
+and the Foundation web page at https://www.gutenberg.org/fundraising/pglaf.
+
+
+Section 3. Information about the Project Gutenberg Literary Archive
+Foundation
+
+The Project Gutenberg Literary Archive Foundation is a non profit
+501(c)(3) educational corporation organized under the laws of the
+state of Mississippi and granted tax exempt status by the Internal
+Revenue Service. The Foundation's EIN or federal tax identification
+number is 64-6221541. Contributions to the Project Gutenberg
+Literary Archive Foundation are tax deductible to the full extent
+permitted by U.S. federal laws and your state's laws.
+
+The Foundation's principal office is located at 4557 Melan Dr. S.
+Fairbanks, AK, 99712., but its volunteers and employees are scattered
+throughout numerous locations. Its business office is located at
+809 North 1500 West, Salt Lake City, UT 84116, (801) 596-1887, email
+business@pglaf.org. Email contact links and up to date contact
+information can be found at the Foundation's web site and official
+page at https://www.gutenberg.org/about/contact
+
+For additional contact information:
+ Dr. Gregory B. Newby
+ Chief Executive and Director
+ gbnewby@pglaf.org
+
+Section 4. Information about Donations to the Project Gutenberg
+Literary Archive Foundation
+
+Project Gutenberg-tm depends upon and cannot survive without wide
+spread public support and donations to carry out its mission of
+increasing the number of public domain and licensed works that can be
+freely distributed in machine readable form accessible by the widest
+array of equipment including outdated equipment. Many small donations
+($1 to $5,000) are particularly important to maintaining tax exempt
+status with the IRS.
+
+The Foundation is committed to complying with the laws regulating
+charities and charitable donations in all 50 states of the United
+States. Compliance requirements are not uniform and it takes a
+considerable effort, much paperwork and many fees to meet and keep up
+with these requirements. We do not solicit donations in locations
+where we have not received written confirmation of compliance. To
+SEND DONATIONS or determine the status of compliance for any
+particular state visit https://www.gutenberg.org/fundraising/pglaf
+
+While we cannot and do not solicit contributions from states where we
+have not met the solicitation requirements, we know of no prohibition
+against accepting unsolicited donations from donors in such states who
+approach us with offers to donate.
+
+International donations are gratefully accepted, but we cannot make
+any statements concerning tax treatment of donations received from
+outside the United States. U.S. laws alone swamp our small staff.
+
+Please check the Project Gutenberg Web pages for current donation
+methods and addresses. Donations are accepted in a number of other
+ways including including checks, online payments and credit card
+donations. To donate, please visit:
+https://www.gutenberg.org/fundraising/donate
+
+
+Section 5. General Information About Project Gutenberg-tm electronic
+works.
+
+Professor Michael S. Hart was the originator of the Project Gutenberg-tm
+concept of a library of electronic works that could be freely shared
+with anyone. For thirty years, he produced and distributed Project
+Gutenberg-tm eBooks with only a loose network of volunteer support.
+
+Project Gutenberg-tm eBooks are often created from several printed
+editions, all of which are confirmed as Public Domain in the U.S.
+unless a copyright notice is included. Thus, we do not necessarily
+keep eBooks in compliance with any particular paper edition.
+
+Each eBook is in a subdirectory of the same number as the eBook's
+eBook number, often in several formats including plain vanilla ASCII,
+compressed (zipped), HTML and others.
+
+Corrected EDITIONS of our eBooks replace the old file and take over
+the old filename and etext number. The replaced older file is renamed.
+VERSIONS based on separate sources are treated as new eBooks receiving
+new filenames and etext numbers.
+
+Most people start at our Web site which has the main PG search facility:
+
+<a href="https://www.gutenberg.org">https://www.gutenberg.org</a>
+
+This Web site includes information about Project Gutenberg-tm,
+including how to make donations to the Project Gutenberg Literary
+Archive Foundation, how to help produce our new eBooks, and how to
+subscribe to our email newsletter to hear about new eBooks.
+
+EBooks posted prior to November 2003, with eBook numbers BELOW #10000,
+are filed in directories based on their release date. If you want to
+download any of these eBooks directly, rather than using the regular
+search system you may utilize the following addresses and just
+download by the etext year.
+
+<a href="https://www.gutenberg.org/dirs/etext06/">https://www.gutenberg.org/dirs/etext06/</a>
+
+ (Or /etext 05, 04, 03, 02, 01, 00, 99,
+ 98, 97, 96, 95, 94, 93, 92, 92, 91 or 90)
+
+EBooks posted since November 2003, with etext numbers OVER #10000, are
+filed in a different way. The year of a release date is no longer part
+of the directory path. The path is based on the etext number (which is
+identical to the filename). The path to the file is made up of single
+digits corresponding to all but the last digit in the filename. For
+example an eBook of filename 10234 would be found at:
+
+https://www.gutenberg.org/dirs/1/0/2/3/10234
+
+or filename 24689 would be found at:
+https://www.gutenberg.org/dirs/2/4/6/8/24689
+
+An alternative method of locating eBooks:
+<a href="https://www.gutenberg.org/dirs/GUTINDEX.ALL">https://www.gutenberg.org/dirs/GUTINDEX.ALL</a>
+
+*** END: FULL LICENSE ***
+</pre>
+</body>
+</html>
diff --git a/16599-h/images/imagep028.jpg b/16599-h/images/imagep028.jpg
new file mode 100644
index 0000000..bf06cc5
--- /dev/null
+++ b/16599-h/images/imagep028.jpg
Binary files differ
diff --git a/16599-h/images/imagep033.jpg b/16599-h/images/imagep033.jpg
new file mode 100644
index 0000000..f1232ea
--- /dev/null
+++ b/16599-h/images/imagep033.jpg
Binary files differ
diff --git a/16599-h/images/imagep046.jpg b/16599-h/images/imagep046.jpg
new file mode 100644
index 0000000..98cf300
--- /dev/null
+++ b/16599-h/images/imagep046.jpg
Binary files differ
diff --git a/16599-h/images/imagep049.jpg b/16599-h/images/imagep049.jpg
new file mode 100644
index 0000000..d45449f
--- /dev/null
+++ b/16599-h/images/imagep049.jpg
Binary files differ
diff --git a/16599-h/images/imagep050.jpg b/16599-h/images/imagep050.jpg
new file mode 100644
index 0000000..810d397
--- /dev/null
+++ b/16599-h/images/imagep050.jpg
Binary files differ
diff --git a/16599-h/images/imagep052.jpg b/16599-h/images/imagep052.jpg
new file mode 100644
index 0000000..dfcfee9
--- /dev/null
+++ b/16599-h/images/imagep052.jpg
Binary files differ
diff --git a/16599-h/images/imagep077.jpg b/16599-h/images/imagep077.jpg
new file mode 100644
index 0000000..8d749d2
--- /dev/null
+++ b/16599-h/images/imagep077.jpg
Binary files differ
diff --git a/16599.txt b/16599.txt
new file mode 100644
index 0000000..9daf819
--- /dev/null
+++ b/16599.txt
@@ -0,0 +1,6067 @@
+The Project Gutenberg eBook, School, Church, and Home Games, by George O.
+Draper
+
+
+This eBook is for the use of anyone anywhere at no cost and with
+almost no restrictions whatsoever. You may copy it, give it away or
+re-use it under the terms of the Project Gutenberg License included
+with this eBook or online at www.gutenberg.org
+
+
+
+
+
+Title: School, Church, and Home Games
+
+
+Author: George O. Draper
+
+
+
+Release Date: August 26, 2005 [eBook #16599]
+
+Language: English
+
+Character set encoding: ISO-646-US (US-ASCII)
+
+
+***START OF THE PROJECT GUTENBERG EBOOK SCHOOL, CHURCH, AND HOME GAMES***
+
+
+E-text prepared by David Garcia, Jeannie Howse, and the Project Gutenberg
+Online Distributed Proofreading Team (https://www.pgdp.net/)
+
+
+
+Note: Project Gutenberg also has an HTML version of this
+ file which includes the original illustrations.
+ See 16599-h.htm or 16599-h.zip:
+ (https://www.gutenberg.org/dirs/1/6/5/9/16599/16599-h/16599-h.htm)
+ or
+ (https://www.gutenberg.org/dirs/1/6/5/9/16599/16599-h.zip)
+
+
+
+
+
+SCHOOL, CHURCH, AND HOME GAMES
+
+Compiled by
+
+GEORGE O. DRAPER
+
+Secretary for Health and Recreation
+County Work Department of the
+International Committee of
+Young Men's Christian Associations
+
+COMMUNITY RECREATION
+Rural Edition
+
+Association Press
+New York: 347 Madison Avenue
+
+1923
+
+
+
+
+
+
+ DEDICATED TO MY FATHER
+
+ HERBERT EDWARD DRAPER
+
+ _whose happy contact with the folks of the country,
+ through his duties as a County official, won for him
+ their esteem; who found recreation in the open
+ country, where the birds, the flowers, and all wild
+ life were his friends and reflected their charm in the
+ life he lived--simple, happy, friendly--true to
+ himself, his family, his neighbors, and his God._
+
+
+
+
+CONTENTS
+
+
+PART I. GAMES FOR SCHOOLS
+
+CHAPTER PAGE
+
+ FOREWORD vii
+
+ I. SCHOOL ROOM GAMES for Primary Pupils 1
+
+ II. SCHOOL ROOM GAMES for Intermediate Pupils 8
+
+III. SCHOOL ROOM GAMES for Advanced and High School Pupils 16
+
+ IV. SCHOOL YARD GAMES for Primary Pupils 24
+
+ V. SCHOOL YARD GAMES for Intermediate Pupils 27
+
+ VI. SCHOOL YARD GAMES for Advanced and High School Pupils 37
+
+
+PART II. SOCIABLE GAMES FOR HOME, CHURCH, CLUBS, ETC.
+
+ I. GAMES FOR THE HOME 44
+
+ II. ICE BREAKERS FOR SOCIABLES 55
+
+III. SOCIABLE GAMES FOR GROWN-UPS 59
+
+ IV. SOCIABLE GAMES FOR YOUNG PEOPLE 67
+
+ V. TRICK GAMES FOR SOCIABLES 73
+
+ VI. STUNT ATHLETIC MEET 83
+
+VII. COMPETITIVE STUNTS 88
+
+
+PART III. OUTDOOR GAMES
+
+ I. OUTDOOR GAMES FOR OLDER BOYS AND YOUNG MEN 94
+
+ II. OUTDOOR GAMES FOR BOYS 103
+
+III. GAMES OF STRENGTH 110
+
+
+PART IV. GAMES FOR SPECIAL OCCASIONS
+
+ I. GAMES AT DINING TABLE 113
+
+ II. A COUNTY FAIR PLAY FESTIVAL 119
+
+III. GAMES FOR A STORY PLAY HOUR 123
+
+ IV. AN INDOOR SPORTS FAIR 127
+
+ V. RACING GAMES FOR PICNICS 132
+
+
+
+
+FOREWORD
+
+
+We should all be prospectors of happiness. There are those who discover
+it in the solitudes of the mountains where freedom is breathed in the
+air that touches the lofty peaks. Others find it in the depths of the
+forest in the songs of the birds, of the brook, of the trees. Most of
+us must find it in the daily walks of life where the seeking is
+oft-times difficult. Nevertheless, there it is in the manufactured
+glory of the city, in the voices of children, and in the hearts and
+faces of men.
+
+Happiness becomes a habit with some; with others it is a lost art. Some
+radiate it; others dispel that which may exist. Happiness can be
+produced by means of exercising certain emotions, by causing
+experiences which allow instinctive expression; the song, the dance,
+the game are examples.
+
+ All enjoyed activity may be classified as play.
+ Play is that which we do when free to do as we like.
+ Play produces happiness.
+
+Work is the highest form of play. The great artist is playing when his
+imagination finds expression on the canvas in color. If he did not love
+to paint he would never have become a great artist. The engineer is
+playing when he produces the great bridge; the financier when he
+masterfully organizes his capital.
+
+The imagination of the child leads him into all kinds of adventure. He
+becomes the engineer on the locomotive; he becomes the leader of the
+circus band; he is a great hunter of terrible beasts; an Indian, a
+cowboy, and a robber. In fact, he tries his hand at all those careers
+which interest him, and we call it play, or may even call it nonsense.
+In fact, some think play is but nonsense.
+
+Play is the expression, the exercising of the imagination. Should the
+child be denied the privilege of play, should its visions never find
+expression, should its mental adventures fail to find adequate physical
+experience, a great musician, a great engineer, a great statesman, or a
+master of some great art may be sacrificed.
+
+Play is not only essential to the child, but, as Joseph Lee says, play
+_is_ the child. The natural environment of the child is a play
+environment; if we are to lead the child or educate the child we have
+first to enter into his environment and into fellowship with him
+therein, and adapt our methods to that environment. The processes of
+education which have taken to themselves those things which are natural
+to children will meet deserved success. The schoolroom, the Sunday
+school room, or home in which a play atmosphere is experienced, small
+though this experience may be, is operating on a sound basis. Play is
+nature's method of education. As a kitten in chasing the leaves in the
+road is playing, it is also learning to catch the bird or the mouse
+essential for the maintenance of life. So the child, by nature, learns
+to live by play.
+
+Activity is life. Directed activity means directed life. The body is
+but the means of activity and is developed only in accord with the
+activity demands of the individual. Character is but the trend of the
+activities of an individual. So the activities are more the individual
+than is the flesh and bone which we see.
+
+If we recognize that in play the child is under the tutorship of
+nature, we should seek to encourage rather than discourage the process.
+By directing the play we are training for life--yes, more, we are
+creating life.
+
+As play creates in the child, it re-creates in the adult. Activity is
+essential to growth. Having attained physical growth, the adult does
+not demand as much physical activity as does the child and as years
+increase the tendency toward physical activity decreases. There is real
+danger in this becoming too meager to maintain efficiency, and we
+recognize more and more the necessity for vacation periods when some of
+the old spirit of play or of joyful activity may be indulged in and a
+re-creation process be set up. This recreation is simply reawakened
+activity, making for greater abundance of life.
+
+The spirit of play and the spirit of youth travel hand in hand. If we
+allow the spirit of play to depart from our life, we lose our grip upon
+life itself. Every man and woman should cultivate and vigorously
+maintain a play spirit. This might be done through some hobbies, games,
+or art into which they can throw themselves with abandon for periods of
+time, frequent, if brief. They should thoroughly enjoy the experience.
+For the wealthy, to whom all things are possible, this may be hard to
+find. To those of limited means and of little free time, opportunity is
+more abundant. To them joy shines forth from even the so-called
+commonplace things of life.
+
+The joy on the faces of those who are playing games, the merry
+laughter, the jest, the shouting, place this type of activity on a
+pinnacle among those producing happiness.
+
+This volume has been prepared, in order that the young and old may find
+greater opportunity for joyful activity, and experience the good
+fellowship, the kindly feeling, the exhilaration and life resulting
+from playing games, and that those fundamental agencies of
+civilization, the Church, the school, and the home, may be better
+equipped to serve mankind and to add to the sum of human happiness.
+
+
+ACKNOWLEDGMENT
+
+This collection of games has been selected from material sent in to the
+author, by Y.M.C.A. Physical Directors, playground directors, and
+school and college athletic directors, to which has been added some
+original material and games that have been seen by the author in his
+travels about the country.
+
+
+
+
+BIBLIOGRAPHY
+
+The author would suggest the following books on games:
+
+ GAMES FOR THE PLAYGROUND, HOME, SCHOOL AND GYMNASIUM, Jessie
+ Bancroft, Macmillan Co., N.Y.
+
+ GAMES FOR EVERYBODY, Hofmann, Dodge Publishing Co., N.Y.
+
+ SOCIAL GAMES AND GROUP DANCES, Elsom and Trilling, J.B. Lippincott
+ & Co., Philadelphia.
+
+ ICEBREAKERS, Edna Geister, The Womans Press, N.Y.
+
+ SOCIAL ACTIVITIES, Chesley, Association Press, N.Y.
+
+ PLAY, Emmett D. Angell, Little, Brown & Co., Boston.
+
+ HANDBOOK FOR PIONEERS, Association Press, N.Y.
+
+ CAMP AND OUTING ACTIVITIES, Cheley and Baker, Association Press,
+ N.Y.
+
+ COMMUNITY RECREATION, Draper, Association Press, N.Y.
+
+
+
+
+Part I
+
+GAMES FOR SCHOOLS
+
+
+CHAPTER I
+
+SCHOOLROOM GAMES
+
+For Primary Pupils
+
+
+Cat and Mouse
+
+One pupil is designated to play the role of cat, another that of mouse.
+The mouse can escape the cat by sitting in the seat with some other
+pupil. Thereupon that pupil becomes mouse. Should the cat tag a mouse
+before it sits in a seat, the mouse becomes cat and the cat becomes
+mouse, and the latter must get into a seat to avoid being tagged.
+
+
+Aviation Meet
+
+Three pupils constitute a team. Two are mechanicians, one the aviator.
+Each team is to have a piece of string about 25 feet long, free from
+knots. A small cornucopia of paper is placed upon each string. The
+mechanicians hold the ends of the string while the aviator, at the
+signal to go, blows the cornucopia along the string. The string must be
+held level by the mechanicians. The aviator first succeeding in doing
+this, wins for his team.
+
+
+Button, Button
+
+The pupils sit or stand in a circle with their hands in front of them,
+palms together. The one who has been selected to be "It" takes a
+position in the center of the circle, with his hands in a similar
+position. A button is held between his hands. He goes around the circle
+and places his hand over those of various individuals, dropping the
+button into the hands of one. He continues about the circle, still
+making the motions of dropping the button in the hands of others, so as
+to deceive those making up the ring. After he has taken his place in
+the center of the circle, those in the ring endeavor to guess into
+whose hands he has dropped the button, the one succeeding in doing this
+takes the button and continues the game.
+
+
+Bee
+
+Some object is determined upon for hiding, such as a coin, a button, a
+thimble, etc. A pupil is sent from the room. During his absence the
+object is hidden. Upon his return the children buzz vigorously when he
+is near to the object sought and very faintly when he is some distance
+away. The object is located by the intensity of the buzzing.
+
+
+Hide in Sight
+
+In this game all of the pupils except one are sent from the room. The
+one left in the room hides a coin, or some similar object, somewhere in
+plain sight. It must be visible without having to move any object. When
+hidden, the rest of the pupils are called back and start the search.
+When a pupil finds the coin, after attempting to mislead the others by
+continuing his search in different quarters, he returns to his seat
+without disclosing its whereabouts. As it is found by others, the group
+of seekers will gradually diminish until there is but one left. When he
+finds it, the coin is again hidden by the one first finding it.
+
+
+Colors
+
+A certain color is determined upon. Each pupil in turn must name some
+object which is of that color. Failing to do this he goes to the foot
+of the line, provided some one beyond him can think of any object of
+that color. If no more objects can be thought of, a new color is
+selected.
+
+
+I See Red
+
+One pupil is given the privilege of thinking of some object in the
+room, of which he discloses the color to the rest of the pupils. For
+example, if he sees a red apple he says, "I see red." Thereupon the
+other pupils endeaver to guess what red object in the room is thought
+of. The one succeeding, next selects the object to be guessed.
+
+
+Hide the Clock
+
+This is a good quiet game for the schoolroom. A loud ticking clock is
+necessary for the game. All of the pupils are sent from the room. One
+of their number is selected to hide the clock. The others, upon coming
+back, try to locate it by its ticking. The one succeeding has the
+privilege of next hiding the clock.
+
+
+Poison Seat
+
+The children all endeavor to shift seats at the clapping of the hands
+of the teacher. Have one less seat than pupils, so that one may be left
+without a seat. This can be arranged by placing a book on one seat and
+calling this "Poison Seat." The child sitting on this seat is
+"poisoned" and out of the game. Add a book to a seat after each change,
+so as to eliminate one player each time. The one left after all have
+been eliminated, wins the game. Should the teacher clap her hands twice
+in succession, that is the signal for all of the pupils to return to
+their own seats.
+
+
+Aisle Hunt
+
+Some object--a coin will do--is selected to be hidden. The children of
+one of the aisles leave the room, the others determine upon a hiding
+place and hide the coin in plain sight. Those out of the room are
+called back and look for the hidden object. As soon as it is found, the
+first one finding it goes to his seat and calls, "First." He is not to
+call until he is actually in his seat. The second one to find it
+returns to his seat and calls, "Second," and so on until it has been
+found by all in the aisle. If there are six aisles in the room, the
+occupants of the first six seats in the aisle seeking the hidden object
+determine which aisle leaves the room next. For illustration,--if the
+pupil in the second seat is the first one to find the object, then the
+second aisle of the room will be the one to leave the room for the next
+hunt. Likewise if the pupil of the third seat is the first to find the
+object, the third aisle will be the one which next has the privilege of
+enjoying the hunt. If there are more pupils in the aisle than there are
+aisles in the room, the pupils in the last seats do not count.
+
+
+New Orleans
+
+The pupils of the room are divided into two groups. One side decides
+upon some action it will represent, such as sawing wood, washing
+clothes, etc., and thereupon represents the action. The other group has
+five chances to guess what the first group is trying to represent.
+Failing to do this, they must forfeit one of their players to the
+second group and the same side again represents an action.
+
+When a group presents an action to the others, the following dialogue
+takes place:
+
+ First Group: Here we come.
+ Second Group: Where from?
+ First Group: New Orleans.
+ Second Group: What's your trade?
+ First Group: Lemonade.
+ Second Group: How is it made?
+
+The first group then represents the action.
+
+
+Birds Fly
+
+This is an attention game. The teacher stands before the class and
+instructs them that if she mentions some bird or object which flies and
+raises her arms sideward, imitating the flapping of the wings of a
+bird, the pupils are to follow her example. But if she mentions some
+animal or some object which does not fly, she may raise her arms
+sideward and upward, imitating the flying position, but the pupils are
+not to follow her example. If they are caught doing so, they must take
+their seats. For example,--the teacher says, "Owls fly". Thereupon she
+and all the children raise their arms sideward and upward. She says,
+"Bats fly" and raises her arms. She next says, "Lions fly" and raises
+her arms, thereupon the pupils are supposed to keep their arms at their
+sides.
+
+
+Music Rush
+
+A march is played on the piano and the children march from their seats
+in single file around the room. As soon as the music stops, all rush to
+get into their seats. The last one in, must remain in his seat during
+the second trial. If there is no piano in the room, drumming on the top
+of a desk will do as well.
+
+
+Change Seat Relay
+
+The teacher claps her hands. This is the signal for all to shift one
+seat back. The one in the rear seat runs forward and sits in the front
+seat. The first aisle to become properly seated wins one point. Again
+the hands are clapped and the pupils shift one seat back, and the one
+then at the rear runs forward and takes the front seat and so the game
+continues until all have run forward from the back seat to the front.
+The aisle scoring the largest number of points wins.
+
+
+Charlie over the Water
+
+This is an old game and is always popular. The children form a ring,
+joining hands. One is selected to be "It" and takes his place in the
+center. Those in the ring then dance around, singing,
+
+ "Charlie, over the water,
+ Charlie, over the sea,
+ Charlie, catch a blackbird,
+ But can't catch me."
+
+Having completed these lines, they all assume a stooping position
+before "Charlie," who is "It," can tag them. If he succeeds in tagging
+one, that one takes his place in the circle and the game continues.
+
+
+Tap Relay
+
+The pupils of each aisle constitute a team. All bend their heads
+forward, placing their faces in the palms of their hands on the top of
+the desk. At the signal to go, given by the teacher, the one in the
+last seat in each aisle sits up, claps his hands and taps the back of
+the one in front of him, which is the signal for the one in front to
+sit up, clap, and tap the one next in front of him, and so the tap is
+passed until it reaches the one in the front seat of the aisle, who,
+upon being tapped, stands up, clapping his hands above his head. The
+first to stand and clap hands above head wins the race.
+
+
+Rat-a-tat Race
+
+Similar to the preceding race with the exception that upon the signal
+to go the one in the back seat knocks with the knuckles of his right
+hand on the top of the desk a "rat-tat, rat-tat-tat," as in a drum
+beat, and then taps with the knuckles the back of the one next in front
+of him, who repeats the performance, tapping off the one in front, and
+so on. The race ends when the individual in the front seat of an aisle
+taps the "rat-tat, rat-tat-tat" and stands up.
+
+
+Bowing Race
+
+A book is handed to the pupil in the last seat of each aisle. At the
+signal to go the pupils holding the book step into the aisle at the
+right hand side of their desks, holding the books on the tops of their
+heads with both hands, and make a bow. Then returning to their seats,
+hit the book on the top of the desk and pass it on to the next one in
+front, who repeats the performance, as does every one else in the
+aisle. The one in the front seat of the aisle finishes the race by
+bowing with the book upon his head, then running forward, and placing
+the book upon the teacher's desk.
+
+
+Spin Around Race
+
+A boy is selected from each aisle to take his place at least six feet
+in front of the aisle. Upon the signal to go, the last boy in each
+aisle runs forward to the right of his desk and links his left arm in
+the right arm of the boy standing in front of his aisle, and in this
+position spins around twice, returning to his seat, and tagging off the
+boy next in front of him, who repeats the performance. The last boy in
+the aisle to spin around ends the race when he has returned to a
+sitting position in his seat.
+
+
+
+
+CHAPTER II
+
+SCHOOLROOM GAMES
+
+For Intermediate Pupils
+
+
+Initial Tag
+
+A pupil who is "It" is sent to the board. He writes thereupon the
+initial of some other pupil in the room. That pupil is to try to tag
+"It" before he can return to his seat. If successful, he becomes "It"
+and continues the game by writing some one else's initial on the board.
+
+
+Magic Music
+
+One pupil is sent from the room. Thereupon the remaining pupils hide
+some object agreed upon. The pupil sent from the room is recalled. The
+teacher or one of the pupils plays the piano loudly when the seeker
+approaches the hidden article and softly when some distance from it.
+The seeker determines the location by the volume of the music.
+
+
+Hunt the Rattler
+
+All of the players in the room are blindfolded, except one, who is
+given a tin can in which is placed a loose pebble. He is known as the
+"rattler." The blindfolded players attempt to locate and tag the
+rattler by the rattle. The one successful takes the place of the
+rattler.
+
+
+Sticker
+
+The pupils stand in a circle in the center of which is "It"
+blindfolded, holding in his hand a blunt stick about 12 or 15 inches
+long. Those in the circle dance around two or three times, so that the
+blindfolded player may not know their position. At the command "Stand,"
+given by the one blindfolded, all must stand still. Thereupon, by
+feeling with his stick, "It" tries to discern an individual in the
+ring. "It" is forbidden to use his hands, in trying to discover who the
+individual is. If he succeeds in guessing, the individual guessed must
+take his place. Otherwise he proceeds to some other individual in the
+circle whom he tries to identify.
+
+
+Name Race
+
+The pupils of each aisle constitute a team. A slip is handed to the one
+in the first seat in each row. At the signal to go, he writes his full
+name thereupon and passes it immediately to the one next behind him,
+who writes his name and passes it on. When the one in the last seat in
+the row has added his name to the slip, he rushes forward and places
+the slip upon the teacher's desk. The aisle first succeeding in
+accomplishing this task, wins.
+
+
+Frogs in Sea
+
+One pupil sits in tailor fashion in the center of the playing space.
+The others try to tease him by approaching as closely as they dare,
+calling him "Frog in the sea, Can't catch me." If the frog succeeds in
+tagging any of the other players, that player must take his place. The
+frog is not allowed to change from his sitting position in his effort
+to tag the other players.
+
+
+Corner Spry
+
+The pupils in the room are divided into four equal teams. Each team is
+assigned to a different corner. A leader stands in front of each team
+with a bean bag, cap, or ball. At the signal to start the leader tosses
+to and receives from each member of his team in turn the bean bag.
+Having received the bag from the last one in his line, he takes his
+place at the foot of the line, and the one at the head of the line
+becomes leader and proceeds to toss the ball to each member as did the
+preceding leader. The group, in which all have served as leaders and
+which successfully completes the game first, wins.
+
+
+Flag Race
+
+The pupils of each aisle constitute a team. Flags are given to the
+pupils in each front seat. On the signal to go, each pupil holding a
+flag steps out on the right hand side of the seat, runs around the
+front of his own aisle, back on the left hand side, around the rear
+seat, returning to his own seat up the right hand aisle, and hands the
+flag on to the one next behind him, who continues the race. When all
+the pupils in the aisle have circled their row of seats with the flag,
+the last one, instead of returning to his seat, runs forward and holds
+the flag above his head in front of his aisle. The one first succeeding
+in reaching the front, wins the race.
