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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. 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