+
+In this race it is often better to run two aisles at a time and thus
+avoid the possibility of pupils bumping into each other in their
+attempt to race through the aisles. In this way the various winners can
+race against each other, making an interesting contest.
+
+
+Seat Vaulting Tag
+
+A pupil is selected to be "It." He attempts to tag any other pupil in
+the same aisle in which he stands. The pupils avoid being tagged by
+vaulting over the seats. No one is allowed to run around either end.
+"It" cannot reach across the desk in his effort to tag another. He must
+be in the same aisle or tag as one is vaulting a seat. A pupil becomes
+"It" as soon as tagged.
+
+
+Jerusalem, Jericho, Jemima
+
+This is a simple game of attention. The three words in the title are
+near enough alike to require close attention on the part of the pupil
+to distinguish between them and to act accordingly. Have the pupils
+turn in their seats facing the aisle. If the teacher says "Jerusalem",
+the pupils stand. If she says, "Jericho", they raise their arms
+momentarily forward and upward. If she says, "Jemima", they sit down.
+Any child making a mistake sits in her seat and faces to the front.
+
+
+Compass
+
+An attention game. The pupils stand in the aisle beside their seats. In
+starting the game, the teacher asks them to face to the north, then to
+the south, then to the east, and to the west, so that they have the
+directions fixed in their minds. She then proceeds to tell a story or
+to make statements such as the following, "I came from the north." At
+the mention of the word "north" all the pupils must turn and face
+towards the north. "But since I have arrived in the south,"--at the
+mention of the word "south" they all turn and face the south, etc. If
+the teacher should say "wind," the pupils imitate the whistling of the
+wind; if "whirlwind" is mentioned, all must spin about on their heels a
+complete turn. Failing to do any of the required turns, the pupil takes
+his seat.
+
+
+Geography
+
+The pupils of each aisle constitute a team. Those in the front seats
+are Number 1, those next behind them, Number 2, and so on back. The
+teacher calls some number. The pupils having that number race to the
+board and write thereupon the name of some river, returning to their
+seats. The first one back wins one point for his team. The game
+continues until all the numbers have been called, the team having the
+most points wins.
+
+
+Spelling Words
+
+Have the pupils in aisle 1 face those in aisle 2, those in aisle 3 face
+4, those in aisle 5 face 6. Appoint a captain for each aisle. The
+captain of one team starts spelling a word containing more than three
+letters. The captain of the team facing his, adds the second letter,
+not knowing what word the captain of the other team had in mind. The
+second man of the first team adds a third letter; the second man of the
+second team adds a fourth, each team trying to avoid completing the
+word. The team completing the word loses one point to the other team.
+For example, the first man of team A says "g," the first man of team B
+says "o," thinking of "gold." The second man on team A says "o,"
+thinking of "goose." The second man on team B can only think of "good"
+and contributes "d," ending the word. Team A thereupon scores a point.
+The third man of team A continues the game by starting another word.
+When the ends of the aisles are reached the word, if uncompleted, is
+passed to the head of the line and continued.
+
+If there are four aisles in the room, there will be two groups playing
+at the same time; six aisles, three groups; eight aisles, four groups.
+The captains of opposing teams keep a record of the score.
+
+
+Rhymes
+
+This game stimulates quick thinking. Some one is selected by the
+teacher to start the game, and thereupon gives some word to which the
+first pupil in the aisle must give a rhyming word before the former can
+count ten. Failing to do this, the leader continues and gives a word to
+the second one in the aisle. The rhyming words are to be given before
+the leader has completed his count of ten. Then the one succeeding in
+giving the word replaces the leader.
+
+
+Clapping Song
+
+A pupil is selected by the teacher to clap the rhythm of some familiar
+air. The rest of the children in the room endeavor to guess the song
+clapped. The pupil succeeding in doing this is given an opportunity to
+clap another song.
+
+
+Indian Trail
+
+A pupil is blindfolded and placed in the front of the room. Other
+pupils, one or two at a time, are given the opportunity to stealthily
+approach the one blindfolded, in an endeavor to take some object, from
+before his feet, such as a flower pot and saucer, or a tin can with a
+loose pebble in it, without being detected by the one blindfolded. If a
+pupil succeeds in taking back the object to his seat without having
+been heard, he wins a point for his aisle. Where two pupils are sent
+forward at the same time, two similar objects must be placed at the
+foot of the one blindfolded. The aisle scoring the largest number of
+points in this way wins the game.
+
+
+Number Relay
+
+The pupils of each aisle constitute a team. They are numbered,
+beginning with the one in the first seat. The teacher describes some
+mathematical problem she desires done and calls certain numbers. All
+the pupils having those numbers rush to the board and compute the
+problem. The first back to his seat wins a point for his team, the
+aisle gaining the largest number of points wins the game.
+
+
+Multiplication Race
+
+The pupils of each aisle constitute a team. The teacher decides on a
+multiplication table which is to be placed upon the board. A piece of
+chalk is handed to the first pupil in each aisle. At the signal to go
+Number 1 goes to the board and writes the first example in the
+multiplication table thereupon. Returning to his seat, he hands the
+chalk to the one next behind him, who puts the next step in the
+multiplication table on the board, and so the race continues until the
+one in the last seat has returned to his seat, after adding his part to
+the table. The one first back to his seat wins for his aisle.
+
+
+History Race
+
+Similar to the preceding, with the exception that the pupils are
+requested to write upon the board the name of some historical
+personage or some historical event, date, etc.
+
+
+Poem Race
+
+The pupils having learned some poem may use it in a game in the
+following way:
+
+The pupils of each aisle constitute a team. At the signal to go the
+last pupil in each aisle stands up and recites the first line of the
+poem, returns to his seat and taps the one next in front of him, who
+stands up and repeats the second line of the poem, sits down and taps
+off the third pupil, who repeats the third line, and so the game
+continues. If the poem has not been completed after the one in the
+front seat has said his line, he taps the one next behind him, and that
+one is supposed to give the next line and so on back. The aisle first
+completing a poem wins the race.
+
+If the poem be a very small one, words of the poem instead of lines may
+be used. If it be a long one, verses instead of lines may be used.
+
+
+Last Man
+
+This is a good active game thoroughly enjoyed by the children. The
+teacher selects one pupil to be "It," and another to be chased. The one
+chased can stand at the rear of any aisle and say, "Last man."
+Thereupon the front pupil in that aisle is subject to being tagged by
+"It" and leaves his seat. All the other pupils in that aisle advance
+one seat and the first man chased sits down in the last seat in the
+aisle. "It" tries to tag the man who left the front seat before he can
+go to the rear of any of the aisles. Should he succeed in doing so, he
+can immediately be tagged back if he does not hurry to the rear of some
+aisle and say "Last man."
+
+(Caution: Should any child appear fatigued when "It," substitute
+another child in his place).
+
+
+Change Seats
+
+This is a good relaxation game. The teacher says, "Change seats left."
+Thereupon all the pupils shift to the seats to their left. The children
+who are in the last aisle on the left must run around the room and
+occupy the vacant seats on the right hand side. Should the teacher say,
+"Change seats right," the reverse of the proceeding is necessary. The
+teacher can also say, "Change seats front," or "Change seats rear," and
+the pupils are expected to obey the commands. Those left without seats
+must run to the other end of the room and take any seat found vacant
+there.
+
+
+Relay Run Around
+
+The pupils of each aisle constitute a team. The pupil in the last seat
+in each row, upon the signal to go, steps out in the right hand aisle,
+runs forward around the front of his row of seats, back on the left
+hand side, circling the rear seat, and sits down, touching off the next
+pupil in front of him, who repeats the performance. The aisle first
+accomplishing the run, wins.
+
+
+
+
+CHAPTER III
+
+SCHOOLROOM GAMES
+
+For Advanced and High School Pupils
+
+
+Geography
+
+The group is divided into two equal teams. A leader is chosen for each.
+The leader of Team A begins the game by giving the name of a country
+beginning with the letter "A" (Austria). The leader of Team B gives
+another country beginning with "A". The second member of Team A,
+another; the second member of Team B, another; until one of the teams
+cannot think of any more countries beginning with "A". That team last
+thinking of a country wins one point. The other members of the team can
+help their team mate, whose turn it is, by suggesting other countries.
+The member of the team failing to name a country beginning with "A",
+starts with the letter "B" and the game continues, until one team has
+won ten points. The names of rivers, mountains, states, cities, etc.,
+can be substituted for the names of countries.
+
+
+Seeing and Remembering
+
+Fifteen or twenty articles are placed upon a table under a sheet, in
+front of the pupils. The sheet is removed for a space of 10 seconds and
+the pupils are given a good chance to study the articles on the table.
+After the sheet has again covered the articles, each pupil is requested
+to write as many of the articles as can be remembered, on a sheet of
+paper. The one remembering the largest number wins.
+
+
+Definitions
+
+The teacher selects some word from the dictionary, which is written
+upon the blackboard. Each pupil then writes the definition of that word
+on a slip of paper. After this is done, the teacher compares the
+definition with that in the dictionary. The one giving the definition
+nearest like that in the dictionary wins, and gives the next word to be
+defined.
+
+
+Jumbled Words
+
+The pupils of each aisle constitute a team. Each pupil in the aisle is
+given a number. The one in each front seat is Number 1, the one behind
+him Number 2, and so on back. The teacher has prepared a different
+sentence for each aisle with just as many words in it as there are
+pupils in the aisle. One of these slips is handed to Number 1 of each
+team. Number 1 takes the first word of the sentence as his word, Number
+2 the second, Number 3 the third, and so on. When the last one in the
+aisle has learned the last word in the sentence, the slips are returned
+to the teacher. Competition can be added to this phase of the game by
+seeing which aisle can return the slip to the teacher first.
+
+When the slips have all been turned in, the teacher calls any number.
+Thereupon the pupils in each aisle having that number, go to the
+blackboard and write distinctly their word from the sentence. For
+example, the teacher calls Number 3. Number 3 of aisle 1 had the word
+"money"; Number 3 of aisle 2 "can," etc.
+
+Next the teacher calls Number 5. All the Number 5's go to the
+blackboard and write their words directly after those written by their
+previous team mate. When all the numbers have been called there is a
+jumbled sentence on the board for each aisle. The pupils of the various
+aisles then try to guess what the sentences of the other aisles are.
+Each one guessed, counts 5 points.
+
+
+Descriptive Adjectives
+
+An historical personage is selected, such as Columbus, George
+Washington, etc. The first pupil called upon must describe the subject
+with a descriptive adjective beginning with "A". The second, third, and
+fourth, etc., adding to this description by using adjectives beginning
+with the letter "A". This continues until the adjectives beginning with
+the letter "A" have been exhausted. Then the letter "B" is used and the
+game continues. It is well to change the subject after every fourth or
+fifth letter. This is a good game for adding to the vocabulary of the
+pupil. A little fun can be had by using, instead of an historical
+subject, one of the pupils of the room for description.
+
+
+Store
+
+The pupils of each aisle constitute a team. The one in the front seat
+in each aisle is Number 1, the one behind him, Number 2, etc.
+
+The teacher has a number of cards upon each of which appears a letter
+of the alphabet. The teacher holds up one of these letters so that it
+can be distinctly seen by the pupils. Number 1 of each aisle must name
+some article sold in a grocery store, beginning with the letter held up
+by the teacher. (For example,--the teacher holds up the letter "F";
+Number 1 of the second aisle calls, "Flour"). The pupil first naming an
+article of that letter is given the card containing the letter. The
+next card held up, the number 2's of each team are to name the article,
+and likewise the winner to be awarded the card. The aisle having the
+most cards at the end of the game wins.
+
+The letters can be written on the blackboard if the cards are not
+available for the game and points awarded to each winner. The game can
+also be used with birds, animals, and other subjects in place of
+articles sold in a store. This is a good game to stimulate quick
+thinking.
+
+
+Distinguishing Sounds
+
+This game is good training for the ear. Various noises, such as the
+shaking of a pebble in a tin can, in a wooden box, in a pasteboard box,
+in a large envelope; knocking on wood, on tin, on coin (as silver
+dollar), on stone, on brass, on lead,--are made. The pupils are allowed
+to guess just what the noise is caused by.
+
+
+Laugh
+
+This is a good relaxing game and one in which the practice of self
+control is a factor. An open handkerchief is tossed into the air. While
+it is in the air the pupils are to laugh as heartily as they can, but
+the instant the handkerchief touches the floor, all laughing is to
+stop.
+
+
+Guessing Dimensions
+
+The ability to measure with the eye is well worth cultivating. Each
+pupil is to guess the distance between various points indicated on the
+blackboard, the height of a door, the width and the height of a school
+desk, the height of the schoolroom, the thickness of a book, etc. Each
+of the guesses is written on a slip of paper. The pupil with the best
+guesses wins.
+
+
+Mysterious Articles
+
+An article is concealed under a cloth on the table. Each pupil is given
+an opportunity to feel the article through the cloth and guess what it
+is, educating the sense of touch.
+
+
+Distinguishing by Smell
+
+Various articles invisible to the eye, with distinctive odors, such as
+vinegar, rose, mustard, vanilla, ginger, clove, tea, coffee, chocolate,
+soap, etc., are placed before the pupil. The one able to distinguish
+the largest number of articles by the smell, wins the game.
+
+
+Art Gallery
+
+Pictures of a number of famous paintings by the masters are placed on
+exhibition. The pupil guessing the largest number of masters and
+titles, of the various pictures, wins.
+
+
+Drawing Animals
+
+The teacher whispers in the ear of each pupil the name of some animal,
+whereupon the pupil proceeds to draw that animal, each pupil being
+given the name of a different animal. Drawings are made and put on
+exhibition. All try to guess as many as possible of the animals
+represented in the drawings. The drawing securing the largest number of
+correct guesses wins for the artist.
+
+
+Historical Pictures
+
+A long sheet of paper is given to each pupil, with instructions to draw
+thereupon a picture representing some historical event. After
+completing the drawing, each paper is passed about the room. Each pupil
+writes underneath the picture what he thinks the picture represents.
+His subject is folded under, so that the next pupil to receive the
+picture cannot see what his guess has been. At the end of the game, the
+picture having the largest number of correct guesses wins.
+
+
+Train of Thoughts
+
+A word is suggested by the teacher. This is written at the top of a
+sheet of paper by each pupil. The pupil then writes beneath that word
+various thoughts that are suggested to him by the word. For instance,
+the word suggested by the teacher is "aeroplane". Pupil A has suggested
+to him by the word "aeroplane", humming. He writes that on his list.
+Humming suggests bees. Bees suggest honey; honey, clover, clover
+summer, summer swimming hole, etc. When all of the pupils have written
+fifteen or twenty thoughts which have suggested themselves to them,
+each is called upon to read his train of thoughts to the rest of the
+class.
+
+
+Bowknot Relay
+
+The pupils of each aisle constitute a team. A piece of string is given
+to each pupil in the front seat. At a signal to start each pupil with
+the string runs forward and ties it in a bowknot on some article placed
+in front of each aisle. After tying the bow, he returns to his seat and
+touches the one in the seat next behind him. Thereupon the second
+member of the team runs, unties the bowknot, returns with the string;
+and hands it to the third, who runs forward, and ties it in a bowknot,
+as did the first, and returning touches off the fourth, etc. The aisle
+in which each pupil has accomplished the required task first, wins the
+race.
+
+
+Cooking Race
+
+This is a good game for the class in domestic science. The pupils of
+each aisle constitute a team. A piece of chalk is handed to the one in
+each front seat. At the signal to go, the chalk is passed back until it
+reaches the one in the last seat in the row. Every one in the aisle
+must have handled the chalk in passing it back. Upon receiving it, the
+last one in the row runs forward to the board and writes thereupon an
+ingredient necessary in the making of cake. Returning, the chalk is
+handed to the one in the front seat and again passed back until it gets
+to the one in the next to the last seat, who rushes to the board and
+writes another ingredient necessary in cake making. And so the race
+continues. When the last pupil at the board, namely the one from the
+front seat, has written upon the board and returned to her seat, the
+race is ended. The race is won by the aisle first completing this task.
+
+
+Spelling Game
+
+The group, if numbering 40 or more pupils, is divided into two teams.
+The contestants of each team are given a different letter of the
+alphabet. The teacher gives a word. Thereupon the pupils in both teams
+whose letter occurs in the word named, run one to the front and one to
+the rear of the room, as assigned by the teacher, and take their places
+in the order in which their letter occurs in the word. When the pupils
+have taken their proper position, they call out the letters they
+represent, spelling the word. The group first accomplishing this, wins
+one point for their team. If the letter occurs twice in the same word,
+that pupil representing that letter takes his place where the letter
+first occurs in the word and shifts to the second position, so as to
+help complete the word.
+
+If the group be too small for two alphabets the game can be played by
+having but one and seeing which of the various words given is formed in
+the quickest time by the single group.
+
+
+Grammar Race
+
+The pupils of each aisle constitute a team. A piece of chalk is given
+to the one in each front seat. At the signal to go, the one with the
+chalk rushes to the board and writes the first word of a sentence on
+the board and returns to his seat, passing the chalk on to the second
+one, who writes the second word for a sentence. The third writes the
+third, and so on until a complete sentence has been written upon the
+board. The one in the last seat must complete the sentence and return
+to his seat, ending the race.
+
+Twenty-five points is awarded the team finishing first; twenty-five
+points to each team with correct spelling; twenty-five points for the
+team with the best writing; twenty-five points for the best composition
+of the sentence.
+
+
+Schoolroom Tag
+
+A three foot circle is made with a piece of chalk in the front of the
+room. Each pupil in the room is given a different number. The teacher
+selects one to be "It," who must stand at least ten feet from the
+circle and be touching a side wall. "It" calls a number. The pupil
+whose number is called tries to run through the circle in the front of
+the room and get back to his seat without being tagged by "It". The one
+who is "It" must run through the circle before he can tag the one whose
+number he called. If the pupil is tagged he becomes "It".
+
+
+Directions
+
+An attention game. Taking for granted that the pupils have a general
+knowledge of the directions of various towns or cities in their state
+or the surrounding states, the following game can be played.
+
+All are requested to stand in the aisle beside their seats. The teacher
+then proceeds to make statements or tell some story, mentioning the
+names of various cities and towns. At the mention of these the pupils
+face in the direction in which said cities or towns are located.
+Failing to turn correctly when a city is mentioned the pupil is
+required to take his seat.
+
+
+
+
+CHAPTER IV
+
+SCHOOLYARD GAMES
+
+For Primary Pupils
+
+
+Chase the Rabbit
+
+The group kneels in a circle with their hands on each other's
+shoulders. The one selected to be rabbit runs around the circle and
+tags some individual. Thereupon that individual must get upon his feet
+and run to the left around the circle. The rabbit runs to the right
+around the circle. The rabbit must tag the one who is running around in
+the opposite direction, and then both endeavor to get back to the hole
+left in the circle. The one failing to do this becomes the rabbit for
+the next play.
+
+
+Steps
+
+One of the group is selected to be "It". He stands with his back to the
+group and counts five, at the end of which he turns rapidly around. If
+he sees any of the group moving, that one seen must go back to the
+starting line. While the one "It" is counting, it is the object of the
+group to progress toward him as rapidly as possible.
+
+
+Statues
+
+This game is similar to the game "Steps," above described, excepting
+that the players standing behind "It" assume the poses of statues. "It"
+upon turning around endeavors to detect some movement on the part of
+the statues, in which case that player takes the place of "It".
+
+
+Progression
+
+The players stand behind a line. Each in turn must cover the space
+between said line and another line twenty yards distant by a manner of
+progress different from that used by any of the previous players. For
+example, the first one called upon to cover the intervening space
+between the lines walks, the second one runs, the third hops, the
+fourth crawls, the fifth walks backward, etc., and so on until all of
+the players have reached the far line. This game taxes the ingenuity of
+the last players to be called upon, as they have to initiate new
+methods of progress.
+
+
+Squirrel in Trees
+
+Players stand in groups of three--two facing one another with hands
+joined to form hollow trees, and the third within the tree hollow to
+represent the squirrel. There is also one odd squirrel outside the
+tree. The teacher or leader claps her hands, when all squirrels must
+run for other trees, and the odd squirrel tries to secure a tree, the
+one left out being the odd squirrel the next time. Players' positions
+may be reversed frequently to give all an equal chance to be squirrels.
+
+
+Shadow Tag
+
+This game is similar to ordinary tag, with the exception that "It"
+endeavors to touch or step on the shadow of one of the players.
+Succeeding in doing this, that player becomes "It".
+
+
+Handkerchief Tag
+
+A player is selected to be "It". A knotted handkerchief is given to the
+rest of the players. "It" can only tag the player holding the
+handkerchief in his hands. The players endeavor to get rid of the
+handkerchief by throwing it from one to another. Should the
+handkerchief fall upon the ground, there is no one for "It" to tag
+until it has been picked up by one of the players.
+
+
+Puss in Corner
+
+The players are distributed about the playing area, and given goals,
+such as trees, fence and building corners, etc. One player is selected
+to be "It". The other players endeavor to change places. "It" can
+either tag one of the players who is off his corner, on goal, or step
+into the goal vacated by one of the players. In the first case, the
+player tagged becomes "It"; in the second, the player left without a
+goal becomes "It".
+
+
+Back to Back
+
+This is a tag game in which "It" may tag anyone who is not back to back
+with one other player.
+
+
+Peggy in Ring
+
+A blindfolded player takes his place in the center of the group which
+has joined hands, forming a ring. The ring begins to dance around in a
+circle until "Peggy", who is blindfolded in the centre, pounds three
+times with a stick upon the ground or floor. This is the signal for
+everyone to stand still. "Peggy" then holds out the stick to some one
+in the circle. The one nearest to it must grasp the end. "Peggy" then
+asks the one at the other end three questions. The questions may be
+answered by grunts or groans and "Peggy" endeavors to guess who is thus
+answering the questions. Succeeding, the one questioned takes "Peggy's"
+place in the center of the circle and the game proceeds.
+
+
+
+
+CHAPTER V
+
+SCHOOLYARD GAMES
+
+For Intermediate Pupils
+
+
+Link Race
+
+The group is divided into two teams, and a leader appointed for each. A
+large square is marked upon the ground and the opposing teams line up
+upon opposite sides of the square behind their leader, each locking his
+arms about the waist of the man in front of him. At a signal to go both
+groups endeavor to tag the rear end of the group in front of them by
+running about the square, keeping on the lines. Should a group succeed
+in tagging the rear of the line in front, but it is found that their
+own line is broken through the effort, it does not count. But the
+broken line can be tagged by the rear of the line and it will count. So
+it is up to that part of the line which has broken loose at the rear to
+catch up with the rest of its team.
+
+
+Maze Tag
+
+All but two of the players stand in parallel lines or ranks, one behind
+the other, with ample space between each player 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. He
+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.
+
+[Illustration: _Maze Tag_]
+
+The success of the game depends largely upon the judgment of the leader
+in giving the commands, "Right (or left) face!" These 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 the 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.
+
+
+Turtle Tag
+
+One player is selected to be "It" and chases the rest. In order to
+avoid being tagged, a player may lie upon his back with both feet and
+hands off the ground.
+
+
+Roly Poly
+
+This game must be played in groups, not larger than 12. Holes are dug
+in the ground with the heels of the shoe. These holes are placed about
+6 inches apart in a line. They should be about 3 inches in diameter and
+at least one inch deep. A line is drawn 6 feet from the first hole. The
+one who is "It" must stand behind this line and roll a soft ball so
+that it will drop into one of the holes. If he misses, he continues to
+roll until he succeeds. If he succeeds, the one, into whose hole the
+ball rolls, runs forward, picks it up and endeavors to hit any other
+player from the position in which he picked up the ball. The rest may
+run in their effort to get away. Should he miss, a goose egg--(a small
+stone)--is placed in his hole. Should he succeed in hitting a player, a
+goose egg is placed in the hole of that player. The one to whom is
+awarded the goose egg is the next to roll the ball from the dead line
+in the endeavor to get it into a hole. Any player getting three goose
+eggs has to run the gauntlet, which is the name given to running
+between two lines of players while they slap at his back. The faster he
+runs the lighter the slaps. No player is allowed to hit from the front.
+
+
+Antony Over
+
+A group is divided into two teams, A and B. The game is played around a
+small building, such as a small school house or wood shed, around
+which there is free running space. To team A is given a soft ball, such
+as a tennis or yarn ball. The ball is thrown over the building to team
+B. If it is caught by one of the players of team B, the whole team
+slips around the building, all going in the same direction, and trying
+to hit with the ball some one on team A before they can get around to
+the opposite side of the building. Team A tries to escape being hit by
+dodging and running around the building to the opposite side. If a
+player is hit, he goes to B side. The teams keep their new places and B
+throws the ball over to A. If the ball is not caught, it is thrown back
+and forth over the building until caught. The team which first hits all
+of its opponents wins, or a time limit may be agreed upon and the team
+having the greatest number of players at the end of that time, wins.
+
+
+Snake and Bird
+
+Two lines are drawn in the schoolyard about fifty feet apart. The group
+is divided into two teams. The one team links hands and takes a
+position between the two lines, and the leader calls, "Birds run". The
+other team, which is lined up behind one of the lines, endeavors to run
+across the space between the two lines without being caught by the
+snake, which endeavors to circle around as many of the second team as
+it can. A record is kept of the number of boys caught. Then the other
+team becomes snake and endeavors to coil around as many of the
+opponents, when they attempt to cross the space between the lines, as
+possible.
+
+
+In and Out
+
+The group grasp hands, forming a circle. Two individuals are selected,
+one to be "It", and the other to be chased. These two are placed on
+opposite sides of the circle. Then "It" endeavors to tag the other. The
+one chased may go in and out under the hands of those forming the
+circle, cut through or run around the circle and "It" has to follow
+the same course in the pursuit. When "It" succeeds in tagging his
+partner, two other players take their places.
+
+
+Fox and Rabbit
+
+The group link hands and form a circle. Two players are selected, one
+to be "It" and the other to be chased, as in the preceding game. In
+this game, however, it is not necessary that the fox follow the same
+course the rabbit pursues, in his endeavor to tag him, but both can go
+in and out of the circle at will. The players in the circle endeavor to
+assist the rabbit and impede the fox in his chase, as much as possible.
+When the fox has caught the rabbit, two other players are selected to
+take their places.
+
+
+Chicken Market
+
+One player is selected to be a buyer, another to be the market man. The
+rest of the players are to be chickens. They stoop down in a row,
+clasping their hands under their knees. The buyer inquires of the
+market man, "Have you chickens for sale?" The market man says, "Yes,
+plenty of them". Thereupon the buyer goes along the line and examines
+the chickens. He finds one too tough, one too fat, etc., until at last
+he comes to one which suits his fancy, and he so informs the market
+man. He takes one arm and the market man takes the other and between
+them they swing the chicken back and forth. If the chicken maintains
+the grasp of its hands beneath its knees, it is accepted by the buyer
+and is led off to the home of the buyer, marked upon the ground. The
+game continues until all the chickens are sold.
+
+
+Chickidy Hand
+
+The player who is selected to be "It" interlocks the fingers of his
+hands and holds them against a post, which is known as the goal. The
+other players fold their hands in the same way and place them against
+the post. To start the game, "It" counts ten, whereupon the players
+leave the goal and "It" endeavors to tag one of them. The hands must be
+kept folded until tagged. The one tagged joins hands with "It" and
+continues with him in an effort to tag others. The players endeavor to
+keep from being tagged by the line and try to break through the line.
+Succeeding in this, the individual towards the head of the line, next
+to the break, drops out of the game. Those in the line cannot tag a
+player who has rushed in and succeeded in breaking the line until the
+line reforms.
+
+
+Pass Ball
+
+The group form a circle and are counted off in 2's. The Number 1's are
+given a ball or some other object easily tossed, at one side of the
+circle and the Number 2's a like object on the other side of the
+circle. Then 1 competes against 2 in an endeavor, by passing the object
+around the circle, to have it overtake that passed by the other team.
+When the object passed by one team has overtaken and passed that of the
+other, it counts one point and the game starts over, with the objects
+on opposite sides of the circle.
+
+
+Poison
+
+The group forms a circle, linking hands. In the center of the circle is
+placed on end a short log about a foot long. (A tall bottle may be used
+in place of the log). By it is lying a soft playground baseball or a
+yarn ball. The circle begins to rotate around the log, the object being
+to keep from knocking the club over, on the one hand, but to force some
+one else in the circle to knock it over. The instant it falls, the
+circle dissolves and all the players except the one who knocks over the
+club run, while he picks up the ball and throws it at the running
+players. If he succeeds in hitting some one, the one hit is out of the
+game. If he fails, he is out. So the game continues until but two
+players are left.
+
+
+Fox Trail
+
+[Illustration]
+
+A large circle is drawn upon the ground. This should measure from 30 to
+40 feet in radius. Another circle is drawn within this first circle and
+should have a radius 10 feet less than the first. Eight or 10 spokes
+are drawn from the center to the circumference. Where these spokes
+intercept the outer circle a small circle is drawn. These small circles
+are known as "dens". A player is placed in each one of these dens.
+Another player is known as the hunter and stands at the hub of the
+wheel. The players in the dens are known as foxes. There is to be one
+more fox than den. This odd fox can stand anywhere else on the rim,
+where he tries to get a den whenever he can. The object of the game is
+that the foxes 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 on the outer
+rim, as there is practically no risk in this. Foxes may run in any
+direction on the trail, on the spokes or on either of the rims. They
+may not turn back, however, when they have started on a given trail,
+until they have run across to the intersection of another line. If the
+hunter succeeds in tagging a fox, the two exchange places, the fox
+becoming the hunter. This is a good game to play in the snow marking
+the trails in the snow.
+
+
+Weavers Race
+
+A group forms a circle which is counted off by 2's. The Number 1's in
+the circle constitute team A, and the Number 2's team B. Two captains
+stand side by side in the circle. Each holds a small stick. At a signal
+to go both start racing in opposite directions around the circle, going
+to the rear of the first player, to the front of the second, to the
+rear of the third, etc., weaving their way in and out. When they meet
+at the further side of the circle they must join hands and spin around
+once in the circle before continuing to weave their way back and forth
+from the point in the circle from which they left. Thereupon number 1
+of A team tags the next player on his team in the direction in which he
+ran. Number 1 of B team tags the next one on his team who starts in the
+direction in which the first ran. The race continues until everyone in
+the team has completed his run around the circle in the required way.
+
+
+Circle Chase
+
+The group forms a circle and counts off by 4's. The leader takes his
+place in the center of the circle. He calls any number from 1 to 4, and
+all of the men holding that number step back and run around the outside
+of the circle to the right, endeavoring to tag the man who is running
+just ahead of him. The leader blows a whistle, which is the signal for
+the men to return to their original places in the circle, with the
+exception of those who have been tagged out. The latter are supposed to
+take a position within the circle. The leader next calls another number
+and they proceed as did the first. As the game continues, the circle
+grows smaller. The individual wins who succeeds in tagging out all
+those of his number.
+
+
+Reuben and Rachel
+
+The group forms a circle, joining hands. One of the players is
+blindfolded and placed in the center of the circle. All the rest in the
+ring dance around him until he points at some one. That one enters the
+circle and the blind man calls out, "Rachel". The other must answer,
+"Here, Reuben", and move about in the circle so as to escape being
+tagged by Reuben. Every time Reuben calls out, "Rachel", she must
+reply, "Here, Reuben", and so it goes on until she is caught. Reuben
+must guess who she is and if he guesses correctly Rachel is blindfolded
+and the game goes on as before. If not, the same individual continues
+as Reuben and he points out a new Rachel to come into the circle.
+
+
+Channel Tag
+
+The group forms a circle, faces to the right and assumes a stride
+position. The one selected to be "It" takes his place in the center of
+the circle. The others pass a ball or bean bag either backward or
+forward between their legs. The one in the center tries to capture the
+ball or bag. If he succeeds, the one last touching it must take his
+place in the center of the circle. Every one must touch the ball or bag
+when it passes by them, either forward or backward.
+
+
+Soak 'em
+
+A sock stuffed with straw is used in this game. A circle is drawn upon
+the ground. The group is divided into two teams. One team takes its
+place in the center of the circle, the other lines up around the
+circumference. Those on the outside of the ring endeavor, without
+stepping over the line, to throw and hit those within. Succeeding, the
+one hit must lie upon the ground within the ring. The others endeavor
+to avoid being hit by dodging here and there. When all of the first
+team in the ring have been hit, they take their position outside of the
+ring and throw at their opponents. The team succeeding in hitting all
+of the opponents in the _quickest_ time, wins.
+
+
+The Dummy
+
+One of the group, known as the "dummy", must take a position 30 feet in
+front of a line and stands with his back to the rest of the group. A
+soft ball is thrown at him and he endeavors to guess who hit him. If he
+succeeds, that one must take his place.
+
+
+Oriental Tag
+
+Similar to ordinary tag, except that the one "It" cannot tag any one
+who has his forehead to the ground.
+
+
+Ball Tag
+
+The one who is "It" is armed with a soft ball. He attempts to tag
+another by means of hitting him with the ball. The one who is hit
+becomes "It".
+
+
+Couple Tag
+
+Similar to ordinary tag, except that the group is arranged in couples.
+Couples must lock arms. The couple which is "It" endeavors to tag some
+other couple. If either of the men making up the "It" couple succeeds
+in tagging either man of another couple, that group is "It".
+
+
+
+
+CHAPTER VI
+
+SCHOOLYARD GAMES
+
+For Advanced and High School Pupils
+
+
+Dresden Tag
+
+The group forms a circle with at least three feet space between each
+individual in the circle. One individual is selected to be "It",
+another to be chased. Those in the circle are to place their hands upon
+their knees and assume a stooping position, as for leap frog. "It"
+endeavors to tag the individual he is to chase before said individual
+can leap over the back of any one forming the circle. Should he leap
+over the back of some one, the one over whose back he jumped is then
+subject to being tagged by "It". Should "It" tag the one chased, then
+"It" must leap over some one's back to escape from being tagged. After
+leaping over a back, the individual who made the leap takes the
+position of the one who left that place in the circle.
+
+
+Fox and Geese
+
+One player is chosen to be fox, another to be gander. The remaining
+players all stand in single file behind the gander, each with his hands
+upon 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
+stretches 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, unless the line be very long, then the last five or ten
+players may be tagged, as decided beforehand. It will be seen that the
+geese all may co-operate 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.
+
+
+Plug the Hole
+
+The players form in a circle with their legs in a stride position,
+their toes touching those of the next player. The one who is "It" takes
+his place in the centre of the circle. A partner to "It" takes his
+place on the outside of the circle. "It" is given a salt bag stuffed
+with saw dust or an old basketball cover stuffed with rags or some
+similar object. "It" endeavors to throw the stuffed bag between the
+legs of any of the players making up the circle. The players in the
+circle must keep their hands upon their knees until they see the bag
+coming towards them. They can then intercept it with their hands but
+are not allowed to move their feet. Should "It" succeed in throwing the
+bag between the legs of any player, his partner on the outside may
+capture it and endeavor to throw it back into the circle by the same
+method by which it came out, while the one between whose legs the bag
+was thrown takes "It's" place. Should "It's" partner on the outside
+succeed in throwing the ball into the circle between the legs of any
+player, that player takes the partner's place on the outside.
+
+
+Partner Swat Tag
+
+Form a circle in pairs, partners linking arms together. Two stuffed
+clubs (made by stuffing stockings with waste or rags), are placed in
+the hands of one of the couples selected to be "It". This couple runs
+about the circle and hands the clubs to another set of partners in the
+circle. Thereupon the others, receiving the clubs, chase the couple at
+their right around the circle, beating them with the clubs until they
+have reached their original place in the circle. The couple holding the
+clubs then go around the circle and hand the clubs to another couple,
+who proceed to chase the others at their right and so the game
+continues.
+
+
+Freight Train Tag
+
+The boys are divided into groups of three's. Each three line up, one
+behind the other, with their arms locked around the waist of the man in
+front. The first man in the group is the engine, and the last man the
+caboose. One man is selected to be "It", another to be chased. In order
+to avoid being tagged by "It", the man chased endeavors to hitch on the
+rear of a freight train by locking his arms around the caboose.
+Thereupon the engine, or the man at the front of the train, is subject
+to being tagged by "It" until he can hitch on to some other train.
+Those individuals making up a train endeavor to keep any one from
+hitching on to their caboose. "It", having tagged another, is subject
+to being tagged back immediately, provided he has not hitched on the
+rear of some train.
+
+
+Roll Ball
+
+The players form in a circle, grasping the hands of their neighbors.
+The one selected to be "It" takes his place in the center and is given
+a basketball or a stuffed sack, which he endeavors to kick outside of
+the ring. The players in the circle endeavor to prevent same by
+interfering with their legs. Should "It" succeed in kicking the ball
+outside the circle, the player between whose legs it went or to whose
+right it went, must take "It's" place.
+
+
+Take Away
+
+The group is divided into two teams. One team is given a ball or some
+other object which can be easily caught. The object of the game is to
+keep the ball away from the opponents as long as possible. Should the
+opponents capture the ball, they in turn endeavor to pass it among
+themselves, keeping it away from the other team.
+
+
+Red, White and Blue
+
+Two lines are marked upon the ground, about fifteen feet apart. The
+group is divided into three equal teams; one team is known as the red,
+the other the blue, and the third the white. The blue team takes its
+position between the two lines, with the red team beyond one line and
+the white beyond the other. A ball or some other soft object easily
+thrown is given to the red team. Any member of that team may try to hit
+a member of the blue team, with the ball, without stepping over the
+line. Should he succeed, it counts one point for the red. Should he
+miss and the ball go across to where the white team is stationed, any
+member of the white team endeavors to hit one of the blue and scores a
+point if successful. Should the ball fail to return to either the red
+or the white team, a member of either of those teams may run into the
+blue territory to recover it, but must return or toss the ball back to
+his team beyond the line before it is again in play. The playing time
+of the game is divided into thirds. The reds change places with the
+blues in the second third, and the whites with the reds in the last
+third. Only the team between the lines is subject to being thrown at.
+The team having the most hits to its record at the end of the game,
+wins.
+
+
+Pin Ball
+
+This game is played with the same rules as basketball, except that in
+place of the baskets a 6 foot circle is drawn in the center of each end
+of the playing space, and in the center of each circle a short flat end
+log about 14 inches long and 3 inches in diameter stands upon its end.
+Seven players constitute a team. A pin guard is placed within each
+circle, with the pin and he is the only one that is allowed to step
+inside the circle. The object of the game is to knock down the
+opponent's pin by hitting it with the ball. It is a foul to carry the
+ball or to hold an opponent. Where basketball rules are known to the
+players, use the same rules for this game. In case of a foul, a 15 foot
+line measured from the pin in the circle is used as a free throw line.
+In a free throw the guard is not allowed to interfere with the ball
+hitting the pin. A stuffed sack can be used in place of a ball in this
+game.
+
+
+Kick Ball
+
+An inflated ball about the size of a basketball is best for this game,
+but a bean bag can be used. The group is divided into two teams. One
+team is at the bat and the other in the field, arranged as in regular
+baseball with the exception that there is a short stop on both sides of
+the pitcher. The home base is marked upon the ground in form of a
+rectangle 4 feet long and 3 feet wide. The ball is tossed with an
+underhand toss, so that it passes over the base not higher than the
+level of the knee of the batter. Three strikes and four balls are
+allowed, as in baseball. Three men out retire a side. The principal
+difference is that the batter kicks the ball and may be put out by
+being hit with the ball when running between bases.
+
+
+Hand Baseball
+
+This game is like regular baseball, with the exception that a tennis
+ball or soft rubber ball is used for a ball and the hand is used for a
+bat. The pitcher throws the ball so that it bounds just in front of the
+batter. If on the bound it passes over the home plate above the knees
+and below the shoulders of the batter, it constitutes a strike. The
+home plate is marked upon the ground and is 2 feet square. The batter
+hits the ball with the open palm of his hand and runs bases, as in
+regular baseball. Four balls and 3 strikes count as in regular games.
+
+
+Last Couple Out
+
+This is an old Swedish game and one which can still be played and
+thoroughly enjoyed. The players are arranged in double file. One player
+is selected to be "It" and takes a position about 10 feet in front of
+the file, with his back to it. He calls, "Last couple out". Thereupon
+the last two in the double file run forward, one on either side of the
+line and endeavor to join hands in front of "It", without being tagged.
+"It" cannot look behind or start to chase until the last couple are on
+a line with him. The couple are allowed to circle as far out from the
+double line as they wish in their endeavor to avoid "It", and may join
+hands in any position, so long as they are in front of "It's" original
+position. Should "It" tag one of them before they have had an
+opportunity of joining hands, the one tagged becomes "It", and the one
+who was "It" unites with the extra player at the head of the double
+column. Otherwise "It" remains "It".
+
+
+Spanish Fly
+
+This is an old leap frog game. One player is chosen to be "down". The
+others follow the leader in taking frog leaps over the back of the one
+downed. At the first leap the leader says, "Spanish fly". All the
+others must repeat those words upon taking their leap. At his second
+leap, the leader says, "Handlings", and squeezes his fingers into the
+back of "Down". The others must do as he did. The leader next says,
+"Knucklings" and doubles his knuckles up on the back of "Down" in
+leaping over. The next command is "Spurrings", and the leader hits
+"Down" with the heel of his right foot in making the leap. The next
+command is "Dump the apple cart", and the leader grasps the clothes of
+the boy in going over and endeavors to pull him forward. The next is
+"Hats on deck", and the leader places his hat on the back of the boy as
+he passes over him. The next boy after the leader places his hat upon
+that of the leader and so on until all of the boys have their hats on
+the back. The next command is "Hats off deck", and the last boy to
+place his hat upon the back is the first to leap over, endeavoring to
+pick his hat off without knocking any of the others off. Should any of
+those following the leader fail in accomplishing the trick they are
+supposed to do, they become "Down" and the boy who was downed becomes
+the leader.
+
+
+Tony Says
+
+This is a good game to follow formal gymnastic exercises, maintaining
+the same formation. The players are lined up in open order upon the
+playing space. The leader asks for a number of exercises for the arms
+and legs. The players execute these upon command provided the words
+"Tony says" precede the command. For example, Tony says "Attention";
+Tony says "Raise arms to side horizontal"; Tony says "Arms down." If
+the leader fails to say "Tony says" before the command, the players are
+not to execute the command. Should a player execute the command at the
+time when he is not supposed to, he is required to run to a given point
+behind the leader and return to his original place. This is required of
+every player making a mistake.
+
+
+
+
+Part II
+
+SOCIABLE GAMES FOR THE HOME, CHURCH, CLUB, ETC.
+
+
+CHAPTER I
+
+GAMES FOR THE HOME
+
+
+These games have been selected for the use of small family groups. In
+many of them parents and children will find an opportunity for
+entertainment during the long winter evenings in the home.
+
+
+Twenty Questions
+
+This is a quiet, entertaining and instructive game. One member of the
+family is given the privilege of thinking of some specific object
+anywhere in the universe. The others endeavor to guess what that object
+is and are only allowed to ask twenty questions in doing so. The one
+who thinks of the object to be guessed, only answers the questions
+asked by yes or no. It is exceptional when the object is not guessed,
+no matter how difficult it may be, before the twenty questions have
+been asked. Example,--the King of Belgium is selected by the player.
+The first question asked by another player is, "Is it in the animal
+kingdom?" This question is answered by "Yes".
+
+ Second question: "Is it in a menagerie?"
+ Answer: "No."
+ Third question: "Is it a man?"
+ Answer: "Yes."
+ Fourth question: "Is it an historical character?"
+ Answer: "Yes."
+ Fifth question: "Is he an American?"
+ Answer: "No."
+
+And so the questions and answers continue. Any one has the privilege of
+asking a question at any time. The one who is thinking of the subject
+keeps a record of the number of questions asked. If any one has guessed
+within twenty questions, he has the opportunity of thinking of the new
+object to be guessed.
+
+
+You Know Me
+
+One of the group is given the privilege of starting the game by
+assuming he is some well known character, and makes the statement, "I
+am the man who invented the lightning rod". The others of the group
+endeavor to guess who he is. The one first guessing Benjamin Franklin
+is given the opportunity of continuing the game by assuming he is some
+other prominent character.
+
+
+Come-She-Come
+
+One member of the group is given the opportunity to select some object
+in plain sight in the room, to be guessed by the others. That
+individual says, "Come she come". Another individual says, "What does
+she come by?" The first individual answers, "By the letter----", and
+gives the first letter of the name of the object he has selected to be
+guessed. The others thereupon endeavor to guess what that object is.
+The one succeeding determines the next object to be guessed.
+
+
+Hide the Thimble
+
+All of the group leave the room, except one, who hides somewhere about
+the room a thimble. The others are then called back and endeavor to
+find it. If the thimble is hidden in a very difficult place, the one
+who hid it can inform the searchers if they are "warm" or "cold";
+"warm" indicating that they are near, "cold" that they are not seeking
+in the right place.
+
+
+Tit Tat Too
+
+A diagram similar to the illustration (Fig. 1) is drawn on a sheet of
+paper. Two players only can participate. The first player marks a cross
+in any of the spaces between the lines; the next player makes a circle
+in any other space. The object of the game is to have one of the
+players succeed in placing three of his marks in a straight line,
+vertically, horizontally, or diagonally, upon the diagram. If neither
+succeeds, a new diagram is drawn and the game continues. The player
+making the crosses has won the game in (Fig. 2) as he has three crosses
+in a line.
+
+[Illustration:
+
+ | | X | O |
+ ---+---+--- ---+---+---
+ | | | X | O
+ ---+---+--- ---+---+---
+ | | | | X
+ FIG. 1. FIG. 2.
+]
+
+
+Last Match
+
+Three piles of matches are placed upon the table. Each pile can contain
+anywhere from ten to twenty matches. The object of the game is to make
+your opponent pick up the last match, two players playing. Playing
+proceeds by each player taking up from any one pile as many matches as
+he wishes. He may take all in the pile if he so desires. Each takes
+matches in turn, endeavoring to make it so that the opponent has to
+take the last match left on the board.
+
+
+Your House, My House
+
+A piece of string about three feet long is tied to the end of a slender
+stick of about the same length. A slip knot is tied in the end of the
+string. A loop about two inches in diameter is made with the slip knot
+on the top of the table. All of the players excepting the one holding
+the stick then place the point of their index fingers on the table
+within the loop. The one holding the stick, as a fish pole says, "Your
+house" or "My house". If he says "My house", he jerks the stick
+endeavoring to capture the forefinger of any of the players. He does
+not jerk the stick when he says "Your house". He endeavors to fool the
+others by saying abruptly, "Your house", several times before saying
+"My house" and pulling the string. The player avoiding being caught
+next takes the stick.
+
+
+Catechism of States
+
+ Q.--Which is the best State for fresh pork?
+ A.--New ham, sure.
+
+ Q.--Which is the best for an early summer hotel?
+ A.--May inn.
+
+ Q.--In which should surgeons dwell?
+ A.--Connect-a-cut.
+
+ Q.--In which should laundrymen prosper?
+ A.--Washing done.
+
+ Q.--In which do impudent people dwell?
+ A.--Can sass.
+
+ Q.--Which is the best for deer-hunting?
+ A.--Collar a doe.
+
+ Q.--Which is the best for locksmiths?
+ A.--New brass key.
+
+ Q.--In which would you look for a morning attire?
+ A.--Day coat, eh!
+
+ Q.--In which is one likely to fail in getting a drink?
+ A.--Miss-a-sip.
+
+ Q.--In which can you find a red letter?
+ A.--Florid A.
+
+ Q.--In which does the hustle make one sick?
+ A.--Ill o' noise.
+
+ Q.--In which is one likely to use his farming implements?
+ A.--I'd a hoe.
+
+ Q.--In which can one acquire an estate by marriage?
+ A.--Mary land.
+
+ Q.--In which is one letter of the alphabet taller than the others?
+ A.--O higher.
+
+ Q.--In which are bodies of land surrounded by water given a ride?
+ A.--Rhode Island.
+
+ Q.--Which is called to your mind by holding two $5 bills?
+ A.--Tenn I see.
+
+ Q.--Which would a woman rather have if she can't get a new sealskin
+ sack?
+ A.--New Jersey.
+
+ Q.--Which does the farmer's wife mention when she asks you to partake
+ of apple sauce?
+ A.--Take sass.--_Capper's Weekly (Topeka)._
+
+
+Step by Step
+
+A bean bag or soft ball is needed for this game. All of the group
+excepting one who is selected to be leader sit on the bottom step of
+the stairs. The leader tosses the ball to the one at the right end of
+the line and receives it back. He tosses it to the second and third.
+Should any of the players miss catching the ball, all the other players
+move up one step, except the one missing; he remains on the first step.
+The leader then continues passing until all have been served; he then
+starts again at right of line. He passes the ball last to the one on
+the lower steps. Should any of the players on any step miss the ball,
+all the other players advance one step. The ones who advance from the
+lower step take a position at the right of the one who missed the ball
+on the step above. Should the leader miss the ball at any time, the one
+at the right on the highest step takes his place. The game continues
+until the top of the stairs is reached by one or more players. If more
+than one player reaches the top step then the progress continues down
+the stairs, a step for each miss by any of the players. When one player
+holds the most advanced step alone, the game starts over with that
+player as leader.
+
+
+Spin the Platter
+
+All of the players in the room are given a number. A tin plate is spun
+in the centre of the room by one of the players who calls some number.
+The one whose number is called endeavors to catch the plate before it
+has stopped spinning. If successful, he calls another number after
+again spinning the platter. Should the player fail to catch the platter
+before it has stopped spinning, a forfeit is demanded. All the players
+having forfeits are demanded to pay their forfeits by performing some
+stunt suggested by one of the group selected to determine the penalty.
+
+
+Board and Nail Puzzle
+
+[Illustration:
+
+ . . .
+ . . .
+ . . . . . . . . .
+ . . . . o . . . .
+ . . . . . . . . .
+ . . .
+ . . .
+]
+
+
+A rectangular board 2 inches broad and 3 inches long has holes bored
+into it in the design herewith illustrated. Nails are stuck loosely in
+all of these holes, excepting the centre one. The puzzle is to jump all
+of the nails off the board so that only one nail is left, and that in
+the centre-hole on the board. The nails are jumped off in the same
+manner that men are jumped in the game of checkers. Jumping is allowed
+either forward, backward, or sideward, but not diagonally.
+
+
+Spinning for 20
+
+A wooden top is made by sawing off the end of a large spool and
+sticking a match or small stick through the hole in the centre. Four
+concentric circles are drawn upon a sheet of paper which should be
+about twelve inches square. Inside of the smallest circle, which should
+have a diameter of 2 inches, the number 20 is placed. The next circle
+outside of this one, having a diameter 2 inches greater, should be
+numbered 15, the next circle numbered 10, and the next 5.
+
+The players spin the top in turn. Should it cease spinning so that the
+point of the pin lies within the centre circle, a score of 20 is made.
+Should it fall outside of the last circle, no score is made. The player
+first gaining 100 points wins the game.
+
+
+Red Triangle Ring Toss
+
+[Illustration]
+
+A triangle is drawn upon a board and nails are driven in, as indicated
+in the accompanying diagram. Six rubber Mason jar rings are used. The
+triangle is hung on the wall at a height equal to the height of the
+shoulders of the intended players. The players stand from ten to
+fifteen feet distant from the triangle and attempt to toss the rings
+over the projecting nails. Each nail is numbered according to the
+diagram. Each player tosses six rings at a turn. Any number of players
+can play. The player first securing a total of 25 points wins the game.
+
+
+Floor Baseball
+
+(_Game invented by T.A. Coates_)
+
+A diagram is marked with chalk on the floor, as per accompanying
+diagram. Round wooden disks six inches in diameter, one inch thick at
+the centre tapering to a quarter of an inch at the circumference, in
+the form of a discus, are used. Rubber quoits may be used instead of
+disks, if available.
+
+A player "up to bat" slides disks from a line thirty feet away from the
+baseball diamond until he has four balls, three strikes, or has earned
+one or more bases. If the disk, upon being slid forward, lies so that
+any part of it lies over any line, it constitutes one ball for the
+batter. If it should lie in the space marked "Strike", it constitutes a
+strike and the batter has one ball and one strike. The next slide, the
+disk lies in the space marked "1". This means that he places his disk
+on first base and the next player on his side comes to bat. The second
+player continues sliding the disks until he has made a base or is put
+out. Should he make a base, the player of the first disk is advanced
+one base. Should he make more than one base hit, the player on the base
+advances as many bases as the batter has made. The side continues at
+bat until three men are out. Thereupon, the other team comes to bat.
+
+Should the disk land in "Sacrifice", base hit, home run, or should the
+one at bat gain first by four balls, the man or men on base or bases
+advance. Any man or men reaching home constitutes a run for that team.
+Should the disk land three times within the space marked "Strike"
+during the time at bat, the batsman is declared "out".
+
+[Illustration: Floor Baseball]
+
+Two players can play this game as well as nine, each taking as many
+slides of the disk as is necessary to reach a base or get out. Then the
+other player does the same until the team has three out.
+
+Blocks or stones can indicate the position of players on bases if only
+one disk is used in the game.
+
+
+Chic-a-dee
+
+This is a good game to be played in the loft of a barn. One player is
+blindfolded and sits on the floor with legs folded under him, Chinese
+fashion. The other players creep up and say "Chic-a-dee" as near his
+ear as possible. He tries to hit said player before he can get beyond
+his reach, using a salt bag stuffed with leaves, or some type of padded
+stick. Should he succeed, the one he hits is blindfolded and the game
+continues.
+
+
+Captain Kidd's Gold
+
+This is a good game in which all the members of a family may find
+pleasure. It develops one's power of observation and memory. A small
+coin is hidden somewhere about the yard or in the woods, wherever the
+game may be played, by one of the players. All of the other players
+must be either blindfolded or placed in a position where they cannot
+see the player who is hiding the coin.
+
+The player having hidden the coin returns to the group and describes
+just how they are to find same. For illustration:--he gives the
+following description of the course to follow. "Walk twenty paces in a
+direct line towards the apple tree at the far end of the garden. There
+you will find a small stone upon a larger one. Under the small stone
+you will find an arrow scratched upon the larger one. Follow the
+directions of this arrow fifteen paces. Then turn sharply to the left,
+go ten paces, and underneath a stone will be found Captain Kidd's
+Gold." The players may ask him to repeat the directions once. After
+repeating, however, they must follow the direction without further
+questioning. The one successful in finding the coin next hides the
+same.
+
+This game can be made simple enough for small children to enjoy or
+difficult enough to prove a problem for adults.
+
+
+
+
+CHAPTER II
+
+ICE BREAKERS FOR SOCIABLES
+
+
+Bird Hunt
+
+Names of different birds are written on small slips of paper and pinned
+upon the backs of all the guests. A small card and a pencil are given
+to each guest and they are instructed to go on a bird hunt. They
+proceed to try to read the names on the backs of twenty other players.
+The one first succeeding in getting the names of twenty birds wins the
+game. Each player endeavors to avoid having the slip on his own back
+read as he endeavors to read those on the backs of the others.
+
+
+My Month
+
+Twelve placards with the name of a month of the year on each are posted
+about the room, and the players are instructed to gather around that
+placard bearing the name of the month in which they were born. Then
+each group in turn is called upon to select some activity typical for
+that month and to act it out. The others endeavor to guess the month by
+the activity represented.
+
+
+Poison Circle
+
+The group marches in couples around the room while a march is being
+played intermittedly on some instrument. Small rugs are placed in the
+path of the marchers or circles are drawn on the floor, through which
+the marchers must pass. If any couple is left on a rug or within a
+circle when the music stops playing, that couple drops out of the
+march. All march forward again when the music starts and try to avoid
+being caught on a rug or in a circle. The last couple in wins.
+
+
+Shoe Hunt
+
+Advertisements of shoes are cut out and the illustrations of pairs of
+shoes are halved. These are hidden around the room. The individual
+finding the largest number of pairs of shoes wins. Players are allowed
+to trade with each other in order to complete their pairs.
+
+
+Matching Advertisements
+
+Advertisements are cut from magazines and each advertisement is divided
+by irregular cuts into two halves. One half is placed in the pile to be
+distributed among the men; the other half to be distributed among the
+ladies. These halved advertisements are distributed among the guests
+and the men seek their partners by finding the other half of the
+magazine advertisement matching their own.
+
+
+Matching Proverbs
+
+Familiar proverbs are divided into groups of three or four words. These
+are distributed among the guests. There should be at least two words,
+and preferably more, on each slip. Each individual then seeks to find
+those others holding the words which complete his proverb.
+
+Example--The proverb, "A stitch in time saves nine", is chosen. On one
+sheet of paper is put "A stitch"; on another "in time"; and on another
+"saves nine".
+
+When the individuals necessary to make the complete proverb have
+gathered together, they represent their proverb by pantomime to the
+others.
+
+
+Mixing March
+
+The group, arranged in couples, forms a circle with the ladies on the
+inside facing their partners. When the music starts playing, the
+partners separate, both going to the right about the circle. This means
+that the ladies go in one direction and the men in the other. When the
+music again stops, the men will be opposite new partners and these
+partners must face each other and converse on some subject suggested by
+the leader. When the music again starts the conversation ends and both
+groups again continue their march in opposite directions and so the
+game continues. It is suggested, if the group be large and not well
+acquainted, that each time a new partner is faced for conversation,
+hands are shaken and names and places of residence given.
+
+
+Musical Medley
+
+This game is similar to the game entitled "Matching Proverbs", except
+that different lines of songs are distributed among the guests present
+and each seeks to find the individuals holding the lines necessary to
+complete his song. When all are located they get together and practice
+their song in preparation to sing it to the rest of the group or act it
+in pantomime.
+
+
+Puzzled Words
+
+Words are written out on slips of paper and then cut into single
+letters. Each letter going to make up a word is given the same number.
+
+For example, in the word "battle", number each letter of "Battle" No.
+1. All of the number 1's are told to get together, discover what their
+word is and when their number is called, act it out for the group to
+guess.
+
+
+Trip Around the World
+
+Various articles are distributed around the room, each representative
+of some country. For illustration, a package of tea, representing
+China; a shamrock, representing Ireland; a maple leaf, representing
+Canada.
+
+A slip of paper and a pencil are given to each member of the group, who
+endeavors to guess what country each article suggests.
+
+
+Bean Penalty
+
+Each guest, upon entering the room, is given ten beans and instructed
+to ask questions of each other. Should a question be answered by either
+yes or no, the individual so answering must surrender a bean to the one
+asking the question. At the end of the playing period, the individual
+having the largest number of beans is the winner.
+
+
+
+
+CHAPTER III
+
+SOCIABLE GAMES FOR GROWN-UPS
+
+
+Biographic Cartoons
+
+Each individual is given a cardboard 12x15 inches, an old magazine,
+containing numerous ads, a pair of scissors, and is instructed to write
+the biography of his right hand neighbor, using the advertisements cut
+from the papers to illustrate the same. In writing the biography as few
+words should be used as possible. The biographical sketch should be
+placed upon the cardboard. Mucilage should be available for the purpose
+of sticking on the illustrations, and pens and pencils for the
+necessary writing. Some award can be given to the one making the best
+biography.
+
+
+Illustrated Songs
+
+Each member of the group is given a sheet of paper and a pencil and is
+instructed to draw thereupon a picture or pictures illustrating the
+title of some song. (Illustration: One individual decides to illustrate
+the title of "Home, Sweet Home". He proceeds to draw the picture of a
+house, a sugar bowl, and another picture of a house.)
+
+When sufficient time has been allowed for all to complete their
+illustrations, they are numbered and placed on exhibition. Each member
+of the group endeavors to guess as many of the illustrations as he can,
+placing his guess after the number of the illustration. The
+illustration which is guessed correctly by the largest number, wins for
+its artist.
+
+
+Smiles
+
+The group forms in couples and marches around the room. They are then
+subdivided into from four to eight smaller groups. These are stationed
+in various parts of the room and the ladies are lined up facing the
+men. They try in every conceivable way to make the men smile or laugh.
+Any one who does so must take a place in the ladies' line. After a few
+minutes of this, every man in the ladies' line must pay a forfeit, and
+the men must endeavor to cause the ladies to laugh.
+
+
+Tea Pot
+
+One member of the group is selected to be "It" and leaves the room. The
+others decide upon some object or word which "It" is to guess. "It" is
+called back into the room and each member of the group is to make a
+sentence including the name of the object to be guessed, using in the
+sentence the word "Tea Pot" as a substitute for the name of the object.
+
+Illustration--The object determined upon by the group is the piano
+stool. The first member of the group says, "By turning the 'tea pot' it
+grows higher".
+
+As soon as "It" guesses the correct object the one whose sentence
+disclosed what the object was, becomes "It".
+
+
+Muddled Words
+
+The group is divided into two teams. Each individual is given a slip of
+paper and takes the name of some animal, bird, or fish, and muddles up
+the letters so as to make it difficult to recognize the name.
+
+Illustration--g fold chin, for goldfinch.
+
+Any member of the opposing team has the opportunity to guess what the
+name is. The time it takes for the opposing team to guess is recorded.
+Any member of the opposing team who has correctly guessed the muddled
+word can give a muddled word for the first team to guess. The team
+which succeeds in guessing the muddled word in the shortest time wins
+one point. The team having the most points at the end wins the game.
+
+
+Who Are They?
+
+Photographs of prominent individuals are numbered and placed on
+exhibition about the room, with the wrong title beneath them. Each
+member of the group is given a card and pencil. He goes around the room
+and writes upon his card the proper name of each individual with the
+number which is on that individual's photograph. The individual making
+the largest number of correct guesses wins. Photos of men like Lincoln,
+Lloyd George, Robert E. Lee, Obregon, etc., should be used for this
+game.
+
+
+Who Is It?
+
+A sheet is hung up in a doorway. The group is divided into two teams.
+One group goes behind the sheet. A small hole is cut in the sheet. The
+members of the group behind the sheet take turns in sticking their
+noses through the hole in the sheet. The group on the inside attempts
+to guess whose nose protrudes through the sheet in the order in which
+they are exhibited. One member of the group behind the sheet keeps a
+record of the order in which individuals of that group display their
+noses, so that this can be checked up with the guesses of the other
+team. After all the noses have been displayed the group returns to its
+place in the room and listens to the guesses.
+
+Then the other group goes out and they display their noses. The group
+making the largest number of correct guesses wins.
+
+A modification of this game is made by showing the eye through the hole
+in the sheet instead of the nose, and the group in front of the sheet
+endeavors to guess whose eye it is.
+
+
+Trades
+
+The men are lined up on one side of the room. To each is given three or
+four buttons, a needle and thread, and a piece of cloth. They race to
+see which can sew the buttons in a straight line on the piece of
+cloth, securely, in the quickest time.
+
+The women are lined up on the opposite side of the room before a plank.
+To each is given a hammer and six or eight nails. They race to see who
+first can drive the nails into the plank without bending them over.
+
+
+Rooster
+
+Ten or twenty are as many as can well play this game. The group is
+arranged in seats around the room. The leader starts the game by
+saying, "My father had a rooster". His left hand neighbor says, "A
+what?" The leader answers, "A rooster". The left hand neighbor then
+turns to his left hand neighbor and says, "My father had a rooster",
+and that neighbor says, "A what?", and his answer is "A rooster". This
+question is asked of each left hand neighbor until it has travelled
+around the room. When it becomes the leader's turn, he again says, "My
+father had a rooster", and his left hand neighbor says, "A what?". He
+answers, "A rooster". The left hand neighbor says, "Could he crow?" And
+the leader answers, "Crow he could". This dialogue is passed on around
+the room, each repeating the exact words of the leader to his left hand
+neighbor.
+
+When it again becomes the leader's turn, he repeats the dialogue
+previously used and his left hand neighbor inquires, "How could he
+crow?" And the leader replies, "Cock-a-doodle-do", imitating a rooster.
+This is passed around the room. No one is supposed to laugh during the
+whole game. Whoever does may either pay a forfeit or is out of the
+game. It is well to have a player who knows the game sit next to the
+leader, so that it may start correctly.
+
+
+Poor Pussy
+
+The group is arranged in a circle around the room. One player is
+selected to be "Pussy" and takes his place in the centre of the group.
+He takes a position on all fours before each member of the group, in
+turn saying "Meow". Thereupon the one before whom he is kneeling must
+stroke the back of his head and say, "Poor pussy". Pussy meows three
+times and in return for each meow has the back of his head stroked and
+is addressed, "Poor pussy". Should the one patting pussy laugh during
+the performance, he must take pussy's place.
+
+
+Gossiping
+
+The group is arranged in a circle around the room. The leader whispers
+some information to his left hand neighbor, remembering the exact
+sentence or sentences. His left hand neighbor is expected to whisper
+the same information to the next left hand neighbor and so it is passed
+around the circle until it is returned to the leader. The leader then
+tells what the original sentence was, and tells what it is after
+passing from ear to ear about the group.
+
+
+Analogues
+
+A member of the group thinks of some object, and without disclosing to
+the other members of the group what he is thinking about, he addresses
+in turn all of the others, asking, "What is my thought like?" The first
+one addressed, without having any idea as to what the leader has in
+mind, says, "Like a star". The second in answer to his question, says,
+"Like a book", and so every one is given an opportunity to state what
+they think his thought is like. Then the leader tells the group the
+thing he had in mind, which, we will say for illustration, was a
+fountain pen. He then asks the one who suggested that it was like a
+star why his fountain pen was like a star. Thereupon that one must give
+some reason why he thought it was like a star and replies, "Your
+fountain pen is like a star because it can enlighten the world". The
+next one says, "The fountain pen is like a book because it has the
+possibility of conveying thoughts", and so every one in the group must
+give the why of his previous answer. This demands quick thinking and
+initiative on the part of the players.
+
+
+Ghost
+
+The group sits in a circle about the room. The leader starts the game
+by giving a letter of the alphabet. The one at his left adds a letter
+to the first with the view of making a word. The third adds another
+letter and so the game continues.
+
+Illustration--The leader gives the letter "a". The one at his left,
+thinking of the word "adds" adds "d". The third one, thinking of the
+word "advertisement", adds "v". The fourth, thinking of the word
+"adversity" adds "e", and so the word continues to grow.
+
+If one finishes the word or completes a word without realizing it, that
+one is given the title of "Half-ghost". Anyone speaking to the
+Half-ghost, becomes a Half-ghost. Should a half-ghost chance to finish
+another word when it again becomes his turn to add a letter to the
+spelling of a word, then the Half-ghost becomes a Full-ghost and is out
+of the game. Any one speaking to a Full-ghost becomes a Full-ghost.
+Full-ghosts and Half-ghosts naturally endeavor to get as many others
+into their class as possible, so between thinking of letters to
+complete the word in turn and avoiding becoming ghosts, the group is
+kept in a very difficult frame of mind. The game continues until there
+are no players who have failed to qualify as Half-ghosts or
+Full-ghosts.
+
+
+Charades
+
+Five of the group are selected to act out a charade. These five act out
+a word in pantomime. While they are doing this a second group of five
+is selected and prepares to act out another word, immediately following
+the presentation by the first group. The audience is given three
+minutes to guess each charade. Should it succeed in doing this, then
+the members of the group each choose a substitute for themselves, thus
+making a third group of five. While this last group is preparing a
+charade, the second group is putting on its pantomime, and so the game
+continues. If the audience fails to guess the word within the required
+time, then the same group is given an opportunity to act another word.
+Good charade words are as follows:
+
+Aeroplane Air-oh-plane
+Antarctic Aunt-ark-tick
+Buccaneer Buck-can-ear
+Charlatan Char-lay-tan
+Falcon Fall-con
+Handicap Hand-eye-cap
+Handkerchief Hand-cur-chief
+Microscope My-crow-scope
+Automobile Ought-oh-mob-eel
+Pilgrimage Pill-grim-age
+Sausage Saw-sage
+Stiletto Still-let-toe
+Bandage Band-age
+Stationary Station-airy
+Feline Fee-line
+Rainbow Reign-beau
+Bookworm Book-worm
+Handsome Hand-some
+Penitent Pen-eye-tent
+Cribbage Crib-age
+Broomstick Broom-stick
+Infancy In-fan-sea
+Hornpipe Horn-pipe
+Eyelash I-lash
+Forswear Four-swear
+Masquerade Mass-cur-aid
+Melancholy Melon-collie
+Pantry Pan-tree
+Tennessee Ten-I-see
+Antidote Aunt-I-dote
+Definite Deaf-in-ate
+
+
+Knight of the Cracker
+
+The ladies are lined up on one side of the room. Each is provided with
+a cracker. The men are lined up on the opposite side. At the signal to
+go the men rush forward and try to secure a cracker from one of the
+ladies. They then return to their original line and devour the cracker.
+Having succeeded in doing this, they return and whistle a tune which
+must be recognized by the lady.
+
+
+Match Boxing
+
+Competitors are divided into equal teams and the teams are arranged in
+parallel lines. The outside cover of a small safety match box is given
+to the first man on each team. He slips this over the end of his nose
+and holds his hands behind his back with the box on his nose. All other
+players must hold their hands behind their backs.
+
+At the signal to start the players having the box on the end of the
+nose transfer the same to the nose of their neighbor without the use of
+their hands. The box is passed in this way to the far end of the lines
+and back. Should it fall upon the floor it is picked up by the one from
+whose nose it fell, placed on his own nose again, and the game
+continues as before.
+
+
+
+
+CHAPTER IV
+
+SOCIABLE GAMES FOR YOUNG PEOPLE
+
+
+What Animal?
+
+The leader whispers the name of a different animal or object to each
+individual. When called upon each must try to represent the noise or
+action of the animal or object. The rest of the group guess what is
+represented and write the same on a slip of paper. The one guessing the
+most wins.
+
+
+Rhyming Verbs
+
+Half of the group leaves the room while the others decide upon a verb.
+The group which left the room is then called back and tries to guess
+the verb from the clues which are given by those who determined the
+verb. These clues are given in the form of sentences containing words
+rhyming with the verb. Should the group which is to guess think they
+have found the right verb, they retire from the room without stating it
+and returning act out the verb. If they have been successful in
+guessing the verb, then the other group is given an opportunity to
+guess a verb in the same manner.
+
+
+Fruit Basket
+
+The group is seated in a circle and counted off in 4's. The number 1's
+are given the name of oranges, number 2's lemons, number 3's bananas,
+number 4's apples. One of the individuals is selected to be "It". He
+takes his place in the centre of the group and one chair is taken out
+of the circle, leaving one less chair than there are players. "It"
+then calls the name of two fruits, for example, oranges and lemons.
+Thereupon all of the oranges must exchange places with all of the
+lemons and "It" endeavors to capture one of the seats. Succeeding, the
+one left without a seat is "It" and calls two other kinds of fruit.
+These two must change places and "It" endeavors to capture a seat.
+Should "It" say "Fruit basket", instead of naming two fruits, all must
+change seats.
+
+
+Exchange
+
+The group is arranged in seats around the room. "It" takes a place in
+the centre. All of the players are given a different number. "It" is
+blindfolded. The game is started by "It" calling two numbers. Thereupon
+the numbers called must change seats. "It" tries to either tag one of
+the players seeking to change seats or occupy one of the vacant seats,
+in which case the one without a chair becomes "It".
+
+
+Barnyard Chorus
+
+Each player in the group is given some barnyard noise to represent. The
+leader takes his place in the centre of the room. If he holds up his
+left hand, all is quiet; if he holds up his right hand, they all
+imitate their various noises in concert. Should one of the players make
+a noise while the leader is holding up his left hand, that player must
+stand up before his chair and imitate the noise he has been given to
+imitate, until some member of the group can guess what the noise is
+supposed to represent.
+
+
+Donkey Solo
+
+This is a good game to follow immediately after the Barnyard Chorus.
+The leader announces that he is to whisper to each member of the group
+the name of some animal that is to be imitated by that member in chorus
+with the others. He then goes about and whispers in the ear of every
+member of the group that he is to keep perfectly quiet, excepting to
+one individual to whom he suggests that he is to imitate the braying of
+a donkey. He then takes his position in the centre of the group and
+instructs the players to give as much volume to their imitation as
+possible. He gives the signal to start. Naturally, all are quiet except
+the poor donkey who brays his solo, to the amusement of the other
+members of the group.
+
+
+Shifting Seats
+
+The group is seated in a circle. There is one more chair than there are
+players. One individual is selected to be "It" and takes his place in
+the centre of the room. "It" gives the command to shift right.
+Thereupon, the one at the left of the vacant chair moves into the
+vacant chair, leaving his own chair vacant. The one at the left of his
+chair, moves into that, each one trying to get into the vacant chair to
+the right before "It" can succeed in touching him. "It" can give the
+command "Shift left" at any time, which means that they must move into
+the vacant chair to the left. Should "It" succeed in sitting in an
+empty chair, the one who should have occupied that chair becomes "It".
+
+
+Guess the Sound
+
+The group is arranged in a circle. The one selected to be "It" is
+blindfolded and takes a position in the centre of the circle. After the
+blindfolded player has been spun around a few times so that he does not
+know his location, he is given a wand or short stick. He holds this
+stick out in front of one member of the group. That member must grasp
+the end of the stick. Then "It" names some animal which the player on
+the other end of the stick must imitate by some sound. Thereupon, the
+blindfolded player tries to guess who has hold of the other end of the
+stick. Succeeding, the player guessed is blindfolded.
+
+
+Rapid Transit
+
+The players form in a circle. To each is given some article to be
+passed. These articles should vary in size anywhere from a peanut to a
+flat iron. The game starts by the leader commanding them to pass to the
+right. He then passes his article on to his right hand neighbor and
+receives in turn from his left hand neighbor the article coming to him.
+The passing continues until the leader gives the command "Change". Then
+the articles are passed in the opposite direction. Should a player drop
+one of the articles to be passed or should any one of the players have
+in his possession more than two articles at one time, that individual
+drops out of the game, taking one article with him. The game continues
+until but one is left in the circle. The passing can be complicated, if
+so desired, by having one or two of the articles passed in the opposite
+direction.
+
+
+Feather Tag
+
+The group sits in a circle in the centre of the room, holding a large
+sheet stretched tightly between them. A fluffy feather is placed in the
+centre of the sheet. One of the group who is "It" endeavors by running
+about, to catch the feather. Those sitting around the edge of the sheet
+keep the feather from "It" by blowing it beyond "It's" reach. Should
+"It" capture the feather, the one sitting at the edge of the sheet
+nearest to the feather becomes "It".
+
+
+Birds
+
+All the players sit in a circle. Each is given the name of a bird. The
+keeper takes a position in the centre of the room and begins to tell a
+story about birds. When a bird's name is mentioned, that bird must
+stand up and turn around once in front of his chair. Failing to do
+this, he must pay a forfeit. When the keeper utters the word "migrate"
+in his story, all of the birds must change seats and he tries to get
+one of the seats. Succeeding, the one left without a seat, continues
+the bird story. Otherwise the first keeper continues his story.
+
+
+Simple Simon's Silly Smile
+
+The group is arranged in chairs around the room. The one who is
+selected to be "It" goes from one to another asking questions. All
+questions must be answered by "Simple Simon's Silly Smile", without
+laughing. Should the one questioned laugh, he must take the place of
+the one who is "It".
+
+
+Wink
+
+Chairs are arranged around the room in a circle, with the boys standing
+behind each chair. There should be one more chair than there are girls
+in the group. The boy standing behind the empty chair winks at one of
+the girls who endeavors to get to the vacant chair before the boy in
+whose chair she is sitting can tag her. If she succeeds, the boy behind
+the chair last vacated continues the game by winking at another girl.
+
+
+Hush
+
+The group sits in a circle in a room which is semi-dark. The leader
+goes around inside of the circle and slips a button in the hands of one
+of the players. He does this after making an offer to do it to several
+others, so as to disguise where he finally deposits the button. All
+then have a turn to guess in whose hands the button lies. The one who
+guesses right becomes the leader, and the leader becomes a ghost. The
+game then continues as before. The ghost asks questions of any of the
+players, and they are not supposed to answer any question asked them
+except by the leader. Should they do so, they also become ghosts. As
+the ghosts multiply the game becomes more difficult. The game continues
+until but two are left of the circle.
+
+
+Jack's Alive
+
+The group sits in a circle in the room. A lighted splinter is handed to
+one of the group in the circle. It is then passed around the circle,
+still lighted. Should the flame become extinguished, the one in whose
+hand the splinter rests at that time must pay a forfeit. The forfeit
+sometimes demanded is that a mustache be made on the upper lip of that
+individual with the charred end of the splinter.
+
+In passing the splinter the player must say Jack's Alive; failing to do
+this the splinter is returned to him and should it become extinguished
+before he can say this, it counts against him.
+
+
+Going to Jerusalem
+
+The chairs are arranged in a circle in the center of the room, with the
+seats away from the center. There should be one less chair than there
+are participants in the game. The participants form a line around the
+outside of the chairs and march forward around the chairs, while the
+piano, phonograph, or some other musical instrument is being played.
+The instant the music stops each player tries to sit in a chair. The
+one failing to get a chair drops out of the game. A chair is taken from
+the circle and the group starts marching again with the music. When the
+music stops they seek chairs as before, the one failing to secure one
+dropping out. A chair is taken out of the circle after each scramble
+and so the group diminishes until all are eliminated except one, who is
+crowned King of Jerusalem. If the group be large more than one chair
+can be eliminated at a time.
+
+
+
+
+CHAPTER V
+
+TRICK GAMES FOR SOCIABLES
+
+
+Hindoo Blind Reading
+
+Slips of paper are given to all of the guests and they are instructed
+to write thereupon a brief sentence of three or four words and to
+carefully fold the paper. These messages are then collected, and the
+Hindoo Mystic proceeds to amaze his auditors by rubbing the messages,
+still folded, one after another across his forehead and telling what is
+written on the folded paper.
+
+The Trick--The message reader has an accomplice who is instructed to
+acknowledge that he wrote the first note read by the mystic, no matter
+what that note may be. The mystic makes up in his mind a brief sentence
+after rubbing the first slip of paper on his head. This sentence is
+acknowledged by the accomplice. The mystic, after having the note
+acknowledged, opens it apparently to corroborate his reading, but in
+reality he is reading the note written by someone else. Upon rubbing
+the next slip of paper across his forehead, he announces the contents
+of the note last read, which naturally is acknowledged with wonderment
+on the part of the individual who wrote it. He then apparently looks at
+this slip of paper, but in reality he looks at the paper which he next
+intends to read.
+
+
+Mental Telepathy
+
+The group is told that if enough people think hard enough about one
+object they can communicate the thought to a person who knows nothing
+about it. One or two "unwise" persons are asked to leave the room and
+nothing is decided upon. But the group is told that when each "unwise"
+person comes in in turn, the second thing that is named must be
+admitted to be the right object. Great disappointment should be shown
+at his failure to get the right object the first time and he should be
+heartily congratulated on his success the second time. This continues
+until he realizes that he is duped.
+
+
+The Paper Artist
+
+A sheet of newspaper or any other kind of paper can be used for this
+game. The accomplice is sent from the room. The one performing the
+trick then holds the paper in front of the face of one of the
+individuals in the room. Returning to his seat, the accomplice is
+called into the room and handed the sheet of paper. The accomplice then
+studies the paper carefully and announces to the group whose photograph
+he sees thereupon.
+
+The Trick--The one who takes the impression of the individual assumes
+the same sitting position that the individual photographed has assumed,
+thus portraying to the one who left the room whose photograph is on the
+blank paper.
+
+
+Magic Answers
+
+An accomplice is sent from the room. Those remaining in the room
+determine upon some object, this object to be recognized by the
+accomplice. When the object has been selected, the accomplice is called
+back. The one who is to deal with the accomplice asks if several
+objects in the room are the thing which has been suggested. The
+accomplice answers, "No," but answers correctly when the object
+selected is mentioned.
+
+The Trick--The one asking the questions of the accomplice names some
+black object immediately preceding the object which is the correct one,
+thus giving the clue.
+
+
+Clairvoyant
+
+The one who plays this trick must have an accomplice. The accomplice is
+sent from the room. It is announced that the accomplice will name the
+person pointed to. The demonstrator points at an individual and the
+accomplice on the outside of the room gives the name of the individual
+pointed at.
+
+The Trick--The accomplice knows that the one last speaking before he
+left the room will be the one pointed at by the demonstrator. In
+pointing at an individual, the one doing the pointing asks of the
+accomplice, "Does the spirit move?" The one on the outside answers, if
+he knows who is being pointed at, "It does." The first speaker then
+says, "Whom am I pointing at?" The accomplice then gives the
+individual's name.
+
+
+Scissors Crossed
+
+A simple catch game. The group is seated in a circle. It is best to
+have two of the company know how to play the game. One of these hands a
+closed pair of scissors to the other, who takes it and says, "I
+received these scissors uncrossed and give them crossed" (opening the
+scissors as he says, "and give them crossed"). He passes them to the
+player on his left, who should say, "I received these scissors crossed
+and give them crossed"--(if they are left open; if closed,
+"uncrossed"). If the players do not know the game, they will cross and
+uncross the scissors in an attempt to pass them correctly. Each one is
+given a turn and the game continues until some bright player notices
+that the scissors are called "crossed" when they are open and
+"uncrossed" when they are closed, and that the player who started the
+game crossed his feet if the scissors were crossed and, if not, his
+feet were uncrossed. Thus, the object of the game is to change the
+words and the position of the feet in accordance with the position of
+the scissors.
+
+
+Knights of the Sacred Whistle
+
+One or two of the group are informed that they are to be initiated
+into the Order of the Knights of the Sacred Whistle. They are shown a
+whistle and told that to become a member they must find this whistle.
+It is then pretended that the whistle is handed to one of the members
+of the party. An apron is hung around the shoulders of the victim and
+the whistle is attached to the back of the apron on a piece of string.
+The trick is for some of the players to blow the whistle behind the
+person's back, immediately dropping it and when he turns the person on
+the other side will blow. As all are standing in a circle, with the
+person who is being initiated in the centre, he is kept guessing for
+some time before he finds out where the whistle is located.
+
+
+Hay Stack
+
+Chairs are piled to a considerable height in the centre of the room and
+the person to be initiated is instructed to take off his shoes and jump
+over them. The leader insists that this is possible, but the
+uninitiated remonstrates, "It can't be done." The catch is that the
+individual is supposed to jump over his shoes instead of the chairs.
+
+
+Boots Without Shoes
+
+The leader asks one of the players to say as he directs and then asks
+him to say, "Boots without shoes." The player immediately says, "Boots
+without shoes." The leader says, "That is not correct," and goes to the
+next. The next one also says, "Boots without shoes," and so do most of
+the other members of the group, until one bright individual,
+discovering the trick, simply says, "Boots," which is the correct
+answer.
+
+
+Newspaper Touch
+
+Two individuals are instructed to stand upon a sheet of newspaper, so
+as not to be able to touch each other. This seems impossible and the
+individuals taking their places upon the paper endeavor to maneuver in
+impossible positions, but find they still can touch each other. The
+trick is to spread the newspaper over the sill of a door. One
+individual stands on one side of the closed door upon the newspaper,
+while the other takes his position on the other side of the door.
+
+
+Coin and Card Snap
+
+A card is balanced upon the end of the middle finger of the left hand,
+flat side down. A quarter or some small coin is placed upon the card,
+directly over the end of the finger. The trick is to snap the card from
+under the coin so that the coin will remain on the end of the finger.
+
+
+Blind Blow
+
+A lighted candle is placed upon a table. The players are blindfolded in
+turn, spun around, and instructed to blow out the candle. The time of
+each player is recorded and the one succeeding in blowing out the
+candle in the quickest time wins the game.
+
+
+Tricks with Matches
+
+Six matches are given to an individual and he is requested to make with
+them four equilateral triangles.
+
+The Trick--Three matches are laid upon the table, forming an
+equilateral triangle. The other three are held above the three on the
+table in the form of a pyramid, with the triangle on the table as a
+base.
+
+[Illustration]
+
+Twelve matches are placed upon the table as herewith illustrated. Then
+those trying to accomplish the trick are instructed to illustrate what
+matches are made of by moving two matches.
+
+The Trick--It is natural that the ones trying to solve the trick
+endeavor to make the word "wood" out of the combination of forms, but
+by taking the top match off the first square, a "v" can be made by
+adding it to the third figure. By taking the right hand side off the
+first square, the letter "e" can be made by adding it to the last
+figure, spelling the word "love."
+
+
+Pigs in Pen
+
+A farmer has six pigs and five pens. He desires to place the pigs in
+the pens so that there will be an odd number of pigs in each pen. How
+can he accomplish this?
+
+The Trick--He places a pen within a pen. Then he places a pig in each
+of the other pens, and two pigs in the one which encloses the pen, and
+another pig in the enclosed pen.
+
+
+Number Trick
+
+How can four be made out of three 3's?
+
+3-3/3
+
+
+Penny Wise
+
+The players are provided with a bright new penny, a piece of paper and
+a pencil. On the paper have been written the following requirements,
+each player being expected to write the answers, the one having the
+largest number of correct answers, winning the game:
+
+ Find on the penny the name of a song.
+ (Ans. America.)
+
+ A privilege.
+ (Ans. Liberty.)
+
+ A part of Indian corn.
+ (Ans. Ear.)
+
+ A part of a hill.
+ (Ans. Brow.)
+
+ Something denoting self.
+ (Ans. I (Eye).)
+
+ Part of a door.
+ (Ans. Lock (of hair).)
+
+ A weapon of war.
+ (Ans. Arrow.)
+
+ An act of protection.
+ (Ans. Shield.)
+
+ A gallant.
+ (Ans. Beau (Bow).)
+
+ A punishment.
+ (Ans. Stripes.)
+
+ Part of a plant.
+ (Ans. Leaf.)
+
+ A piece of jewelry.
+ (Ans. Ring.)
+
+ A nut.
+ (Ans. Acorn.)
+
+ A musical term.
+ (Ans. Bar.)
+
+ An occupation.
+ (Ans. Milling.)
+
+ A foreign fruit.
+ (Ans. Date.)
+
+ Trimming for a hat.
+ (Ans. Feather.)
+
+ What ships sail on.
+ (Ans. Sea.)
+
+ A perfume.
+ (Ans. Scent (cent).)
+
+ A religious edifice.
+ (Ans. Temple.)
+
+ A messenger.
+ (Ans. One sent (One cent).)
+
+ A method of voting.
+ (Ans. Ayes and noes (Eyes and nose).)
+
+ A Chinese beverage.
+ (Ans. Tea (T).)
+
+ A gaudy flower.
+ (Ans. Tulips (Two lips).)
+
+ Comfort.
+ (Ans. Ease (e e).)
+
+ A small animal.
+ (Ans. Hare (Hair).)
+
+ A term of marriage.
+ (Ans. United State.)
+
+ An ancient honor.
+ (Ans. Wreath.)
+
+ One of the first families.
+ (Ans. Indian.)
+
+
+Reading Temples
+
+The group is told that thoughts can be transmitted through the temples.
+The demonstrator of the game has to have an accomplice knowing the
+trick, who leaves the room. The others decide upon a number, not
+greater than ten. The accomplice is called back into the room, and by
+placing his hands upon the temples of the demonstrator after having
+requested every one to concentrate their thoughts upon the number
+selected, he tells what the number is.
+
+The Trick--He is told the number by the demonstrator, who clinches and
+relaxes his jaw, which gives a movement of the temple which can be felt
+by the accomplice.
+
+
+Aeroplane Ride
+
+The player selected to take the ride is sent from the room and
+blindfolded. A strong board is held a few inches from the floor by
+several of the players. The blindfolded player is then called back into
+the room and invited to step into the aeroplane and is aided in
+stepping upon the board. His hands are placed upon the shoulders of two
+other players for support. As soon as the individual has stepped upon
+the board, it is raised a few inches and the two individuals upon whose
+shoulders rest his hands slowly and together bend their knees, so as to
+lower their shoulders, giving the impression to the rider that he has
+been lifted some distance from the floor.
+
+The rider is then told to jump down, but not to fear, as mattresses
+have been placed upon the floor, so that he is in no danger of injury.
+The fear of jumping from so great a height as the blindfolded aviator
+has been caused to feel he has attained, and the surprise of striking
+the floor in so short a distance after the jump, are very amusing.
+
+
+Egg Smash
+
+Several players of the group are blindfolded and take a kneeling
+position upon the floor. Each is given a fake egg and is told to knock
+it upon the floor to summon the good spirit. They do this very
+carefully the first time, thinking they have an egg. The eggs are taken
+away and the group waits to see if a spirit appears. As it does not
+appear, the eggs are again handed to the players. This time they are
+not so careful in hitting the eggs down upon the floor, their first
+experience telling them they are fake. Again the eggs are taken from
+them and the spirit waited for. Failing to appear the second time, the
+eggs are returned to the blindfolded individuals for the third time,
+but this time instead of fake, they are the real article, much to the
+surprise and grief of those who break them vigorously upon the floor.
+
+
+Musical Notes
+
+This trick is easily played where a group is sitting around a bare
+wooden table. The player knowing the trick, pricks the prongs of a fork
+with his finger nails, causing it to vibrate as a tuning fork. He then
+makes his audience think that he pulls music from the nose of another
+player by reaching with his free hand and touching the nose of said
+player, and to the surprise of his auditors, music is heard.
+
+The Trick--The instant the one who plays the trick touches the nose, he
+unobserved allows the end of the fork to come in contact with the hard
+surface of the table. The vibration of the fork is inaudible until its
+end comes in contact with the table.
+
+
+Siam Club
+
+Players are invited to join the Siam Club, for which certain rites and
+ceremonies are necessary. Those to be initiated into the club then
+kneel in a circle in the centre of the room and after bowing forward so
+that their foreheads touch the floor, they repeat after the leader the
+following sacred secret words, which they are instructed not to
+disclose to anyone else, under any conditions: "O whattagoo Siam." They
+repeat this over and over again until they begin to realize that they
+are saying, "Oh, what a goose I am."
+
+
+Divesting
+
+The trick is to remove the vest of one of the players while he is still
+wearing his coat. To accomplish the trick one must stand in front of
+the subject, unbutton the vest, loosening the buckles on the strap
+behind. Next he runs his left hand under the coat, raises the lower end
+of the back of the vest, while with his right hand he grasps the end of
+the vest around the neck of the person, who is instructed to hold his
+arms high above his head. The back of the vest may then be pulled over
+the head of the subject. One of the lower ends of the vest is then
+pushed down the coat sleeve. The operator then runs his hand up the
+coat sleeve and pulls the vest down the sleeve until the arm hole is
+free from the subject's hand. The vest is then drawn back up the sleeve
+and pulled through the sleeve and over the hand of the other arm. It
+can then easily be removed either by pulling down or up the sleeve.
+
+
+
+
+CHAPTER VI
+
+STUNT ATHLETIC MEET
+
+
+Standing Broad Jump
+
+The group is divided into competing teams. Each team lines up behind
+the starting line. Each is instructed to see how many feet he can have
+credited to him in this event. The first player on each team is then
+instructed to heel the starting line with his right foot and to place
+his left foot immediately in front of and in line with his right foot,
+so that the heel touches the toe. The second player on each team then
+places his right foot in front of and in line with and against the
+advance foot of Number 1, and places his left foot in front of his
+right. All of the players take this position. The team having the
+longest feet wins the game by measuring the greatest distance in front
+of the starting line.
+
+
+Standing High Jump
+
+Doughnuts are suspended by means of a string, so that one hangs about
+eight inches above the head of each contestant. The one first
+succeeding in eating his doughnut without the use of his hands, wins
+the event.
+
+
+Bawl Game
+
+Competitors are lined up and directed to bawl. The one doing this the
+best, in the judgment of the judges, wins.
+
+
+Peanut Relay
+
+A bowl full of peanuts is placed before each competitor. An empty bowl
+is placed at some distance opposite each. Each competitor is given a
+table knife. At the signal to go, keeping his left hand behind his
+back, he takes one or more peanuts on the flat of his knife from the
+full bowl and deposits it or them in the empty bowl. He returns for
+more peanuts. He is not allowed to use his free hand in helping the
+peanuts on to the knife, or keeping them thereupon. The player first
+succeeding in transferring the peanuts wins the event.
+
+
+Shot Put
+
+Competitors endeavor to throw a handkerchief unknotted from a given
+line for distance.
+
+
+Lucky
+
+A number of bags are suspended in such a way as to hang four feet above
+the heads of the competitors. One bag contains candy; one contains
+flour; another peanuts; another water, etc. An individual is
+blindfolded, given a short stick and headed in the direction of the
+bags. He then endeavors to strike one of the bags. Succeeding in
+knocking the bag of candy, that shall be his prize; likewise the
+peanuts, flour, or water.
+
+
+Peanut Throw
+
+Each contestant is given an equal number of peanuts. The one succeeding
+in dropping the largest number of peanuts into the mouth of a jug,
+wins. The peanuts must be dropped from a distance equal to the height
+of the shoulders.
+
+
+Head Toss
+
+A salt bag is filled with sand. Competitors heel a given line and place
+the bag of sand upon the back of their necks and without the use of the
+hands, endeavor to throw the bag as far back into the line as possible.
+
+
+Duel Tug of War
+
+Two opponents are given a piece of rope about three feet long. Each
+takes a position on the opposite side of a line drawn upon the floor.
+One tries to pull the other across the line by means of the rope. If
+successful in drawing the opponent so that both feet are on his side of
+the line, that player wins.
+
+
+Discus Throw
+
+Contestants are given some object like a quoit, a block of wood, etc. A
+small circle about eighteen inches in diameter is drawn upon the
+ground. The contestant places the object to be thrown between his feet
+and endeavors to throw it forward from the circle as great a distance
+as possible. Both feet must work together in making the throw and
+neither can touch the ground outside of the circle.
+
+
+Ring the Bell
+
+In the centre of a hoop eighteen inches in diameter--(an ordinary
+barrel hoop)--is hung a bell. The hoop is suspended from the ceiling or
+a door, so that it will be five feet above the floor. The group is
+divided into two teams. One team lines up on one side, one on the
+other. Each is given two bean bags. The first player on each team
+endeavors to throw his two bean bags through the hoop without ringing
+the bell. Succeeding or failing, he takes his place at the rear of the
+line and the next player repeats his performance. The players on the
+opposing team are expected to recover and to use the bags thrown
+through the hoop by the opponents, for their throw. A point is scored
+for the team by each player successfully tossing a bean bag through the
+hoop without ringing the bell.
+
+
+Chair Tilting
+
+Opponents are placed upon chairs and must stand thereon upon one foot.
+Each is armed with a long pole, the end of which is padded with a wad
+of cloth. The object is to dislodge the opponent from the chair.
+Dropping the pole or putting the foot down counts the same as being
+forced from the chair.
+
+As soon as one member of a team has been dislodged, another may take
+his place and the game continues until all of one team have been
+eliminated.
+
+
+Hammer Throw
+
+An inflated paper bag tied on the end of a yard of string is used as
+the hammer for this event. Each contestant by swinging the bag from the
+end of the string tries to throw it as great a distance as possible.
+
+
+Twenty Yard Dash
+
+Contestants carry an egg to the distance line and return with a spoon
+held at full arm's length from the body.
+
+
+Running Broad Grin
+
+Have each competitor grin as broadly as possible. The judges measure
+the grins with a tape measure.
+
+
+Light Weight Race
+
+Contestants carry a lighted candle in one hand and a glass or bowl brim
+full of water in the other. If the water is spilled over or the candle
+blows out, the contestant is out of the race.
+
+
+Javelin Throw
+
+Contestants endeavor to throw a short stick through a rolling hoop.
+
+
+One Mile Run
+
+Contestants are required to add a column of figures, the total of which
+will be 5280.
+
+
+Long Glum
+
+The player who can keep from smiling the longest in spite of the jeers
+and efforts to make him laugh, on the part of the others, wins.
+
+
+Turtle Race
+
+Contestants lie flat upon their backs and throw an object over their
+heads with their two feet, for distance.
+
+
+Elimination Race
+
+An equal number of chalk marks are made upon the floor in front of each
+contestant. A damp rag is then handed to each, and at the signal to go
+they are to run to and rub off the chalk mark on the floor. After
+erasing each mark, they must return to the starting line. When the last
+mark has been erased and the contestant crosses the starting line, the
+race ends.
+
+
+
+
+CHAPTER VII
+
+COMPETITIVE STUNTS
+
+Suitable for Sociables and Entertainers
+
+
+These stunts may be used as a means of amusement at social functions.
+In order to avoid calling for volunteers to come forward to participate
+in the various stunts, cards may be distributed among those who are
+expected to take part in the stunt program. On these cards are numbers
+or letters. The one who has prepared the program has determined
+beforehand how many participants he wants in each stunt. If, in the
+first stunt, he desires six participants, he will have prepared six
+letter A's to be distributed. If, for the second stunt, he desires two
+participants, he will have prepared two letter B's. Then when he is
+ready to put on his program he calls for all the individuals holding
+the letter A, etc. If there are certain individuals whom he is
+particularly anxious to have take part in certain stunts, he can
+instruct the distributor of the letters to this effect.
+
+
+Brick Relay
+
+Have four contestants to a team and as many teams as there is space
+for. Two lines are drawn upon the floor about ten yards apart. Two
+members from each team line up opposite to and facing each other,
+behind each line. Two brick bats are placed upon the starting line in
+front of each team. At the signal to go, the first contestant on each
+team stands on the two brick bats. Bending forward he grasps the front
+end of each brick with his hands. Shifting his weight to one foot, he
+slides the other foot forward, drawing the brick bat with it by means
+of his hands. He then shifts his weight to that foot and draws the
+other foot forward with the brick bat and in this way proceeds to the
+far line, behind which he turns the bricks over to the second member of
+his team who races back in the opposite direction by the same method of
+progress. The third member takes the bricks from the second and covers
+the intervening space between the lines, and when the fourth member,
+following the example of his team, has crossed the starting line, the
+race ends.
+
+
+Chair-i-ot Race
+
+Competitors stand on the starting line. Two chairs are given to each.
+They place the chairs behind the starting line, side by side, with the
+backs of the chairs forward, and stand upon the seats of the chairs. At
+the signal to go they grasp the backs of the chairs with their hands
+and shifting the weight from one foot to the other, slide the chairs
+forward until the distance line has been crossed.
+
+
+Chair Stubbing
+
+Each contestant sits upon a chair with his legs straddling the back and
+his toes on the bottom side round. Keeping his feet off the floor, he
+advances the chair forward by jerking it with his body until it has
+crossed the distance line.
+
+This race can be made a relay by having four men on the team, two men
+placed behind each line.
+
+
+Aviation Meet
+
+Each team is made up of two mechanicians and four aviators. The two
+mechanicians hold stretched between them a piece of string upon which
+have been placed two funnels of paper made in the form of cornucopias,
+point to point. The first aviator on each team, at the signal to go,
+blows the cornucopia across the string from one mechanician to the
+other; the second blows it back across; the third blows it in the same
+direction as the first and the fourth ends the race by blowing it in
+the same direction that the second aviator blew it, until it touches
+the hands of the mechanician.
+
+Equal pieces of string should be used, a loop having been tied in each
+end through which the mechanicians may slip their fingers for the
+purpose of holding the string. Mechanicians must keep the string level
+at all times.
+
+
+Feather Blowing Relay
+
+Four contestants constitute a team. A feather is placed on the starting
+line and is blown by the first member of each team to the distance
+line. Then the second member of the team blows it back to the starting
+line and after the third contestant has completed his blow, the fourth
+blows it back across the finish line.
+
+
+Balloon Race
+
+An inflated rubber balloon and a palm leaf fan must be provided for
+each team. Four players constitute a team. A balloon is placed on the
+starting line before each team and a fan handed to the first
+competitor. At the signal to go the balloon is blown forward by means
+of the fan across the distance line, blown back by the second player,
+forward again by the third and back across the finish line by the
+fourth. The team first succeeding wins the honors.
+
+
+Lobster Race
+
+Each competitor gets down on the starting line on all fours and at the
+signal to go travels backward on all fours to the distance line and
+returns.
+
+
+Prune Tug of War
+
+Prunes are tied in the middle of a piece of string, three yards long.
+Opponents are placed opposite each other, each with an end of the
+string in his mouth. At the signal to go they are to chew the string
+towards the prune. The one first reaching the prune may eat his prize.
+
+
+Whistle Race
+
+Contestants take a deep breath and whistle. The one who can whistle
+longest on one breath, wins.
+
+
+Cracker Relay
+
+Six players to a team. The players on each team sit in a row. Four
+crackers are given to each player. The one on the rear of each team
+starts the race by standing up and eating the crackers. When he has
+eaten all four crackers and is able to whistle, his whistle is the
+signal for the man next in front of him to stand up and eat his
+crackers, while the first man resumes his seat. So each in turn eats
+four crackers. When the last, or front man on each team is able to
+whistle after devouring his crackers, the race ends.
+
+
+Blindfold Obstacles
+
+Obstacles, such as vases of flowers, china ware, chairs, etc., are
+placed in four or more long rows. Each contestant is given a row and is
+requested to try distances before being blindfolded. They then are all
+blindfolded, placed at the starting point, and told to race down
+through the line of obstacles without touching anything. In the
+meantime the objects have been removed.
+
+
+Candle Roll Over
+
+Four players are chosen for each team. Two are lined up in front of the
+starting line and two opposite on the distance line. One of the players
+on the starting line is given a lighted candle. A mat is placed half
+way between the starting and the distance lines. At the signal to start
+the player holding the candle advances to the mat, executes a forward
+roll on the mat, holding the candle in his hand. Should the candle go
+out during the roll, he must go back to the starting line and start
+over after lighting the candle. When he has succeeded in making the
+roll without extinguishing the candle, he proceeds to the distance line
+where he passes on the lighted candle to the second member of his
+team. This one returns to the starting line, rolling on the mat as did
+his predecessor. Should the candle in his hand become extinguished, he
+must go back to the line from which he started, light his candle and
+start over. This continues until all four men have covered the required
+distance, each having rolled over without having extinguished the
+candle.
+
+
+Boat Race
+
+Two players constitute a team in this race. One of the players on each
+team sits upon the floor. His knees are raised so as to allow his feet
+to rest flat upon the floor. The other member of the team then sits
+upon his teammate's feet, facing him, and places his feet and legs in a
+similar position to that of his teammate, so that each may sit upon the
+other's feet. They then place their hands upon each other's shoulders.
+
+To race in this position, Number 1, the player whose back is in the
+direction to be traveled, leans well forward so that his weight is well
+on his own feet. This makes it possible for his teammate, Number 2, to
+slide his feet forward along the floor, carrying Number 1 backward upon
+them. Number 2 then leans forward so that his weight is well on his own
+feet, which allows Number 1 to draw his feet towards him and Number 2
+slides forward with them. By swaying backward and forward in this way,
+the two members of the team, by alternating the sliding of their feet,
+progress across the floor to the distance line. Upon reaching the same,
+they reverse their direction without turning around. The race ends when
+they have crossed the starting line.
+
+
+Necktie Race
+
+Two players constitute a team. Each team may stand opposite each other
+at different ends of the room. At the signal to go Number 1 runs
+forward to Number 2, who must wear a four-in-hand necktie. Number 1
+unties Number 2's necktie, takes it off his neck and reties it in a
+four-in-hand knot. Number 1 then runs back to his former position with
+Number 2 following him. When behind the starting line Number 2 starts
+to untie Number 1's necktie, takes it from his neck, replaces it and
+ties it in a four-in-hand knot. When he has accomplished this, he races
+back to his original position. The first team accomplishing this, wins
+the game.
+
+
+
+
+Part III
+
+OUTDOOR GAMES
+
+
+CHAPTER I
+
+OUTDOOR GAMES FOR OLDER BOYS AND YOUNG MEN
+
+
+Push Cross Line
+
+Three parallel lines are marked upon the ground about six feet apart.
+The group is divided into two teams. Each team lines up behind one of
+the outside lines, facing the opponents. At the signal to start, both
+groups rush forward and endeavor to push their opponents back over
+their own base line. Should they succeed in pushing the opponent so
+that both of his feet are behind the base line, that opponent is out of
+the game and retires to a position behind his own base line. At the end
+of thirty seconds the team having pushed the greatest number of
+opponents back across their own base line, wins.
+
+
+Fortress
+
+This game is similar to the preceding game. Three parallel lines are
+made around a hollow square not less than 25 to 40 feet in dimensions.
+This square is known as the fortress. A small space is marked off in
+the centre of the fortress for a prison. Two captains are selected.
+These two choose the members of their own teams, in turn. One team is
+known as the defenders, the other as the attackers. The defending party
+takes a position within the fortress and the attacking party is
+scattered around the outside of the fort. Both are under the command of
+their captains.
+
+The attacking party may charge the fort as a group or may use any
+tactics the captain may decide upon. He may feign an attack on one side
+to draw the defenders' attention, while his principal attack may be
+directed towards another point of the fortress. The methods of
+engagement are as follows:
+
+Opponents endeavor to push, pull, or carry each other across the guard
+line. The defending players seek to force as many of the attacking
+players in across the inside line as possible. Succeeding in this, such
+players as have been drawn beyond the inside line are prisoners and
+must take their place in the prison. The attacking party seeks to force
+as many of the defenders beyond the outside line as possible.
+Succeeding in this, all those so forced are placed in a small area,
+which constitutes the prison of the attacking army. The captain should
+seek to direct the strong against the strong as much as possible in
+personal combat. The captains may exchange prisoners if they so desire.
+
+The battle is won by either party making prisoners of all the
+opponents, or it may be won by the besiegers, if one of their number
+enters unattacked the prison within the fortress. Should the player
+accomplish this, he shouts, "Hole's won," whereupon the defenders must
+yield the fortress and the two armies change places, the defenders
+becoming the attackers, and vice versa. If an old fence is used for one
+side of the fortress, the other guard line should be drawn five feet
+inside of the fence line.
+
+The attacking captain may withdraw his forces at any time for rest or
+consultation. Either captain may use a flag of truce for similar
+purposes. Under such conditions they arrange for an exchange of
+prisoners, etc.
+
+
+Forcing the City Gates
+
+This is an old Chinese game. Two captains are selected, who in turn
+choose all the other players. The two teams are first formed in two
+lines, facing each other and about ten feet apart, with the players
+grasping hands. Each line represents a city gate. The captain should
+arrange the players so that the weakest may be between two strong
+players.
+
+The play begins when the captain of one of the teams sends forward one
+of his men. This man can make three attempts to break through the
+opponent's city gate. He can do this, either by breaking the grasp of
+two of the players or by dodging underneath their arms or between their
+legs. Should he succeed in doing this, he takes back to reinforce his
+own line the two players who are responsible for his getting through.
+Should he fail, he enlists his efforts with those of his opponents by
+joining their line. The game is won when one team has succeeded in
+taking over all of the opponents.
+
+
+Hare and Hound
+
+This is an old game which is always popular. Two or three players are
+designated as hares. Each is given a large bag filled with paper torn
+into small bits. The hares are allowed a few minutes' start ahead of
+the rest of the players, who are known as hounds. The hounds follow the
+hares by means of the torn bits of paper scattered on the ground, in an
+effort to overtake them.
+
+When the hares have used up all of their paper they hide their three
+bags near the end of the trail and race back from that point to the
+place from which the run started. When the hounds have discovered the
+bags, they also race back to the starting place. The game is won by the
+first player reaching said place.
+
+
+Human Targets
+
+An old flour or salt bag stuffed with straw or cloth may be used for
+this game. One player is selected to be the target. The others endeavor
+to hit the target by throwing the bag. The target may run or dodge in
+any way he desires, but the one who holds the bag cannot advance
+towards him in making his throw. If he is not near enough to hit the
+target, he can throw the bag to some other player who is nearer. When
+the target has been hit, the leader selects some one else to act as
+target.
+
+
+Sling the Sack
+
+Either a good sized sack well stuffed with rags or straw, or a small
+cloth sack filled with sand, may be used for this game. The game can be
+played on a level stretch of road or in a good sized field. The group
+is divided into two equal teams. A starting line is marked near the
+center of the playing space. A player from each team takes a position
+behind this starting line and in turn, with his left foot on the
+starting line and with his shoulders at right angles to it, slings the
+sack with his right arm straight at the elbow, over his head as far as
+possible. A left-handed player may reverse this position. The spot
+where the sack hits the ground is marked. The player from the opposing
+team stands in the same position at the starting line, as did the first
+player, and makes his throw in the same direction, and his throw is
+marked. These two throws are made in order to measure what constitutes
+a good throw of the sack. A line is drawn parallel to the starting line
+at the point where the farther of the two preliminary throws landed.
+The starting line and this other line are now known as goal lines. A
+centre line is drawn parallel to the goal lines and half way between
+them. A coin is flipped up between the two captains for the choice of
+goals.
+
+The captain who wins the toss can choose either the first throw or the
+goal he desires to have. When this is determined, each team scatters
+about on the territory in the vicinity of its own goal line, and the
+captain of the team which has the first throw designates which player
+on his team he desires to sling the sack first. This player (team A)
+must take a position with his advanced foot on the goal line and sling
+the sack with a straight arm over his head towards the opponent's goal
+line. The opponents (team B) endeavor to catch the sack before it
+touches the ground. Succeeding, the one catching the sack advances
+three paces and from that position slings the sack over his head
+towards team A's goal line. Team A players endeavor to catch the sack
+and if successful, that player succeeding advances three paces towards
+team B's goal line and slings the sack as before. Should any member of
+the team fail to catch the sack when it is thrown into their territory,
+the player first touching the sack in an effort to catch it, or the
+player nearest to where the sack lands, must make the sling from the
+point behind where the sack is picked up from the ground. The players
+may move anywhere about in their territory. The captain should endeavor
+to place them in a position so as to cover as much space as possible.
+Side boundaries can be used if desired, in which case the team supposed
+to receive the sack which gets out of bounds may advance three paces
+whether the sack is caught or not, from the point in line with where it
+first hits the ground.
+
+A score is made each time the one member of a team catches the sack
+with both his feet on the opponent's side of the centre line. In making
+the catch, should he step back with one or both feet on or across the
+centre line, or be driven back by the impetus of the sack, it shall not
+constitute a point. After each point is made, goals are changed, the
+losing team puts the ball into play. The team having the largest score
+at the end of thirty minutes wins.
+
+
+Game of Goose
+
+A good sized level field should be used for this game. Two gander
+poles, five feet high, are erected, one at each end of the field, each
+having two forks at the top, opposite each other. Stout tree crotches
+may be used. The goose is made from a stout cloth bag, such as a ham
+cover, stuffed, leaving the ends which can be easily grasped. Midway
+between the gander poles a large circle is marked upon the ground, its
+size being determined by the number playing. Mark a circle six feet in
+diameter around each gander pole to designate the safety limit.
+
+The group is divided into two equal teams. These two teams are arranged
+with their men placed alternately around the circle in the centre of
+the field. The gander man stands in the centre of the circle with the
+goose in his hand. At a given signal he swings around and tosses the
+goose in the air to be received in the arms of some lucky player, who
+immediately dashes off with it towards his goal. The opponent players
+endeavor to intercept him and get the goose away from him. When the man
+carrying the goose is in danger of losing it, he tosses it to some one
+on his own side, if he can, and the player catching it runs towards his
+goal. If the second player cannot succeed in making his goal or gander
+post, he tosses it on to some other member on his team. The player who
+succeeds in getting both feet inside of the safety circle around the
+gander pole must not be molested, unless he lets the goose fall to the
+ground in his attempt to hang it in one of the crotches of the gander
+pole, in which case he or his team mates may recover it or any one of
+the opposing team may seize the bird and dash away with it towards his
+own pole. There must be no scrimmage over the possession of the bird,
+for as soon as an opponent gets hold of the goose, the player holding
+the latter must let go his hold. One must not trip an opponent or
+interfere by body, arm, or leg contact without forfeiting one "honk."
+Three honks count one goose (or goal) for the opposite side.
+
+
+Clock Games
+
+The group forms a large circle. If it be a large group, the circle is
+counted off into 6's or 8's, if small into 4's. If they be counted into
+6's each group of six constitutes a team. Number 1 in each case is to
+act as captain. If it be desired to elect captains, the man elected
+takes Number 1's place in the group. The captain wears a sash or some
+other distinguishing mark. In this formation a number of competitive
+races can be used.
+
+Illustration--The group numbers sixty individuals. It is counted off
+into 6's. That means that we have ten teams of six men each making up
+the circle and ready to compete. The leader takes a position in the
+centre of the circle. The following five games may be played with the
+teams arranged in clock formation:
+
+
+Walking Race
+
+See clock games above.
+
+At the signal to go, the number 6 man steps out of his place in the
+circle and walks to the right around the circle, until he gets back to
+the point in the circle he left, and tags off the Number 5 man on his
+team, and this man walks around the circle. This means that all the
+Number 5 men from all the different teams are walking around the
+outside of the circle in a race, at the same time. Numbers 4, 3, and 2
+follow in turn after 5. Number 2, after completing the circle, tags off
+Number 1, the captain of the team, wearing a sash. The captain walks
+about the circle until he gets to the hole in the circle which he left,
+enters through the hole, bringing his sash to the leader, who stands in
+the centre of the ring. The first sash to reach the leader decides the
+winner of the race.
+
+A running race can be substituted for the walking race and various
+modifications used, such as backward walking, hopping, frog leap, etc.
+
+
+Chariot Race
+
+See clock games above.
+
+Similar to the preceding walking race, except that instead of running
+around the ring singly, the competitors go in pairs, as follows:
+
+At the signal to go Number 6 locks his left arm in the right arm of
+Number 5, and the two of them so linked together proceed around the
+circle. Having completed the circle, Number 6 takes his original
+place, while Number 5 links arms with Number 4 and the two travel
+around the circle. Then 4 links with 3, 3 with 2, and the race ends
+when 2 and 1 have completed the distance around the circle and have
+brought their sash to the leader in the centre.
+
+
+Flathead Race
+
+See clock games above.
+
+Similar to the preceding. A small block of wood or flat stone is given
+to Number 6 on each team. At the signal to go he places the block on
+the head of Number 5 and follows Number 5, who walks around the ring.
+Number 5 must keep his hands upon his hips. Should the block of wood
+fall from the head of Number 5, he must stand still until it has been
+replaced by Number 6. The two continue walking around the circle until
+they reach the point which they left. Then Number 6 takes his place in
+the circle and Number 5 takes the block from his own head and places it
+on the head of Number 4, and follows 4 around the ring to replace the
+block should it fall off. The race ends when Number 1, followed by
+Number 2, has completed the distance around the circle, still balancing
+the block of wood on his head, and presents himself to the leader in
+the centre.
+
+
+Spin Around Race
+
+See clock games above.
+
+Similar to the preceding race, except that each captain takes a
+position about four feet outside of the circle near his own team. At
+the signal to go, Number 6 steps out of his position in the circle and
+runs to his own captain, linking his right arm in the right arm of the
+captain, who spins him around twice. He then runs around the circle and
+returns to his original place in the circle, and tags off 5, who
+repeats the performance of 6. When 2 has completed his round of the
+circle, he tags off his captain. The captain must run, without spinning
+around, clear around the circle on the outside, and enter through the
+point of the circle he originally held, and tag the leader in the
+middle.
+
+
+Leap Frog Race
+
+See clock games above.
+
+Similar to the preceding. In this race, Number 2 will take the place of
+the captain outside of the ring. At the signal to go, Number 6 leaves
+the ring and proceeds around the circle, leaping with frog leaps over
+the backs of the Number 2 men from each team. Returning to his original
+position, he tags off Number 5. Number 1's turn will come after that of
+Number 3, and when Number 1 has completed the circle, leaping over the
+backs of all Number 2 men, he tags off the Number 2 of his own team.
+The latter runs about the circle once, enters the circle at the point
+where he originally stood and tags the leader in the centre.
+
+
+Riding the Snail
+
+A group is divided into two equal teams. These two teams line up in
+parallel lines about six feet apart, back to back. A safety line is
+drawn at each end of the field about twenty-five yards from where the
+teams line up. One team is designated as the "head" team; the other as
+the "tail" team. The leader tosses a coin. If the coin falls with head
+up, he calls "heads." Thereupon tails run across their safety line
+while heads endeavor to tag them before they succeed. Succeeding in
+doing this the man tagged has to carry the tagger upon his back to the
+original place of line-up and the coin is again flipped. Should it fall
+with tail up, tails chase heads to the safety line at the other end of
+the playing space.
+
+
+
+
+CHAPTER II
+
+OUTDOOR GAMES FOR BOYS
+
+
+Treasure Hunt
+
+This game is a very adaptable one and can be run in a great number of
+different ways. It can be as simple or as complex as any leader may
+desire.
+
+A mysterious letter may be read to the group or a letter in code posted
+where the group can see it. The contents of this letter will direct any
+one to a place where he will find detailed information as to the exact
+location of a buried treasure. By following instructions or working out
+the code, a boy will discover a second letter in hiding, or a time
+limit may be allowed to find letter number 3. At the end of that time
+the information contained in the second letter may be given to the
+entire group, so that all may hunt for letter number 3. This method
+keeps everybody in the game. As many letters may be hidden as desired,
+using the treasure as the last. This game can be used to teach
+observation, trailing and tracking. Letters using identification of
+trees, flowers, marks on trees, birds' nests, etc., may be used. Map
+and chart reading make the game more difficult. Letters may be written
+in Morse and Continental codes, or easy codes may be made.
+
+A good book on trees or flowers, a small ax, or any useful article may
+be the hidden treasure.
+
+
+Hide and Seek
+
+One boy is chosen to be "IT." He blinds his eyes while the others hide.
+He counts 100 by 5's, then says, "Ready or not, you must be caught." He
+then endeavors to find the hidden players. Succeeding he must tag the
+goal and call the name of the player observed. Should he, in seeking a
+player, pass the spot where one is hidden, that player can race in to
+the goal and say, "In free." The one who is "It," however, can tag that
+player or the goal. When all the players have been discovered, the one
+first discovered or caught by "It" must blind his eyes for the next
+game. One who succeeds in getting "In free" is not subject to being
+"It" in the next hide.
+
+
+Look Out for the Bear
+
+All of the players hide their eyes, except one, who is the Bear. He
+hides. When sufficient time has been given for him to find a hiding
+place, the others seek him. When a player finds the bear he calls out,
+"Look out for the bear." Thereupon all of the players race back to the
+home base. The bear endeavors to tag as many of the players before they
+can reach the home base, as he can. All of the players tagged become
+bears and hide in the next round of the game, which is the same as the
+first. All of the bears try to tag as many as possible before they
+return to the home base. The game continues until the last seeker is
+caught. He has the privilege of being the bear for the next game.
+
+
+Still-a-Feet
+
+This is a simple tag game. The player selected to be "It" starts the
+game by saying, "One, two, three, Still-a-feet, One, two, three,
+Still-a-feet, One, two, three, Still-a-feet, One, two, three; no more
+moving of the feet, feet, feet." While "It" is saying this, the players
+can endeavor to get as far away from him as they desire, but when he
+has completed the statement, they cannot move their feet. Should he see
+one of the players moving his feet, he may chase that player until
+captured. Thereupon, that player helps him chase any of the others. A
+player cannot be tagged until one of the "Its" has seen a movement of
+his feet. The first player caught is "It" for the next game. "It" does
+not need to chase the first player whose feet he sees moving unless he
+so desires. He may chase any one of the players whose feet he has seen
+move.
+
+
+Hang Tag
+
+This is a good game to play around a barn or in a grove where there are
+low limbs. A player is selected to be "It." He may tag any player who
+is not hanging with feet clear of the ground. The player tagged
+immediately becomes "It" and may tag back the one who tagged him after
+that individual has taken five steps.
+
+
+Fox in Hole
+
+Any number of players may participate in this game. The playing area
+should not be too large. A four foot circle is marked upon the ground
+as a base. One player is selected to be the Fox. While the fox is on
+the base he may stand on two feet, but when he leaves the base to catch
+any of the other players he must hop on one foot. Should a player
+become tagged, he becomes the fox, and the other players may slap him
+on the back until he is safe on the base. Should the fox put the other
+foot down, he must return to the base, and every player may slap him on
+the back until he succeeds in doing this, but no player can block his
+path to the base.
+
+
+Fence Tag
+
+This is a simple active game which can be played where there is a low
+fence or bar, over which the players may easily climb or vault. A
+player is selected to be "It". He takes his place on the opposite side
+of the fence from the other players and must climb or vault over and
+endeavor to tag someone who fails to get over the fence in time. "It"
+cannot tag anyone whose feet are off the ground, in an effort to get
+over the fence. Neither can he tag anyone who is standing on the other
+side of the fence from him. This is a very active game, as it keeps the
+players leaping back and forth over the fence in an effort to avoid
+being tagged. A player tagged immediately becomes "It". He cannot tag
+back the one who tagged him, until after that one has a fair chance to
+get on the other side of the fence.
+
+
+Body Guard
+
+A small space is marked off at one end of the ground as a base or goal.
+One player is chosen to be the chief, an important personage requiring
+two body guards. The game starts with these three players in the goal
+and the balance of the players at large. The three come forth, and the
+two players who act as body guards clasp each other by the hand, and
+preceding the chief as a shield, endeavor to prevent the other players
+at large from tagging the chief. The chief himself may avoid being
+tagged by moving around the guards. Whenever a guard succeeds in
+tagging a player, the chief and his guards return home, whereupon the
+player tagged changes places with the man who tagged him. Any player
+succeeding in tagging the chief becomes the chief.
+
+
+Sardines
+
+One of the players in the group hides, while the other players seek to
+find him. Should a player succeed, he endeavors to get into the hiding
+place unobserved by the others and hides with the first player. As the
+game continues, and other players succeed in finding the hiding place,
+the number of hiding players continues to increase until they are
+packed in like sardines, hence the name. It is difficult for them,
+crowded together, in this way, to keep from disclosing the hiding place
+to the remaining players. The game continues until the last player has
+discovered the hiding place. The first one to make the discovery hides
+in the next round.
+
+This is a good game to be played around a farm house where there are a
+number of hiding places, or in the woods where there are trees,
+boulders and ravines.
+
+
+Shinny
+
+This is a good game for boys and girls. It has furnished amusement for
+many generations of children. Each player must secure a stick about
+2-1/2 feet long. An alder stick with a small bend at one end furnishes
+an ideal implement for this game. An old baseball or where this is not
+procurable, a tin can or a block of wood, may be used. The players are
+divided into two teams. Two stones, placed about five feet apart at
+each end of the playing space, serve as goals. The playing space should
+be about 30 to 50 yards in length. A level stretch of road can be used,
+or an open field. The game starts by each team taking a position
+anywhere in the half of the field nearest the goal they are defending.
+
+The ball is placed in the centre of the playing space. Two opposing
+players, known as centres, take a position on opposite sides of the
+ball, within a distance of two feet of it, with the end of their clubs
+on the ground. The process of putting the ball into play is called
+"facing off". In facing off, the two centres raise their clubs from the
+ground and hit them together above the ball. They do this three times
+and after hitting them above the ball for the third time, they are
+allowed to hit at the ball, endeavoring to knock it towards their own
+players or towards the opponent's goal. The game is now on and each
+player endeavors to knock the ball, by means of his club, towards and
+through the opponent's goal. Swinging the club higher than the shoulder
+is barred. Should the ball be knocked outside of the playing space, it
+is brought back in and faced off by any two opposing players at a point
+well within the playing space, opposite to where it went out of bounds.
+
+A goal counts one point and after each goal the ball is faced off in
+the centre. Goals should be changed in the middle of the game, so that
+no team may have an advantage over the other because of location of
+goals.
+
+
+One Step Off and All the Way Across
+
+Two goal lines about fifteen yards apart are marked upon the playing
+space. This game can be played on the road, using the opposite curb
+stones as goal lines. A player is selected to be "It" and takes his
+place between the goal lines. He starts the game by saying, "One step
+off and all the way across". Thereupon, all the players who may be
+behind either goal line, upon stepping over the goal line, must run
+across the space between the goal lines towards the opposite goal. "It"
+endeavors to tag the players as they run between the goal lines. Each
+player tagged, helps "It" in tagging the others. After the game starts
+the players may run back and forth between the goal lines at will. The
+game continues until all the players are tagged. The first player
+tagged becomes "It" for the next game.
+
+
+Wheel Away
+
+This game is similar to the preceding game except the players must be
+behind the same goal line, and the one who is "It" says, "Wheel away",
+which is the signal for all of the players to run across the space to
+the other goal. Those tagged by "It" in their effort to do this, help
+him to tag the other players. All of the players are expected to run
+immediately upon hearing "Wheel away". Otherwise "It" may cross the
+goal line and tag them. The one first "It" is the one to say "Wheel
+away" each time, until all of the players have been caught. The one
+first caught is "It" for the next game.
+
+
+Bombardment
+
+This is a game enjoyed by boys. It is necessary to have half a dozen
+soft yarn balls or indoor baseballs or bean bags for this game. A large
+number of players can participate. A playing space is marked off on the
+ground with a line drawn through the centre. The group is divided into
+two equal teams. The teams take positions on opposite sides of the
+center line. The balls are divided equally between the two teams. At
+the signal to start the balls are thrown at such opponents as may hold
+one of the balls. The players may move around in their playing space,
+but are not allowed to step over the centre line. Any player can
+recover a ball, but so long as he holds the ball in his hands, he is
+the target for the fire of the opponents. Each time a player, holding a
+ball, is hit by an opponent, he drops out of the game. The team first
+retiring all of the opponents wins.
+
+
+Bombardment No. 2
+
+This game is similar to the preceding, except that each player must
+secure a stick not over two feet long, which can be stuck loosely into
+the ground in a vertical position. A 2x4 block of wood, about 8 inches
+long, with a flat end which can be balanced upon the ground, can be
+used in place of the stick if desired. Each player sticks his stick up
+near the back end of his playing space. They must be at least three
+feet distant from any boundary line and from each other. Each player
+takes a position in front of his stick. The object of the game is to
+knock over the opponents' sticks. Should a player knock over his own
+stick accidentally, or that of any player on his side, it counts as
+though it were knocked over by the opponent. When a player's stick is
+knocked over, that player is dead and takes his stick and leaves the
+game. The side first succeeding in knocking over all of their
+opponents' sticks wins the game. The players are not allowed to step
+over the centre line.
+
+
+
+
+CHAPTER III
+
+GAMES OF STRENGTH
+
+
+Taking the Heights
+
+This is a good rough and tumble game for boys. A bank, a low platform,
+a pile of dirt or some elevated position is necessary. The object of
+the game is for the players to strive to get upon the bank and maintain
+their position thereupon to the exclusion of all other players.
+Hitting, kicking, or the grasping of clothing is barred.
+
+
+Wrestle Tug of War
+
+Opponents are so arranged on opposite sides of a line marked upon the
+ground that those of equal size and strength are facing each other.
+Each player puts his right hand on the back of his opponent's neck and
+his left hand on his opponent's right elbow. Each tries to pull the
+other over the mark. At the end of the pull, the side having the most
+players on its side of the line wins the game.
+
+
+Referee's Hold
+
+Opponents take the same position as in the preceding event, but instead
+of attempting to pull across the line, each endeavors to make the other
+move one or both feet. The best two out of three are used to determine
+the winner.
+
+
+Finger Wrestling
+
+Opponents are arranged as in the preceding game on opposite sides of a
+line. Holding their hands well above their heads, opposing players
+grasp each other's hands, interlacing fingers, and each endeavors to
+bend the opponent's wrist backward. Succeeding in this, the vanquished
+drop out of the game.
+
+
+One Leg Tug of War
+
+Opponents are arranged as in the preceding game on opposite sides of a
+line. They turn their backs towards each other and standing upon their
+right foot, raise their left leg to the rear and hook the foot in that
+of the opponent. Each endeavors to pull his opponent across the line in
+this position.
+
+
+Hog Tie
+
+Two players of equal strength are each given a piece of quarter-inch
+rope or a strap. Each endeavors to tie together the other's ankles.
+
+
+Cumberland Wrestling
+
+Players face each other and take a waist hold, arms around opponent's
+waist, and stand close up. At the signal to "go" each player tries to
+lift his opponent off his feet. No throwing is allowed. Three tries are
+permitted.
+
+
+Greco-Roman Wrestling
+
+Opponents face each other and may take any legitimate wrestling hold in
+their effort to secure a fall from the other. Should any part of the
+body other than the feet touch the ground, it constitutes a fall.
+
+
+Shoulder and Arm Push
+
+Opponents face each other with a line marked upon the ground between
+them and place their right hand on the other's left shoulder and their
+left hand on the opponent's upper right arm. In this position they
+endeavor to push the opponent back from the centre line, so as to get
+on the opponent's side of the line.
+
+A modification of the preceding may be made by allowing the use of but
+one hand--the right placed against the opponent's chest, with the left
+held behind the back.
+
+
+Squatting Tug
+
+Opposing players sit upon the ground facing each other, with the soles
+of their feet flat against each other's. They then bend forward without
+bending the knees any more than necessary and grasp the opponent's
+hand. In this position they endeavor to lift the opponent from the
+sitting position on the ground.
+
+
+Neck Tug of War
+
+Opponents interlace their fingers behind each other's necks and
+endeavor in this position to pull the other across a center line.
+
+
+Hand Tug of War
+
+Opponents grasp each other's hands and each endeavors to pull the other
+across a center line.
+
+
+Cane Wrestling
+
+Opponents are given a stick, like a broomstick, which is grasped with
+both hands. Each endeavors to break the grasp of the other upon the
+stick.
+
+
+
+
+Part IV
+
+GAMES FOR SPECIAL OCCASIONS
+
+
+CHAPTER I
+
+GAMES AT THE DINING TABLE
+
+Banquet Games
+
+
+Oysterette Race
+
+Those sitting on one side of the table constitute team "A", those
+opposite them, team "B". The two captains should be sitting opposite
+each other. At one end of the table place a dish containing ten to
+twenty oysterette crackers, in front of the men on the opposite end of
+each line from the captain, and an empty dish in front of every other
+man. The opponents having the dish of crackers in front of them are
+given a spoon, and at the signal to "go" they pass the crackers by
+means of the spoon from their dish to that of the next on their team.
+When the last cracker has been transferred, the spoon is handed to the
+next man on the team, who repeats the performance of the first. (Dishes
+cannot be moved from their original position). The team first
+succeeding in getting the crackers to the dish of the captain wins.
+
+
+Passing the Drink
+
+Teams are arranged as in No. 1. A glass of water is given to the man at
+one end of the table. The glass should be filled to the brim. With the
+signal to "go" it is passed to the far end of the table and
+immediately returned. The glass which returns first to the one who
+started the passing determines the winner, provided that the glass has
+as much or more water in it at the finish than the opponents' glass. If
+the winning team has less water in it, the result is a tie game.
+
+
+Rat-a-Tat-Tat
+
+Teams arranged as in previous games. A plate or glass must be placed in
+front of each contestant. Two spoons are handed to contestants at the
+head of each line. At the signal to "go" the opponents beat on the
+plate rat-tat-rat-tat-tat, as a drum beats. He then passes it on to the
+next. Rat-tat-rat-tat-tat is passed on to the far end of the line and
+back. When the one who started the race has beaten his last
+rat-tat-rat-tat-tat, he stands up holding both spoons above his head.
+
+
+Earth, Air, Fire and Water
+
+Teams are arranged as in previous games. A member of team "A" is given
+an object, which can be conveniently passed or tossed across the table.
+The game starts by his passing the object to any member of the opposing
+team. In passing the object, he says one of the four words: "Earth,
+air, fire or water." If the word "earth" is used, he must name some
+animal; if the word "air" is used, the one receiving the object must
+name some bird; if the word "water" is used, he must name some fish,
+and keep quiet if the word "fire" is used. If the word used requires an
+answer, the one to whom the object is passed must give the name before
+the one who has passed the object can count ten. Failing to do this,
+one point is scored by team "A". The one on team "B" to whom the object
+was passed, passes same back to any member of team "A" and says any of
+the four words.
+
+Note.--If the word "Air" is used, the opponent must name some bird,
+such as robin, thrush, etc. If "water" is used, shad, salmon, etc. If
+"earth" is used, lion, cow, etc.
+
+
+Around the Chair
+
+The teams are arranged as in previous games. The opponents at the head
+of the line are handed an orange. At the signal to "go" they must stand
+up, push their chair back from the table and run around the chair
+twice, return to the table, sit down and pass the orange to the next
+one in line, who repeats the performance of the first. The race ends
+when the last one in the line has circled the chair twice, sat down and
+held the orange above his head.
+
+
+Jenkins Up
+
+Divide the company into two sides. One division sits around the table
+on one side, the other on the opposite side. The members of the
+division "A" put their hands under the table and a small coin, dime or
+quarter, is passed from one to the other. When division "B" thinks they
+have had enough time, the captain calls out, "Jenkins up!" and the
+players of "A" hold up their closed hands; and when "Jenkins down!" is
+called, they must place their open hands, palm down, on the table. The
+players of "B" must guess under which palm the coin is. Every player
+may guess, but only the captain is to be obeyed when he orders an
+opponent to lift a hand. If a player can succeed in finding the
+whereabouts of the coin by causing an opponent to raise his hand, it is
+legitimate. The object is to have the hand containing the coin remain
+on the table last. Every hand left with the palm on the table when the
+hand hiding the coin is lifted, counts a point for the team holding the
+coin. The teams alternate the guessing.
+
+
+Malaga Grapes
+
+One who knows the game takes a spoon in his right hand, then taking it
+in his left hand, he passes it to the one sitting at his left, saying,
+"Malaga grapes are very fine grapes, the best to be had in the market".
+He tells his neighbor to do the same. The spoon is thus passed from
+one to the other, each telling the same grape story. If anyone passes
+the spoon with the right hand, which is the natural thing to do, a
+forfeit can be claimed. The trick must not be told until it has gone
+around a table once or twice.
+
+
+Table Football
+
+An egg is blown and the shell used as the football. Two captains are
+selected, each choosing his side. Teams take places on the opposite
+sides of the table and endeavor to blow the egg shell over a goal line
+which is made two inches from and parallel to their opponents' side of
+the table. After each goal the egg is placed in the centre of the table
+and the blowing begins with the sound of a whistle. No player can leave
+his place, and the "football" must be moved entirely by blowing. If the
+table be long, more than one egg may be used.
+
+
+Spearing Peanuts
+
+A number of peanuts are placed in the centre of the table. Each guest
+is armed with a hat pin. A few of the peanuts have black spots marked
+upon their end. These peanuts count 5 points. All other peanuts count 1
+point. The player succeeding in scoring the highest number wins. The
+pin must be stuck into the shell. Showing the nut is not allowed.
+
+
+String Winding Race
+
+Those seated at one side of the table compete against those on the
+opposite side. A ball of string is given to the two players sitting
+opposite each other at one end of the table. At the signal to go the
+two players maintaining their hold on the loose end of the string pass
+the ball to the players next to them. Each player must hold the string
+in one hand and pass the ball on, unwinding it, as it progresses to the
+next player. When the ball has reached the last player he immediately
+starts rewinding the ball. When he has wound up his share, he passes it
+back to the next, who continues the winding. By the time the ball has
+returned to the player at the head of the table, it must be entirely
+wound. The team first succeeding in accomplishing this, wins the race.
+The string must be wound upon the ball and not snarled.
+
+
+Name Writing Race
+
+The teams are arranged on opposite sides of the table. A long slip of
+paper and a pencil are handed to two players sitting opposite at the
+head of the table. At the signal to "go" the two players holding the
+paper write their last names upon it and pass the slip on to the next
+player on their side. The second player on each team must write the
+first name of the preceding player in its proper place on the slip and
+write his own last name directly under that of the preceding player and
+then pass the slip on to the third player, and so it continues until it
+reaches the last player. He follows the example of the other players,
+leaving space for his first name. The slips are then passed back to the
+head of the table where the first name of the last man must be written
+down by the player at the head of the table. When this is done they
+stand and hold the paper above their heads. The team first succeeding
+in this wins. Each player must give to the player next following him
+his first name. The last player on each team will have to shout his
+name, so that the one at the head of the table may be able to fill it
+in before ending the race.
+
+
+Candle and Plate Race
+
+The teams are arranged on opposite sides of a table. The two players at
+the head of the table are given a plate and a candle and a box of
+safety matches. At the signal to "go" the candle is placed on its end
+on the plate and lighted by the first player. The candle is then
+balanced upon the plate, as it is passed to the next player, who
+receives the plate endeavoring to maintain the balance of the candle.
+Should the candle fall over, the player in whose hand the plate rests
+must place the plate down upon the table, again stand the candle on its
+end and pass it on to the next player. Should the flame on the candle
+become extinguished, the player, in whose possession it is, must place
+the plate down upon the table, and using the box of safety matches
+which is on the plate, relight the candle. In this way the candle is
+passed to the far end of the table and back. The team first succeeding
+in accomplishing this task wins.
+
+This can be made more difficult by requiring each player to keep one
+hand in his lap during the passing, balancing and lighting of the
+candle. In lighting, the next neighbor on the team may hold the box of
+matches while his teammate strikes the match necessary to relight the
+candle.
+
+
+
+
+CHAPTER II
+
+A COUNTY FAIR PLAY FESTIVAL
+
+
+Play programs with everybody in the games, old and young, large and
+small, are replacing the fakers and chance-men in some of our County
+Fairs. Instead of a lot of disgusted individuals with empty purses
+winding their way on the long home trail we want to hear the laughter
+of the family group, still exhilarated as a result of a pleasant
+afternoon spent in happy, healthful recreation.
+
+Everybody loves to play but few will admit it. In fact a great many do
+not realize that it is true. In order to get everybody in the game, it
+may be necessary to use unusual methods. A heterogeneous group can be
+led into the play program unconsciously if the leader uses the proper
+approach; and before old Deacon Hasbrook knows it, he and his good
+wife, neither of whom have played in nigh on to thirty-five years, will
+be laughing and frisking about with the rest in a way that you would
+have said impossible if you had known this sedate dignitary for the
+past twenty-five years.
+
+
+The Grand March
+
+Here is one way that it can be done. While the band is playing a lively
+march at one end of the field which is to be used for the games, have
+the leaders, who have been previously instructed, get all of the folks
+lined up in couples around the field for a grand march. A couple
+trained for the occasion leads the march when everybody is in line,
+marching about the circumference of the field. The leaders start their
+fancy marching. At one end they turn and march down the center of the
+field to the far end where the couples separate, the ladies going to
+the left and the gentlemen to the right. They reunite at the other end
+of the field. The march continues with numerous variations such as
+change of formation from double to formation of fours, marching
+diagonally across the field, crossing at the middle, etc. The march
+should end with the group arranged in couples around the circumference
+of the field with the ladies nearest the center. Have both groups face
+the center and have the ladies take one step forward and the men take
+one step backward.
+
+
+The Games for All
+
+One American flag on a short stick is handed to the leaders of both
+lines, that is, the leading lady and the leading gentleman, and at the
+signal to start the flags are passed about the circle (over the head),
+the ladies competing against the gentlemen to see which can pass the
+flag from hand to hand all the way around the circle in the quickest
+time. The race ends when the flag returns to the leader, who waves the
+same above his head, indicating the close of the race.
+
+If the group is less than 100 in number, the following game can be
+played:
+
+A ball of string is handed to the leader of each team. Upon the signal
+to start, the leaders, holding the end of the string, pass the ball to
+the next one on the team, who passes it to his neighbor, unrolling it
+as it goes, and so on from hand to hand, each one on the team keeping
+hold of the string with his right hand. There should be string enough
+in the ball to reach all the way round the circle. The ball diminishes
+as it is passed along. When the ball reaches the last one in the circle
+he starts rewinding the string upon the ball, passes it back to the
+next one, who winds on the slack, and so the ball is passed, each one
+winding until the ball returns to the captain. Each team will try to
+get the ball properly wound back into the captain's hands first. No one
+can leave his regular position in the line during the race. If the ball
+has been properly wound, it will be possible to throw the same
+twenty-five feet to the judges, who take a position within the circle
+and about this distance in front of the captain. The first one to get
+the ball into the hands of the judge, by means of this throw, wins the
+race.
+
+In the next race five or six flags of the Allies are passed about the
+circle in the same way. The flags are stuck in the ground in front of
+the leaders. Upon the signal to start, the leaders pick up the first
+flag and start it on its way, then immediately pick up the second and
+start it about the circle and so on until all of the flags are in
+motion. The American flag should be passed last. When all of the flags
+have been returned to the leaders they run to the center of the ring.
+The first one to stick the American flag up in the receptacle there
+placed to receive it wins the race. (Careful instruction should be
+given that the flags in being passed about the circle must be handed
+from one individual to the next so that every individual passes the
+flag. Throwing is not allowed.)
+
+See chapter on Racing Games for picnic for other suggestions.
+
+Following these passing games the group can be broken up into smaller
+circles, each under the direction of a leader who has been previously
+instructed in the type of game he is to give to his group. The
+activities of the smaller groups are to be arranged according to the
+age of the participants.
+
+In dividing a group into smaller groups according to age, the leader
+should first have all children under twelve years of age step forward.
+These should be placed in the charge of group leaders. Next all the
+boys and girls from twelve to eighteen should be asked to step forward
+and next all those young men and women who can participate in active
+games. When this last group has been called forward, those remaining
+will form the fourth group.
+
+It is difficult for one leader to handle more than fifteen individuals.
+If any of the groups contain more than this number, they should be
+subdivided, with a leader placed in charge of each subdivision. Try as
+far as possible to have the two sexes equally divided in each group.
+The games should be carefully selected in advance and the various
+leaders should have been trained for their task. No active play program
+for large groups should be planned for a longer period than one hour
+and then frequent rest periods allowed for adults.
+
+Games which will be found adaptable for the various groups contained in
+this volume are suggested below:
+
+ For the children under twelve--Schoolyard Games for Primary and
+ Intermediate Pupils.
+
+ For those from twelve to eighteen--Schoolyard Games for Advanced
+ Pupils.
+
+ For the young men and women--Outdoor Games for the Older Boys and
+ Young Men.
+
+ For the middle-aged--a selection of games from chapter on "Games
+ for Picnics, and Social Games for Adults".
+
+
+
+
+CHAPTER III
+
+GAMES FOR A STORY PLAY HOUR
+
+The Story--"Paul Revere"
+
+
+Following the reading of Longfellow's poem the listeners are given the
+opportunity to give expression to their imagination in the following
+games,--
+
+
+"The Red Coats"
+
+Divide the group into two equal teams. One team is called the farmers,
+the other the red coats. A goal is marked off on the ground in the form
+of a hollow square large enough to contain all the members of one of
+the teams.
+
+All of the red coats take a position inside of the goal with eyes
+closed while the farmers hide. After sufficient time has been given to
+the farmers to hide, the red coats are released and each seeks to
+discover a farmer. Upon being discovered the hiding farmer must remain
+in his hiding place until tagged by the red coat then they both race
+back to the goal. The first one to cross the goal line becomes a farmer
+and the other a red coat in the next hiding. After returning to the
+goal both farmer and red coat must remain therein until all of the
+farmers have been discovered. If the last red coats find it difficult
+to locate the hiding farmers they can call to their assistance such
+other red coats as they may need, in which case the red coat first
+discovering the farmer points him out to that red coat who enlisted his
+help, thereupon said red coat tags the farmer and races with him to the
+goal.
+
+After all of the farmers have been discovered those who are to be
+farmers in the next round hide and the game goes on as before.
+
+In case two red coats discover the same farmer the one first tagging
+him shall count and shall race with him for the goal. In case the red
+coat discovers more than one farmer he may choose the one he wishes to
+tag, but he is not to disclose the other to another red coat.
+
+
+"Yankee Doodle Tag"
+
+The group is divided into two equal teams. Two lines are marked upon
+the playing space parallel to each other and about 20 yards apart.
+These lines should be long enough to allow all of the expected number
+of players to form line upon, shoulder to shoulder. Each team lines up
+on a goal line facing in the same direction, Team A facing the center
+of the playing space, Team B facing away from the center.
+
+Team A marches forward whistling "Yankee Doodle" maintaining a straight
+line until a leader who takes a position near the center of one side of
+the playing space raises a hand above his head. This is a signal for
+team A to stop whistling, break ranks and run back to their goal line.
+
+Team B, whose backs are toward the advancing column, upon hearing the
+whistling stops, turns about and chases after team A, trying to tag as
+many of them as possible before they get back to their goal line. Every
+member of team A who is tagged becomes a member of team B.
+
+Team B next marches forward whistling as did A, while A waits on their
+goal line until the whistling stops, thereupon they turn about and
+chase B. The game continues in this way. At the end the team having the
+most players is declared the winner.
+
+Note--the leader giving the signal for the whistling to stop should
+take a position where the signal cannot be seen by the team waiting to
+chase the whistlers.
+
+
+"Paul Revere Race"
+
+The group is divided into teams of from 8 to 15 each. These teams are
+placed on the field in parallel columns of file with a distance of 10
+feet between each team. The players on each team are then arranged in
+the line at a distance of from 10 to 20 feet apart. The lightest member
+of each team is selected as the rider for that team and takes his
+position behind the player at the back end of his line.
+
+At the signal to start he leaps upon the back of the last man who
+carries him forward to the next man of his team in front of him in the
+line, and the rider must change from the back of the first steed to the
+back of the second without touching the ground. The second steed
+carries him to the third, and he is passed on from steed to steed until
+he reaches the last steed at the end of the column who carries him
+across a finish line. The first Paul Revere to cross the line wins the
+game for his team.
+
+
+"The Midnight Ride"--Quiet Games
+
+Two teams of equal numbers are chosen and arranged in two lines facing
+each other. If the game is played in-doors place the teams on opposite
+sides of the room. A pad of paper and a pencil is given to the two
+players at the head of each line. The leader then reads a number of
+lines from Longfellow's poem "The Midnight Ride of Paul Revere",
+requesting that all of the players endeavor to remember as much of the
+poem as possible. When a sufficient number of lines have been read the
+player at the head of each team, at a signal to start, writes the first
+word of the poem on the sheet and passes it along to the next player in
+line who writes the second word. And so it is passed until it reaches
+the end of the line. If a player does not remember the right word he
+writes his surname in place of the word and passes it on to the next
+player who either fills in the proper word or writes in the surname.
+
+The team which passes the pad to the other end of the line first wins,
+provided that every one has either written a word from the poem or a
+name thereupon, and scores 5 points. The team having the fewest names
+written into the poem also scores 5 points (an error counts the same as
+a name). In case of a tie, the score race is repeated.
+
+MODIFICATION.--Read several verses and require the paper to be passed
+up the lines and back as many times as are necessary to write down all
+of the verses read, using the same method used in the other race. The
+team first getting all of the verses written, wins. Those who cannot
+add the right word to the verse must write their surname in every time
+the paper passes them. Forfeits can be required from them whose names
+appear above a certain number of times on a sheet. If the group is very
+large increase the number of teams.
+
+The above games are supposed to be played after the reading of
+Longfellow's poem--"The Midnight Ride of Paul Revere".
+
+
+
+
+CHAPTER IV
+
+AN INDOOR SPORTS FAIR
+
+
+They are still talking about the Indoors Sports Fair that the Welfare
+League of Ashton gave last spring, and ranking it as the best thing the
+town ever did to raise money for their united welfare funds.
+
+When the doors were opened on the first night it was not surprising to
+see a crowd all ready to push in and enjoy the sports prepared for
+them. No admission was charged, but each sport, exhibit and event had
+its price plainly marked in black on a bright blue sign at the
+entrance.
+
+That first evening it seemed as if the golf course was patronized as
+freely as any of the sports. It took up one large corner of the hall,
+where a miniature nine-hole course had been laid out on dark blue
+denim. The "holes" were marked out with rings of white paint, and there
+were a few hazards of sandbags and a very low brick wall. For the most
+part it was a putting game, a putter being handed to the player after
+he had paid his admission to the "caddie" at the turnstile gate.
+
+They say the boys had the time of their lives at the baseball diamond,
+and some of their fathers too, to judge from the receipts. Back on a
+large piece of canvas Bill Simons had "dashed in" with cold water
+paints a baseball diamond, with trees in the background and bleachers
+on each side, all in a queer perspective which didn't hurt the game
+any. In the curtain Bill had cut holes just a little larger than a
+baseball, so that throwing the ball through these holes was not any
+bush-league business. On the diamond he had marked under the holes,
+First Base, Second Base, Third Base, and Home Run at the plate. Back
+of the plate were two holes quite close together, one marked Strike and
+the other Ball. Two holes in the outfield and two "over the fence" were
+also arranged in pairs to make pitching difficult. Regular baseballs
+were sold, four shots for a nickel. The ruling of the game was simple:
+Three strikes out, four balls a chance to try first base, or one of the
+"over the fence" holes for a home run; after first base, second and
+third had to be hit successively before a home run could be scored, and
+to make it harder there was a "grounder" hole near third base which put
+one out of the game; balls which merely struck the curtain were counted
+as fouls, four fouls being out. Back of the curtain Bill had hung an
+old mattress against which the balls bounded to the floor. This was
+covered with a black cloth to make the holes in the diamond visible.
+
+
+Seeing the Old Home Town
+
+Down the line next to the baseball diamond came the bowling alley,
+where everyone who was not a fan or a golf fiend was taking a hand at
+the sport. This alley was laid on a long board table, and the game
+played with tenpins and small wooden balls. Six balls for a nickel they
+sold here, and because the sport needed something to speed it up a bit
+they linked it with the food table next door. The best cooks in town
+presided over this. You paid your money for your tenpin balls, and
+proceeded to run up a score by counting the numbers on the pins you
+knocked down; the pins were set far apart to make it difficult. Then
+you took your score to the food table, where certain numbers of points
+brought you a glass of jelly, a can of mince-meat, a box of cookies, or
+a jar of mayonnaise. That bowling alley certainly did appeal to the
+women!
+
+And if there was ever a more successful grab bag for the children than
+the quoits game, the Ashton Welfare Committee wants to hear about it.
+They called it a Good Luck booth for it had a horseshoe-shaped opening
+with a row of numbered pegs across the back. The kiddies bought the
+quoits, little wooden horseshoes cut from cigar-box wood, and tossed
+them over a peg. The number of the peg corresponded to a numbered tag
+which was handed out to be redeemed at the parcel-post window near the
+aerial mail plane.
+
+This aviator, by the way, was an official of the Cupid Airline, so he
+advertised on his aeroplane, which was painted on a large curtain with
+a hole cut out where the seat would be, and the wheel of an electric
+fan poked through at the front and set going for a propeller. His mail
+bag hung over the side of the car inside of which he stood in aviation
+uniform, and for ten cents you could get your fortune in a small white
+envelope out of the mail bag if you were a man, or in a pink envelope
+if you were a girl.
+
+But say, for a real scream, you had to take a sight-seeing trip in the
+auto! It was worth twice the toll. Dottie Earle had charge of it, and
+she made one of the funniest guides you ever heard. "This way, ladies
+and gentlemen," she would shout through her megaphone; "get your
+tickets for a tour of the city in the most magnificently equipped
+sight-seeing autos that ever ran on three wheels and one cylinder! Only
+twenty-five cents, two bits a ride! See the birthplace of Ashton's
+mayor, the history of Ashton's past, its chief industries," and so on.
+
+When her tourists assembled in front of her machine, which was a real
+car, at least the front half of one, an old relic which the garage had
+just about decided to scrap, its latter half hidden behind a dark
+curtain, Dottie led them back of the curtain where the sights of Ashton
+were hidden. In another black curtain were a series of holes not any
+larger than a quarter, and behind each was one of the sights, a cradle,
+a picture of the town dump, a scrubbing brush and a large pen-knife for
+the sights already mentioned. For the Home Team she had a snapshot of
+the Warren twins, for the competitor of the Herald, a telephone, and so
+on with eight other "hits" on town topics and characters. So many
+guffaws and squeals of laughter came from behind the curtain that they
+had to call in a "traffic cop" to keep the crowd outside quiet.
+
+The "traffic cops," by the way, were boy scouts. They had dark blue
+costumes of cheap drill, trimmed with white braid, and wore white
+cotton gloves and shiny badges. They really did have power invested in
+them by the committee to preserve order and keep the crowds moving. At
+one point they were allowed to stand with a semaphore and hold up the
+crowd, not allowing anyone to pass who could not show a certain number
+of tags from the various booths. This tag system was to insure that all
+would play fair, for there was so much fun just watching other folks
+spend money that the tightwads might never have taken their hands out
+of their pockets or opened their purses.
+
+
+A Racket Around the Candy Booth
+
+Mrs. Peterson, who sells the best bread in town, had charge of the cake
+archery. You bought arrows for this, three for ten cents, but you could
+not shoot until a dollar's worth of arrows had been sold. Then you took
+your turn at the bow and arrow. The arrow which hit nearest the
+bull's-eye got the cake, of course, and it was some cake, if it
+happened to be one of Abbie Southerland's angel foods.
+
+The Girls' Club had drawn the candy table for their share of the fair,
+and a pretty booth they made of it, using all the tennis nets they
+could beg, borrow or steal to drape it with and putting up all the
+candy in ten-cent packages wrapped in white waxed paper to look like
+tennis balls. Someone got funny and asked why there was such a racket
+around the candy booth!
+
+The fair lasted three days. What with changing the attractions, keeping
+fresh food on the refreshment tables, making special attractions for
+children in the afternoons after school by offering prizes for sports
+events like sack races, obstacle races, and so on, getting up interest
+in golf tournaments and baseball series, the place was kept packed
+from three in the afternoon until midnight.
+
+In The Ladies' Home Journal, Jan., 1921. Published with the permission
+of the author, Claire Wallis, and The Ladies' Home Journal.
+
+
+
+
+CHAPTER V
+
+RACING GAMES FOR PICNICS
+
+
+In these games participants are divided into a number of equal teams.
+Each team is lined up in single file behind a base line. A distance
+line parallel to the base line and about ten yards from it is indicated
+on the field.
+
+
+Egg and Spoon Race
+
+A basket of eggs, apples, potatoes or stones is placed in front of each
+team and a spoon given to the first member of each team. Empty baskets
+are placed on the distance line opposite the position of each team. At
+the signal to go the first player on each team, keeping the left hand
+behind the back, takes one egg from the basket by means of the spoon
+and carries it on the spoon to the basket from the distance line.
+Returning to the base line the spoon is handed to the second member of
+the team who repeats the performance of the first. The game continues
+until the last player on each team, after carrying the egg forward,
+returns across the base line. The team first succeeding wins.
+
+Should a player drop an egg, he must gather up as much of the egg as
+possible and carry it to the far basket and there deposit it before
+returning with the spoon to the next member of his team.
+
+
+Pea Shelling Race
+
+A basket containing peas and an empty dish are placed on the distance
+line opposite each team. There should be at least six peas contained in
+each basket for every player on the team. At the signal to go the
+first player on each team runs forward, shells his peas into the dish
+and lays the six empty pods in a straight line behind the dish.
+Accomplishing this, he returns and tags off the next player on the team
+who repeats the performance of the first. The team first succeeding in
+shelling all of the peas and having each player's pods lined up in a
+straight line, wins.
+
+
+Needle Threading Race
+
+An individual holding a needle and a short piece of thread is on the
+distance line opposite each team. At the signal to go, the first player
+on each team runs forward, takes the needle and thread, threads the
+needle, hands it back to the individual and returns and tags off the
+next player on the team. The individual holding the needle unthreads
+it, ready for the next player to repeat the performance of the first.
+When the last player crosses the starting line after threading the
+needle the race ends.
+
+
+Button Sewing
+
+As many buttons as there are players on each team are placed on the
+distance line opposite each team, a strip of cloth, a needle, and as
+many short lengths of thread as there are players. At the signal to go,
+the first member of each team runs forward, threads the needle with one
+of the pieces of thread, sews a button on the strip of cloth, using up
+all of the thread in his piece. He leaves the needle stuck in the cloth
+at the distance line and returns and tags off the next player, who
+repeats the performance of the first, as do all other team members.
+
+
+Rope Skipping Relay
+
+A piece of rope is necessary for each team. At the signal to go, the
+first member of each team skips rope forward to the distance line. From
+the distance line he runs back and hands the rope to the next one on
+the team, who repeats the performance of the first. Each player must
+skip the rope at least six times in each direction. The last member of
+the team, after skipping the rope forward to the distance line, returns
+across the base line, ending the event.
+
+
+Rope Skipping Contest
+
+A piece of rope is needed for each team. At the signal to go, the first
+individual skips rope ten times, in place, hands the rope back to the
+next individual who skips ten times, and so the rope is passed on until
+it gets to the last one in the line, who skips twenty times and passes
+the rope back to the one next in front of him in the line. The rope is
+passed until it gets to the first member of the team, each one skipping
+ten times upon receiving it. When the one in the front of the line has
+skipped ten times, he ends the race by running forward across the
+distance line.
+
+
+Dizzy Izzy
+
+A cane or stick is given to the first player on each team. Upon the
+signal to go he places the end of the stick upon the ground, holding
+the stick in a vertical position, and places the centre of his forehead
+on the upper end of the stick. In this position, he circles around the
+stick three times and then runs forward to the distance line and
+returns, handing the stick to the next player on his team behind the
+base line. The second player places his forehead upon the stick and
+repeats the performance of the first, as does every other player on the
+team. The last man ends the race by crossing the base line.
+
+
+Caterpillar Race
+
+The players on each team sit upon the ground in single file, with the
+head of each team behind the base line. The knees are bent so that the
+feet are near the hips. Each player reaches back with his two hands and
+grasps the ankles of the player next behind him. At the signal to go,
+the entire column moves forward, endeavoring to keep from breaking the
+column by any one losing his grip on the ankles of the next member of
+the team, behind. The caterpillar creeps forward across the distance
+line and returns. When the rear end of the column crosses the base
+line, the race is completed, provided the column is unbroken.
+
+
+Potato Race
+
+Two peach baskets and two potatoes, stones or blocks of wood for each
+contestant are needed for each team. One basket is placed before each
+team on the base line and one directly opposite on the distance line.
+The potatoes are placed in the basket on the base line. The first
+player takes a position on the right hand side of the basket behind the
+base line, with a potato in his hand. At the signal to start, he runs
+around the basket on the distance line, dropping his potato therein. He
+returns, running around the basket on the base line, picks up the
+second potato, which he carries and drops into the far basket, as he
+circles it. He then returns and tags off the next player on the team,
+who, after being tagged, picks up the first potato and carries it to
+the far basket, returning for his second. Each player in turn carries
+two potatoes, one at a time. Both baskets must be circled in carrying
+the potatoes forward. The player is not allowed to touch the basket in
+running around it. If his potato fails to go into the basket, he must
+pick it up and put it in before he goes for his second potato or
+touches off the next runner. The last player on each team ends the race
+by crossing the base line after having properly deposited his two
+potatoes in the far basket.
+
+
+Apple Race*
+
+A strawberry basket full of small apples is handed to the first member
+of each team. At the signal to go the basket full of apples is passed
+back over the heads of the players until it reaches the last player in
+the column. The last player, upon receiving the basket full of apples,
+runs forward on the right hand side of his line to the distance line,
+where an empty basket has been placed. He pours the apples from his
+full basket into the empty basket, leaving the basket which is now
+empty on the distance line. He returns with the full basket to the
+front of the column and starts passing the basket full of apples back
+over his head. When it reaches the individual who is then at the rear
+of the column, he runs forward, repeating the performance of the first.
+The race ends when the last man on the team to run returns across the
+base line after having changed the apples on the distance line.
+
+
+Apple Race No. 2*
+
+A basket full of apples and an empty basket are placed upon the
+distance line opposite each team. At the signal to go the first man on
+the team runs forward, empties the apples from the full basket into the
+empty basket. Should he spill any, he must pick them up. All of the
+apples must be in the basket before he leaves them. He leaves the empty
+and full baskets on the distance line and returns, tags off the next
+member on his team and takes his place at the rear of the line. When
+all members of the team have done this and the last member crosses the
+base line, the race ends.
+
+
+Apple Race No. 3*
+
+Peach baskets containing an equal number of apples (fifteen makes a
+good number) are placed at the front of each team. An empty basket is
+placed at the rear of the column. At the signal to go the first man on
+the team picks the apples out of the full basket, one at a time and
+passes them to the rear as rapidly as possible. Every man in the line
+must receive and pass back every apple. The last man in the column
+deposits the apples in the empty basket as rapidly as he receives them.
+
+When the last apple has been passed back, the man in front of the
+column passes back the empty basket. When the empty basket reaches the
+last man in the column, he picks up the full basket, places the empty
+one in its place and runs to the front of the column with the full
+basket, places it in front of him on the ground and starts passing the
+apples back, one at a time, as before. The race continues until the
+last man on the team runs forward and places his full basket of apples
+on the distance line in front of his team.
+
+Judges should count the apples to see that there are as many in the
+basket as the team started with, before rendering a decision as to the
+winner of the race.
+
+
+Apple Race No. 4*
+
+A peach basket is placed opposite each team and ten feet beyond the
+distance line. The first member of each team is handed a good sized
+apple. At the signal to go he runs forward to the distance line, and
+standing behind the same, endeavors to toss the apple into the basket.
+Failing to do this, he may run forward and recover the apple, but must
+return to the distance line in his endeavor to toss the apple into the
+basket. When he has succeeded in tossing the apple into the basket, he
+picks the apple out of the basket and runs back, handing it to the next
+member on the team, who does the same as he did. The race continues
+until the last member of the team has properly tossed the apple into
+the basket, recovered it and has run across the base line.
+
+* Stones may be used in place of apples in these races.
+
+
+Apple Toss
+
+A basket containing four apples is placed on the ground in front of
+each team. An empty basket is placed on the distance line opposite each
+team. The first player on each team takes a position beside the empty
+basket on the distance line. At the signal to go the second player on
+the team, who stands by the basket containing the apples, picks up the
+apples, one at a time, and tosses them to the first player who stands
+on the distance line. The first player, upon catching the apples, drops
+them into the empty basket until he has received all four. He then
+carries the full basket back and places it on the ground in front of
+his team, while the player who tossed the apples to him runs forward to
+the distance line with the empty basket. The third player on the team
+then picks up the apples, one at a time, and tosses them to the second
+player, who is now beside the empty basket on the distance line, while
+the first player takes his position at the rear of the line.
+
+The race continues in this way until it becomes the turn of the first
+player to toss the apples forward. After having tossed the four apples,
+he picks up his empty basket and runs with it across the distance line,
+ending the race.
+
+No player can have more than one apple in his hand at a time and the
+player tossing the apples forward must stand behind the base line and
+cannot pick up the basket to run forward with it until he has gotten
+rid of the fourth apple.
+
+
+Roll Over Relay
+
+At the signal to go, the first player on each team runs towards the
+distance line. Somewhere between the base line and the distance line,
+he must take a forward roll upon the ground. He then runs across the
+distance line and back, tagging off the next player, who repeats his
+performance.
+
+
+Spin Around Relay
+
+One member of each team takes a position on the distance line, opposite
+to and facing his team. At the signal to go the first man on each team
+runs forward, locks his right arm in the right arm of the man on the
+distance line and in this position spins twice around, using the man on
+the distance line as a pivot. Completing his second spin, he remains on
+the distance line while the man who was there returns and tags off the
+next member of his team, who repeats the performance. The race ends
+when the last man to spin around the pivot crosses the base line.
+
+This race can be modified by having two or even three individuals
+distributed at equal distances between the base and the distance line
+to spin around, instead of one.
+
+
+Chair Relay
+
+A chair is placed on the distance line opposite each team, with the
+back of the chair towards the team. Boxes may be used instead of chairs
+in this race. At the signal to go the first player on each team runs
+forward, sits in the chair, lifting both feet clear of the ground, then
+running around the chair, returns and tags off the next player, who
+does the same.
+
+Where folding chairs are available, the chair can be folded and left
+upon the ground on the distance line. Then each contestant is required
+to open the chair, sit upon it, then fold it, lay it upon the ground
+and return to tag off the next player.
+
+
+Chair Passing Race
+
+A box can be used instead of a chair in this event. All of the players
+are asked to face to the right. A chair is given to the man at the
+right hand end of the line to sit upon. All of the others remain
+standing. At the signal to go, he picks up the chair, and passes it to
+his left hand neighbor who receives it and passes it on to his left
+hand neighbor and so the chair is passed until it gets to the player at
+the left end of the line. He, upon receiving it, places it upon the
+ground and sits upon it, lifting both feet from the ground. Then,
+picking up the chair, he runs to the rear of his line until he gets to
+the other end. There again he sits upon the chair, raising both feet
+from the ground, and then starts passing it to the left. So when every
+man in the line has run to the right with the chair in turn, the last
+man ends the race when he sits upon it at the right hand end of the
+line.
+
+
+Chair Sitting Race
+
+A box can be used for this event instead of a chair. If a chair is
+used, it is well to have a very sturdy one. This race starts with the
+players in the same position as in the preceding race, the player on
+the right hand end of the line sitting upon the chair. At the signal to
+go, he picks up the chair, passing it in front of him to the neighbor
+on his left, who, after sitting upon the chair and lifting both feet
+from the ground, passes it in front of him to the next player to the
+left and so the chair is passed towards the left hand end of the line,
+each player in turn sitting upon it and then passing it in front of him
+to the next player on the left. The race ends when the man on the far
+left end of the line sits upon the chair with his feet off the ground.
+
+
+Squash Race
+
+One crook-neck summer squash, a short stick, a piece of twine and a
+strawberry basket are needed for each team in this race. The strawberry
+basket, containing the squash with its neck projecting over the edge,
+is placed on the distance line. A slip noose is made in one end of the
+twine. The other end is tied to the end of the stick. This fish pole
+arrangement of twine and stick is handed to the first man on each team.
+At the signal to go he runs forward to the distance line and proceeds
+to fish for the squash in the basket by slipping the noose of string
+over its neck. He is not allowed to touch the string or squash with his
+hand in his effort to do this. He must use his stick as a fish pole.
+When he has succeeded in capturing the squash, he picks up the basket
+and carries the squash swinging from the end of his fish pole to the
+next player on his team. The second player, upon receiving the squash,
+the fish pole, and the basket, runs forward, slipping the noose off the
+squash. He places the squash in the basket on the distance line and
+proceeds to fish for it as did the preceding player. Each player does
+this in turn.
+
+
+Poison Club
+
+Small logs of stove length, flat on one end, are lined up between the
+base and distance lines in front of each team. There should be at least
+five of these for each team and they should not be placed more than
+three feet apart, set on their flat end in a straight line.
+
+At the signal to go the first member of each team hops forward across
+the distance line, hopping to the right of the first club, to the left
+of the second, to the right of the third and so on in and out until he
+has cleared all the clubs. He then completes the distance, hopping to
+the distance line. From there he may run back and tag off the next
+member on his team. Should he knock over any of the clubs, he must stop
+and set it up without touching more than one foot to the ground, before
+he can proceed to the next club. The race ends when the last individual
+runs across the base line.
+
+
+Club Change
+
+Two small circles are drawn on the base line opposite each team. Three
+short logs similar to those in the preceding game are balanced on end
+in the right hand circle opposite each team. At the signal to go the
+first player runs forward, picks up the logs, one at a time, and
+changes them to the empty circle. When he has changed all three logs,
+he can then return and tag off the next player on his team. The second
+player runs forward and proceeds to change the three logs back to their
+original circle. So each player changes the three logs from the full to
+the empty circle. When the last player, after having accomplished this,
+crosses the base line, the race ends.
+
+
+Fan and Bag Race
+
+A small paper bag well inflated with air, and a palm leaf fan are given
+to the first player on each team. The bag is placed on the base line in
+front of the team. At the signal to go, the first player proceeds to
+blow the bag forward by means of the fan, until it has crossed the
+distance line. He then picks up the bag, returns, places it on the base
+line in front of the next player to whom he hands the fan. The second
+player repeats the performance. The race ends when the last player
+blows the bag across the distance line.
+
+
+Quadruped Race
+
+The first two players on each team stand back to back behind the base
+line, with the first player facing the distance line. The two lock arms
+behind them. At the signal to go the first player bends forward,
+lifting the second player so that his feet are clear of the ground and
+carries him forward on his back in this position. When he has crossed
+the distance line, he lowers the player upon his back, without changing
+their relative position and that player, upon getting his feet upon the
+ground, bends forward, lifting the first player upon his back, and runs
+back with him in this position across the base line.
+
+When the first couple has crossed the base line, the second couple on
+each team proceeds with the race, copying the first.
+
+
+Centipede Race
+
+The players of each team lock their arms around the waist of the player
+next in front of them and race in this compact position across the
+distance line, turning around without breaking their formation, and end
+the race when the last man on the team crosses the base line.
+
+
+Blind Chariot Race
+
+Several teams can be used in this race. The distance line is pointed
+out before blindfolding each team. Each team is made up of two horses
+and a driver. All three are blindfolded, facing in the same direction.
+The horses' inside arms are locked together. The driver takes hold of
+the outside arms. Each team is turned around three times and at a
+signal, race to the goal.
+
+
+Hoop Race
+
+A wooden hoop is placed on the distance line opposite each team. At the
+signal to go the first player rushes forward and picks up the hoop and
+passes it down over his head, body, and legs, steps out of it, while it
+is lying on the ground. He then steps back into it, and lifts it up,
+passing it over his entire body, legs, trunk and head. When he has
+lifted it over his head, he places it on the distance line and runs
+back to tag off the next player, who repeats the performance of the
+first as do all the others in turn.
+
+
+Rainy Day Race
+
+The players on the team are grouped in pairs. Each team is given an
+umbrella, two raincoats, one pair of gloves and one pair of rubbers.
+This equipment is placed in a pile upon the ground in front of each
+team. At the signal to go the first couple on each team go to the pile
+of clothes; one puts on one glove, one the other; they do the same with
+the rubbers; each puts on a raincoat and opening the umbrella link arms
+and run to the distance line and back removing the rubbers, gloves,
+coat and closing the umbrella. They then tag off the next couple who
+repeat the performance of the first. This continues until the last
+couple crosses the base line ending the race.
+
+
+
+
+INDEX
+
+GAMES FOR SCHOOLS
+
+
+SCHOOLROOM GAMES
+
+_For Primary Pupils_
+
+Aisle Hunt 3
+Aviation Meet 1
+Birds Fly 4
+Bee 2
+Bowing Race 6
+Button, Button 1
+Cat and Mouse 1
+Change Seat Relay 5
+Charlie Over the Water 5
+Colors 2
+Hide in Sight 2
+Hide the Clock 3
+I See Red 3
+Music Rush 5
+New Orleans 4
+Poison Seat 3
+Rat-a-tat Race 6
+Spin Around Race 7
+Tap Relay 6
+
+_For Intermediate Pupils_
+
+Compass 11
+Corner Spry 9
+Change Seats 14
+Clapping Song 12
+Flag Race 10
+Frogs in Sea 9
+Geography 11
+History Race 13
+Hunt the Rattler 8
+Indian Trail 12
+Initial Tag 8
+Jerusalem, Jericho, Jemima 10
+Last Man 14
+Magic Music 8
+Multiplication Race 13
+Name Race 9
+Number Relay 13
+Poem Race 14
+Relay Run Around 15
+Rhymes 12
+Seat Vaulting Tag 10
+Spelling Words 11
+Sticker 8
+
+_For Advanced and High School Pupils_
+
+Art Gallery 19
+Bowknot Relay 20
+Cooking Race 21
+Definitions 16
+Descriptive Adjectives 17
+Directions 23
+Distinguishing by Smell 19
+Distinguishing Sounds 18
+Drawing Animals 20
+Geography 16
+Grammar Race 22
+Guessing Dimensions 19
+Historical Pictures 20
+Jumbled Words 17
+Laugh 19
+Mysterious Articles 19
+Schoolroom Tag 22
+Seeing and Remembering 16
+Spelling Game 21
+Store 18
+Train of Thoughts 20
+
+
+SCHOOLYARD GAMES
+
+_For Primary Pupils_
+
+Back to Back 26
+Chase the Rabbit 24
+Handkerchief Tag 25
+Peggy in Ring 26
+Progression 25
+Puss in Corner 26
+Shadow Tag 25
+Squirrel in Trees 25
+Statues 24
+Steps 24
+
+_For Intermediate Pupils_
+
+Antony Over 29
+Ball Tag 36
+Channel Tag 35
+Chicken Market 31
+Chickidy Hand 31
+Circle Chase 34
+Couple Tag 36
+Fox and Rabbit 31
+Fox Trail 33
+In and Out 30
+Link Race 27
+Maze Tag 27
+Oriental Tag 36
+Pass Ball 32
+Poison 32
+Reuben and Rachel 35
+Roly Poly 29
+Snake and Bird 30
+Soak 'Em 35
+The Dummy 36
+Turtle Tag 29
+Weavers Race 34
+
+_For Advanced and High School Pupils_
+
+Dresden Tag 37
+Fox and Geese 37
+Freight Train Tag 39
+Hand Baseball 41
+Kick Ball 41
+Last Couple Out 41
+Partner Swat Tag 38
+Pin Ball 40
+Plug the Hole 38
+Red, White and Blue 39
+Roll Ball 39
+Spanish Fly 42
+Take Away 39
+Tony Says 43
+
+
+SOCIABLE GAMES FOR THE HOME, CHURCH, ETC.
+
+_For the Home:_
+
+Board and Nail Puzzle 49
+Captain Kidd's Gold 53
+Catechism of States 47
+Chic-a-dee 53
+Come-She-Come 45
+Floor Baseball 51
+Hide the Thimble 45
+Last Match 46
+Red Triangle Ring Toss 50
+Spinning for 20 49
+Spin the Platter 48
+Step by Step 48
+Tit Tat Too 45
+Twenty Questions 44
+You Know Me 45
+Your House, My House 46
+
+
+ICE BREAKERS FOR SOCIABLES:
+
+Bean Penalty 57
+Bird Hunt 55
+Matching Advertisements 56
+Matching Proverbs 56
+Mixing March 56
+Musical Medley 57
+My Month 55
+Poison Circle 55
+Puzzled Words 57
+Shoe Hunt 56
+Trip Around the World 57
+
+
+SOCIAL GAMES FOR GROWN-UPS
+
+Analogues 63
+Biographic Cartoons 59
+Charades 64
+Ghost 64
+Gossiping 63
+Illustrated Songs 59
+Knight of the Cracker 65
+Match Boxing 66
+Muddled Words 60
+Poor Pussy 62
+Rooster 62
+Smiles 59
+Tea Pot 60
+Trades 61
+Who Are They? 61
+Who Is It? 61
+
+
+SOCIABLE GAMES FOR YOUNG PEOPLE
+
+Barnyard Chorus 68
+Birds 70
+Donkey Solo 68
+Exchange 68
+Feather Tag 70
+Fruit Basket 67
+Going to Jerusalem 72
+Guess the Sound 69
+Hush 71
+Jack's Alive 71
+Rapid Transit 69
+Rhyming Verbs 67
+Shifting Seats 69
+Simple Simon's Silly Smile 71
+What Animal? 67
+Wink 71
+
+
+TRICK GAMES FOR SOCIABLES
+
+Aeroplane Ride 80
+Blind Blow 77
+Boots Without Shoes 76
+Clairvoyant 75
+Coin and Card Snap 77
+Divesting 82
+Egg Smash 81
+Hay Stack 76
+Hindoo Blind Reading 73
+Knights of the Sacred Whistle 75
+Magic Answers 74
+Mental Telepathy 73
+Musical Notes 81
+Newspaper Touch 76
+Number Trick 78
+Penny Wise 78
+Pigs in Pen 78
+Reading Temples 80
+Scissors Crossed 75
+Siam Club 82
+The Paper Artist 74
+Tricks with Matches 77
+
+
+STUNT ATHLETIC MEET
+
+Bawl Game 83
+Chair Tilting 85
+Discus Throw 85
+Duel Tug of War 84
+Elimination Race 87
+Hammer Throw 86
+Head Toss 84
+Javelin Throw 86
+Light Weight Race 86
+Long Glum 86
+Lucky 84
+One Mile Run 86
+Peanut Relay 83
+Peanut Throw 84
+Ring the Bell 85
+Running Broad Grin 86
+Shot Put 84
+Standing Broad Jump 83
+Standing High Jump 83
+Turtle Race 86
+Twenty Yard Dash 86
+
+
+COMPETITIVE STUNTS
+
+Aviation Meet 89
+Balloon Race 90
+Blindfold Obstacles 91
+Boat Race 92
+Brick Relay 88
+Candle Roll Over 91
+Chair Stubbing 89
+Chair-i-ot Race 89
+Cracker Relay 91
+Feather Blowing Relay 90
+Lobster Race 90
+Necktie Race 92
+Prune Tag of War 90
+Whistle Race 91
+
+
+OUTDOOR GAMES
+
+FOR OLDER BOYS AND YOUNG MEN
+
+Chariot Race 100
+Clock Games 99
+Flathead Race 101
+Forcing the City Gates 95
+Fortress 94
+Game of Goose 98
+Hare and Hound 96
+Human Targets 96
+Leap Frog Race 102
+Push Cross Line 94
+Riding the Snail 102
+Sling the Sack 97
+Spin Around Race 101
+Walking Race 100
+
+
+FOR BOYS
+
+Body Guard 106
+Bombardment 108
+Bombardment No. 2 109
+Fence Tag 105
+Fox in Hole 105
+Hang Tag 105
+Hide and Seek 103
+Look Out for the Bear 104
+One Step Off and All the Way Across 108
+Sardines 106
+Shinny 107
+Still-a-Feet 104
+Treasure Hunt 103
+Wheel Away 108
+
+
+GAMES OF STRENGTH
+
+Cane Wrestling 112
+Cumberland Wrestling 111
+Finger Wrestling 110
+Greco-Roman Wrestling 111
+Hand Tug of War 112
+Hog Tie 111
+Neck Tug of War 112
+One Leg Tug of War 111
+Referee's Hold 110
+Shoulder and Arm Push 111
+Squatting Tug 112
+Taking the Heights 110
+Wrestle Tug of War 110
+
+
+GAMES FOR SPECIAL OCCASIONS
+
+AT THE DINING TABLE
+
+Around the Chair 115
+Candle and Plate Race 117
+Earth, Air, Fire and Water 114
+Jenkins Up 115
+Malaga Grapes 115
+Name Writing Race 117
+Oysterette Race 113
+Passing the Drink 113
+Rat-a-tat-tat 114
+Spearing Peanuts 116
+String Winding Race 116
+Table Football 116
+
+
+A COUNTY FAIR PLAY FESTIVAL
+
+The Games for All 120
+The Grand March 119
+
+
+GAMES FOR A STORY PLAY HOUR
+
+Paul Revere Race 125
+The Midnight Ride 125
+The Red Coats 123
+Yankee Doodle Tag 124
+
+
+AN INDOOR SPORTS FAIR
+
+A Racket Around the Candy Booth 130
+Seeing the Old Home Town 128
+
+
+RACING GAMES FOR PICNICS
+
+Apple Race 135
+Apple Race No. 2 136
+Apple Race No. 3 136
+Apple Race No. 4 137
+Apple Toss 137
+Blind Chariot Race 142
+Button Sewing 133
+Caterpillar Race 134
+Centipede Race 142
+Chair Passing Race 139
+Chair Relay 139
+Chair Sitting Race 140
+Club Change 141
+Dizzy Izzy 134
+Egg and Spoon Race 132
+Fan and Bag Race 142
+Hoop Race 143
+Needle Threading Race 133
+Pea Shelling Race 132
+Poison Club 141
+Potato Race 135
+Quadruped Race 142
+Rainy Day Race 143
+Roll Over Relay 138
+Rope Skipping Contest 134
+Rope Skipping Relay 133
+Spin Around Relay 138
+Squash Race 140
+
+
+
+***END OF THE PROJECT GUTENBERG EBOOK SCHOOL, CHURCH, AND HOME GAMES***
+
+
+******* This file should be named 16599.txt or 16599.zip *******
+
+
+This and all associated files of various formats will be found in:
+https://www.gutenberg.org/dirs/1/6/5/9/16599
+
+
+
+Updated editions will replace the previous one--the old editions
+will be renamed.
+
+Creating the works from public domain print editions means that no
+one owns a United States copyright in these works, so the Foundation
+(and you!) can copy and distribute it in the United States without
+permission and without paying copyright royalties. Special rules,
+set forth in the General Terms of Use part of this license, apply to
+copying and distributing Project Gutenberg-tm electronic works to
+protect the PROJECT GUTENBERG-tm concept and trademark. Project
+Gutenberg is a registered trademark, and may not be used if you
+charge for the eBooks, unless you receive specific permission. If you
+do not charge anything for copies of this eBook, complying with the
+rules is very easy. You may use this eBook for nearly any purpose
+such as creation of derivative works, reports, performances and
+research. They may be modified and printed and given away--you may do
+practically ANYTHING with public domain eBooks. Redistribution is
+subject to the trademark license, especially commercial
+redistribution.
+
+
+
+*** START: FULL LICENSE ***
+
+THE FULL PROJECT GUTENBERG LICENSE
+PLEASE READ THIS BEFORE YOU DISTRIBUTE OR USE THIS WORK
+
+To protect the Project Gutenberg-tm mission of promoting the free
+distribution of electronic works, by using or distributing this work
+(or any other work associated in any way with the phrase "Project
+Gutenberg"), you agree to comply with all the terms of the Full Project
+Gutenberg-tm License (available with this file or online at
+https://gutenberg.org/license).
+
+
+Section 1. General Terms of Use and Redistributing Project Gutenberg-tm
+electronic works
+
+1.A. By reading or using any part of this Project Gutenberg-tm
+electronic work, you indicate that you have read, understand, agree to
+and accept all the terms of this license and intellectual property
+(trademark/copyright) agreement. If you do not agree to abide by all
+the terms of this agreement, you must cease using and return or destroy
+all copies of Project Gutenberg-tm electronic works in your possession.
+If you paid a fee for obtaining a copy of or access to a Project
+Gutenberg-tm electronic work and you do not agree to be bound by the
+terms of this agreement, you may obtain a refund from the person or
+entity to whom you paid the fee as set forth in paragraph 1.E.8.
+
+1.B. "Project Gutenberg" is a registered trademark. It may only be
+used on or associated in any way with an electronic work by people who
+agree to be bound by the terms of this agreement. There are a few
+things that you can do with most Project Gutenberg-tm electronic works
+even without complying with the full terms of this agreement. See
+paragraph 1.C below. There are a lot of things you can do with Project
+Gutenberg-tm electronic works if you follow the terms of this agreement
+and help preserve free future access to Project Gutenberg-tm electronic
+works. See paragraph 1.E below.
+
+1.C. The Project Gutenberg Literary Archive Foundation ("the Foundation"
+or PGLAF), owns a compilation copyright in the collection of Project
+Gutenberg-tm electronic works. Nearly all the individual works in the
+collection are in the public domain in the United States. If an
+individual work is in the public domain in the United States and you are
+located in the United States, we do not claim a right to prevent you from
+copying, distributing, performing, displaying or creating derivative
+works based on the work as long as all references to Project Gutenberg
+are removed. Of course, we hope that you will support the Project
+Gutenberg-tm mission of promoting free access to electronic works by
+freely sharing Project Gutenberg-tm works in compliance with the terms of
+this agreement for keeping the Project Gutenberg-tm name associated with
+the work. You can easily comply with the terms of this agreement by
+keeping this work in the same format with its attached full Project
+Gutenberg-tm License when you share it without charge with others.
+
+1.D. The copyright laws of the place where you are located also govern
+what you can do with this work. Copyright laws in most countries are in
+a constant state of change. If you are outside the United States, check
+the laws of your country in addition to the terms of this agreement
+before downloading, copying, displaying, performing, distributing or
+creating derivative works based on this work or any other Project
+Gutenberg-tm work. The Foundation makes no representations concerning
+the copyright status of any work in any country outside the United
+States.
+
+1.E. Unless you have removed all references to Project Gutenberg:
+
+1.E.1. The following sentence, with active links to, or other immediate
+access to, the full Project Gutenberg-tm License must appear prominently
+whenever any copy of a Project Gutenberg-tm work (any work on which the
+phrase "Project Gutenberg" appears, or with which the phrase "Project
+Gutenberg" is associated) is accessed, displayed, performed, viewed,
+copied or distributed:
+
+This eBook is for the use of anyone anywhere at no cost and with
+almost no restrictions whatsoever. You may copy it, give it away or
+re-use it under the terms of the Project Gutenberg License included
+with this eBook or online at www.gutenberg.org
+
+1.E.2. If an individual Project Gutenberg-tm electronic work is derived
+from the public domain (does not contain a notice indicating that it is
+posted with permission of the copyright holder), the work can be copied
+and distributed to anyone in the United States without paying any fees
+or charges. If you are redistributing or providing access to a work
+with the phrase "Project Gutenberg" associated with or appearing on the
+work, you must comply either with the requirements of paragraphs 1.E.1
+through 1.E.7 or obtain permission for the use of the work and the
+Project Gutenberg-tm trademark as set forth in paragraphs 1.E.8 or
+1.E.9.
+
+1.E.3. If an individual Project Gutenberg-tm electronic work is posted
+with the permission of the copyright holder, your use and distribution
+must comply with both paragraphs 1.E.1 through 1.E.7 and any additional
+terms imposed by the copyright holder. Additional terms will be linked
+to the Project Gutenberg-tm License for all works posted with the
+permission of the copyright holder found at the beginning of this work.
+
+1.E.4. Do not unlink or detach or remove the full Project Gutenberg-tm
+License terms from this work, or any files containing a part of this
+work or any other work associated with Project Gutenberg-tm.
+
+1.E.5. Do not copy, display, perform, distribute or redistribute this
+electronic work, or any part of this electronic work, without
+prominently displaying the sentence set forth in paragraph 1.E.1 with
+active links or immediate access to the full terms of the Project
+Gutenberg-tm License.
+
+1.E.6. You may convert to and distribute this work in any binary,
+compressed, marked up, nonproprietary or proprietary form, including any
+word processing or hypertext form. However, if you provide access to or
+distribute copies of a Project Gutenberg-tm work in a format other than
+"Plain Vanilla ASCII" or other format used in the official version
+posted on the official Project Gutenberg-tm web site (www.gutenberg.org),
+you must, at no additional cost, fee or expense to the user, provide a
+copy, a means of exporting a copy, or a means of obtaining a copy upon
+request, of the work in its original "Plain Vanilla ASCII" or other
+form. Any alternate format must include the full Project Gutenberg-tm
+License as specified in paragraph 1.E.1.
+
+1.E.7. Do not charge a fee for access to, viewing, displaying,
+performing, copying or distributing any Project Gutenberg-tm works
+unless you comply with paragraph 1.E.8 or 1.E.9.
+
+1.E.8. You may charge a reasonable fee for copies of or providing
+access to or distributing Project Gutenberg-tm electronic works provided
+that
+
+- You pay a royalty fee of 20% of the gross profits you derive from
+ the use of Project Gutenberg-tm works calculated using the method
+ you already use to calculate your applicable taxes. The fee is
+ owed to the owner of the Project Gutenberg-tm trademark, but he
+ has agreed to donate royalties under this paragraph to the
+ Project Gutenberg Literary Archive Foundation. Royalty payments
+ must be paid within 60 days following each date on which you
+ prepare (or are legally required to prepare) your periodic tax
+ returns. Royalty payments should be clearly marked as such and
+ sent to the Project Gutenberg Literary Archive Foundation at the
+ address specified in Section 4, "Information about donations to
+ the Project Gutenberg Literary Archive Foundation."
+
+- You provide a full refund of any money paid by a user who notifies
+ you in writing (or by e-mail) within 30 days of receipt that s/he
+ does not agree to the terms of the full Project Gutenberg-tm
+ License. You must require such a user to return or
+ destroy all copies of the works possessed in a physical medium
+ and discontinue all use of and all access to other copies of
+ Project Gutenberg-tm works.
+
+- You provide, in accordance with paragraph 1.F.3, a full refund of any
+ money paid for a work or a replacement copy, if a defect in the
+ electronic work is discovered and reported to you within 90 days
+ of receipt of the work.
+
+- You comply with all other terms of this agreement for free
+ distribution of Project Gutenberg-tm works.
+
+1.E.9. If you wish to charge a fee or distribute a Project Gutenberg-tm
+electronic work or group of works on different terms than are set
+forth in this agreement, you must obtain permission in writing from
+both the Project Gutenberg Literary Archive Foundation and Michael
+Hart, the owner of the Project Gutenberg-tm trademark. Contact the
+Foundation as set forth in Section 3 below.
+
+1.F.
+
+1.F.1. Project Gutenberg volunteers and employees expend considerable
+effort to identify, do copyright research on, transcribe and proofread
+public domain works in creating the Project Gutenberg-tm
+collection. Despite these efforts, Project Gutenberg-tm electronic
+works, and the medium on which they may be stored, may contain
+"Defects," such as, but not limited to, incomplete, inaccurate or
+corrupt data, transcription errors, a copyright or other intellectual
+property infringement, a defective or damaged disk or other medium, a
+computer virus, or computer codes that damage or cannot be read by
+your equipment.
+
+1.F.2. LIMITED WARRANTY, DISCLAIMER OF DAMAGES - Except for the "Right
+of Replacement or Refund" described in paragraph 1.F.3, the Project
+Gutenberg Literary Archive Foundation, the owner of the Project
+Gutenberg-tm trademark, and any other party distributing a Project
+Gutenberg-tm electronic work under this agreement, disclaim all
+liability to you for damages, costs and expenses, including legal
+fees. YOU AGREE THAT YOU HAVE NO REMEDIES FOR NEGLIGENCE, STRICT
+LIABILITY, BREACH OF WARRANTY OR BREACH OF CONTRACT EXCEPT THOSE
+PROVIDED IN PARAGRAPH F3. YOU AGREE THAT THE FOUNDATION, THE
+TRADEMARK OWNER, AND ANY DISTRIBUTOR UNDER THIS AGREEMENT WILL NOT BE
+LIABLE TO YOU FOR ACTUAL, DIRECT, INDIRECT, CONSEQUENTIAL, PUNITIVE OR
+INCIDENTAL DAMAGES EVEN IF YOU GIVE NOTICE OF THE POSSIBILITY OF SUCH
+DAMAGE.
+
+1.F.3. LIMITED RIGHT OF REPLACEMENT OR REFUND - If you discover a
+defect in this electronic work within 90 days of receiving it, you can
+receive a refund of the money (if any) you paid for it by sending a
+written explanation to the person you received the work from. If you
+received the work on a physical medium, you must return the medium with
+your written explanation. The person or entity that provided you with
+the defective work may elect to provide a replacement copy in lieu of a
+refund. If you received the work electronically, the person or entity
+providing it to you may choose to give you a second opportunity to
+receive the work electronically in lieu of a refund. If the second copy
+is also defective, you may demand a refund in writing without further
+opportunities to fix the problem.
+
+1.F.4. Except for the limited right of replacement or refund set forth
+in paragraph 1.F.3, this work is provided to you 'AS-IS', WITH NO OTHER
+WARRANTIES OF ANY KIND, EXPRESS OR IMPLIED, INCLUDING BUT NOT LIMITED TO
+WARRANTIES OF MERCHANTIBILITY OR FITNESS FOR ANY PURPOSE.
+
+1.F.5. Some states do not allow disclaimers of certain implied
+warranties or the exclusion or limitation of certain types of damages.
+If any disclaimer or limitation set forth in this agreement violates the
+law of the state applicable to this agreement, the agreement shall be
+interpreted to make the maximum disclaimer or limitation permitted by
+the applicable state law. The invalidity or unenforceability of any
+provision of this agreement shall not void the remaining provisions.
+
+1.F.6. INDEMNITY - You agree to indemnify and hold the Foundation, the
+trademark owner, any agent or employee of the Foundation, anyone
+providing copies of Project Gutenberg-tm electronic works in accordance
+with this agreement, and any volunteers associated with the production,
+promotion and distribution of Project Gutenberg-tm electronic works,
+harmless from all liability, costs and expenses, including legal fees,
+that arise directly or indirectly from any of the following which you do
+or cause to occur: (a) distribution of this or any Project Gutenberg-tm
+work, (b) alteration, modification, or additions or deletions to any
+Project Gutenberg-tm work, and (c) any Defect you cause.
+
+
+Section 2. Information about the Mission of Project Gutenberg-tm
+
+Project Gutenberg-tm is synonymous with the free distribution of
+electronic works in formats readable by the widest variety of computers
+including obsolete, old, middle-aged and new computers. It exists
+because of the efforts of hundreds of volunteers and donations from
+people in all walks of life.
+
+Volunteers and financial support to provide volunteers with the
+assistance they need, is critical to reaching Project Gutenberg-tm's
+goals and ensuring that the Project Gutenberg-tm collection will
+remain freely available for generations to come. In 2001, the Project
+Gutenberg Literary Archive Foundation was created to provide a secure
+and permanent future for Project Gutenberg-tm and future generations.
+To learn more about the Project Gutenberg Literary Archive Foundation
+and how your efforts and donations can help, see Sections 3 and 4
+and the Foundation web page at https://www.gutenberg.org/fundraising/pglaf.
+
+
+Section 3. Information about the Project Gutenberg Literary Archive
+Foundation
+
+The Project Gutenberg Literary Archive Foundation is a non profit
+501(c)(3) educational corporation organized under the laws of the
+state of Mississippi and granted tax exempt status by the Internal
+Revenue Service. The Foundation's EIN or federal tax identification
+number is 64-6221541. Contributions to the Project Gutenberg
+Literary Archive Foundation are tax deductible to the full extent
+permitted by U.S. federal laws and your state's laws.
+
+The Foundation's principal office is located at 4557 Melan Dr. S.
+Fairbanks, AK, 99712., but its volunteers and employees are scattered
+throughout numerous locations. Its business office is located at
+809 North 1500 West, Salt Lake City, UT 84116, (801) 596-1887, email
+business@pglaf.org. Email contact links and up to date contact
+information can be found at the Foundation's web site and official
+page at https://www.gutenberg.org/about/contact
+
+For additional contact information:
+ Dr. Gregory B. Newby
+ Chief Executive and Director
+ gbnewby@pglaf.org
+
+Section 4. Information about Donations to the Project Gutenberg
+Literary Archive Foundation
+
+Project Gutenberg-tm depends upon and cannot survive without wide
+spread public support and donations to carry out its mission of
+increasing the number of public domain and licensed works that can be
+freely distributed in machine readable form accessible by the widest
+array of equipment including outdated equipment. Many small donations
+($1 to $5,000) are particularly important to maintaining tax exempt
+status with the IRS.
+
+The Foundation is committed to complying with the laws regulating
+charities and charitable donations in all 50 states of the United
+States. Compliance requirements are not uniform and it takes a
+considerable effort, much paperwork and many fees to meet and keep up
+with these requirements. We do not solicit donations in locations
+where we have not received written confirmation of compliance. To
+SEND DONATIONS or determine the status of compliance for any
+particular state visit https://www.gutenberg.org/fundraising/donate
+
+While we cannot and do not solicit contributions from states where we
+have not met the solicitation requirements, we know of no prohibition
+against accepting unsolicited donations from donors in such states who
+approach us with offers to donate.
+
+International donations are gratefully accepted, but we cannot make
+any statements concerning tax treatment of donations received from
+outside the United States. U.S. laws alone swamp our small staff.
+
+Please check the Project Gutenberg Web pages for current donation
+methods and addresses. Donations are accepted in a number of other
+ways including including checks, online payments and credit card
+donations. To donate, please visit:
+https://www.gutenberg.org/fundraising/donate
+
+
+Section 5. General Information About Project Gutenberg-tm electronic
+works.
+
+Professor Michael S. Hart was the originator of the Project Gutenberg-tm
+concept of a library of electronic works that could be freely shared
+with anyone. For thirty years, he produced and distributed Project
+Gutenberg-tm eBooks with only a loose network of volunteer support.
+
+Project Gutenberg-tm eBooks are often created from several printed
+editions, all of which are confirmed as Public Domain in the U.S.
+unless a copyright notice is included. Thus, we do not necessarily
+keep eBooks in compliance with any particular paper edition.
+
+Most people start at our Web site which has the main PG search facility:
+
+ https://www.gutenberg.org
+
+This Web site includes information about Project Gutenberg-tm,
+including how to make donations to the Project Gutenberg Literary
+Archive Foundation, how to help produce our new eBooks, and how to
+subscribe to our email newsletter to hear about new eBooks.
+
diff --git a/16599.zip b/16599.zip
new file mode 100644
index 0000000..392ec75
--- /dev/null
+++ b/16599.zip
Binary files differ
diff --git a/LICENSE.txt b/LICENSE.txt
new file mode 100644
index 0000000..6312041
--- /dev/null
+++ b/LICENSE.txt
@@ -0,0 +1,11 @@
+This eBook, including all associated images, markup, improvements,
+metadata, and any other content or labor, has been confirmed to be
+in the PUBLIC DOMAIN IN THE UNITED STATES.
+
+Procedures for determining public domain status are described in
+the "Copyright How-To" at https://www.gutenberg.org.
+
+No investigation has been made concerning possible copyrights in
+jurisdictions other than the United States. Anyone seeking to utilize
+this eBook outside of the United States should confirm copyright
+status under the laws that apply to them.
diff --git a/README.md b/README.md
new file mode 100644
index 0000000..a57d2cc
--- /dev/null
+++ b/README.md
@@ -0,0 +1,2 @@
+Project Gutenberg (https://www.gutenberg.org) public repository for
+eBook #16599 (https://www.gutenberg.org/ebooks/16599)